Author Topic: Caves of Qud (now at Early Access Feature Friday #131) $  (Read 110853 times)

getter77

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Re: Caves of Qud (now at Early Access Feature Friday #56) $
« Reply #90 on: September 10, 2016, 02:02:42 AM »
Feature Friday #56

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Added a new chromeling to Grit Gate, Shem -1.
We made a few changes to the mainline quest, A Call to Arms.
Removed the optional step for keeping Otho alive.
Added an optional step for keeping Sparafucile alive.
Added an optional step for keeping Shem -1 alive.
Mafeo is no longer replaced by an urshiib merchant if he dies.
Added new art for the inhabitants of Kyakukya.
New tile for Mayor Nuntu. *tips hat*
New tile for Svenlainard.
New tile and color scheme for Yurl.
New tile and color scheme for Kyakukya hunter.
New tile and color scheme for mushroom gatherer.
New tile and color scheme for worshipper of Oboroqoru.
New tile for statue of Oboroqoru.
New tile for Oboroqoru, Ape God.
Changed human child's tile and color scheme.
Changed scrap-clad hermit's tile.
Added a scroll bound by kelp to the human remains in the fungal jungle.
Added new sounds for the following actions.
seed-spitting vine ranged attack
slugsnout and two-headed slugsnout ranged attack
bows & dart guns firing
sparking baetyls sparking
Expanded the quest framework to support a new type of quest, coming soon.
Scouts report that Pax Klanq is genetically engineering a fungal infection to spread himself around Qud. It's resistant to the normal methods of treatment.
[modding]Added a new sound tag, MissileWeaponFire.
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Re: Caves of Qud (now at Early Access Feature Friday #57 ARRP) $
« Reply #91 on: September 16, 2016, 12:48:39 PM »
Feature Friday #57  ARRP
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The update is early (and small) this week because we're attending the Roguelike Celebration in San Francisco! Talks from the event should be streamed. Check out https://roguelike.club for info.
Added procedural books to the inventories of some NPCs.
Added firing sounds for musket, borderlands revolver, semi-automatic pistol, and chaingun.
Added combat sounds for missing in melee and blocking with as shield.
Added reload sounds for pump and combat shotguns.
Changed some of Otho's dialog before he offers you the Earl of Omonporch quest.
Fix a few instances of dialog running over its bounding box.
Added a separator to the look, target, and fire selector menus to make the options easier to distinguish.
Snapjaws in Red Rock no longer spawn with high-powered grenades.
Fixed a rare exception when building slime biomes.
(modding) Added a new part, StandaloneMarkovBook, that can be added to a procedurally-generated book object to generate its contents based on a previously generated Markov chain. For example, <part Name="StandaloneMarkovBook" Corpus="LibraryChain.json"></part>

I foresee this conference having an affect on ARRP arrivals this year for the best of reasons!   8)
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Re: Caves of Qud (now at Early Access Feature Friday #58) $
« Reply #92 on: September 24, 2016, 01:22:36 AM »
Feature Friday #58

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We tweaked some of the parameters around fungal infections.
Have you contracted glowcrust? Are you wondering why you grow a fungal outcrop body part that's always unequipped? It's supposed to periodically grow luminous hoarshrooms that you can eat. Today, we fixed this unfortunate bug. Glowcrust apologizes for appearing like a parasite when it's clearly a symbiote.
Reduced the frequency of brooding azurepuffs and brooding goldpuffs in high-tier fungal biomes.
Ichor merchants now always sell desalination pellets.
Lowered the cost of desalination pellets.
We added a guaranteed apothecary and ichor merchant to the SE corner of the Stiltgrounds.
Slightly lowered the cost of Corpus Choliys.
When someone in a party kills a monster, they now gain XP based on their level, not the level of the creature that struck the killing blow. This change means that your lower-leveled followers, like beguiled creatures, gain XP at the correct rate.
Dominated creatures now gain XP.
The unstable genome mutation picker is now scrollable and displays details for each mutation option.
We split the option to allow mouse input into two options: 'Allow mouse input' and 'Allow mouse movement'. This change lets you enable mouse input without worrying about accidentally click-moving.
Gave Phinae Hoshaiah some basic dialog.
Fixed a bug that caused procedurally generated books to be worth nothing.
Fixed an issue causing ruin-based maps to fail to build past level 29 in the underground.
Added a chronology event for cloning yourself.
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Re: Caves of Qud (now at Early Access Feature Friday #59) $
« Reply #93 on: September 30, 2016, 10:58:48 PM »
Feature Friday #59

