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Author Topic: Caves of Qud: Now in Open Beta  (Read 571168 times)

Dutchling

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Re: Caves of Qud: Now in Open Beta
« Reply #2175 on: December 19, 2011, 11:28:37 am »

Quote
You die!

Killed by Su-wofubuwof, the calloused Snapjaw Bear-baiter.


I guess some things just never change :P
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unormal

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Re: Caves of Qud: Now in Open Beta
« Reply #2176 on: December 19, 2011, 11:54:04 am »

Here's a little something, not much yet but it's a start.

CoQ_Deons_mod_R1

- Plump mushrooms now grow in the wild (jungles).
- Jungles now have a rare chance to have banana trees.
- New harvestable plants: ash yam and bitterleaf. Ash yams grow in plains and in mountains, bitterleaf grows in swamps.
- A new book with a few advices for starting players, you can buy one from the Joppa's warden.

You need to start a new game for the mod to work.

That's cool; I've had some ideas for better mod support for awhile, I might find time to work (some of) them into this patch.
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Deon

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Re: Caves of Qud: Now in Open Beta
« Reply #2177 on: December 19, 2011, 03:47:48 pm »

I am now brainstorming some critters and plants which would fit into the world more or less (because it's quite unique so it's no fun to add something totally common).

The biggest "problem" I see is that the early-mid game you have to deal with the same enemies every replay. A bit of variety would be nice.

Also it would be awesome if you could add "pre-defined encounter variants" for worlds. So when you start the game the world generates mutually exclusive encounters based on XML for each area you define as having variants, so you would have a bit different worlds each time.

Wouldn't it be cool to play in a world filled with snapjaws (which are EVERYWHERE early-mid game so they become a boring enemy :P), and the next time you die and start a new character there are mermocs, goblin-like lizardmen instead (something along this line).

It would just add replayability if you could make unique enemies and/or environments with MANY variants. Of course it would not work for the most prominent things (based on lore/plot), but some additional optional enemies/plants/whatever would be an interesting gameplay mechanic.
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unormal

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Re: Caves of Qud: Now in Open Beta
« Reply #2178 on: December 19, 2011, 04:25:13 pm »

I am now brainstorming some critters and plants which would fit into the world more or less (because it's quite unique so it's no fun to add something totally common).

The biggest "problem" I see is that the early-mid game you have to deal with the same enemies every replay. A bit of variety would be nice.

Also it would be awesome if you could add "pre-defined encounter variants" for worlds. So when you start the game the world generates mutually exclusive encounters based on XML for each area you define as having variants, so you would have a bit different worlds each time.

Wouldn't it be cool to play in a world filled with snapjaws (which are EVERYWHERE early-mid game so they become a boring enemy :P), and the next time you die and start a new character there are mermocs, goblin-like lizardmen instead (something along this line).

It would just add replayability if you could make unique enemies and/or environments with MANY variants. Of course it would not work for the most prominent things (based on lore/plot), but some additional optional enemies/plants/whatever would be an interesting gameplay mechanic.

Yeah, the engine already supports the dynamic 'theming' of areas through the merge tables system. It's a little obtuse, but basically it generates an area in stages, picking tables to merge in, and picking one table can make other related tables much more likely to be chosen for the next step of generation. You can look at the "slimepit 1" and the various slimes entries to see basically a test application of this (which is what generates the ocassional "slimy cave"). The plan is to actually use this system more, but it's just a lot of grunt work :)

The thing I'm thinking about, for this patch, is letting the engine parse additional files with underscore delimits for the primary xml files; for example, objectblueprints_deon.xml, during game startup, if they exist, so you can mod the game without modding the core files that are updated every time. That way, updating the game wouldn't smash mods, and the mods would only need to be updated when an update broke compatability with the mod (or vica versa) for some reason.
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Deon

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Re: Caves of Qud: Now in Open Beta
« Reply #2179 on: December 19, 2011, 04:44:36 pm »

Quote
for example, objectblueprints_deon.xml, during game startup, if they exist, so you can mod the game without modding the core files that are updated every time.
This sounds delicious :).
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hachnslay

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Re: Caves of Qud: Now in Open Beta
« Reply #2180 on: January 21, 2012, 12:39:07 pm »

either unormal is really taking long for this patch or something happened that I am not aware off.

*attempts to reanimate the thread*
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Bitoru

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Re: Caves of Qud: Now in Open Beta
« Reply #2181 on: January 21, 2012, 02:04:32 pm »

I love this game, but I feel like the addition of a dungeon only game mode would make it a lot more enjoyable.
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unormal

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Re: Caves of Qud: Now in Open Beta
« Reply #2182 on: January 21, 2012, 02:12:10 pm »

either unormal is really taking long for this patch or something happened that I am not aware off.

*attempts to reanimate the thread*

We're taking a good long time on Bethesda Susa; we've gone back to the drawing board a couple times on it trying to get it right. We're still working on it, though, just getting it right.
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Shadowscales

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Re: Caves of Qud: Now in Open Beta
« Reply #2183 on: February 01, 2012, 10:52:47 am »

I find that this game is MUCH too easy, it's difficulty would increase if you made snapjaws the post-apocalyptic kobold/poisonous.
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jester

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Re: Caves of Qud: Now in Open Beta
« Reply #2184 on: February 01, 2012, 12:50:29 pm »

I find that this game is MUCH too easy, it's difficulty would increase if you made snapjaws the post-apocalyptic kobold/poisonous.

Move out beyond the snapjaws and start fighting some real enemies, robots will gut you, goatmen are badass, etc.
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Shadowscales

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Re: Caves of Qud: Now in Open Beta
« Reply #2185 on: February 01, 2012, 07:37:08 pm »

No, I mean food.
You just nom on snapjaws 24/7 and free food, no struggle...
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Aqizzar

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Re: Caves of Qud: Now in Open Beta
« Reply #2186 on: February 01, 2012, 07:56:54 pm »

I find that this game is MUCH too easy, it's difficulty would increase if you made snapjaws the post-apocalyptic kobold/poisonous.

Too easy, he says.  What are you smoking, I say.

The food is a different question, but personally, I hate hunger-death in roguelikes anyway, so different strokes.  You have to eat constantly at least.
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Aklyon

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Re: Caves of Qud: Now in Open Beta
« Reply #2187 on: February 01, 2012, 07:58:48 pm »

free food is no use if you die to a robot.
But you won't if you stay around the snapjaws all the time. They're easy to kill.
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forsaken1111

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Re: Caves of Qud: Now in Open Beta
« Reply #2188 on: February 06, 2012, 12:33:47 pm »

Yeah, it's quite an easy game if all you do is sit in a cave and eat snapjaws...  ::)
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Rainseeker

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Re: Caves of Qud: Now in Open Beta
« Reply #2189 on: February 13, 2012, 08:56:29 pm »

This game is pretty hard, and I die all the time, but I keep making new characters!  What's wrong with me?   :'(
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