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Author Topic: Caves of Qud: Now in Open Beta  (Read 569991 times)

getter77

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Re: Caves of Qud: Now in Open Beta
« Reply #3405 on: May 08, 2016, 07:30:01 am »

Quote
New item: spray bottle. Use it to spray a 2-dram liquid concoction onto items.
Did some structural work toward adding fungal infections. Expect some new entries to the Corpus Choliys soon (*cackles*).
Taught monster AI to use tonics, force bracelets, and a certain artifact shield.
Added a 'floating nearby' slot to the following body types: quadrupeds, fish, oozes, crabs, and turrets.
Consolidated 'watervine swamp' and 'salt marsh' regions.
Added descriptions on the world map for the following tiles: salt marsh, desert canyons, banana grove, ruins, deathlands, hills, mountains, flower fields, and jungle.
Added tiles for the following creatures:
rifle turret
chaingun turret
laser turret
rocket turret
Pax Klanq
In-game tombstone inscriptions are no longer blank when you quit and reload.
Fixed an issue that caused reputation-modifying items to change your rep when they were equipped by NPCs.
Fixed an issue where non-visible hostile creatures would prevent auto-explore from attempting to explore an area.
Fixed an issue with auto-get not working when non-visible hostiles were nearby.
Fixed an issue that caused objects you had dropped to be ignored during auto-explore.
Fixed the bottom status bar inappropriately blocking tile clicks.
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Symbiode

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Re: Caves of Qud: Now in Open Beta
« Reply #3406 on: May 08, 2016, 09:19:52 pm »

Hello! First off, I love Caves of Qud.

Secondly, I noticed when you Dominate a creature that you have charmed as an ally, when you use it to kill things it doesn't earn any XP while under your control. Is this on purpose? If not, it would be great if your dominated creature could earn xp, as it's a really fun playstyle to dominate something and use it as a remote killing machine.

Thanks for making a great game, and for all the recent updates you've done! I always look forward to the new patch notes and features!
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getter77

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Re: Caves of Qud: Now in Open Beta
« Reply #3407 on: May 15, 2016, 07:19:04 am »

Quote
Fungi enthusiasts, rejoice! We added fungal infections.

    Depending on your disposition, stay clear—or near—puffing mushrooms.
    In cases of infection, a certain species of fungus colonizes a region of the body, rendering that body part unequippable but providing some benefit. Naturally, acquiring a fungal infection increases your reputation with fungi. The Consortium of Phyta, however, won't be pleased.
    New fungal infection: fickle gill
        As Beniyayut Iym, physician to the farmstead Kardis, reports: "In cases of fickle gill, infection culminates in the formation of fleshy, spore-bearing gills in the colonized region. Upon certain stresses, typically under bodily harm, the gills flex and release a cloud of spores, numbering in the thousands, that shower onto adjacent parties, ostensibly protecting their host. The rained spores in turn colonize their new hosts, rating this disease among the most contagious."
    New fungal infection: glowcrust
        Iym, again: "The appearance of frosty, luminous nodules characterize this colony. As is always the case with symbiosis, the fungus does seem to 'benefit' its carrier by coarsening the skin and providing some protection from the elements. Some patients report gratification in consuming the edible hoarshrooms that sprout from their skin; accounts vary according to the personalities of the afflicted."
    Added a new section on fungal infections to the Corpus Choliys, including their procedurally-generated cures.
    Added choronolgy entries for getting and curing fungal infections.
    Split brooding puffers into two separate creatures, brooding goldpuffs and brooding azurepuffs. They each spew spores, but which type? Who knows.

Added tooltips to the overlay buttons.
Burrowing claws grown from injecting a skulk tonic are no longer permanent.
Effects now properly clear on the world map.
Fixed some map generation issues with maps along the bottom edge of the world map.
Fixed a rare exception with the area of effect targeter.
Fixed an issue where unequipping certain items incorrectly added reputation instead of subtracting it.
Fixed the Yes/No/Cancel dialogs not being properly clickable.
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getter77

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Re: Caves of Qud: Now in Open Beta
« Reply #3408 on: May 22, 2016, 07:16:38 am »

Quote
We enabled biomes.
A few weeks ago, we added a prototype for biomes, which alter the flora and fauna of maps and appear procedurally throughout the overworld and underground each game. This week, we enabled them by default and removed the biome option from the Debug menu.
Currently, there's a slime biome, an asphalt biome, and a qudzu biome. Each has 3 grades.
Qudzu symbiotes in the qudzu biome are no longer hostile toward qudzu. Hey symbiotes, qudzu are your friends now.
The qudzu tile's background color is no longer brown when the qudzu is unattached from a wall.

We've started to work on a new population engine for the cave systems that aren't affiliated with the major dungeons. The engine is aware of the geography of the cave. Now you find things like:
a tough monster and its treasure horde in the far reaches of a cave
more artifacts in isolated cave pockets
freshwater pools with glowfish and glowpads
recently departed campsites
tarnished ruins with turrets
sparking baetyls
Expect tweaks and more cave work soon.

Glowcrust was sometimes failing to successfully colonize a body part. That doesn't happen now.
When you contract multiple glowcrust infections, you now properly grow multiple 'fungal outcrop' body parts.
All description text is now obfuscated when you're confused.
Master butchers can now properly harvest black puma haunches.
Fixed some issues where beguiled creatures didn't change their behavior when beguiled.
Fixed an issue causing some valid character codes to be treated as invalid.
Fixed an issue where repeatedly equipping and unequipping an item that modified your reputation would keep reducing your reputation.
Fixed an exception in the area of effect targeter.
Changed the bridge tile.
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getter77

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Re: Caves of Qud: Now in Open Beta
« Reply #3409 on: May 28, 2016, 07:07:40 am »

Quote
We added a fungus-based biome.
The biome appears in 3 grades: Fungus Patch, Fungus Grove, and Fungus Forest.
Spotted shagspooks, dandy caps, and brooding puffs appear in varying amounts.
Valuable liquid weeps, which Qud's botanists have identified as lichen, lend their hues to the surrounding mushrooms.
There are two new creature templates for creatures generated in fungus-based biomes: "friend to fungus" and "fungus-ridden".