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If you return to the surface from world map, without moving on the world map, you will return to the same location on the surface.
Added an overlay UI for the character confirmation and name screens during character creation.
Added an overlay UI inputting text.
Added an overlay UI for single-button popups.
Added an extra digit of precision to the dram display on the trading screen.
Fixed an issue with unstable genome incorrectly removing mutation points
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Re: Caves of Qud (now at Early Access Feature Friday #60) $
« Reply #94 on: October 08, 2016, 12:00:27 AM »
Feature Friday #60
Quote
Monster AI now properly considers maximum range when trying to use a missile weapon.
1-point mutations are no longer included in the mutation choices offered by unstable genome.
Watervine farmers now correctly start with skillfull harvestry.
You no longer see flurry messages when invisible creatures open into a flurry of blows.
Updated descriptions for the following objects.
poison gas, scalding steam, and cryogentic mist
crusty loaf
hunk of cheese
Ekuemekiyyen greens
food cube
smoldered mushroom
Fixed an exception caused by a bogus item called FungusPuffer3.
Fixed some issues causing auto-movement to not always properly take into account new or destroyed walls.
Fixed an exception occasionally caused by covering items with liquid (e.g., spraying an item in your inventory with freshwater).
Fixed an issue that occasionally caused dismembered limbs not to regenerate.
Fixed an exception caused by monster AI using the area of effect abilities.
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Re: Caves of Qud (now at Early Access Feature Friday #61) $
« Reply #95 on: October 15, 2016, 12:06:23 AM »
Feature Friday #61

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We found and fixed a bug with Shank that contributed to its arguably broken power level. In addition to its current effect, it was also improperly reducing your target's AV by 2 as a holdover from its previous iteration.
Baetyls now accept all items with the same display name as the item they ask for. This change addresses situations where baetyls seemed to ignore what they asked for, but were really expecting another item with the same display name.
Birds have been removed from the faction encounters that can occur near Joppa.
Slime-spitting creatures in slimy biomes now correctly spit slime instead of [empty].
The opening story that you get upon arriving in Joppa now displays when the new UI is enabled.
Pouring freshwater on the skin now properly hydrates amphibious creatures.
Tam, the dromad merchant, no longer appears in underground caves.
Added support for yes/no popup dialogs to the new UI.
Added support for yes/no/cancel popup dialogs to the new UI.
The Escape key now properly quits string-input dialogs in the new UI.
The Enter key on the keypad now closes 1-button popup meus.
Fixed an issue causing some NPCs to reload their missile weapons before they needed to.
Fixed 1-point mutations still being included in the choices offered by unstable genome when you had either the Esper or Chimera morphotype.
Fixed a few map building recursion loops caused by horned chameleons.
Fixed an ASCII display error in fungal biomes.
[modding] You can now adjust the multiple of your agility modifier that Shank adds to penetration rolls. It's accessible in GlobalConfig.json.
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Re: Caves of Qud (now at Early Access Feature Friday #62!) $
« Reply #96 on: October 22, 2016, 02:43:21 AM »
Feature Friday #62!

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We have an announcement! Jason, one of our core team's two members, is now working full-time on Caves of Qud! Not only does this mean better weekly patches, but we'll also be bundling updates into bigger feature releases every few weeks. Stay tuned for more info. Until then, here's the first of our new and improved weekly patches.

