
Food in CoQ is meaningful because of the procedurally generated effects from cooking with the exotic foods of the future, but CDDA has a wide array of food in general. That's fine, but tonal difference may be important to you.ĬDDA has a significantly larger amount of items, weapons, armors, and foodstuffs. Committee master Kevin has been very clear with his vision of earth being on the fast track to succumbing entirely to the dimensional horrors, and that leads to a tone more in line with the road. CDDA, on the other hand, is a very bleak, dark place.

#CAVES OF QUD REDDIT FULL#
CoQ is a postapocalyptic region chock full of life, and in general i'd say is at the very least neutral, and otherwise fairly optimistic. CDDA has a worldscape that is procedurally generated on all scales, with the overmap simply having a list of must have structures that get placed a set # per overmap. You can interact with companions and NPCs to a greater extent in CDDA than in CoQ, but that isn't a straight upgrade, because of how wonky NPCs can be. being made by one(ish) developer it has a clear vision and featurelist.ĬDDA has no overarching storyline, quests are locked behind NPCs, which happen to be off by default, due to the rather underdeveloped nature of them. There are multiple different types of cybernetics and mutations, many but not all of which open up gameplay options unavailable to those without said perks. Each phenotype has multiple classes related to the differences between true kin and mutated humans.

Merchants, villages, and homestead sites litter the worldscape, waiting to be found and their denizens interacted with.Ĭybernetics and mutations are mutually incompatible as they belong to different phenotypes. Weapons and items are sorted into a rarity/tier list, and monsters are likewise sorted into a rarity level.

Qud has a main storyline, offshoot quests, a main worldscape that is static on the global scale, and randomly generated on the local scale.
