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Author Topic: Caves of Qud: Now in Open Beta  (Read 569474 times)

Angle

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Re: Caves of Qud: Now in Open Beta
« Reply #705 on: January 19, 2011, 03:47:20 pm »

but how are you supposed to get and carry 1000's of drams worth of stuff? gold nuggets are rare, and thats still a lot of silver nuggets.
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Soulwynd

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Re: Caves of Qud: Now in Open Beta
« Reply #706 on: January 19, 2011, 04:13:29 pm »

I think there should be more valuables with a higher price, to compensate.
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Frumple

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Re: Caves of Qud: Now in Open Beta
« Reply #707 on: January 19, 2011, 04:58:42 pm »

While not a suggested solution -- it's basically a workaround -- what you do in-game, now, for items that would take a ridiculous amount of water/tradegoods to buy is to simply make a huge pile of them right beside the trader.

When it's time to make the deal, you pick them all up and initiate conversation -- you can talk and trade even if you're carrying multiple times your carry weight.

As for the getting, lower-depth dungeons carry plenty of junk that sells (or sold, but quantity has a quality all its own~) for plenty. It's easy even for a high strength character to run out of capacity multiple times in a single dungeon, at which point you recoil out, dump off the vendor junk, and go back in for round two. It's a matter of patience (presuming that you're not at risk of death at the depths you're "farming") more than anything else.
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Angle

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Re: Caves of Qud: Now in Open Beta
« Reply #708 on: January 19, 2011, 05:01:01 pm »

I think there should be more valuables with a higher price, to compensate.

yeah, that makes sense.

Also- Can the temporal fugue clones be programmed not to use disintegration when you're next to them? Especially when there are no enemies in range. Grrrr.

also also- I just got Confused. So thats what an acid trip is like.
« Last Edit: January 19, 2011, 08:05:26 pm by Angle »
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unormal

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Re: Caves of Qud: Now in Open Beta
« Reply #709 on: January 23, 2011, 11:23:22 pm »

New patch:

*Raising Indrix is now complete; with many updates and additions from the old, preliminary version of the quest
*All mental mutations should now correctly scale above level 10
*Rasing a mutation will now indicate the new base (unmodded) level, instead of the resultant (modded) level
*Somewhat increased the trade price of bracelets and nuggets
*Aim should now correctly be usable with Bows
*Using smart use to talk to someone on a body of water will no longer cause you to try to fill your container after the conversation
*The Lase power of light manipulation now correctly makes penetration rolls vs. AV
1.0.4040.41076
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ToonyMan

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Re: Caves of Qud: Now in Open Beta
« Reply #710 on: January 23, 2011, 11:24:32 pm »

I would just like to say watching you update this almost daily is a delight to see.
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unormal

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Re: Caves of Qud: Now in Open Beta
« Reply #711 on: January 24, 2011, 09:42:43 pm »

Bugfix patch:

*Some minor bugfixes to the overland generation and monsters of Raising Indrix
*Raising Indrix quest reward items are now modded
*Salthoppers no-longer have Run, but now have Endurance
*Sunder Mind now correctly scales above 10
*Picking a new mutation will no-longer give you duplicate choices
*Teleport Other will no-longer teleport the player into un-escapeable areas
*Horns properties should now correctly match the description text
*Fixed an exception when walking on a tile with too many items
*Jilted Lovers should correctly release their hold if they die due to a counter-attack on the same turn they grab you
*Jackhammers are now Cudgels
1.0.4041.38988
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Angle

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Re: Caves of Qud: Now in Open Beta
« Reply #712 on: January 25, 2011, 09:12:01 pm »

*Teleport Other will no-longer teleport the player into un-escapeable areas

Inescapable areas? you can dig through walls. slowly, perhaps, but still- how do you end up in an inescapable area?
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Tarran

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Re: Caves of Qud: Now in Open Beta
« Reply #713 on: January 25, 2011, 09:19:01 pm »

*Teleport Other will no-longer teleport the player into un-escapeable areas

Inescapable areas? you can dig through walls. slowly, perhaps, but still- how do you end up in an inescapable area?
A walled off room surrounded by Fullcrete. That stuff is extremely hard to get through if you don't have acid or something similar.
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Chaoswizkid

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Re: Caves of Qud: Now in Open Beta
« Reply #714 on: January 25, 2011, 11:02:03 pm »

It's easy even for a high strength character to run out of capacity multiple times in a single dungeon, at which point you recoil out, dump off the vendor junk, and go back in for round two.

I've completely looted Red Rock. It took me at least twenty trips with my str-focused char. I have a REALLY high amount of drams.

A technique I use is to buy all the trade items I can before I accept drams. Trade items cost more than their weight in drams, so it's useful for investing in. I've got maybe 700 drams in water and perhaps 2000 in trade goods + random junk on my last save. I probably have a lot more than that, I'm just guesstimating.
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BackgroundGuy

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Re: Caves of Qud: Now in Open Beta
« Reply #715 on: January 25, 2011, 11:11:37 pm »

So I want to play this, but when I try and use the .exe, it just goes to the startup window and freezes.  I've already run the setup thing, how long should I expect it to take before the game actually starts up?  Under 6 minutes, or over? 
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ToonyMan

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Re: Caves of Qud: Now in Open Beta
« Reply #716 on: January 25, 2011, 11:12:29 pm »

Shouldn't take longer than a minute.  You're using that file called XRL right?
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BackgroundGuy

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Re: Caves of Qud: Now in Open Beta
« Reply #717 on: January 25, 2011, 11:15:27 pm »

yeah, XRL.exe, all the files are in the CoQ folder.  If I had to guess what the problem is, I'd say that my computer might not be able to handle the game.
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ToonyMan

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Re: Caves of Qud: Now in Open Beta
« Reply #718 on: January 25, 2011, 11:23:14 pm »

It uses quite a bit of RAM, but if you can handle Dwarf Fortress then I'm not sure how to help you.
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BackgroundGuy

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Re: Caves of Qud: Now in Open Beta
« Reply #719 on: January 25, 2011, 11:26:49 pm »

:/ Thanks anyway.
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