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Author Topic: Caves of Qud: Now in Open Beta  (Read 579608 times)

getter77

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Re: Caves of Qud: Now in Open Beta
« Reply #3585 on: March 26, 2017, 07:39:49 am »

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We added... well, just read below.
Added a new high-tech item, nano-neuro animator, that makes a nearby wall or door sentient (it'll support more inanimate objects soon).
Added a cheaper, consumable competitor for the nano-neuro animator: Spray-a-Brain.
Added body types and body parts for animated walls and doors.
Added a faction: newly sentient beings.
There's now a very small chance that any given wall or door is sentient.
Updated compass bracelet's tile.
Made some enhancements to the new input manager.
Rebinds are now be properly saved between sessions.
Improved the 8-way directional sensitivity.
D-pad left and right now scroll through your activated abilities.
While scrolling through abilities, 'X' activates the selected ability. Left trigger + 'X' enters the ability screen.
Next page and previous page bindings now work properly.
Menu navigation directions now repeat when held.
You can now navigate to the "buy a new mutation" option on the character screen.
Holding the Alt button while moving now force attacks in that direction.
There are now force attack action bindings.
Added key repeat delay and rate sliders to the Controls options menu.
Trade bindings now work properly.
Fixed canceling causing double input on several screens.
Fixed the pick direction screen not accepting diagonal inputs.
Removed unused 12-gauge shotgun ammo.
Salt dunes tiles now properly animate.
Fixed some memory use issues on the high score screen.
Fixed some rare exceptions in the following parts: AnimatedMaterialSaltDunes, AIPilgrim, Daylight, LiquidVolume, Juke.
Fixed a rare exception with rendering effects.
Fixed cases where the overlay UI stopped responding when you exited to the main menu.
Fixed the mouse wheel not working on the keybind screen.
Fixed controls in the new inventory screen sometimes incorrectly appearing disabled.
Fixed a spurious serialization error.
Fixed a scripting mod compilation error.
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Iduno

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Re: Caves of Qud: Now in Open Beta
« Reply #3586 on: March 27, 2017, 02:44:43 pm »

"Added a new high-tech item, nano-neuro animator, that makes a nearby wall or door sentient"

Ah, right. Now I remember why I bought this game.
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getter77

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Re: Caves of Qud: Now in Open Beta
« Reply #3587 on: April 01, 2017, 07:03:58 am »

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You can now use nano neuro animators or cans of Spray-a-Brain to make tables sentient.
There's now a very small chance any given table is sentient.
You can now dominate sentient walls, doors, and tables.
Fixed a bug that caused you to be unable to spray brains onto doors.
Added a new book: From Entropy to Hierarchy by Q Girl.
We replaced the old container storage UI with a much better variant of the trade UI.
Additional trade actions are now grouped under a submenu of the trade screen.
Open shafts drop you directly on top of a wall less often.
Fixed the reload keymind in the new input manager.
Added an option to globally enable or disable mod support.
Fixed the message log and status bar options not working properly without the overlay UI fully enabled.
Fixed option drop-down menus not rendering properly and increased their size.
Vendors no longer repair or recharge items when you don't have enough water to pay for the service.
Fixed some issues with double inputs when escaping screens.
Fixed a rare exception with generic ammo.
Fixed the inventory screen sometimes appearing on top of the new UI.
Fixed loading text not appearing when it should.
Fixed some typos.
We're also working on a journaling system and expansion to the Water Ritual. Stay tuned!
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getter77

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Re: Caves of Qud: Now in Open Beta
« Reply #3588 on: April 08, 2017, 07:15:02 am »

