Feature Friday - April 12, 2019
Caves of Qud » Devlog
Reminder: per our announcement here, there are 6 DAYS LEFT before the price up Caves of Qud bumps up to $14.99!
- The Barathrumites are still remodeling. Continue staying tuned.
- Added new item: blood-gradient hand vacuum.
- We refreshed how turrets work.
- Turrets now require ammo to fire. You can supply a friendly turret with ammo when you deploy it, via its interaction menu, or via smart use.
- Turrets must now reload their weapons.
- Turrets now have power switches. You can only access them if you have sufficient security clearance.
- You can now find dynamic turrets -- turrets created from arbitrary missile weapons -- in the wild.
- Added the following new creatures: low-light laser turret tinker, eigenturret tinker, blast cannon tinker, phase cannon tinker, and dynamic turret tinker.
- Added two new supporting items: storage tank and gourd.
- Added a new item mod, jacked, which allows gear to be powered by robots (particularly turrets) who wield it via their onboard systems or from grid power they have access to.
- Traipsing mortars now use ammo and can scavenge to fabricate it.
- Seed-spitting vines, thirst thistles, slugsnouts, and agolflies now generate ammo through biological mechanisms rather than not use ammo.
- Slugsnouts now have tusks.
- Agolflies now have mandibles.
- Added a new tile for troll foals.
- Base troll creatures no longer appear outside of Bethesda Susa.
- In most cases smart use now prefers to pet creatures, if possible, rather than talk to them.
- Dart guns and booster guns now use the Pistol skill rather than Heavy Weapons.
- Grenade launchers now have the correct weight of 15 pounds.
- Fleeing creatures now prefer to flee into tiles that have fewer adjacent enemies, unless they are panic-fleeing due to a fear effect.
- Aquatic creatures no longer pathfind or flee into tiles containing liquid containers or puddles too small to swim in. This also applies to player auto-movement while dominating an aquatic creature.
- Leering stalkers, chrome pyramids, traipsing mortars, and boosterbots no longer drop their ranged weapons upon death (once again).
- Repairing items via the trade screen now correctly charges the listed water cost.
- Norm cores now have a power switch that can be accessed if you have sufficient security clearance. They occasionally start in the off state.
- Liquids that fizz away when using the pour command now exhibit the same behavior when using the collect command.
- HP restored by life drain is now treated as healing and includes messaging and floating text.
- Fixed a bug that broke night-vision implants when they were reimplanted after the game had been saved and restored.
- Fixed a bug that caused phase-conjugate grenades to not shift phase after the game had been saved and restored.
- Fixed a bug that caused dismembered limbs and equipment to not appear on the ground if the dismembering attack killed the target.
- Fixed a bug that allowed the player to accumulate multiple beguiled or proselytized companions by leaving them in far-away zones and later returning to them.
- Fixed a number of bugs involving stat modifiers from effects becoming permanent on your clones.
Files
cavesofqud-windows-default.zip 714 MB
Version 2.0.173.0 Apr 13, 2019
cavesofqud-osx-default.zip 710 MB
Version 2.0.173.0 Apr 13, 2019
cavesofqud-linux-default.zip 713 MB
Version 2.0.173.0 Apr 13, 2019
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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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