Caves of Qud

Caves of Qud

Playable Slime 1.0
Showing 11-20 of 23 entries
< 1  2  3 >
Update: 23 Dec, 2024 @ 7:55pm

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

Update: 23 Dec, 2024 @ 5:47pm

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

Update: 23 Dec, 2024 @ 5:11pm

Adding better error handling to prevent lockups hopefully.

Update: 23 Dec, 2024 @ 4:32pm

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

Update: 23 Dec, 2024 @ 12:27am

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

Update: 22 Dec, 2024 @ 11:49pm

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.

Update: 22 Dec, 2024 @ 2:10pm

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.

Update: 22 Dec, 2024 @ 12:54pm

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

Update: 22 Dec, 2024 @ 2:43am

Fixed multiple pseudopod growth.

Update: 21 Dec, 2024 @ 7:35pm

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.