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Added a helmet mod, two-faced, that grants an additional face slot.
Refactored helmet tables into and helmets and hats (known collectively as headwear).
Added a rare book mod, illuminated, that increases the book's value.
Added secluded scriptoriums.
Added legendary scribes and new overland encounters for their scriptoriums.
Added a new liquid: ink.
Ink catalyzes primordial soup into inky sludges with inky pseudopods.
Gave phials a new tile.
Phial color now changes based on the liquid it contains.
Reduced the capacity and cost of phials.
Reflavored the jungle pygmies as the Naphtaali tribe.
Updated the description for the various Naphtaali, Naphtaali corpse, Naphtaali limbs, and chrome idol.
Made Dueling Stance a requirement for Improved Dueling Stance.
Increased the chance goatfolk leave corpses behind.
We made a few improvements to autoexplore.
Added a message when there are no available autoexplore paths to the remaining explored areas on the map.
Added a message when autoexplore stops due to a hostile creature.
Fixed some cases where you'd take an extra step after seeing a hostile creature.
Autoexplore no longer factors in unexplored wall tiles into its pathfinding.
Fixed an issue caused by unreachable tiles becoming reachable via terrain modification.
Autoexplore now visits tiles with trash in them if you have the Tinkering power 'Scavenger'.
If your body doesn't have arms and you gain the Multiple Arms mutation, one of your new hands now counts as a primary slot.
Fixed an issue with auto-drink not automatically drinking. You had one job.
Fixed an issue with upward stair generation.
Fixed fake errors when dynamic population tables were referred to blueprint inventory builders.
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getter77

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Re: Caves of Qud: Now in Open Beta
« Reply #3589 on: April 15, 2017, 06:58:21 am »

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Six Day Stilt merchants, and other rare merchants, now periodically refresh their wares.
Added new tiles for these artifacts: hoversled and helping hands.
Sultans now occasionally abdicate their thrones or get murdered under mysterious circumstances.
Sultan counselors now occasionally suggest abdication to their sultans. This can result in various outcomes, some of which are not great for the counselors.
Sultans are now guaranteed to become sultans during the course of their lives. We expect as much from them.
Gave the following creatures new descriptions.
bear
barkbiter
all the cragmensch
Gave clockwork beetles more robotic attributes.
You can now use Rebuke Robot to rebuke clockwork beetles.
You're now prompted to stop traveling on the world map if glotrot causes you to start bleeding.
The container UI now lets you store water containers and other objects that are filtered out of the trade UI.
Fixed some issues that improperly caused the player to be destroyed.
The overlay UI scale is now a slider.
Capped the brightness and contrast settings to prevent completely unusable values.
Continued behind-the-scenes work on the journal and water ritual feature arcs.
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getter77

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Re: Caves of Qud: Now in Open Beta
« Reply #3590 on: April 22, 2017, 06:57:00 am »

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Added a new fungal infection: waxflab.
Added a new type of fungus puffer: rosepuff.
Removed the max strength cap from cudgel-like fungal infections that colonize your hands.
Added tiles for all the fungal infections.
Updated the Corpus Choliys to include an account of waxflab.
Gave a chat component to the following creature types (their capacity for speech varies).
humanoids
apes
antelopes
most other mammals
robots
crabs
oozes
unshelled reptiles
tortoises
fish
arachnids
birds
worms
plants
Made birds extra chatty.
Fixed some grammar issues with popup messages.
Party members now prefer not to attack things that share a tile with their party leader.
Fixed tinker-trained NPCs not being able to repair items.
Fixed some cases where multiple sets of limbs were given the same name.
Fixed some cases where fungal outcrops weren't removed when you cured glowcrust.
Lairs no longer generate on top of historic sites, wiping the sites out of existence.
Fixed some cases where natural equipment, like bites, ended up on the ground when the corresponding appendage was dismembered.
When you cure ironshank, you no longer have a residual movespeed penalty.
Fixed some cases where plant-based lairs didn't generate properly.
Journal, water ritual, and faction work proceeds behind the scenes.
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getter77

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Re: Caves of Qud: Now in Open Beta
« Reply #3591 on: May 06, 2017, 07:07:35 am »

 8)
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This week, we're introducing two new feature arcs that have been in development for a few months. The first is the Journal. As you play Caves of Qud, you accumulate a bounty of knowledge. We added a journal that tracks important locations you discover, gossip and lore you come across, historical snippets you learn about ancient sultans, and your character’s chronology. You can also add your own notes to the journal and keep track of interesting places on the world map.

The second is the Water Ritual. The reputation system lets you befriend any of Qud’s sixty plus factions by treating with or slaying faction leaders. We expanded the rewards for earning high reputation and gave more cultural texture to the process by adding the water ritual, a custom based on sharing precious fresh water with a faction leader to secure a bond with their kinfolk. When you engage in the water ritual with a faction leader, you can spend reputation to learn secrets that get logged in your journal, earn rewards specific to that faction, or recruit the leader to your party.

The details are below.

