Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 55 56 [57] 58 59 ... 250

Author Topic: Caves of Qud: Now in Open Beta  (Read 578170 times)

beorn080

  • Bay Watcher
    • View Profile
Re: Caves of Qud: Now in Open Beta
« Reply #840 on: March 08, 2011, 09:24:31 am »

Increase the variety cooldown as it levels. I think that 1dLevel plants, 20 round cooldown base, with a variety of plants to pick with a new one each level, would be quite powerful. As it stands, just one plant a cast, if it was choosable, gets you an unlimited number of turrets/fear producers/grabbers. As it is NOW, you get all of that every other turn in mass quantities.

Logged
Ustxu Iceraped the Frigid Crystal of Slaughter was a glacier titan. It was the only one of its kind. A gigantic feathered carp composed of crystal glass. It has five mouths full of treacherous teeth, enormous clear wings, and ferocious blue eyes. Beware its icy breath! Ustxu was associated with oceans, glaciers, boats, and murder.

Deon

  • Bay Watcher
  • 💀 💀 💀 💀 💀
    • View Profile
Re: Caves of Qud: Now in Open Beta
« Reply #841 on: March 08, 2011, 09:30:07 am »

Well, when you start to fight AOE enemies, it's not a problem :). A single sower can kill all your plants at once.
Logged
▬(ஜ۩۞۩ஜ)▬
✫ DF Wanderer ✫ - the adventure mode crafting and tweaks
✫ Cartographer's Lounge ✫ - a custom worldgen repository

Soulwynd

  • Bay Watcher
  • -_-
    • View Profile
Re: Caves of Qud: Now in Open Beta
« Reply #842 on: March 08, 2011, 01:31:59 pm »

Yes, they're fairly weak and even at the beginning the enemies quickly become too strong for them. They're great to use as a distraction or extra annoyance tho.
Logged

MetalSlimeHunt

  • Bay Watcher
  • Gerrymander Commander
    • View Profile
Re: Caves of Qud: Now in Open Beta
« Reply #843 on: March 08, 2011, 04:05:15 pm »

If you want to talk about fake difficulty enemies, then try the Chrome Pyramids. Although, to be fair, it's pretty obvious no one is actually supposed to reach the Deathlands at this point of development, but the CPs are just unfair in the extreme. I mean, they alter reality. I can't compete with that!
Logged
Quote from: Thomas Paine
To argue with a man who has renounced the use and authority of reason, and whose philosophy consists in holding humanity in contempt, is like administering medicine to the dead, or endeavoring to convert an atheist by scripture.
Quote
No Gods, No Masters.

handofluke

  • Escaped Lunatic
    • View Profile
Re: Caves of Qud: Now in Open Beta
« Reply #844 on: March 08, 2011, 04:21:50 pm »

I just wanted to talk about a couple of these things.

We know a lot of the content that's being discussed is unfinished or broken. We're going to be redoing most of the major dungeons and the creatures around them will be overhauled as well (fire ants haven't been touched since they were first put in the game, which was a long time ago). Burgeoning's cooldown decreases as you increase its mutation level; this was designed before we added the Willpower cooldown and Ego mutation level mechanics. All those things work together to push down Burgeoning's cooldown to ridiculous levels.

So, basically, we know this stuff is broken and we'll be fixing it :)

Logged

ToonyMan

  • Bay Watcher
  • Danger Magnet
    • View Profile
Re: Caves of Qud: Now in Open Beta
« Reply #845 on: March 08, 2011, 04:22:52 pm »

Oh crap don't let the Space-Time Vortex touch you.  :P
Logged

MetalSlimeHunt

  • Bay Watcher
  • Gerrymander Commander
    • View Profile
Re: Caves of Qud: Now in Open Beta
« Reply #846 on: March 08, 2011, 04:47:45 pm »

Oh crap don't let the Space-Time Vortex touch you.  :P
But it...it's so pretty.....
Logged
Quote from: Thomas Paine
To argue with a man who has renounced the use and authority of reason, and whose philosophy consists in holding humanity in contempt, is like administering medicine to the dead, or endeavoring to convert an atheist by scripture.
Quote
No Gods, No Masters.

Deon

  • Bay Watcher
  • 💀 💀 💀 💀 💀
    • View Profile
Re: Caves of Qud: Now in Open Beta
« Reply #847 on: March 09, 2011, 02:25:21 am »

Another report: I am exploring salt dunes, and in caves there are a lot of bones... You can eat those bones and they are VERY filling, which is weird.

And about eating: dismemberment makes ANYTHING to drop bodyparts, as I said. And they ALL are edible. It's weird to eat "lazer turret right hand".

P.S. On another note, I would really like to see The Six Day Stilt finished. I was kinda sad when I spent most of my water and all my food to travel there through the salt dunes, and found that it has nothing and an endless second floor :(. It looks like a great place for temple-city (with an oasis inside? Or maybe even better a water desalinator, an ancient technology artifact? they have to survive there).