Added a new quest to the end of the main questline: Pax Klanq, I Presume?
Gave Pax Klanq dialog.
Spruced up Pax Klanq's hut.
Renamed the fungal jungle to The Rainbow Wood.
Added a new fungal infection: Klanq. You may observe strange behavior among the infected.
Added a procedurally-driven quest: Spread Klanq.
Added a new item: quantum mote.
Added descriptions for Eater's flesh, Eater's fleshcap, and human remains.
Added Barathrum the Old.
Added Barathrum's study beneath Grit Gate.
The stairs leading to Barathrum's study are now locked and require a key.
Added Euclid, a Markov-fueled prattleplant that loves to talk.
Added new furniture.
bookshelves with more procedural books
Barathrum clock
Barathrum clock with Q Girl pendulum
brass foaminator
flux gauge
electrodicus
Added new book: Crime and Punishment
Spruced up Q Girl's space, giving her more workbenches and tinker furniture.
Goatfolk no longer always hate baboon faction leaders for disproving famous theorems.
Added message log entries for NPCs unequipping items.
Added message log entries for NPCs tossing items aside.
Added clickable tiles for moving to an adjacent map when zoomed in.
Fixed tile for Mechanimst catechist.
Fixed grammar issue with night-vision goggles' article.
Fixed Shem -1's name in the quest text for A Call to Arms.
Fixed a liquid duplication issue when pouring volumes onto empty containers laying on the ground.
Fixed an issue that caused the sizes of message boxes to grow as more were displayed.
Made the text fit better on some character creation screens in the new UI.
Slightly increased default UI reference resolution to better accommodate small screens.
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Re: Caves of Qud (now at Early Access Feature Friday #63) $
« Reply #97 on: October 29, 2016, 12:22:24 PM »
Feature Friday #63

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We refactored the population of ruins maps.
Tweaked the baseline populations of underground ruins to be slightly more challenging.
Ruins now include a variety of special encounters found in underground caves.
Underground ruins no longer have the same flora as surface ruins.
We did some work on the new UI.
Added a multiple choice dialog.
Added buttons for increasing and decreasing the message log font size.
Fixed some missing ASCII character mappings.
Fixed some popup menus overflowing the screen.
Reduced the number of mutation points granted by the Amphibious defect from 4 to 3.
Fixed a big bug with movespeed calculation. Getting your movespeed above 100 now properly makes you move faster.
Things with brains no longer catch on fire when standing in the same tile as a campfire.
Let's say you mentally dominate a baboon, level up, and want to buy some skills for your baboon friend/thrall. Previously, based on the way NPC attributes were calculated, sometimes you couldn't purchase the skill even if your thrall had the prerequisite attributes. Now you can.
Tusks are no longer a substitute for horns. After all, tusks are teeth.
1-point mutationts are no longer included in the choices when you buy a mutation.
When you buy a new mutation, exclusions defined in mods are now properly respected.
Creatures no longer fail to equip their natural weapons, like claws and bites, when they're stuck in webs or sticky liquids.
The special event in the A Call to Arms quest no longer resets when you save and load in the middle of it.
Added a downward staircase to the center-right of the Barathrumite enclave in Grit Gate. These stairs let you descend through Barathrum's study level to the underlevels of Grit Gate.
Renamed the fungal jungle to The Rainbow Wood in the sidebar and message log.
Added salt pool and asphalt pool objects. Their absence was causing [empty] liquids to appear.
Fixed an issue with displaying of Warden Indrix's dialog.
Fixed an exception with arconaut and Mechanimist pilgrim shopping behavior.
Fixed a bug with domination that was causing maps to be remain and memory, leading to a slow but crushing memory leak.
Fixed a rare exception during light rendering.
Fixed a formatting issue with the opening Joppa story.
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Re: Caves of Qud (now at Early Access Feature Friday #64) $
« Reply #98 on: November 03, 2016, 11:12:58 PM »
Feature Friday #64

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Brian is out of town for a week starting tomorrow, so there will be no patch next week, and we're posting this week's patch today. In the mean time, Jason will be working on our next feature arc, procedural histories for the Eater-Sultans of Qud! More info to come.

