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Author Topic: Caves of Qud: Now in Open Beta  (Read 571095 times)

unormal

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Re: Caves of Qud: Now in Open Beta
« Reply #2130 on: September 01, 2011, 07:47:48 pm »

Just fired this up again today.  I am glad to see some new skills as well as some new items.  Also glad to see that the aim skill is fixed!

I took a little summer break, but we've got another patch with some nice overland improvements coming up this weekend.
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Carrion

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Re: Caves of Qud: Now in Open Beta
« Reply #2131 on: September 01, 2011, 08:23:11 pm »

Just fired this up again today.  I am glad to see some new skills as well as some new items.  Also glad to see that the aim skill is fixed!

I took a little summer break, but we've got another patch with some nice overland improvements coming up this weekend.

Amazing!  I won't get too far in this game then, if you're going to be releasing a new version.

Forgive me if it has been asked already, but at some point do you plan on utilizing what we Dwarf Fortress players refer to as "Z-levels" to create 3d, or multi-level maps?
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unormal

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Re: Caves of Qud: Now in Open Beta
« Reply #2132 on: September 01, 2011, 08:45:45 pm »

Just fired this up again today.  I am glad to see some new skills as well as some new items.  Also glad to see that the aim skill is fixed!

I took a little summer break, but we've got another patch with some nice overland improvements coming up this weekend.

Amazing!  I won't get too far in this game then, if you're going to be releasing a new version.

Forgive me if it has been asked already, but at some point do you plan on utilizing what we Dwarf Fortress players refer to as "Z-levels" to create 3d, or multi-level maps?

Well, the engine supports it; the world is fully connected in 3d, but doesn't have connections, like hillsides, that flow smoothly up and down. It could be done if I thought it would really improve gameplay, but I think it'd probably just make the interface quite a bit more complex without a whole lot of real gain.
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Carrion

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Re: Caves of Qud: Now in Open Beta
« Reply #2133 on: September 01, 2011, 09:17:07 pm »

Fair enough.  It would probably be a lot of work as well.

Personally, I think that it would add a fair amount to the overland exploration as well as possibly being tactically useful during combat.  I often am wishing that I could climb the walls when fleeing from enemies, or trying to ambush them.  Even if it only meant that there is ground level (like what you have in place now) and an upper "cliff" level.  I like that you've kept the interface simple so that the other aspects can be developed and I agree that adding any other map levels would make the interface more convoluted, or complex.  I personally don't have a problem with that.  I think if nothing else, the added complexity could make it more rewarding, in some sense. 

Obviously, these are just my opinions and thoughts.  Make of them what you will.
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unormal

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Re: Caves of Qud: Now in Open Beta
« Reply #2134 on: September 05, 2011, 06:54:23 pm »

*4 new overland encounters
*1 new artifact
*1 new liquid
*The world building screen now displays quotes from from denizens of Qud and beyond
*New zone builder for watervine swamps
*NPCs now correctly use multiple missile weapons
*Lair zones now have unique names
*Added AI flocking behavior
*Added some additional variety to ruin layouts
*Fixed the AI pursuit giving up too quickly when following though chokepoints
*Fixed some damage alterations not being shown in the combat text (though they were applied correctly)
*Fixed some freezing issues and bad pathing in autoexplore
*Fixed autoexplore sometimes deciding to explore the inside of solid walls
*Fixed autoexplore being really dumb (now only somewhat dumb)
*Fixed some pathing issues in narrow hallways
*Fixed Adrenal Control granting 3 instead of 7 quickness per level
*Fixed the installer not overwriting edited files
*Fixed the color of raw boar meat
*Fixed some burrowing creatures being incorrectly equipped with burrowing claws
*Fixed kindled flames being called 'lit torches'
*Fixed bloodsplatters not splattering if in inactive zones
*Fixed grammar on Bludgeon
*Fixed quillipedes not having a natural weapon
*Fixed monsters with Quills just relentlessly spamming burst until they were at 0 quills
*Fixed stance display names
*Fixed mosnters using porcupine stance in long-distance engagements
*Fixed some issues with AI getting stuck
*Fixed stinger's displayed penetration
*Fixed shield slam stopping charge damage entirely if a shield is not equipped
*Fixed automoving being possible on the world map
*Changed dog glyph color to grey
*Changed Tam's glyph to a brown 'd'
*Changed skill screen to better indicate when you don't have enough SP
*Glowpads now glow
*Updated short bow to use a dash for it's projectile
*Lots of small object changes
*Bunch of new supporting objects
1.0.4265.27671
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HashBrowns

