Tomb of the Eaters Feature Friday - January 31, 2020 (beta build)
Caves of Qud » Devlog
200.17
We've posted an update to the Tomb of the Eaters beta on the beta branch.
Tomb-related notes
- We made some structural changes to the layout of the Tomb.
- We shifted the whole dungeon up several Z levels. The crematory is now one level above the surface.
- Removed the Lake of the Damned.
- We included some more signposts toward finding the Mark of Death and entering the Tomb through the Death Gate.
- Implemented a partial redesign of the Arcades to the Twin Gates that includes a path and sign pointing to Ezra.
- Immediately upon finding the Mark of Death, you now learn the Mark of Death secret, and the 'Recover the Mark of Death' quest step now completes.
- Immediately upon inscribing the Mark of Death, the 'Inscribe the Mark" quest step now completes.
- It should now be clearer that a certain post-Brightsheol body alteration is intentional.
- Once you return from Brightsheol, you cannot go back via the same method. (<- worded intentionally vaguely to avoid spoilers)
- Added two new cybernetic implants: fire suppression system and anchor spikes.
- Added a new item: advanced toolkit.
- Crypt ferrets are now better at hiding.
- Made Vivira, the sentient turret, magenta in order to stand out more.
- Added descriptions for the following objects: fulcrete, ebon fulcrete, wide bottle, crypt door, compacted bone, and grave moss.
- Added some more tomb propaganda.
- Renamed recarcassing nook to recoming nook.
General notes
- We made some changes to auto-equip.
- Auto-equip now gives you feedback on items that were unequipped as a result of your action.
- Eliminated most repetitive auto-equip messaging.
- Auto-equip now tries to unequip multiple items in order to equip an item that uses multiple equipment slots.
- Confirmation is now requested before automatically unequipping an item that will be destroyed by being unequipped.
- We tweaked the temperature-related behavior of liquids.
- You may find differences in how pouring liquids on you affects temperature.
- Standing in a pool of lava is no longer safe once you've dealt with the initial temperature shock.
- Your equipment and inventory now experience more temperature effects than before, particularly if you expose yourself to large amounts of lava.
- Fungal infections are now immune to heat, cold, electricity, and acid.
- Projectiles coming from a distance and passing near the player now produce a message in the message log.
- More combat sound effects are now properly controlled by the General > Combat Sounds option.
- Any NPC with whom you can perform the water ritual can now give you directions.
- The following actions performed while autoexploring now also operate on adjacent tiles: autoget, harvesting, butchering, trash rifling, opening a chest, and interacting with a bookshelf.
- Puffer fungi can now be hit by normal ranged weapons.
- Lava and acid now spawn less often in containers that are unsafe to house them.
- Companions now attempt to generally follow you even if they can't pathfind all the way to you (for example, because you have Force Bubble active).
- Mirrorshades now give a very small chance to reflect light-based attacks.
- Objects embedded in walls can no longer be taken or interacted with via the interact nearby command (unless you are also in the same tile as the wall).
- Items embedded in walls are now partially visible with penetrating radar.
- The overlay inventory screen now better handles having two heads or two faces.
- Multiple applications of Hobble now renew the duration of the effect rather than stacking the movespeed penalty.
- Carbide hand bones no longer modify hands added by Helping Hands, and they only affect the set of hands where the implant was implanted (in the event a True Kin has somehow acquired multiple sets of hands).
- Trader repair and recharge actions now more effectively handle plurality and stacking.
- Tattooing a companion no longer tattoos you instead of them.
- Smart use no longer pets Sheba Hagadias by default if Sheba is pettable.
- You can no longer open and close doors while frozen solid.
- Magazine-loaded ranged weapons now account for the weight and value of the ammo loaded in them.
- Solar and radio-powered cells now receive their charge more reliably on the world map and should cause less lag.
- Take-all no longer counts untakeable items when checking whether you're going over your weight limit.
- Added a new tile for the basic toolkit.
- Fixed some item duping exploits with evil twins and prism clones.
- Temporal fugue clones no longer lose their items before they expire.
- Fixed an issue with legendary breathers' and miners' names not showing up properly.
- Fixed a bug that made Berate 10x as likely to take effect if you had an Ego modifier of exactly zero.
- Fixed some bugs with explosions, other types of forced movement, and the generation of maps with ruined buildings.
- Fixed a bug that made DV and MA penalties from confusion become permanent if the game was saved and loaded.
- Fixed an issue with portable walls.
- Fixed an issue with nano-neuro animators.
- Fixed a typo in village monument descriptions.
- [modding] In character generation, whether a genotype is considered a mutant is now controlled explicitly by the new attribute IsMutant="true" in the genotype entry rather than by whether its name contains the substring "True". Mods affecting genotypes may need to add this attribute.
Files
cavesofqud-windows-beta.zip 714 MB
Version 2.0.200.17 Feb 01, 2020
cavesofqud-osx-beta.zip 710 MB
Version 2.0.200.17 Feb 01, 2020
cavesofqud-linux-beta.zip 713 MB
Version 2.0.200.17 Feb 01, 2020
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Caves of Qud
Chisel through a layer cake of thousand-year-old civilizations.
Status | In development |
Author | Freehold Games |
Genre | Role Playing |
Tags | Fantasy, Roguelike, Sci-fi |
Languages | English |
Accessibility | Configurable controls, High-contrast |
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