We fixed portable wall and changed how it works.
Portable wall is now a consumable item that creates 9 contiguous wall tiles in a pattern of your choosing.
Added a description to portable wall.
Added a new wall type: foamcrete.
In rusty biomes, qudzu now tend to cluster on walls, where they can.
New UI: multiple-choice dialogs and popups are now navigable via the keyboard or gamepad.
New UI: multiple-choice dialogs now respect hotkeys.
Player names are now trimmed of whitespace. This means typing 'space' and pressing 'Enter' while naming your character now gives your character a random name.
We made a few tweaks to the process of curing fungal infections.
Leech corpses and bloated leech corpses now have distinct display names. This change means it's now clear which corpse is required for the fungal cure, hopefully eliminating the specific frustration of thinking you've cured your infection when you really haven't.
Salt kraken corpses and worm of the earth corpses are no longer included as possible fungal cure components.
We tweaked the position of the stairwell leading to the lower levels of Grit Gate again. We removed the stairwell added last week, and made the old stairwell in the upper-right corner of the map accessible once you complete the quest 'More Than a Willing Spirit'.
Tinkers now start with freshwater.
The empty glass bottles sold by ichor merchants now properly store liquids.
Fixed a broken sand dune tile on the world map.
Fixed an issue with creature pathing when phased.
The water baron lobby has won a great victory: you can no longer net extra water by pouring water into a pool of more water.
Fixed some weird interactions between bleeding and player mods, including an issue causing the bleeding effect to stack multiple times.
Fixed the 'time-dilated' status effect from appearing multiple times in status descriptions.
Updated the copyright date.
Anthro and phytopologists of Qud are beginning to gain insight into the lives of the Sultans, Eaters who ruled Qud ages ago. Cultural artifacts have revealed factoids such as this one:
"Near the location of Canontau, Yyroq Mon Mad was captured by bandits. He murdered their leader by writing him out of the annals of history, and was thenceforth known as Inkshouter."
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Re: Caves of Qud (now at Early Access Feature Friday #65) $
« Reply #99 on: November 19, 2016, 03:03:10 AM »
Feature Friday #65
Quote
We did some more work on the new UI.
Added a new option to show tooltips instead of console 'look' text when right-clicking on an object (under Overlay UI).
Added a new option to show tooltips instead of console 'look' text when clicking or tapping on an object in look mode (under Overlay UI).
Greatly improved the performance of world generation.
The Six Day Stilt librarian no longer accidentally destroys the books you give her.
Fixed some melee weapons not properly granting their Ego bonus.
Fixed an issue that caused objects to be covered in liquid many times (e.g., 'covered in lava, covered in lava, covered in lava').
Fixed an issue that caused the OK button for input dialogs to not work.
Fixed an issue where your input to a popup menu would also be conveyed to the menus underneath.
[modding]World generation is now fully moddable via the worldbuilder nodes in worlds.xml.
We continued working on a big feature arc leading up to procedurally-generated histories for the past sultans of Qud. Historical objects like regions, locations, and items will eventually be incorporated into world generation, and important historical events will be depicted through the art and oral traditions of Qud's present inhabitants. Here are some examples of historical events.
"At the Battle of Duazomor Mesh, Mehur Shwytep fought as a mercenary to liberate vines. He wielded a radiant axe with such prowess, that it became forever known as Radiantacus Vinesgift."
"After striking a deal with frogs, Falawar Farumoshum convinced them to help him found a tavern in Hagaruk for the purpose of cooking meals inspired by emeralds. They named it the Tavern of the Lustrous."
"In early 809, Namumet assassinated the sultan of Qud over an ordinance prohibiting the practice of contemplating the meaning of things. She won and seized the crown. She was 10 years old."
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Re: Caves of Qud (now at Early Access Feature Friday #66) $
« Reply #100 on: November 24, 2016, 02:47:18 AM »
Feature Friday #66

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We're posting the patch early this week due to Thanksgiving. Happy excavating!

Oh, and if you're enjoying Caves of Qud, please consider nominating us for one of the Steam Awards. Go to our store page to nominate.