We spiced up the unaffiliated cave population some more.
"Look! The bear is distracted by all that honey."
"What's this patch of blue fron..?" *poof*
"Jordi, there's a forge here!"
"Is that a pool of... vomit?"
"Kitty."

Reduced the density of all biomes across the world map.
Added chronology entries for fetching an old man knickknacks and stumbling upon flattened remains.
Tweaked the appearance of item weights in the list picker.
Optimized the storage of some map data.
Made the cave populator smarter about cave geography.
Added support for dynamically generated population tables.
Fixed an uncommon map build hang.
Fixed an issue that was causing several effect-on-melee powers, including Qudzu, to not work properly.
Fixed an issue where beguiled followers wouldn't attack their current active target if the player wasn't actively hostile to that creature. They would just sit around doing nothing instead.
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FallacyofUrist

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Re: Caves of Qud: Now in Open Beta
« Reply #3410 on: June 02, 2016, 08:11:08 pm »

What in the world is "taco suprema"? It cost... 600 drams of water. 600. For a taco.
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Niveras

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Re: Caves of Qud: Now in Open Beta
« Reply #3411 on: June 03, 2016, 04:40:43 am »

It's a good taco.
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chaoticag

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Re: Caves of Qud: Now in Open Beta
« Reply #3412 on: June 03, 2016, 04:53:38 am »

Oh hey, this topic is back up again. So uh, I have to ask... am I supposed to have this weapon? Seems a bit odd. Doesn't take in ammo and over penetrates.
Spoiler (click to show/hide)
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FallacyofUrist

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Re: Caves of Qud: Now in Open Beta
« Reply #3413 on: June 03, 2016, 08:40:42 am »

I'm betting you got really lucky for this stage in the game.
Though I'm pretty sure it needs charge packs or whatever to fire.
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chaoticag

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Re: Caves of Qud: Now in Open Beta
« Reply #3414 on: June 03, 2016, 08:51:26 am »

Seems to fire just fine without. In fact, it takes no ammo so far as I can tell and doesn't need a chem cell? That and a weight of zero is a bit suspicious.
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FallacyofUrist

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Re: Caves of Qud: Now in Open Beta
« Reply #3415 on: June 03, 2016, 04:07:15 pm »

And now it seems like a glitch to me.
USE IT! ABUSE IT! POST YOUR TALES IN THE PLAY WITH YOUR BUDDIES SUBFORUM!
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Blaze

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Re: Caves of Qud: Now in Open Beta
« Reply #3416 on: June 03, 2016, 06:05:46 pm »

The Eigencannon is a reference to the X-buster/Megabuster IIRC, once you equip it, you can never take it off and give up an arm (and relevant slots) for it. However, it has infinite ammo, fires in a line, deals un-resistable "disintegrate" damage and weighs nothing while equipped.

I think it uses rifle/bow skill.

Also, since it's a cybernetic item, only True Kin can use it.
« Last Edit: June 03, 2016, 06:09:20 pm by Blaze »
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chaoticag

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Re: Caves of Qud: Now in Open Beta
« Reply #3417 on: June 03, 2016, 06:10:39 pm »

...you sure about that? That character is a mutant and it seems to work just fine. At least on this character. Esper even.
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Blaze

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Re: Caves of Qud: Now in Open Beta
« Reply #3418 on: June 03, 2016, 06:13:28 pm »

Then it looks like instead of the Prosthetic item, you got the actual weapon item; which is undoubtedly a bug.

Everything else most likely still applies.
« Last Edit: June 03, 2016, 06:15:58 pm by Blaze »
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getter77

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Re: Caves of Qud: Now in Open Beta
« Reply #3419 on: June 04, 2016, 06:58:01 am »

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Glowcrust infections no longer spew spore clouds. That's exclusive to fickle gill.
    Rumors abound of adventurers discovering Mechanimist statue-shrines deep in the caves of Qud. Did the sculptress Petramaia base her Six Day Stilt creations on earlier works?
    Added new tiles for these items.
        medical locker
        nanopneumatic jackhammer
        leather and studded leather armor
        various plate mails
        cloth overalls
        leather apron
        various energy cells
        laser pistol
        overloaded laser pistol
        plastic tree
    Added a few variations to corpse splats.
    Added the 'seed: n' wish, which sets the world seed to 'n'.
    Quest-based chronology entries actually appear in the chronology now.
    When NPCs overdose on shade oil, they no longer recursively spawn infinite shadow selves.
    Copies of perennial, named NPCs no longer appear in unaffiliated caves. ("Are those three copies of Oboroqoru, Ape God?")
    Fixed an issue that occasionally caused map building to fail, particularly in and around Bethesda Susa.
    Fixed some issues that occasionally caused maps to rebuild.
    Fixed some map builders that weren't properly tied to the world seed.
    Fixed cave layouts being too similar along the Z axis.
    Removed some redundant data storage in save files.
    Fixed a rare corner case that caused maps to build forever.
    Mod support: added 'AdjacentTo:' and 'AdjacentToStartsWith:' population placement hints.
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