We added the journal. By default, it's bound to 'J'.
The journal has five tabs.
Locations.
The locations tab lists locations you learn about in game, categorized by type.
When you learn a new location, it'll appear in this tab. You can learn locations by finding them yourself or by learning about them via another method, like the water ritual.
When you go to the world map, there's a marker on the worldmap tile that's home to the location. The description of the worldmap tile includes all the location notes it contains.
The alt display on the worldmap shows an alternate icon for locations with notes.
You can toggle off the worldmap markers for a category by hitting Tab on the Locations tab.
When you enter into a category, you see all the locations of that category and their distance in parasangs to the nearest landmark. 1 parasang = 1 worldmap tile.
You can hit Tab or Space on a specific location to track it on the worldmap. When a location is tracked, it appears green and flashing.
You can enter your own notes on the Locations tab by typing +. Your notes appear under the Miscellaneous category.
You can delete notes with -.
Gossip and Lore. Currently, this tab contains any gossip you learn through the course of the game. Gossip is a type of secret that you can learn during the water ritual. See notes on the water ritual below.
Sultan Histories. When you reveal a secret about a sultan, it appears in this tab categorized by the sultan's name. As you reveal more secrets, they'll appear in chronological order.
Chronology. This tab tracks the narrative of your character's life. This is the same chronology that appears in your death summary. You can add or deleted player-added entries by typing + or -.
General Notes. Use this tab to add any additional notes you'd like. Example: "I hate the crab."
As part of the conversion of character knowledge to journal entries, we refactored world generation and the location discovery process. When you discover a special location, such as a ruined site, historic site, goatfolk village, lair, merchant, pig farm, super secret location, etc, it'll be added to your journal now.
If you descend from the worldmap to a tile with a location note, you have the option to descend directly to that location.
Added procedurally-generated names for goatfolk villages and ruined sites.

We added the water ritual and removed the Offer Gift power.
You begin the water ritual through conversation with a faction leader. You'll know faction leaders by the backstory relationships they have with other factions when you look at them.
You start the ritual by sharing 1 dram of (usually) water with the faction leader. If you do, you gain 100 reputation with the leader's faction, and you gain or lose reputation with factions that like or dislike the leader, respectively.
Once you're engaged in the water ritual, you have several options. Here are some of the common ones.
Share a secret.
Depending on the types of secrets this faction is interested in, you may be able to share a secret with the leader. Check out the right column of the Reputation screen to see what types of secrets each faction is interested in trading. Potentially sharable secrets include anything in the Locations, Gossip and Lore, or Sultan Histories tabs of your journal. If a leader is interested in your secrets, you'll get a choice of a few to share. If you share one, you get reputation with the faction leader. Each leader only has a certain amount of bonus reputation they can give you toward their faction.
You can only share each secret once. Once you do, it's out in the world.
You can't share a secret with the faction you learned it from. Who you learned each secret from and who you shared it with are listed in your journal.
Learn a secret. The leader shares a secret with you. The type of secret depends on the faction.
Share gossip. Factions tend to want to hear gossip about themselves. If you have some, they'll reward you with extra reputation.
Learn a skill. Faction leaders can teach certain skills in exchange for reputation.
Join the party. In exchange for a lot of rep, most leaders are willing to join your party.
Special (oooo). Some factions have special rewards.
Added a new skill: Customs & Folklore.
Tactful (150 sp, 19 int): Whenever you start the water ritual with a new creature, you get an extra 25 reputation.
Trash Divining (150 sp, 21 int): Whenever you rifle through trash, there's a 5% chance you piece together clues and discover a random secret.
Lowered starting reputation with the villagers of Joppa and Fellowship of Wardens.

Some other notes:
Changed the logic for finding directions. Now, only humanoid creatures can give you directions if you're lost.
Fixed an issue with the new input manager not detecting gamepad stick x-axis movement properly.
Fixed an OSX launch issue.
Fixed a rare exception instantiating Sheba Hagadias.

