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Author Topic: Caves of Qud: Now in Open Beta  (Read 571014 times)

unormal

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Re: Caves of Qud: Now in Open Beta
« Reply #2040 on: June 19, 2011, 08:47:03 pm »

*Fixed flamethrowers having drink set as a default action
*Fixed the ai and auto-equip equipping multi-slot items in a single slot
*Fixed an issue where equipped multi-slot items would be listed multiple times in the look window
1.0.4187.36329
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Astral

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Re: Caves of Qud: Now in Open Beta
« Reply #2041 on: June 20, 2011, 07:45:38 am »

One minor option I'd love to see (as someone who uses Ravenous for extra points often) is an option that would prioritize corpses over other food sources, assuming that they are edible or in easy supply (Glowfish, Glowpads, various other nommables).

It can get annoying to be eating through the supply of 100+ vinewafers I bought from Argyle and getting spammed with the "too full on water" message while on the overworld map, too.
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What Darwin was too polite to say, my friends, is that we came to rule the Earth not because we were the smartest, or even the meanest, but because we have always been the craziest, most murderous motherfuckers in the jungle. -Stephen King's Cell
It's viable to keep a dead rabbit in the glove compartment to take a drink every now and then.

Carrion

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Re: Caves of Qud: Now in Open Beta
« Reply #2042 on: June 20, 2011, 12:13:09 pm »

That is why I don't use auto-eat.  I like to have control over what food is consumed.
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Kishmond

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Re: Caves of Qud: Now in Open Beta
« Reply #2043 on: June 20, 2011, 04:49:29 pm »

If I had been here on time I would have suggested friendly mobs not interfering with your 'automatically walk to nearest up/down stairs' action. I refer specifically to the waydroids.

unormal

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Re: Caves of Qud: Now in Open Beta
« Reply #2044 on: June 20, 2011, 07:43:59 pm »

*Added a new sidebar state listing visible hostile creatures in order of distance with their current overall health status
*Neutrals and friendlies will no-longer cancel an auto-walk when you spot them
*Fixed some cases where redrock and lair entrances would be unreachable
*Most corpses now have a higher autoeat priority than most food
1.0.4188.35336
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Carrion

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Re: Caves of Qud: Now in Open Beta
« Reply #2045 on: June 21, 2011, 12:15:09 am »

I love your turnaround on these requests, unormal.
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Aqizzar

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Re: Caves of Qud: Now in Open Beta
« Reply #2046 on: June 21, 2011, 03:58:09 am »

*Fixed issue where a bunch of spurious one-way stairs would be generated (usually seen in lairs)

Oh thank God, that drove me up the fucking wall, especially when the stairs would deposit you in some disconnected side passage, so you had to bash your way to freedom.

I need to get back into this game.  I hope my old character builds are still viable.
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Astral

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Re: Caves of Qud: Now in Open Beta
« Reply #2047 on: June 21, 2011, 07:34:05 am »

Wooden bucklers; how do they work?

Equipping them on my arm decreases my DV, but doesn't increase my AV at all.

And oh sweet jesus I just found a flamethrower. Pity oil is hard to come by...
« Last Edit: June 21, 2011, 07:56:13 am by Astral »
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What Darwin was too polite to say, my friends, is that we came to rule the Earth not because we were the smartest, or even the meanest, but because we have always been the craziest, most murderous motherfuckers in the jungle. -Stephen King's Cell
It's viable to keep a dead rabbit in the glove compartment to take a drink every now and then.

Magentawolf

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Re: Caves of Qud: Now in Open Beta
« Reply #2048 on: June 21, 2011, 08:40:55 am »

Wooden bucklers; how do they work?

Equipping them on my arm decreases my DV, but doesn't increase my AV at all.


The AV bonus comes when you actually 'Block' with them, as far as I know; there's skills that will increase their effectiveness.
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Astral

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Re: Caves of Qud: Now in Open Beta
« Reply #2049 on: June 21, 2011, 09:16:43 am »

That must have changed recently then.

And yay for two-shotting that stupid slug in Golgotha. Flamethrower like a boss!

Edit: The explosive grenades... they do nothing...

I thought that by using one on the twinning lampreys that it would cause them to be unable to spawn; now they're spawning at the top and bottom of the map ad infinitum.
Spoiler (click to show/hide)
« Last Edit: June 21, 2011, 10:20:11 am by Astral »
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What Darwin was too polite to say, my friends, is that we came to rule the Earth not because we were the smartest, or even the meanest, but because we have always been the craziest, most murderous motherfuckers in the jungle. -Stephen King's Cell
It's viable to keep a dead rabbit in the glove compartment to take a drink every now and then.

unormal

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Re: Caves of Qud: Now in Open Beta
« Reply #2050 on: June 21, 2011, 12:00:35 pm »

*Fixed twinning lampreys going twin crazy
1.0.4189.21505
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forsaken1111

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Re: Caves of Qud: Now in Open Beta
« Reply #2051 on: June 21, 2011, 12:04:34 pm »

« Last Edit: Today at 10:20:11 am by Astral »
*Fixed twinning lampreys going twin crazy
1.0.4189.21505

That is one hell of a turn-around!
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cerapa

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Re: Caves of Qud: Now in Open Beta
« Reply #2052 on: June 21, 2011, 01:24:20 pm »

« Last Edit: Today at 10:20:11 am by Astral »
*Fixed twinning lampreys going twin crazy
1.0.4189.21505

That is one hell of a turn-around!
I am impressed.

I really should really play this again. I stopped playing for a while.
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Tick, tick, tick the time goes by,
tick, tick, tick the clock blows up.

Darion

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Re: Caves of Qud: Now in Open Beta
« Reply #2053 on: June 21, 2011, 01:25:27 pm »

This game is so much fun, but so much hard...i always die before completing the first mission!
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cerapa

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Re: Caves of Qud: Now in Open Beta
« Reply #2054 on: June 21, 2011, 01:39:25 pm »

Whats your build and how do you start off? You can try grinding off of fish and crocs to level 3 and that generally makes all the stuff in the swamps manageable for me.

I usually die to the damn goats.
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Tick, tick, tick the time goes by,
tick, tick, tick the clock blows up.
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