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Thread: Caves of Qud - Version History

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    Exclamation Caves of Qud - Version History

    This thread will be updated whenever a new version of Caves of Qud is posted.

    When I post in this thread, the exe and zip links on the main page have been updated with the new build.

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    *New melee weapon system, using 3d6 pen dice for all weapons
    *New missle weapon system, allowing for high resolution bullet trajectories and spread
    *You may now buy a new random level 1 mutation on the character screen for 3 MP by hitting 'M'. Chimeras will recieve only physical mutations, Espers will recieve only mental ones.
    *New faction system
    *Many new missile weapons
    *Thrown weapons use the trajectory subsystem, and sometimes fall short or go long
    *The first target in a missle weapoon's flight path will take a minor feeling penalty, and become your current target, regardless if you hit or miss
    *Target pickers that default to locked will automatically lock onto the nearest hostile if you have no current target
    *Restatted all monsters with new random, type-based stats
    *Tinkers may now deploy missile weapons as static turrets using the Deploy Turret power
    *Tinkers may now deploy grenades as mines using the Lay Mine power
    *Hostile turrets may now spawn in many spires
    *Reduced stat gain from Heightened X mutations to +1 every odd level
    *Fixed thrown weapon rendering
    *Added multiple slot items
    *Fixed a bug causing multi-slot items to weight multiples of their base weight when equipped
    *Updated Quills for new penetration system
    *Updated Horns for new penetration system
    *Updated Sunder Mind for new penetration system
    *Light manipulation reflection changed to 20+5*L from 50+5*L
    *Updated burrowing claws penetration to 1d6+3*L
    *Updated Multiple Arms to proc with weapons 10+L%
    *Fixed several nasty stacker-pickup bugs
    *Reloading no longer triggers packrat conditions
    *Shields will not be equipped by AI-equipper unless object has the skill
    *Ammo counts on sidebar are now just ammo count, so there's more room for the weapon name
    *Removed Random Character option
    *Mutations and Stats are now totally random, and rerolled on a single screen before subtype selection for all characters
    *Swapped enter and space functionality on reroll screen
    *Flamethrower SFX added
    *Liquid ammo loaders now correctly check the liquid type and volume level
    *Missile weapon lock state now saved between firings
    *A locked missile weapon reticle will now move one space in a direction if no lockable objects are found in that direction (matching other pickers)
    *You may now select unexplored and non-visible squares during missle-target selection
    *OpenGL-based experimental console replacement available via "Caves of Qud - OpenGL" shortuct, or by adding "-opengl" to the command line of XRL.exe
    *Alt+Enter to fullscreen the OpenGL window
    *All key reading now vkey based
    *Fixed issue with case sensitivity in text entry from OpenGL window
    *XRL.exe should correctly terminate when closing the window with the close button
    *Added new bindable "Rest until healed" command
    *SmartUse will no longer fill liquids from adjacent squares, and will always prefer taking non-liquid objects on the square to filling a container
    *Attacking, using a missile weapon, using a physical mutation and throwing will now cancel Run
    *Fixed a bug in opengl mode navigating the pick abilities screen
    *Added new -filter command-line argument, which filters textures when used in conjunction with "-opengl"
    *Thrown weapon animations will only be shown in visible squares
    *Updated animation for flaming and freezing hands (this also fixes an OpenGL crash with these animations)
    *Alt overly now works under opengl
    *Multiple control key modifiers now work in opengl mode (i.e. ctrl+alt+shift+d)
    *Holding shift will temporarily show the sidebar if it's hidden, or hide the sidebar if it's shown
    *Dealing damage of any kind to an object will set that as your current target if you do not already have a target
    *Energy use for missile weapons is doubled if a hostile is in an adjacent square
    *'Ray' style mutations may now select targets in non-visible squares
    *Targeting a creature on a square with a background color (wall plant/water/etc) will correctly flash red
    *Locked mutation targeting will now step one square in a direction if no creature is found in that direction
    *Life drain will no longer go on cooldown if a square with no valid target is selected
    *Metamorphosis now lasts until canceled
    *Changed equipment screen from ..........s to a caret on the right side
    *Changed Skillpoint formula to 50+((Int-10)*4)
    *Added Mind over Matter (Esper skills)
    *Fixed grit gate population
    *Added security doors in spires
    *Added security cards
    *Added vaults in spires
    *Fixed some mega-slowdowns from off-screen combat animations

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    *Spark tick animation significantly faster
    *Waydroids now hostile to beasts

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    *Removed the chance to roll on Golgotha table in Grit Gate 1

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    *Fixed bad part bindings caused by loading and saving external quest managers.

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    *Modified random loot drops to center around the monster's tier
    *Generally tripled the chance for random chests, slightly increased some chests random base tier

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    *Heightened Intelligence -> Analytical Genius (+2 Int, +1 Int every odd level. -1/-2/-3 Ego at levels 1, 5, 9. Small chance each round of revealing the entire map.)
    *Heightened Agility -> Triple-jointed (+2 agi, +1 every odd level, -1/-2/-3 strength at level 1/5/9, small chance to dodge attacks)
    *Heightened Strength -> Double-muscled (+2 str, +1 at every odd level, -6/-12/-18% movspeed reduction at level 1/5/9, small chance to daze targets with melee attacks)
    *Heightened Toughness -> Two-hearted (+2 tou, +1 at every odd level, -3/-6/-9 speed reduction at level 1/5/9, small chance to heal mLevel(d6) hitpoints when at less than 50% health)

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    *Beguiling now works again. New super-awesome special effect for a successful beguile.

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    *Party members will correctly path
    *Party members will correctly follow player between zones

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    *Fixed issue with long-distance movement

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