There are countless details; we're sure we're forgetting to mention a few. Play around and explore for yourself. Live and drink!
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getter77

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Re: Caves of Qud: Now in Open Beta
« Reply #3592 on: May 13, 2017, 07:12:33 am »

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Added and updated some sound effects.
open and close wooden door
open tech door
hover over UI element
acquire a fungal infection
Added procedurally-generated names for starapple farms.
Added procedurally-generated names for pig farms.
Made some gossip more interesting and specific.
Initiating the water ritual is no longer ever the default dialog option.
Sleep immunity from Sleep Gas Generation no longer applies to Narcolepsy or exhaustion from Adrenal Control.
Myopia is working as intended again.
Smart use no longer interacts with party members.
Fixed a typo in the option to initiate the water ritual.
Fixed a few grammatical errors in the chronology.
Removed Yempuris Phi from dynamic encounters.
Graphical elements like the map note indicators no longer disappear after a textbox appears over them in look mode.
You can no longer initiate the water ritual with clones.
Clones of containers are now empty.
Clones of items with ammos slots are now empty.
Fixed some blank popup messages during merchant encounters.
Fixed the default Journal keybinding when J is in use as a secondary keybind.
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getter77

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Re: Caves of Qud: Now in Open Beta
« Reply #3593 on: May 20, 2017, 06:57:05 am »

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Gave Golgotha a small visual makeover when tiles are enabled.
Added a tile for conveyor drive units.
Added a tile for conveyor belts.
Animated conveyor belt tiles.
Added a tile and description for the Hook for Feet defect.
Added a tile and description for the Beak defect.
'Pour' is now the default action for water containers in your inventory rather than 'drink', making it less likely to accidentally drink from canteens full of acid.
Merchants no longer restock their inventories if they belong to your party.
Removed the double chat popups from most creatures.
Sultans no longer insist that cities be named after their regnal numbers (for example, 'III City').
You may no longer trade with your Temporal Fugue clones.
Items thrown by clones now immediately fade from existence in the player's dimension.
You can now properly read books that you donate to Sheba Hagadias.
Stairs should now always be properly linked between levels.
Cave systems, watervine patches, desert canyons, and historic sites are now more consistent when using the same world seed.
Made some big memory improvements.
Reduced baseline memory usage by about 25%.
Fixed several memory leaks.
Slightly reduced saved game file sizes.
Fixed some incorrect pronouns in text generation.
Fixed some rare infinite loops during history generation.
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getter77

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Re: Caves of Qud: Now in Open Beta
« Reply #3594 on: May 27, 2017, 06:55:13 am »

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You can interact with the world in a few new ways.
You can sit on chairs.
You can smoke from hookahs.
You cat light fires at campfire remains.
You can put out campfires.
You can now sleep in bedrolls.
Sultans now occasionally get married, cementing alliances with various factions and guilds.
At sultan weddings, guests occasionally give gifts to the sultan.
Depending on the course of a sultan's life, you now occasionally find their wedding gifts at historic sites.
Stopsvalinn no longer shows up in dynamic encounters.
Creatures (including you) now walk over non-damaging liquids, like slime, while auto-pathing.
Creatures (including you) now try to avoid walking through acid while auto-pathing.
You should now always be able to remove two-faced helmets.
Helmets with terrifying or serene visage and gesticulating gauntlets no longer occupy multiple heads or hands slots, respectively.
Improved baseline memory usage by an additional 20%.
Fixed some rare exceptions with history text generation.
Fixed an issue that sometimes caused too many zones to remain in memory.
Fixed a rare exception when find an encounter from the world map.
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getter77

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Re: Caves of Qud: Now in Open Beta
« Reply #3595 on: June 03, 2017, 06:55:07 am »

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We tightened up the logic governing which bonuses you get from equipment that's equipped on secondary appendages, such as a second head or second pair of arms.
You don't get AV or DV from equipment that's equipped on a secondary appendage, but you do get other bonuses, such as +resistances or +stats. This is the same logic as before, but it works more consistently now.
Secondary appendages are now marked with a grey 'x' on the equipment screen in the original UI (but not yet the new UI).
Almost always, a secondary appendage corresponds to a second (or third, or fourth) copy of an existing appendage, denoted with '(2)' in the appendage name. The exception is if a creature with no arms, say, gets its first set of arms; those arms will be secondary.
Hands (2) no longer appears before Hands in the new equipment screen UI.

Updated the display names of animated walls, doors, and tables.
Added the possibility of encountering legendary animated walls, doors, or tables.
Gave legendary animated furniture appropriate proper names based on whether they're walls, doors, or tables.
Newly sentient beings, such as animated walls, doors, and tables, can now remind you what it's like to be a child when you share water with them.
Found and fixed a major contributor to late-game memory issues.
If you somehow end up as a merchant, your inventory no longer restocks with merchant wares, obliterating the items in your existing inventory as a side effect.
Removed the mod tier from the display names of flaming, freezing, and electrified mods.
Clarified that flaming, freezing, and electrifying effects happen on hit, not penetration.

