Feature Friday - June 25, 2021
Caves of Qud » Devlog
201.107/202.67
- Tweaked madpole frenzy behavior. Now when they sense blood in their tile, they enter a frenzied state for 10 rounds that gives them +10 Quickness and makes them prefer bleeding targets. They also go berserk for 5 rounds, per usual.
- Temporary mutations gained from items or cooking are now displayed on the character sheet.
- If you give a companion or other creature a book that trains a skill or increases an attribute, they now read it on their own.
- The temperature of creatures and objects in stasis no longer adjusts toward the ambient temperature of their surroundings.
- Inventory categories now stay collapsed after closing and reopening the inventory.
- Decarbonizers now have their attacks interrupted if they are moved out of the tile they are firing from.
- You can now start campfires on bridges.
- High-powered magnets now only magnetize one item if applied to a stack.
- Rusted creatures now have a -70 Quickness penalty.
- Praetorian's cloaks can now be modded.
- You can no longer name locations after your culture, for now.
- Deactivated turrets no longer interrupt autoact.
- The "attack" interaction now requests confirmation before attacking non-hostiles unless they are your target.
- The Sacred Well now accepts more kinds of artifacts.
- Items treated as artifacts because of item mods are more consistently techscannable rather than structural scannable.
- When your items are unequipped due to body changes that aren't dismemberment (for example, due to equipping a two-faced helmet), the unequipped items now go to your inventory rather than dropping on the ground.
- Various quest-related data disks are now marked as important.
- When entering text into popup dialogs, the characters '&' and '^' are now handled properly.
- Dynamic generation of indefinite articles now works correctly for the words "heiress" and "heirloom".
- Fixed a bug that caused owned objects being taken from containers using the trade screen to disappear if you declined the confirmation prompt.
- Fixed a bug that prevented decarbonizer beams from working.
- Fixed a bug that caused inventory categories to stick around when empty.
- Fixed a bug that cuased hologram bracelet decoys to not move.
- Fixed a bug that caused dynamic villages to generate overlapped with their own outskirts.
- Fixed a bug that caused empty ground tiles to appear in desert villages and ruins.
- Fixed a bug that caused the hollow tree hideout to generate without ground tiles.
Files
cavesofqud-windows-default.zip 838 MB
Version 2.0.201.107 Jun 26, 2021
cavesofqud-windows-beta.zip 714 MB
Version 2.0.202.67 Jun 26, 2021
cavesofqud-osx-beta.zip 710 MB
Version 2.0.202.67 Jun 26, 2021
cavesofqud-linux-beta.zip 713 MB
Version 2.0.202.67 Jun 26, 2021
cavesofqud-osx-default.zip 831 MB
Version 2.0.201.107 Jun 26, 2021
cavesofqud-linux-default.zip 837 MB
Version 2.0.201.107 Jun 26, 2021
Get Caves of Qud
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
- Caves of Qud 1.0 OUT NOW!6 days ago
- Beginner tutorial out now, release date announced, and Dromad Deluxe edition!43 days ago
- You gain the mutation Precognition!51 days ago
- Tutorial beta out now!69 days ago
- Final Feature Friday!82 days ago
- Journey to 1.0! Final preparations + new price82 days ago
- Feature Friday - September 13, 202489 days ago
- Feature Friday - August 30, 2024Aug 30, 2024
- Feature Friday - August 23, 2024Aug 24, 2024
- Feature Friday - August 16, 2024Aug 16, 2024
Leave a comment
Log in with itch.io to leave a comment.