Feature Friday - August 21, 2020
Caves of Qud » Devlog
200.89
- It's now possible to use a shield unskilled at a 25% block chance.
- The section in the manual on the combat sequence now includes a description of shield blocking.
- Attempting to move past the edge of the world now gives a message instead of failing silently.
- When you fire a missile weapon without a target and your aim snaps to the nearest hostile creature, that creature is no longer set as your target.
- NPCs are now able to attack inanimate objects they want to destroy.
- Mutants with temporal fugue are now referred to as temporal fugitives in village histories.
- Lase now ignores targets it cannot hit when selecting a target.
- Dehydration notifications are no longer provided for companions who wouldn't generate a death notification.
- You can no longer swap position with neutral or friendly puffer fungi.
- Being involuntarily moved into a wall with burrowing claws or a drill equipped no longer forces you to attack the wall.
- Being involuntarily moved can no longer swap you with a hostile creature.
- Autoexplore can no longer swap you with an ignored hostile creature.
- Engulfed creatures now have the lowest priority for purposes of determining which creature is hit when a tile is attacked. The purpose of this change is to make it so that companions can reasonably attack creatures that are engulfing you.
- Village zones no longer fight with themselves over what music to play.
- Grenades, mines, and bombs can now be detonated as an inventory action.
- The classic UI key mapping screen now indicates that you can press delete to clear a command's bindings.
- The selection hotkeys for donating a book to Sheba Hagadias no longer goes into non-alphabetic characters when you have a lot of books.
- Projectile animations now become faster the longer the projectile's flight path is.
- Lase's animation is now faster in general, and becomes faster the longer its path is.
- Added variant death messages for being killed by electrical, acid, and disintegration damage.
- Fixed a bug that made delete in the classic UI key mapping screen fail to trigger the bindings being saved.
- Fixed a bug that caused temporary liquids (for example, acid pools produced by acid walltraps to become permanent through fluid dynamics processes.
- Myopia's effect on visibility distance now works in more contexts.
- Fixed a bug that degraded performance when creatures swam.
- Fixed a bug that caused NPCs with Flaming Hands, Freezing Hands, Freeze Breath, and other breath attacks to stand still when targeting an enemy in the same cell as a wall.
- Fixed a two-character grammatical redundancy in torches' description.
- Fixed the message given when you lay a mine or set a bomb.
- Fixed various instances of situation-specific death messages being overwritten by the generic, "You were killed by so-and-so".
- Fixed a bug that made agility contribute less to throwing accuracy than it was meant to.
- Fixed a bug that broke telepathy.
- [debug] Fixed a bug that caused the "Give 250000 XP" keybind to give the XP without leveling you.
- [modding] Creatures now respect their NoTrade tag in conversations.
- [modding] The Mods directory is now created on startup if it doesn't already exist.
- [modding] The ID attribute of your quests can now be used in QuestsByID. If an ID doesn't exist, Name is used.
- Proselytes and rebuked robots can now be dismissed from your service as an interaction command.
- Party members now more consistently behave in a fashion consistent with their leader's attitudes.
201.15 - beta
This patch includes the first batch of changes for a wide-scale mutation balance. More to come!
- When you level up to level 5, and every 10 levels afterward, your genome enters an excited state and you can rapidly advance one of your physical mutations.
- Rapid advancement increases the mutation's rank by 3.
- These three ranks don't count toward the rank 10 limit.
- Rapidly advanced mutations are still subject to the mutation rank cap that's based on character level.
- If you have 4 mutation points after gaining a level, you'll have a chance to buy a new mutation before you choose a mutation to rapidly advance.
- If you have no physical mutations at this point, nothing happens.
- We revamped several physical mutations.
- Adrenal Control.
- Reduced cost from 4 MP to 3.
- We revamped this mutation.
- You now gain an activated ability, Release Adrenaline, that increases your quickness by mutationLevel*2+38 for mutationLevel+19 rounds.
- Cooldown: 100.
- Burrowing Claws
- Increased cost from 2 MP to 3.
- Claws no longer occupy hand slot.
- Your base fists are now replaced with claws that function as short blades and deal increased damage with mutation level.
