Tomb of the Eaters Feature Friday - July 10, 2020 ('beta' branch)
Caves of Qud » Devlog
Live and drink, friends. If all goes well, we'll be launching Tomb of the Eaters on the main branch next week!
200.66
Tomb-related notes:
- Added two new cooking ingredients: crushed grave moss and compacted bone meal.
- The mopango now have a signature dish.
- You can now water ritual with Agyra.
- Added cybernetic credit wedges to Omonporch and the Tomb.
- Altered the behavior on the following item mods: colossal and padded.
- Changed the names of the following item mods:
- 'colossal' to 'gigantic'
- 'hardened' to 'with electromagnetic shielding'
- 'co-processor' to 'with co-processor'
- 'normalizing' to 'nulling'
- Changed the ANSI coloring and descriptions for several mods.
- Added a distinctive tile to squares that are safe from the Bell of Rest.
- Added particle text for when you acquire the tomb-tethered effect.
- You may now find mopango pilgrms in the Stiltgrounds.
- Gave Tam, Sixshrew, and Ezra a new sign tile.
- The messaging for what industrial fans are blowing around is now less verbose.
- Removed sultan sarcophagi and reliquaries from dynamic encounters.
- Fixed a hagiographic typo.
- Fixed several bugs around the [redacted] from [redacted].
General notes:
- Added a new interaction menu command for companions, direct ability use, that allows you to forbid or permit your companions' use of their individual activated abilities.
- Made high tier item mods more likely to appear on lower tier items.
- Automove now ignores the hostility of dreadroots, young ivory, and lurking beth.
- Overdosing on a blaze tonic no longer cools you down, and overdosing on hoarshrooms no longer warms you up.
- Companions now heal while moving on the worldmap.
- Chainguns are now heavy weapons.
- Relics now have extra hit points.
- The Barathrumites are now more forgiving of friendly fire during A Call to Arms.
- Item-collecting arconauts and graverobbers no longer collect items when player-led or dominated.
- The movement penalty from equipping heavy weapons now visibly alters your move speed and the weapon's description, rather than being an invisible modifier to action costs.
- Pathfinding is now more willing to cross harmless liquids of wading depth (specifically, it'll try to go only one square out of its way to avoid them).
- Some liquids pools now require you to confirm movement into them.
- Some liquids now require you to confirm that you wish to drink them.
- There is now an option that lets you turn off confirmation for both moving into and drinking dangerous liquids.
- Cultist without bodies are less likely to become cult leaders.
- Your turrets now allow you to deactivate and reactivate them regardless of your security clearance.
- Hitting or firing at something with your missile weapon no longer makes it your target if it isn't hostile to you or if you already have a target.
- Fix-It spray foam can now be applied to nearby objects.
- Fix-It spray form now restores hit points to inanimate and inorganic objects.
- Charging Strike now adds 1 to the maximum AV penalty that can be inflicted by Cleave.
- Campfires, corpses, boulders, and furniture now block doors from closing.
- Activation and deactivation messages now mention if an item in your possession is what's giving you clearance to perform that action.
- Lase now gives a failure message when you try to use it and it's exhausted.
- The priority of the Read action on books now depends on whether you have already read them
- Conveyor belts can no longer move force fields.
- Status summary displays appended to the rules text of some items now appear in more places, too. Examples include "EMP", "unpowered", and "warming up".
- Inventory actions are now (mostly) consistently alphabetized.
- Displacer bracelets now only produce visual effects on visible creatures.
- Equipment that uses multiple slots now prefers to use slots that are near each other.
- Fixed a bug that made hoarshrooms fail to provide cold resistance.
- Fixed a bug that broke a mechanism for inventory action hotkey resolution. This fixes a number of issues with duplicate inventory action hotkeys.
- Fixed a bug that made temporal fugue clones leave ammo behind.
- Fixed a bug that disabled Proselytize's cooldown and sometimes caused the effect to occur multiple times when using it via a Skillsoft implant.
- Fixed a bug that made the names of some relics bleed pink.
- Fixed a bug that prevented breathers from breathing.
- Fixed an issue that caused some double-slot equipment to use only one slot.
- Fixed some minor issues in goatfolk hero generation.
- Fixed a bug that made Fasting Way and Mind Over Body cause different thirst rate modifiers than what appears in their descriptions.
- Fixed some issues in the messages generated by drinking mixed liquids.
- Fixed some bugs with phasing.
- Fixed some issues with doubled-up input on the stage screen when the prerelease input manager is enabled.
- Fixed some intermittent thread-safety bugs with text processing.
- [modding] Normalized the parameter name for number of penetrations to "Penetrations" across several combat messages.
Files
cavesofqud-windows-beta.zip 714 MB
Version 2.0.200.66 Jul 11, 2020
cavesofqud-osx-beta.zip 710 MB
Version 2.0.200.66 Jul 11, 2020
cavesofqud-linux-beta.zip 713 MB
Version 2.0.200.66 Jul 11, 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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=D
Pretty great