We fixed some issues with melee combat.
Charge now properly applies its penetration bonus.
Horns now uses its mutation level to determine its to-hit bonus instead of your Agility modifier.
When you have Helping Hands equipped and you attack with empty robo-fists, they use Helping Hands' flat Strength score of 23 instead of your own strength score.
Fixed an issue where sprinting didn't properly apply melee to-hit penalties.
Removed the vestigial HitDice property from melee weapons.
Fixed some issues causing flickering between fullscreen and windowed mode when the in-game options and the launcher options didn't match.

We made some additional changes to melee combat balance in a beta branch on Steam. If you'd like to help us test these changes, right-click on Caves of Qud in Steam, select Properties, click the Betas tab, and switch to the 'beta' branch. (Thanks!) The changes are listed below.
Some penetration bonuses on weapons were bugged, such as the +1 and +2 bonuses axes and cudgels got, respectively. We fixed these bugs, but we removed the axe and cudgel bonuses since they're part of an older design. Instead, we replaced them with different critical hit behavior for each weapon class.
Cudgels now get +1 penetration and daze on critical hits.
Axes now get +1 penetration and cleave on critical hits.
Long blades now get +3 penetration on critical hits.
Daggers now get +1 penetration and cause bleeding on critical hits.
We tweaked all melee weapon stats to account for these changes.
The sharp melee mod works again.
Gaslight kris and gaslight flyssa work properly again.
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getter77

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Re: Caves of Qud: Now in Open Beta
« Reply #3596 on: June 10, 2017, 07:14:53 am »

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Added a new music track for Golgotha.
We incorporated the combat changes from the beta branch into this week's main-branch patch. Here's a summary of all the changes.
Some penetration bonuses on weapons were bugged, such as the +1 and +2 bonuses axes and cudgels got, respectively. We fixed these bugs, but we removed the axe and cudgel bonuses since they're part of an older design. Instead, we replaced them with different critical hit behavior for each weapon class.
Cudgels now get +1 penetration and daze on critical hits.
Axes now get +1 penetration and cleave on critical hits.
Long blades now get +3 penetration on critical hits.
Daggers now get +1 penetration and cause bleeding on critical hits.
We tweaked all melee weapon stats to account for these changes.
Two-handed weapons now grant a flat +1 penetration bonus instead of having a higher strength mod cap. Their damage was also shifted up a tier.
The sharp melee mod works again.
Gaslight kris and gaslight flyssa work properly again.
We also tweaked some of the melee weapon skills.
Axe: The Cleave penalty is now capped at half your strength mod, rounded up.
Short blade: Shank's cooldown is now 10 rounds if you shank from your primary hand. It's still 20 otherwise.
Short Blade Proficiency now grants +1 to hit and you make primary-hand short blade attacks as if your quickness were 25% higher. This means you make five attacks for every four that your normal-speed opponents make. These faster primary-hand attacks can trigger offhand attacks.
Long Blade: Reduced Improved Aggressive Stance's to-hit penality from -4 to -3.
New weapon mod: masterwork. Masterwork weapons score critical hits twice as often.

Added a new tile and flame animation for great magma crabs.
Glowfish can effectively bite now.
Chitinous puma can once again equip their natural claws.
If you use psychometry while confused, identified artifacts are no longer named things like 'Uhummwuhwah'.
While on the world map, you can now 'l'ook at the tile you're standing on.

Fixed a bug that caused the critical hit target to change from 20 when you were charging.
Fixed a bug that caused the critical hit target to sometimes change when using a missile weapon.
Fixed some cases where NPCs' strength modifiers were used to determine the difficulty of dodging their projectiles.
Fixed an issue where creature AI wouldn't get mad at you when you used a combat power and missed with it.
Fixed the journal getting unbound when you reset to default keybindings.
Fixed an issue that caused the system menu to pop up when you escaped the inventory screen in the new UI.
Fixed some cases where abilities allowed you to attack phased creatures.
[modding] Changed the event parameter names for PerformMeleeAttack to "Attacker" and "Defender".
[modding] Refactored the 'PenHitBonus' parameter in Combat events to use the 'PenCapBonus' and 'HitBonus' parameters instead.
[modding] Moved the chance to trigger Jab (the Short Blade power) into an attacker based event.
[modding] The AttackerGetWeaponPenModifier event now allows modification of the attack's PenBonus and CapBonus.
[modding] Refactored melee combat so that the chance to perform an offhand attack with robo-hands or the Multiple Arms mutation resides in the AttackerQueryWeaponSecondaryAttackChanceMultiplier event, allowing for similar behavior via mods.
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getter77

