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.
206.57
[list]
[*]Mountain and hill maps now have a little more unique character and no longer generate without any open spaces.
[*]Improved the generation of rivers in villages.
[*]When you get lost, you generally no longer get plopped down in a tile with spawn-blocking objects like fracti and pits.
[*]Santalalotze now has tier 8 wares instead of tier 7 (very similar population but slightly more weighted toward the highest-end stuff).
[*]Temple mecha are no longer included among a newfather's domesticants.
[*]The game no longer thinks the plural of 'human' is 'humen'.
[*]Tweaked the description of Short Blade Expertise to match other references to action cost.
[*]Molting basilisk husk now has the right description.
[*]The sacred well should be less flammable.
[*]Messages now refer to 'the' amaranthine prism instead of 'an' amaranthine prism.
[*]Improved the consistency of object placement inside of village buildings.
[*]Fixed several map generation issues due to reachability being incorrectly calculated.
[*]Fixed an issue with village generation that caused a bunch of random objects to appear in random areas, particularly in the upper left region of the map.
[*]Fixed a bug in village generation that caused partial, garbled WFC-generated buildings.
[*]Fixed a bug in village generation issue that caused extra holes in buildings.
[*]Fixed a rare world generation exception.
[*]Fixed a rare village generatione exception.
[*]Fixed an issue that caused garbage liquids to leak into system memory and cause crashes in Golgotha.
[*]Fixed the display name of small sphere of negative weight when it's offered as a reward for completing a village quest.
[*]Fixed some plurality issues in messages generated about identifying cybernetic implants.
[*]Fixed a capitalization issue with generated messages about pulsed field magnets interrupting autoact.
[*]Fixed a bug that caused the 'S' after an possessive apostrophe to be capitalized when naming an item.
[*]Fixed a bug that caused water ritual options to be disabled if you did not have enough reputation to afford them without the social coprocessor.
[*]Fixed a bug that caused Tinker and Artifex starts to not receive their schematic from Tinker I and II.
[*]Fixed a bug that prevented the Yd Freehold asterisk from affecting the reputation cost of pacifying nephilim.
[*]Tagged some objects as mass nouns.
[*][modding] The DestroyContiguous part of nullray can now be used for melee weapons on hit.
[*][modding] GiganticInventory now makes restocked inventories gigantic.
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