Feature Friday - January 12, 2024

Caves of Qud

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. [/list]