- levels 1-3: 1d2
- levels 4-6: 1d3
- levels 7-9: 1d4
- levels 10-12: 1d6
- levels 13-15: 1d8
- levels 16-18: 1d10
- levels 19+: 1d12
- Carapace
- Reduced cost from 4 MP to 3.
- DV penalty is now a flat -2 across all mutation levels.
- You no longer have trouble getting up when knocked prone.
- Reduced the DV penalty for tightening your carapace from -10 to -2.
- Carnivorous
- Changed this into a defect that gives 1 MP.
- Removed the tasty bonuses from eating meat.
- Corrosive Gas Generation
- Removed mutual exclusion with Sleep Gas Generation.
- Increased the number of rounds you release gas for from mutationLevel/2 + 1 to mutationLevel+2.
- Increased the cooldown from 35 to 40.
- Corrosive gas no longer deals damage to items.
- (cosmetic) Renamed the activated ability name to "Release Corrosive Gas".
- Double-muscled
- Reduced cost from 4 MP to 3.
- Removed the movespeed penalty.
- Changed the chance to daze on a successful melee attack to 13% + mutationLevel*2 for 2-3 rounds.
- Electromagnetic Pulse
- (cosmetic) Renamed the activated ability to "Emit Pulse".
- Flaming Hands and Freezing Hands
- Renamed to Flaming Ray and Freezing Ray. You now have the option to customize these mutations and choose a limb for the ghostly flames/icy vapor to appear on (Hands, Feet, or Face).
- Now neither mutation occupies the Hands or any other body slot.
- If you get the limb you chose severed, you lose access to the mutation's powers.
- The temperature increase/decrease on melee attacks now applies to attacks made with any limb. We also added this behavior to the mutation description (it was previously undocumented).
- Added a temporary exclusion with Beak.
- Flaming Ray
- Reduced cost from 5 MP to 4.
- Freezing Ray
- Increased cooldown from 10 to 20.
- Heightened Quickness
- Reduced cost from 4 MP to 3.
- Removed the toughness penalty.
- Increased quickness buff to mutationLevel*2 + 13.
- Horns
- You can now choose a cosmetic option for horns (horns, horn, antlers, casque).
- Increased the chance for a horns attack from 20% to 25%.
- Increased AV progression to (mutationLevel-1)/3 + 1.
- Generalized damage to 2d[(mutationLevel/2)+3].
- Improved bleeding damage to the following.
- levels 1-3: 1
- level 4+: 1d2 + (mutationLevel-4)/3
- If you aren't wielding anything in your primary hand, you now attack with your horns as if they were your primary attack.
- Multiple Arms
- Increased the chance for extra attacks from 6% + mutationLevel * 2 to 7% + mutationLevel * 3.
- Multiple Legs
- Increased cost from 4 MP to 5.
- Changed move speed bonus from mutationLevel * 5 + 3 to mutationLevel * 20.
- Night Vision
- You can now see [redacted].
- Phasing
- You can now phase back in on demand.
- Photosynthetic Skin
- Increased the bonus regeneration rate from Basking or cooking with lignin from 20% + mutationLevel * 4 to 20% + mutationLevel * 10.
- Increased the bonus quickness from Basking or cooking with starch from 1 + Ceiling(mutationLevel/2) to 13 + mutationLevel*2.
- Generalized the servings of starch and lignen you can store to [(mutationLevel-1) * 4] + 1.
- Generalized the bonus duration of Basking's effect to [(mutationLevel-1) * 4] + 1.
- Sleep Gas Generation
- Increased cost from 3 MP to 4.
- Removed mutual exclusion with Corrosive Gas Generation.
- Increased the number of rounds you release gas for from mutationLevel/2 + 1 to mutationLevel+2.
- Increased the cooldown from 35 to 40.
- (cosmetic) Renamed the activated ability name to "Release Sleep Gas".
- Slime Glands
- You can walk now over slime without slipping.
- Spinnerets
- Activating Spin Webs no longer takes an action.
- Made web save difficulty scale at 2X mutation level instead of 1X.
- Increased arachnid reputation bonus from +200 to +300.
- Thick Fur
- Increased heat and cold resist bonus to +5
- +100 reputation with all of the following: apes, baboons, bears, and grazing hedonists
- Triple-jointed
- Reduced cost from 4 MP to 3.