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Re: Caves of Qud: Now in Open Beta
« Reply #2135 on: September 05, 2011, 08:41:07 pm »

Awesome an update!  Thank you for your continued work!!
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Carrion

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Re: Caves of Qud: Now in Open Beta
« Reply #2136 on: September 05, 2011, 11:39:19 pm »

I second that.  Thanks unormal, I really look forward to biting into this one.
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enigma74

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Re: Caves of Qud: Now in Open Beta
« Reply #2137 on: September 06, 2011, 01:49:40 am »

What a sweet update!  Time to dive back in, haven't played in a few months.
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Mephansteras

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Re: Caves of Qud: Now in Open Beta
« Reply #2138 on: September 06, 2011, 11:51:12 am »

Nice. I'll have to check it out tonight.
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Ahra

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Re: Caves of Qud: Now in Open Beta
« Reply #2139 on: September 06, 2011, 11:59:55 am »

huh i havent played this for an reaally long time, guess its time to try to acctually surrvive golgotha again.
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hachnslay

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Re: Caves of Qud: Now in Open Beta
« Reply #2140 on: September 09, 2011, 01:23:42 pm »

Ok, downloaded it a few minutes ago and going to play in a bit. It probably is in setup(8).exe, since that is the latest ...
Maybe you should consider changing the executable name for the installer.

Then again, the .exe is only a compressed container for the .msi ...


Also got my first CoQ error - i did install it over an older version, though. Deleting all but my keymap and installing again solved the problem.
Code: [Select]
RunSegment:System.NullReferenceException: Der Objektverweis wurde nicht auf eine Objektinstanz festgelegt.
   bei XRL.World.GameObjectFactory.CallLoadBlueprint()
   bei XRL.World.GameObjectFactory.LoadBlueprints(Boolean bInherit, Boolean bCallLoadBlueprint)
   bei XRL.Core.XRLCore.Start()
   bei XRL.EntryPoint.Main(String[] args)
Edit: you sure added a lot of stuff to the game, like looking at a green f making you 'lovesick' ... next time i won't try to find out why they don't want to trade with me.
« Last Edit: September 09, 2011, 02:04:40 pm by hachnslay »
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unormal

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Re: Caves of Qud: Now in Open Beta
« Reply #2141 on: September 14, 2011, 06:01:29 pm »

*Fixed some issues with cross-zone distance calculations
*Fixed an autoexplore exception
*Fixed display name of stunned status
*Fixed a container exception
*Updated some minor object properties
1.0.4272.27834
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unormal

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Re: Caves of Qud: Now in Open Beta
« Reply #2142 on: September 21, 2011, 06:58:02 pm »

*Fixed liquid pouring messages to make it look less like you just poured out the entire container, when you didn't
*Fixed being unable to fire by pressing f after first marking a target from the missile weapon UI
*Fixed missile weapons firing a full burst even if they didn't have enough rounds loaded
*Fixed a marked target dying triggering a "you lost sight of your mark" message
*Fixed storied shield incorrectly partially activating with no cell in place
*Changed some on-hit weapon effects (i.e. jilted lover grasp) to happen after the damage message, so it's more obvious what caused the effect
*Pig corpses now correctly butcher into raw pig meat
*Stair generation is a little bit smarter
1.0.4281.33641
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unormal

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Re: Caves of Qud: Now in Open Beta
« Reply #2143 on: September 24, 2011, 06:50:51 pm »

*You may now review your final message log after you die
*Added a new, bindable 'wait until morning' command
*Updated wait-n-turns to display a waiting spinner
*Solar cells will now correctly recharge while in your inventory, but only during the day
*Some minor layout and display tweaks to the status screen
*Auto-moving while encumbered will no longer freeze the game
*Slightly reduced the price of muskets
*Gave shoes to a bunch of shoeless NPCs in Joppa
*Fixed an issue where creatures were allowed to attack diagonally up z-levels
1.0.4284.33648
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Singularity-SRX

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Re: Caves of Qud: Now in Open Beta
« Reply #2144 on: September 24, 2011, 08:18:12 pm »

*Gave shoes to a bunch of shoeless NPCs in Joppa
For some reason that made me laugh ^^

Also, would it be possible to see a timeline of what's going to be implemented?
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