We made some music and sound updates.
Added a new music track to the village of Joppa.
Music now plays continuously if it's enabled.
Music now instantly mutes when you disable it. Same with sound.
We tweaked some tile art.
Added new tiles for herding and guard dogs.
Added new tile for dreadroot.
Added new tile for liquid weeps.
Changed juicing cannibal's tile and color.
Changed cannibal's color.
Changed giant beetle's tile and color.
Changed tiles for slugsnout, two-headed slugsnout, and firesnout.
Changed pig's tile.
Changed great saltback's tile.
Changed phase spider's tile.
Changed the tiles for some glow-wight cultists.
Changed the tile for turrets created with Tinker.
Converted the character build library to the new UI.
Added buttons to the new UI that let you zoom the view.
The new UI now properly represents health info when you have analgesia.
You can now repair rusted items.
The repair cost for a particular item is now fixed per world seed.
There are now less hostile faction encounters in the watervine swamp.
Fixed an issue that caused the trade screen to crash, and items to be lost, when you tried to trade a luminous mote.
Fixed an issue that caused some object descriptions to appear in the wrong colors.
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Re: Caves of Qud (now at Early Access Feature Friday #67) $
« Reply #101 on: December 03, 2016, 02:39:05 AM »
Feature Friday #67

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We added Steam leaderboard support for the daily and weekly challenges.
For both challenges, only your first attempt counts. We might tweak this logic for the weekly challenge later.
At character death, on the Game Summary screen, your rank is shown, along with the 5 players immediately in front and behind you.
We plan on adding support for leaderboard browsing later.
We added some new item mods and made some related changes.
New armor mod: feathered
New armor mod: scaled
New armor mod: wooly
New helmet mod: serene visage
New boot mod: spring-loaded
Renamed 'spring-loaded plastic boots' to 'bounding boots'.
Croccasins now increase reputation with unshelled reptiles instead of decreasing it.
New book: On Humanoid Mimicry of Animals and Plants, which explains why some creatures like it when you wear clothing that mimics them while others don't.
You can no longer gain your bearings by talking to creatures who refuse to speak to you.
Clones of non-player creatures no longer have the description, "It's evil you."
Fixed an issue causing books to be categorized as 'misc' items after loading a game.
Fixed an issue causing thrown weapons (including geomagnetic disc) to occasionally disappear after being thrown.
Fixed an issue causing the new UI to occasionally remain visible after being disabled.
Fixed an issue causing ganglionic teleprojector to lock up player input.
Fixed an exception caused by inanimate objects trying to take actions.
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Re: Caves of Qud (now at Early Access Feature Friday #68) $
« Reply #102 on: December 10, 2016, 02:32:46 AM »
Feature Friday #68

Quote
Added a new music track to the main menu.
Added a wind particle effect to salt dunes maps and world map tiles.
New glove mod: gesticulating
Added new descriptions for the following items.
fossilized remains
small sphere of negative weight
scrapped waydroid
dormant waydroid
Handwritten books now have gold titles. Procedurally-generated book have white titles.
Bookbinders now sell both handwritten and procedurally-generated books.
Updated the tile colors of bronze, silver, and gold security doors in Bethesda Susa.
Replaced the sconces in the Temple of the Rock with braziers.
Items belonging to temporal fugue clones now fade from existence when the clone does, even if they've since left the possession of the clone.
Bottles and vases are now listed as water containers.
Powers with burst-shaped effects, such as pyrokinesis, cryokinesis, and stunning force, are now properly range-restricted when you target with them.
Fixed Sheba Hagadias awarding XP for a single book more than once. Exchanging multiple copies of the same book still works.
Fixed axe powers Whack and Trip not triggering properly.
Fixed an issue that occasionally caused the player's current zone to be inactive.
Fixed some text display bugs in the descriptions of floating glowsphere and elastyne items.
Fixed the spring-loaded mod appearing as 'wooly' on tinker screens.
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SULTANS OF QUD PART 1!  8) :o
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The Sultans of Qud: Part 1

Qud is a layer cake of fallen civilizations. If you've read the Baccata Yewtarch's influential history book, "Frivolous Lives", you know that the past 1,000 years were dominated by minor humanoid kingdoms and Girsh attacks. Before that was the Age of the Eaters, when the mysterious progenitors ruled from lofty spires now buried under shale. In particular, the lives of 5 great sultans have been preserved through cultural artifacts and oral tradition.

