Tomb of the Eaters Feature Friday - April 24, 2020 (beta branch)

Tomb-related notes:

  • We added more polish to the crematory.
    • Redesigned the columbarium.
    • Added ASCII art to the look screen for urns.
    • Urn dusters now walk around dusting urns in the columbarium.
    • Fixed some bugs with the interaction of various crematory objects.
    • Added a visual effect for when objects are pushed by industrial fans.
    • Added descriptions for the following objects: conveyor drive unit, conveyor belt, rubber curtains, bones, ashes, industrial fan, miasmatic ash, machine wall, metal door, plastic tree, statue of Eater, full-spectrum bright sconce, elevator shaft, empty urn, marble walkway, sunflower, and scrapable deposit box.
    • Edited the ASCII glyphs for the entire crematory.
    • [Redacted]

    General notes:

  • You can now use water to clean your stained equipment via inventory actions on either your water containers or your stained equipment.
  • You can now use the Walk keybind from the Look menu to autowalk to the tile you're looking at.
  • Offhand attacks work again.
  • Changed the glyph and tile colors of non-mayor quest givers in villages from dark green to bright yellow. Accordingly, we also changed Mehmet's color to bright yellow.
  • Girshlings you encounter outside of Red Rock no longer advance 'What's Eating the Watervine?'.
  • The water ritual now consumes a dram of liquid only when you initiate it instead of consuming one for every action you take during it.
  • Force fields you can pass through no longer interrupt automove regardless of their source.
  • Psychic hunters are no longer incorrectly interdicted on maps without reality stabilization.
  • Cybernetic implants that occupy an equipment slot are no longer shown twice in the implantee's description.
  • Temporary items can no longer be used as tinkering components.
  • Improved the grammar in "you pass by" messages.
  • Fixed a bug that caused Rebuke Robot to fail way more often than it should.
  • Fixed a bug that caused take-all to not work in the classic UI looting menu when the cursor was on a category rather than an item.
  • Fixed a bug that caused the 'Tweet this character build' button to not work.
  • [debug]Added a new wish, "factionencounter:<faction>", that generates a special faction encounter in your current zone. For example, wishing for "factionencounter:Templar" generates a Templar faction encounter. You can override the tier and level values for the zone, both of which affect the creatures generated for the faction encounter, like so: "factionencounter:<faction>:<tier>" and "factionencounter:<faction>:<tier>:<level>".
  • [modding] The ConversationScript part now supports a Color field that's used to specify a color or shader to be applied to the creature's conversation text.
  • [modding] Self-closing <mutation /> tags in the XML no longer skip the next mutation when they're loaded.
  • [modding] The new blueprints loader no longer crashes when given an <intproperty> with no Value (it assumes 0 instead).
  • [modding] Added Transform > Flip Vertical to the map editor.
  • [*][modding] Added File > Reload Blueprints to the map editor. This lets you reload ObjectBlueprints.xml without quitting and reopening the editor.

    Files 342 MB
    Version Apr 20, 2020 334 MB
    Version Apr 25, 2020 335 MB
    Version Apr 25, 2020 351 MB
    Version Apr 25, 2020 337 MB
    Version Apr 20, 2020 353 MB
    Version Apr 20, 2020

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