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.
206.11 - 'beta' branch
[list]
[*]Added new cybernetic implants: grafted mirror arm and holographic visage.
[*]Revised the design of stasis resonators.
[*]Changed the Girsh water ritual liquid to cloning draught.
[*]Added a new water ritual option to the Girsh nephilim.
[*]Girsh nephilim now bleed.
[*]Gave girshlings fangs.
[*]Added a new butcherable to girshling corpses: girshling fangs, rank fangs, incadescent fangs, and zigzag fangs, depending on the corpse.
[*]Added defanged girshlings.
[*]We made more changes to the Gyre wights.
[list]
[*]Changed default Gyre wight reputation from -650 to 0.
[*]Gyre wights still consider nephilim cradles and their approaches holy places.
[*]Replaced glow-wight cultists of Agolgot and Bethsaida with gyre wights of Agolgot and Bethsaida, respectively.
[*]Added gyre wights of Rermadon, Shug'ruith, Qas, and Qon.
[*]Legendary gyre wights of a particular Girsh are more likely to share the cradle of that Girsh.
[*]Nephilim shrines now occasionally have gyre wights worshipping at them, and rarely, legendary gyre wights.
[*]Fleshed out Gyre wight descriptions, dialog, and legendary titles coming soon.
[*]Made gyre wight apotheotes have a hostile temperament.
[/list]
[*]Added a new tile for the nephilim circles of light.
[*]Added a new tile for the Single Weapon Fighting ability toggle.
[*]NPCs can now use healing foods like witchwood bark and urberries.
[*]The chiming rocks at Eyn Roj and the glowing soft below it are now points of interest.
[*]Leather whips can now be modded with some item mods.
[*]You no longer switch targets to a clockwork beetle when one spawns.
[*]Liquid collection now indicates the direction the liquid is being collected from, and the source if from a container.
[*]You now receive a popup when non-trifling companions fall down a pit or similar terrain feature.
[*]Fixed many issues with faulty zone generation. Canyons and canyon-like areas should be more canyon-like again.
[*]Fixed a bug that made relics providing improved block not remove the effect when unequipped, quickly resulting in 100% blocking chance.
[*]Fixed a bug that made some relics associate themselves with an incorrect historical period.
[*]Fixed a bug that caused key delay to reset to the lowest value after existing and re-entering the game.
[*]Fixed an issue that would sometimes cause tomb stairs to spawn encased in walls.
[*]Fixed an issue that would ocassionaly cause historic sites to not generate correctly.
[*]Fixed an issue that caused pit ledges to render incorrectly after a serialization cycle.
[*]Fixed a bug that caused multiple simultaneous throw animations to each require an individual keypress to animation cancel.
[*]Fixed a bug that caused missile weapon penetration to be more limited than it should have been under some circumstances.
[*]Fixed an issue that caused rapid flickering of the zone transition arrows.
[*]Enabled opengl support for legacy OSX 10.3 systems.
[*][modding] The BleedingOnHit part now has a field Holographic that, if true, causes it to inflict holographic bleeding instead of regular bleeding, and no longer has a SelfOnly field, instead using its IActivePart scope configuration to control what it affects (with WorksOnSelf, WorksOnEquipper, WorksOnHolder, WorksOnWearer, and WorksOnImplantee supported).
[*][modding] Symbolic links are now be excluded from workshop uploads.
[*][modding] Populations within interiors are no longer be placed outside the bounds of the map.
[*][modding] ModTransmuteOnHit's description is now moddable via the DescriptionTerm field, and creatures transmuted into other creatures are no longer considered to have died.
[/list]
If you're interested in modding Caves of Qud, come join the Caves of Qud Modding Jam: Monster Mash!
https://itch.io/jam/caves-of-qud-modding-jam-1
It's a perfect entry point for new modders.