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Feature Friday - November 24, 2023
[ 2023-11-25 08:27:38 CET ] [ Original post ]
206.37
- Added a move menu, default binding shift-M.
- Added a "Move to Point of Interest" clickable button to the top right of the new UI, between the buttons for Character Sheet and Autoexplore.
- Stat saps are now always considered at least Tough opponents.
- Gigantic items now produce more wire in wire extruders.
- Autoact now explicates the reason it stopped via the message log more often.
- Pathfinding now works harder to avoid digging through walls with wiring, piping, or gearboxes.
- Hidden things being discovered no longer necessarily interrupts autoact.
- Sparking baetyls no longer ask for Sparafucile's masterwork weapons.
- Blast cannon projectiles ("pressurized energy") are now treated as mass nouns ("some pressurized energy", not "a pressurized energy").
- Attempting to activate a ganglionic teleprojector from its interaction menu while the ability is on cooldown no longer fails silently.
- Lagroots, junk dollars, and other urchins no longer interrupt autoact through mere hostility.
- Requesting gifts via the water ritual now operates on one item at a time if the NPC has a stack of them.
- When you die while confused, a confused version of your name is no longer recorded with your score.
- Legendary dervishes of the Sightless Way are no longer incorrectly titled as servants of Ptoh.
- Torches are now extinguished by being submerged in liquid.
- Made Value + and - binds able to share bound keys with Move Up and Move Down.
- The option "Use text autowalk threat indicator" is now called "Use text version of the autoact interrupt indicator instead of flashing red box".
- You can now return to the Recoil menu by escaping out of interaction with a recoiler.
- The option "Use text version of the autoact interrupt indicator instead of flashing red box" is now in the Automation category.
- The option "Use text version of the autoact interrupt indicator instead of flashing red box" now works consistently: it indicates the interrupting object with a pulsing red visual effect, if disabled, or with a descending yellow v character, if enabled.
- Creatures now consider moving away from gases or walltraps that are damaging them a little more aggressively.
- When creatures die while engulfed, items left behind are now left in the engulfer's inventory.
- When creatures die, the location items left behind drop in is now more consistent.
- Force bubbles no longer push anything when their owner is being pushed by another force bubble. This should prevent crashes from force bubble owners pushing each other.
- The activated ability for force bracelets now synchronizes properly when the force bracelet is deactivated by its force fields are independently destroyed.
- The icon colors applied by desecration now take priority over the icon colors applied by village history engraving.
- Improved how some items are specified in Spread Klanq quest steps.
- Slightly reduced the render layer of low walls.
- Removed two extra spaces from interdictor lock-on messages.
- Fixed the stats in the ability description of Cryokinesis.
- Fixed a bug that randomly caused some items to be incorrectly flagged as needing two slots to equip.
- Fixed a rare bug that caused a hard lock during world generation.
- Fixed a bug with the repulsive device.
- Fixed a rare bug with inventory stacking.
- Fixed a bug that caused the glotrot cure to fail.
- Fixed a bug that sometimes caused walls to paint incorrectly.
- Fixed a bug that sometimes caused you to be described as disassembling "something", or for a disassembled item to be omitted, when disassembly was interrupted.
- Fixed a bug that made automatic attacks on ignored enemies interrupt autoexplore.
- Fixed a bug that made broken and engulfed statuses not appear in display names.
- Fixed a bug that caused the "Attack ignored hostile creatures that you move adjacent to during autoexplore" option to cause you to automatically attack ignored enemies that you moved next to on a single manual step.
- Fixed a bug that with item naming trying to name items after the world map.
- Fixed a bug that duplicated items when you equipped one from the ground while having another in your inventory.
- Fixed a bug that made the grounded effect prevent movement actions it shouldn't have, such as charging.
- Fixed a bug that made miners continue to lay mines after being instructed not to.
- Fixed a bug that made sparking baetyls imply they might take items from your inventory even if there were enough items to satisfy them nearby.
- Fixed a bug that caused the looker to be unable to switch objects.
- Fixed a bug that made merchants become temporarily incapacitated by restocking and soup sludges become temporarily incapacitated by growing their pseudopods.
- Fixed some bugs with text filters applied to speech, like with birds and fish.
- Fixed a bug that made geomagnetic discs unable to fly through gases.
- Fixed a bug with important tonics having their "apply" and "apply to" interaction hotkeys swapped.
- Fixed a bug with junk dollars' impaler behavior. Existing junk dollars in saved games will not be affected.
- Fixed a bug that made rock tumblers and wire extruders work when unpowered. Existing furniture in saved games will not be affected.
- Fixed a bug that caused the positive and negative cacophonic sounds for multiple simultaneous reputation changes to be played simultaneously, when applicable.
- Fixed a bug that made morphogenetic geomagnetic discs fail to work properly.
- Fixed a bug that put confused quest names in Reclamation quest steps if you were confused when Girsh nephilim spawned.
- Fixed a bug in the activation message of Shield Wall.
- Fixed a bug that caused mutation permutation to occur repeatedly past the halfway point of the Mutating effect.
- Fixed a bug that made some secrets display with inappropriately capitalized words in the middle of them.
- Fixed a bug where your hagiographies claimed you penned a copy of a cookbook instead of the cookbook itself.
- Fixed a messaging oddity in some messages about resistance to recruitment.
- Fixed a missing space in some possible faction descriptions.
- Fixed a bug that allowed duplicating a chord of light at Omonporch.
- Fixed a bug that caused Stingers to not activate when lunging.
- Fixed a bug that caused the golem mound's catalyst menu to be unopenable when a dram of slime was in your inventory.
- Fixed a bug that prevented the 'Dayenu' achievement from progressing.
- Fixed a bug that prevented the repulsive device from being removed.
- Fixed a bug that caused dynamic quests to sometimes become unfinishable.
- Fixed a bug in the ability manager screen that casued a lockup when activating an ability in the middle of a drag operation.
- Fixed a bug that caused a crash when quitting a game.
- [modding] ProneOnHit now works on projectiles.
- [modding] The mod manager now sorts mods case-insensitively.
- [modding] The reference name of the highly entropic beings faction has been changed to Entropic.
[ 2023-11-25 08:27:38 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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