We've introduced the first part of our Sultans of Qud feature arc.
Each game now includes a procedurally-generated history from the Age of the Eaters.
There are 4 historical sites located throughout Qud (more to come in future patches), each one at a different degree of difficulty that corresponds to its location on the world map. Their names, descriptions, locations, contents, historical significance, and look & feel are procedurally-generated and different each game.
Historical sites are populated by cults that worship a particular sultan. Each cult is a coalition of members from other factions, most of which favor the sultan due to some event in Qud's history. The 5 cults are different each game, and each one functions as a faction. You can view your reputation with the cults on the Reputation screen.
Historical sites contain relics. Relics are powerful items that were generated during the course of history. Many of their properties are new effects and are based on the circumstances of their creation.
Shrines to the former sultans are located throughout Qud. They depict significant events from the sultans' lives.
New mods: painted and engraved. Painted and engraved items also depict events from the histories.
Sometimes, looking at a shrine, painted item, or engraved item reveals the location of a historical site. If it does, you get a quest to visit that location.
Sometimes, looking at a shrine, painted item, or engraved item reveals the location of a historical relic. If it does, you get a quest to recover that relic. The relic locations aren't revealed on the map; they are individual levels that exist inside some historical site.
We added a guaranteed sultan shrine to the upper right corner of Joppa. Looking at this shrine reveals a nearby historical location that's usually appropriate, though challenging, for the early game.
Added some new creatures, furniture, and traps for the historical sites. We'll be adding more in the coming weeks.
A few additional notes:
The historical dungeon maps are generated via a new method that produces tremendous variety from themed templates. They take longer to generate, and we haven't optimized the algorithm yet. We'll improve its speed in the coming weeks.
There's a lot going on behind the scenes to generate the histories and the historical sites, and there are definitely bugs. Please report them and we'll fix them!
We'll be adding more unique features to the various types of historical sites in the coming weeks. We'll also be adding more sites, mechanics, and a story arc that integrates this into the main quest in Part 2. Stay tuned.
You can now give procedurally-generated books to Sheba Hagadias at the Six Day Stilt.
Tweaked the value of procedurally-generated books.
Autosave now defaults to 'on'.
Fixed an invalid entry in mid-tier gun tables.
Fixed some issues causing double-key entry reads.
Fixed some exceptions causing graphical effects like torch flickering to stick around on screen.
[Modding] Added the ability for skills to have any part, including mutations, as prerequisites.
[Modding] mutations.xml now supports a Stat field to change the level-modifying stat of a mutation.

This is the start of The Big Time here folks---The Grand Escalation!   8)
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Re: Caves of Qud (now at Early Access Feature Friday #70) $
« Reply #104 on: December 31, 2016, 12:29:27 AM »
Feature Friday #70

Quote
Added a minimap (Options > Overlay UI > Show minimap). It defaults to off.
Added rarely-occurring, historic-esque ruins to the underground caves.
Reordered the keybinding menu to put useful commands up top.
Removed the extraneous 'Use Mutation' keybind.
Removed the 'search' command. Now you automatically search when you enter a tile. Your chance of finding hidden things is based on your Intelligence.
All 4 historic dungeons are now discoverable via shrines, engravings, and paintings.
Waste, trash, and scum-based historic locations now occasionally contain conveyor belts.
Unstable Genome no longer triggers indefinitely.
Reduced the amount of qudzu in rusty biomes.
Gave Mafeo some plump mushrooms.
Gave apothecaries some vinewafers.
Added a few more sultan shrines to historic locationts.
Added a nice iron fence around sultan shrines in historic locations.
Added an alternate keybind (northeast) to store an item in a container.
Fixed relics sometimes generating in unreachable tiles.
Fixed an issue causing blink-based relics to grant immunity to all damage.
Fixed a rare exception in the Brain component.
Fixed an issue with case-sensitivity on the textures folder in a mod.
Added a missing acid pool type.
Added a missing oil pool type.
Fixed [redacted].
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