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Author Topic: Caves of Qud: Now in Open Beta  (Read 578138 times)

unormal

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Re: Caves of Qud: Now in Open Beta
« Reply #675 on: January 13, 2011, 09:13:31 pm »

Posted a little update; just got back from a week of business travel, so I'll be able to get back to a more frequent update schedule.

*Some high-explosives now do additional flat shrapnel damage to things in the area in addition to pressure wave damage
*Presure-wave damage now correctly applies to everything impacted by the pressure wave, not just the objects in the initial cell
*Renormalized the cost of recharging cells at a merchant
*Natural weapons should no longer show up when creatures die or get dismembered
*Natural missile weapons are no-longer droppable
*Slightly reduced the frequency of Twinning Lamprey encounters
*Spectacles are now tinkerable
*The skill description at the bottom of the skill buying screen will now automatically accomidate skills with descriptions longer than 3 lines
*Fixed text wrapping on water merchant calling description
*Updated EULA to remove the non-dislosure clause, and added EULA.rtf to the install package
1.0.4030.38049
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Misterstone

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Re: Caves of Qud: Now in Open Beta
« Reply #676 on: January 14, 2011, 02:09:57 pm »

Nope. But you end up swimming in food after a while anyway. Some creatures don't give food though.
Edit: The actuall meat is just added to your inventory automatically.

Yes, another bug I noticed is that if you kill a creature with a mutant power from a distance you can still get food off of them with butchery.
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Angle

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Re: Caves of Qud: Now in Open Beta
« Reply #677 on: January 16, 2011, 01:05:37 am »

I think it would probably just make more sense for butchery to be something you do to leftover corpses as a menu item. the current system is confusing and doesn't really make sense.
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Sappho

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Re: Caves of Qud: Now in Open Beta
« Reply #678 on: January 16, 2011, 04:29:38 am »

Yeah I would prefer if my inventory didn't automatically fill up with meat once I have that skill as well. I think doing it manually after a kill makes a lot more sense and would be more convenient.

Frumple

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Re: Caves of Qud: Now in Open Beta
« Reply #679 on: January 16, 2011, 09:32:52 am »

Make it toggled, ala th'light mutation. All problems solved.
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unormal

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Re: Caves of Qud: Now in Open Beta
« Reply #680 on: January 16, 2011, 06:31:17 pm »

I added an on/off toggle for Butchery in the next build.
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unormal

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Re: Caves of Qud: Now in Open Beta
« Reply #681 on: January 16, 2011, 07:26:04 pm »

New patch:

*1 new creature in Golgotha
*1 new robot in the deathlands
*Updates to Golgotha encounter tables
*Updates to encounter tables for medium-depth cave systems
*Updates to encounter tables for deathlands
*Updated Voider description
*Butchery now has an on/off toggle
*You may now 'l'ook at liquid volumes
*Updated the display names of liquid volumes to be more english-like
*Greatly reduced the trade multiplier
*Vendors no-longer carry many nuggets by default
*Currency-like items now have a different color of $ in the trade window
*Doubled the carrying capacity of most water containers
*Liquids now weigh 1/4 lb per dram, down from 1 lb per dram
*Recoilers now require an energy cell
*Fixed various small display issues
*Domination is now a hostile act
*You may no-longer dominate or beguile copies of yourself
*Drinking slime is now worse for you
1.0.4033.34834
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Tarran

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Re: Caves of Qud: Now in Open Beta
« Reply #682 on: January 16, 2011, 07:35:49 pm »

*Vendors no-longer carry many nuggets by default
Aww. No more goldsies?

Quote
*Doubled the carrying capacity of most water containers
*Liquids now weigh 1/4 lb per dram, down from 1 lb per dram
Yay! Now I can actually pick up a bunch of filled water containers without becoming overburdened and unable to move.

Quote
*Recoilers now require an energy cell
Welp, guess I won't be using them as often now.

Time to get back into this with this new update.
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Singularity-SRX

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Re: Caves of Qud: Now in Open Beta
« Reply #683 on: January 18, 2011, 07:09:23 am »

THANK YOU for the update making water less heavy.

Sad that this thread partially died though :(
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forsaken1111

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Re: Caves of Qud: Now in Open Beta
« Reply #684 on: January 18, 2011, 08:13:55 am »

THANK YOU for the update making water less heavy.

Sad that this thread partially died though :(
I'm not sure why you think the thread is dead. 2 days without posts, especially over monday/tuesday, is hardly enough to declare thread death.

That said, the update is awesome. I went back yesterday and started a new mutant, loving the changes.
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Angle

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Re: Caves of Qud: Now in Open Beta
« Reply #685 on: January 18, 2011, 08:48:23 am »

I, for one do ot like this update. the trade multiplier was set WAY to low. I'm playing a high ego esper, and I STILL cant get anything from the shops.
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Singularity-SRX

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Re: Caves of Qud: Now in Open Beta
« Reply #686 on: January 18, 2011, 09:33:59 pm »

I just noticed things started to cost more... a musket for over 100 drams?
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Frumple

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Re: Caves of Qud: Now in Open Beta
« Reply #687 on: January 18, 2011, 09:39:01 pm »

May be the new update, which adjusted the pricing somewhat. Can also be that you're playing a character with a different ego score than normal -- ego impacts the trade costs of things pretty significantly, at least when you're comparing low to high ego.

There seems to either be some sort of compared ego check or different merchants sell things for different prices -- an easy way to see this in action is to hunt down the glowpad merchant and sell a bronze dagger to it and th'Joppa merchant, then compare prices. The glowpad one'll sell for more.
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Grek

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Re: Caves of Qud: Now in Open Beta
« Reply #688 on: January 18, 2011, 09:40:01 pm »

So, what do people think of phasing? Worth it, or not?
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The Merchant Of Menace

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Re: Caves of Qud: Now in Open Beta
« Reply #689 on: January 18, 2011, 09:41:59 pm »

I prefer burrowing claws.
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