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Re: Caves of Qud: Now in Open Beta
« Reply #3597 on: June 17, 2017, 07:01:36 am »

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Added new tiles for the following creatures and items.
elastyne skin suit
elastyne skull cap
starapple
apple farmer's daughter
Added a chronology entry for falling in love.
Shields can no longer be wooly.
Light sources no longer give off light while equipped in the thrown weapon slot.
Spring-loaded shoes now work properly when you mod them via tinkering.
Villagers of Joppa are now properly interested in secrets about all salt marsh locations.
Ironshank now has a maximum movespeed penalty of 80.
Added some new descriptions.
great saltback
great saltback corpse
honey skunk
great magma crab
Added some new functionality to the new inventory UI.
Added item weight to inventory item lines and category tabs.
Added an indicator for current weight and total carry capacity.
Scroll positions now properly stick after manipulating an item.
Ctrl+D now drops the currently selected inventory item.
Ctrl+A now eats the currently selected inventory item.
Ctrl+R now drinks the currently selected inventory item.
Ctrl+P now applies the currently selected inventory item.
Fixed the thrown weapon slot not being equippable by clicking.
Added an icon for meds.
Changed the icon for tools.
[coming soon]If you drink deeply of the psychic well, beware what may find you at the bottom...
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getter77

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Re: Caves of Qud: Now in Open Beta
« Reply #3598 on: June 24, 2017, 07:11:27 am »

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We made some tweaks and additions to tonics.
Added a new tonic: love tonic.
Currently, overdosing on a love tonic causes you to erupt into flames. This may change soon.
Added platinum as an unidentified tonic color.
You can now stab people with injectors during melee combat. You must penetrate their armor to successfully inject.
Chronology entries logged while you're in love are now much sappier.
Added a chronology entry for losing the lovesick status effect.
Autoexplore now ignores freshwater if you don't have room to carry it.
Natural missile weapons now require ammo once they're dismembered.
If you go to the worldmap and immediately return to a noted location in the same worldmap tile, you now properly appear in that location.
Fixed some severe memory usage issues during long-running games with thousands of items (mostly ammo stacks).
Fixed Temporal Fugue lag issues in long-running games when there are thousands of items in your inventory (mostly ammo stacks).
Fixed an issue when you canceled out of the pour dialog where you were still asked how many drams to pour.
Fixed an issue preventing you from escaping out of string-entry dialogs (for example, entering the amount you want to pour out of a container).
Fixed an issue causing buggy behavior in the new UI after certain direction selection dialogs.
Fixed an issue where some screens didn't display controls if the new UI was enabled but the new inventory UI wasn't enabled.
Fixed some bad interactions between zoom and panning popups in the old UI.
Fixed an issue that prevented you from clicking on items in the nearby items list.
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getter77

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Re: Caves of Qud: Now in Open Beta
« Reply #3599 on: July 01, 2017, 07:16:02 am »

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Two-point mutations are now included in the mutation choices when you buy a mutation or when your genome destabilizes.
If an immobile creature gains flying, it can now move.
If an aquatic creature gains flying, it can now move over land.
Added new liquid weeps that produce much smaller puddles.
The smaller weeps now inhabit fungal biomes instead of their larger cousins. The original weeps still inhabit the Rainbow Wood.
Renamed the original weeps from "__ weep" to "giant __ weep" (for example: "giant acid weep").
When you discover a weep in a fungal biome, you now log it as a secret in your journal.
Added an overlay UI option to prevent full screen effects like scanlines from applying to the UI elements
Chests now render on top of corpses.
Domination's cooldown timer now doesn't start counting until domination is broken.
Fixed "SultanCult[n]" faction names appearing in the backstory descriptions of legendary creatures.
Fixed some autoexplore issues where you'd repeatedly try to access objects that you don't own.
Fixed a rare issue with mushroom growth.
You can no longer trade temporally unstable objects.
Added some architecture and design for longer-term feature arcs: [redacted], [redacted], and [redacted].
Mid-week patch notes:
You no longer fall in love with every sign you read.
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