P.P.S. I've just met a caravan in a desert canyon near saltdunes and was overjoyed! Yay people outside of towns! But the dromad trader had nothing to trade....
« Last Edit: March 09, 2011, 02:43:41 am by Deon »
Logged
▬(ஜ۩۞۩ஜ)▬
✫ DF Wanderer ✫ - the adventure mode crafting and tweaks
✫ Cartographer's Lounge ✫ - a custom worldgen repository

Deon

  • Bay Watcher
  • 💀 💀 💀 💀 💀
    • View Profile
Re: Caves of Qud: Now in Open Beta
« Reply #848 on: March 09, 2011, 02:48:11 am »

An error with cooldowns: it says "you have to wait 0 turns more" when you have to wait 1 more turn to use the skill and try to do it, and up from there (it says the actual duration minus one).

What is "masterful harvestry" for? I didn't find anything but starapples and witchwood to gather, and they don't give anything special with this skill.

P.S. Another error: I have a green "boar jerky" which is called "a smoked stip of croc flesh". Maybe it came from a legendary boar.
« Last Edit: March 09, 2011, 03:02:42 am by Deon »
Logged
▬(ஜ۩۞۩ஜ)▬
✫ DF Wanderer ✫ - the adventure mode crafting and tweaks
✫ Cartographer's Lounge ✫ - a custom worldgen repository

Deon

  • Bay Watcher
  • 💀 💀 💀 💀 💀
    • View Profile
Re: Caves of Qud: Now in Open Beta
« Reply #849 on: March 09, 2011, 04:10:49 am »

Another report: attacking walls while having the axe skill "trip" makes you to "knock them prone" and they will endlessly flash with "!" sign. Prone walls, cool :). I believe other effects like stun work on them too.
Logged
▬(ஜ۩۞۩ஜ)▬
✫ DF Wanderer ✫ - the adventure mode crafting and tweaks
✫ Cartographer's Lounge ✫ - a custom worldgen repository

The Merchant Of Menace

  • Bay Watcher
  • Work work.
    • View Profile
Re: Caves of Qud: Now in Open Beta
« Reply #850 on: March 09, 2011, 04:12:55 am »

Another report: attacking walls while having the axe skill "trip" makes you to "knock them prone" and they will endlessly flash with "!" sign. Prone walls, cool :). I believe other effects like stun work on them too.

:o *Rushes off to investigate*
Logged
*Hugs*

Deon

  • Bay Watcher
  • 💀 💀 💀 💀 💀
    • View Profile
Re: Caves of Qud: Now in Open Beta
« Reply #851 on: March 09, 2011, 04:20:34 am »

Why? They do not let you pass, they just flash.
Logged
▬(ஜ۩۞۩ஜ)▬
✫ DF Wanderer ✫ - the adventure mode crafting and tweaks
✫ Cartographer's Lounge ✫ - a custom worldgen repository

The Merchant Of Menace

  • Bay Watcher
  • Work work.
    • View Profile
Re: Caves of Qud: Now in Open Beta
« Reply #852 on: March 09, 2011, 04:25:31 am »

I'm intrigued as to exactly what other things affect them. And at the very least I would be able to claim that I once tripped a wall with my axe :P
Logged
*Hugs*

Deon

  • Bay Watcher
  • 💀 💀 💀 💀 💀
    • View Profile
Re: Caves of Qud: Now in Open Beta
« Reply #853 on: March 09, 2011, 04:57:58 am »

Another bug report: when I disassemble "bloody items" with "reverse engineer" skill, it puts them as "bloody ***" in the tinkering menu.

Another bug: when you assemble items, you cannot disassemble them again. The problem is that when you pick up normal items from the ground, they stack with crafted and become the same (they cannot be disassembled anymore).

Why can't you disassemble crafted items anyway?
« Last Edit: March 09, 2011, 05:15:44 am by Deon »
Logged
▬(ஜ۩۞۩ஜ)▬
✫ DF Wanderer ✫ - the adventure mode crafting and tweaks
✫ Cartographer's Lounge ✫ - a custom worldgen repository

unormal

  • Bay Watcher
    • View Profile
Re: Caves of Qud: Now in Open Beta
« Reply #854 on: March 09, 2011, 01:06:29 pm »

Another bug report: when I disassemble "bloody items" with "reverse engineer" skill, it puts them as "bloody ***" in the tinkering menu.

Another bug: when you assemble items, you cannot disassemble them again. The problem is that when you pick up normal items from the ground, they stack with crafted and become the same (they cannot be disassembled anymore).

Why can't you disassemble crafted items anyway?

For the moment it's to prevent a number of abuses, which I hope to fix more elegantly later, including, for example, the ability to craft, disassemble, and recraft an item until you get whatever mods you want; I'll update the stacker code to not stack crafted and uncrafted for an upcoming patch.
Logged
Pages: 1 ... 55 56 [57] 58 59 ... 250