Source: Steam Community (opens in a new tab)
We tightened up the logic governing which bonuses you get from equipment that's equipped on secondary appendages, such as a second head or second pair of arms.
- You don't get AV or DV from equipment that's equipped on a secondary appendage, but you do get other bonuses, such as +resistances or +stats. This is the same logic as before, but it works more consistently now.
- Secondary appendages are now marked with a grey 'x' on the equipment screen in the original UI (but not yet the new UI).
- Almost always, a secondary appendage corresponds to a second (or third, or fourth) copy of an existing appendage, denoted with '(2)' in the appendage name. The exception is if a creature with no arms, say, gets its first set of arms; those arms will be secondary.
- Hands (2) no longer appears before Hands in the new equipment screen UI.
Updated the display names of animated walls, doors, and tables.
Added the possibility of encountering legendary animated walls, doors, or tables.
Gave legendary animated furniture appropriate proper names based on whether they're walls, doors, or tables.
Newly sentient beings, such as animated walls, doors, and tables, can now remind you what it's like to be a child when you share water with them.
Found and fixed a major contributor to late-game memory issues.
If you somehow end up as a merchant, your inventory no longer restocks with merchant wares, obliterating the items in your existing inventory as a side effect.
Removed the mod tier from the display names of flaming, freezing, and electrified mods.
Clarified that flaming, freezing, and electrifying effects happen on hit, not penetration.
We fixed some issues with melee combat.
- Charge now properly applies its penetration bonus.
- Horns now uses its mutation level to determine its to-hit bonus instead of your Agility modifier.
- When you have Helping Hands equipped and you attack with empty robo-fists, they use Helping Hands' flat Strength score of 23 instead of your own strength score.
- Fixed an issue where sprinting didn't properly apply melee to-hit penalties.
- Removed the vestigial HitDice property from melee weapons.
Fixed some issues causing flickering between fullscreen and windowed mode when the in-game options and the launcher options didn't match.
We made some additional changes to melee combat balance in a beta branch on Steam. If you'd like to help us test these changes, right-click on Caves of Qud in Steam, select Properties, click the Betas tab, and switch to the 'beta' branch. (Thanks!) The changes are listed below.
- Some penetration bonuses on weapons were bugged, such as the +1 and +2 bonuses axes and cudgels got, respectively. We fixed these bugs, but we removed the axe and cudgel bonuses since they're part of an older design. Instead, we replaced them with different critical hit behavior for each weapon class.
- Cudgels now get +1 penetration and daze on critical hits.
- Axes now get +1 penetration and cleave on critical hits.
- Long blades now get +3 penetration on critical hits.
- Daggers now get +1 penetration and cause bleeding on critical hits.
- We tweaked all melee weapon stats to account for these changes.
- The sharp melee mod works again.
- Gaslight kris and gaslight flyssa work properly again.