- Removed the strength penalty.
- Removed the bonus chance to dodge.
- Added a 7% + mutationLevel * 3 chance that Agility-based skill powers don't go on cooldown after use
- Two-headed
- Increased cost from 2 MP to 3.
- Improved mental action cost reduction from 16% + mutationLevel * 4 to 15% + mutationLevel * 5.
- Improved chance to shake off a mental debuff from 5% + mutationLevel to 5% + mutationLevel * 2
- Wings
- Wings no longer take up the Worn on Back slot.
- (cosmetic) Your Worn on Back slot is renamed to Worn around Wings.
- +10% + (mutationLevel*10) move speed while sprinting.
- Jump range is increased by (mutationLevel/3) + 1.
- Charge range is increased by (mutationLevel/3) + 2.
- Adrenal Control.
- We nerfed the carbine and the sparbine.
- Reduced carbine's accuracy.
- The masterwork carbine quest reward now uses the same ammo as the standard carbine (lower damage).
- We made burning damage scale with temperature.
- 1-100 above flame point: 1 damage per round
- 101 - 300 above flame point: 1-2 damage per round
- 301 - 500 above flame point: 2-3 damage per round
- 501 - 700 above flame point: 3-4 damage per round
- 701 - 900 above flame point: 4-5 damage per round
- 901+ above flame point: 5-6 per turn
- Added a new clock to the main screen in the overlay UI.
- Added a new item: wrist fan.
- Added a new item mod: disguise.
- Dynamic villages can now generate with resident apothecaries.
- Elder Irudad now has some apothecary wares.
- Added a nice new overlay UI element for popup messages.
- The overlay UI now displays your drams of freshwater next to your weight.
- You can now access the mod manager from the main menu in the classic UI.
- You can now use Page Up, Page Down, +, and - to navigate the classic options & key mapping menus.
- You can now use Page Up and Page Down to navigate the tinker menu.
- The trade UI "don't have enough water containers" message no longer resets the trade window.
- Sprint now has a single active ability, "Sprint", which can be toggled.
- Stopsvalinn now has a better chance of spawning with a high-end energy cell, when it spawns with an energy cell.
- Spiral borers are now able to dig in reloaded zones.
- The Astral monster mutation can no longer be leveled
- Nonexistent journal entries can no longer be deleted.
- Fixed the switched cooking effect behavior on starch and lignin.
- Fixed a bug that caused the wrong XP value to be displayed in the Sheba Hagadias book turn-in dialog for stacks of books.
- [debug] The clearstatshifts wish no longer returns spent mutation, skill and attribute points.
- [modding] Most internal classes are now public.
- [modding] Colors, anatomies, options, conversations, and pronouns now reload properly when mod configuration changes.
- [modding] Fixed a bug that caused the detail color of subtypes to be merged onto the tile.
Files
cavesofqud-windows-default.zip 714 MB
Version 2.0.200.89 Aug 22, 2020
cavesofqud-windows-beta.zip 714 MB
Version 2.0.201.15 Aug 22, 2020
cavesofqud-osx-beta.zip 710 MB
Version 2.0.201.15 Aug 22, 2020
cavesofqud-linux-beta.zip 713 MB
Version 2.0.201.15 Aug 22, 2020
cavesofqud-osx-default.zip 710 MB
Version 2.0.200.89 Aug 22, 2020
cavesofqud-linux-default.zip 713 MB
Version 2.0.200.89 Aug 22, 2020
Get Caves of Qud
Buy Now$29.99 USD or more
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 |
More posts
- Beginner tutorial out now, release date announced, and Dromad Deluxe edition!23 days ago
- You gain the mutation Precognition!31 days ago
- Tutorial beta out now!49 days ago
- Final Feature Friday!61 days ago
- Journey to 1.0! Final preparations + new price61 days ago
- Feature Friday - September 13, 202468 days ago
- Feature Friday - August 30, 202482 days ago
- Feature Friday - August 23, 202489 days ago
- Feature Friday - August 16, 202497 days ago
- Feature Friday - August 9, 2024Aug 09, 2024
Leave a comment
Log in with itch.io to leave a comment.