Tomb of the Eaters Feature Friday - June 26, 2020 ('beta' branch)
Caves of Qud » Devlog
200.57
Tomb notes:
- Finished the bugfixing and polish work in the crypts.
- Added a new liquid: brain brine.
- [redacted]
General notes:
- Occasionally, upon gaining a level, completing a quest, performing the water ritual, or defeating a legendary foe, you may now become inspired to name one of your items.
- The swimming confirmation message is now toggleable via the option in the Prompts menu.
- Reputation change messages now include your new reputation and inform you if the faction's overall attitude toward you has changed.
- The reputation changes incurred by violating the water ritual are now displayed in a single message.
- You can now add notes to items in your inventory and equipment. The notes appear in the item's short description.
- A given attack can now only have a block attempt performed with one shield. The limit on the number of attacks per turn that can be blocked is now per-shield; if you have multiple shields equipped, you will attempt to block a given attack using the best shield that you can presently use.
- You can no longer shield block while frozen, paralyzed, burrowed, or otherwise unable to freely move your limbs.
- Baetyls no longer care about differently-colored display names in the items they request.
- The fill action on liquid containers can now be used on any container that is not full, not just empty containers.
- You now prefer to autouse liquids that aren't stored in functional containers like liquid-cooled firearms.
- Becoming famished now interrupts autoact.
- Creatures that are fleeing no longer count as visible hostiles.
- Creatures that try to keep their distance from the player now only count as visible hostiles at close range.
- Grenades are no longer destroyed before hitting the ground when thrown into a tile with acid gas.
- Flashbang grenades now affect a circular area instead of a square.
- Glowmoths can now use their gaze attack at point blank range.
- Baetyls no longer care about taking small amounts of damage, but they become... significantly irritated... by larger amounts.
- Only creatures who are able to engage in combat and can move their limbs now count for the purposes of preventing charge and causing missile weapons to fire wildly.
- Missile weapons that use spray fire ammo (shotguns, pumps, point-defense drones, and flamethrowers) now indicate in their short description that they aren't subject to firing wildly when multiple enemies are adjacent.
- Bows now display their loaded arrows' penetration and damage value.
- Made weapon class display, strength cap, and accuracy information the color of rules text.
- Creatures now go prone if they can when they fall asleep for any reason, not just when they voluntarily go to sleep on a bed.
- Equipped objects now match the temperature of the object they're equipped on.
- Made most organic items leave behind ashes when they burn up.
- Ashes no longer catch fire.
- Village outskirts now properly have above and belowground features.
- When you run out of water while traveling, you now receive a message and a chance to stop rather than only getting notified when you become life-threateningly dehydrated.
- The Bleeding effect is now described differently for creatures that do not have blood.
- The environmental item picker now refreshes when a taken action changes the list of items displayed, such as when an item is broken off a stack.
- The visual effects for being frozen, slowed due to temperature, or on fire now have higher visual priority.
- The Tinkering screen bit locker now displays the glyph for each bit type of bit next to its name.
- The Spindle negotiation menu now uses alphabetic hotkeys rather than numeric in order to prevent numpad-based selection accidents.
- Objects that are cloned while phased now properly assume their normal phase.
- Relics and extradimensional missile weapons now occasionally generate as armor-negating.
- Graftek-granted stat changes now count as permanent in all the usual ways.
- Added damage and penetration displays to thrown weapons.
- Fixed a bug that caused some non-blood-having creatures to bleed blood.
- Fixed a bug that caused simply targeting a creature to make it hostile.
- Fixed some bugs that caused several sensory effects to fail to detect walk-walking creatures.
- Fixed linear cannon penetration display.
- Fixed some issues that caused you to retain your marked target after using a special shot.
- Fixed a bug where pouring into a container you are emptying took the current contents of the container into account even though they were being emptied.
- Fixed a bug that caused missile weapons to display a damage message even when the damage was prevented.
- Fixed a bug that caused autoexplore to fail to seek out the secret-bearing mural in the village of Ezra.
- Fixed a bug with phase web animation.
- Prevented some rare corner cases where objects were destroyed multiple times.
- Fixed a bug that caused the 'show effects' menu to improperly linger beneath other windows when opened and closed.
- [modding] Effects may now whitelist themselves for most deep copy operations by overriding allowCopyOnNoEffectDeepCopy and returning true.
Files
cavesofqud-windows-beta.zip 714 MB
Version 2.0.200.57 Jun 27, 2020
cavesofqud-osx-beta.zip 710 MB
Version 2.0.200.57 Jun 27, 2020
cavesofqud-linux-beta.zip 713 MB
Version 2.0.200.57 Jun 27, 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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