Caves of Qud

Caves of Qud

Playable Slime 1.0
Visar 11–20 av 23 poster
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Uppdatering: 23 dec, 2024 @ 19:55

Uncapped consume damage, but made it scale logarithmically to prevent silly numbers.

Uppdatering: 23 dec, 2024 @ 17:47

Modified the way player mutations are added when consumed to minimize errors and mod incompatibility.

Uppdatering: 23 dec, 2024 @ 17:11

Adding better error handling to prevent lockups hopefully.

Uppdatering: 23 dec, 2024 @ 16:32

Fixed manipulators reverted to base forms after gaining physical mutation that replaces equipment.

Uppdatering: 23 dec, 2024 @ 0:27

Base intelligence bumped up to 7 to allow for better pathfinding and ability to open doors when navigating via mouse.

Uppdatering: 22 dec, 2024 @ 23:49

De-evolution! You can now purge all your liquids and pseudopods. This will cost you a percentage of your stat points, and is increased per liquid you have previously catalyzed.

Greatly improved Pseudopod handling. Now when evolving, they become your base hands and no longer block equipment.

Uppdatering: 22 dec, 2024 @ 14:10

Re-added and fixed second missile weapon slot to allow two handed missile weapons.
Fixed evolve to prioritize primary hand when adding pseudopod and empty hands when others are full.

Uppdatering: 22 dec, 2024 @ 12:54

Fixed mutation point gain for low difficulty kills and added messages for progress.

Uppdatering: 22 dec, 2024 @ 2:43

Fixed multiple pseudopod growth.

Uppdatering: 21 dec, 2024 @ 19:35

Stable slimes can now absorb liquid.
Removed 2nd missile weapon slot to fix UI bug.
Fixed stat gain based on creature level.
-If an absorbed creature has a stat that is higher than one of your stats, you will gain a stat point of that attribute.
-If a creature is average or lower, you will only gain a stat if they have a higher attribute than one of yours.
-If the creature is Tough or higher, you will gain a mininum of 1,2, or 3 stat points per difficulty category difference, prioritizing attributes the creature has that are higher than yours.