Caves of Qud is a science fantasy roguelike epic steeped in retrofuturism, deep simulation, and swathes of sentient plants. Come inhabit an exotic world and chisel through layers of thousand-year-old civilizations.
Hey all,
We've been working hard on finishing the game for our 1.0 release, so we're taking a break from Feature Friday next week to get some much needed rest. FF will return the following week.
Live and drink, friends.
207.98
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[*]Clicking on an interactable object or hostile creature now advances one square before warning instead of preventing movement altogether.
[*]The accomplishment for donating books to Sheba can now only be engraved on your [redacted] once, if other deeds are available.
[*]Proselytizing a creature is now only an accomplishment if they have not previously been your companion.
[*]Fixed a bug that took some loot away from the ancient bones in the asphalt mines.
[*]Fixed an issue with metabolizing effects from cooked recipes not triggering properly.
[*]Fixed the character sheet description of Light Manipulation to properly show the PV and reflect chance of the next level.
[*]Fixed a bug with installing two onboard recoilers at the same time resulting in only one being usable.
[*]Fixed a bug that caused the ceremonial vibrokhopesh to clack and buzz constantly on the world map.
[*]Fixed a bug that caused popups referring to the chime '_' to be incorrectly capitalized.
[*][modding] Added float and double gamestate methods.
[*][modding] Added several methods for getting properties from HistoricEntity and HistoricEvent.
[*][modding] Fixed a bug that caused the Circuitry part to lose all charge on the world map.
[*][modding] The IXP multiplier wish (xpmul:#) behavior is now stored as a float game state "XPMul" and will persist on save load.
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