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Author Topic: Caves of Qud: Now in Open Beta  (Read 570038 times)

unormal

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Re: Caves of Qud: Now in Open Beta
« Reply #375 on: December 27, 2010, 08:14:52 pm »

Anyone know if there's a way to hotkey item activation, along the lines of skills? I've been playing CoQ via mouse a lil'*, and e-d-a-esc-esc (Activating my force bracelet and getting out of th'equip screen without removing the thing.) is much faster with th'keyboard. Also, for unormal, item activation via key (e-d-a, instead of scrolling down to the activate command) is a little awkward. It likes to leave the cursor on remove, and an accidental second space (to clear th'activation message) can remove the item :(

*
Spoiler (click to show/hide)

It's planned, but not in the game at the moment.
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Frumple

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Re: Caves of Qud: Now in Open Beta
« Reply #376 on: December 27, 2010, 08:35:47 pm »

Guess I'll have to stretch my arms a bit, heh. In other news, will we ever be able to shoot things in walls with normal (i.e. laser pistols, etc.) guns? Just lost a really promising character because I couldn't shoot a security turret that was in a wall, and didn't survive approach (Chaingun 'ret was giving cover fire, apparently :-\).

E: Re: Th'followin' posta': NE'ER!
« Last Edit: December 27, 2010, 08:50:54 pm by Frumple »
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forsaken1111

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Re: Caves of Qud: Now in Open Beta
« Reply #377 on: December 27, 2010, 08:40:52 pm »

STOP SHORTENING WORDS ARBITRARILY
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Tarran

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Re: Caves of Qud: Now in Open Beta
« Reply #378 on: December 27, 2010, 08:55:43 pm »

Oh you two, fight'n for no reas'n. Why can't you two 'et along?

 :P
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Quote from: Phantom
Unknown to most but the insane and the mystics, Tarran is actually Earth itself, as Earth is sentient like that planet in Avatar. Originally Earth used names such as Terra on the internet, but to protect it's identity it changed letters, now becoming the Tarran you know today.
Quote from: Ze Spy
Tarran has the "Tarran Bug", a bug which causes the affected character to repeatedly hit teammates while dual-wielding instead of whatever the hell he is shooting at.

forsaken1111

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Re: Caves of Qud: Now in Open Beta
« Reply #379 on: December 27, 2010, 08:57:27 pm »

AGH! -dies-
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The Merchant Of Menace

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Re: Caves of Qud: Now in Open Beta
« Reply #380 on: December 27, 2010, 09:01:01 pm »

Question: I may have accidentaly beaten Elder Irudad to death, are there any major concequences to this?
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Frumple

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Re: Caves of Qud: Now in Open Beta
« Reply #381 on: December 27, 2010, 09:09:57 pm »

You won't be able to finish a quest and you've blocked off one of three ways (that I know of) into Grit Gate. Fortunately, th'elder isn't really necessary for continuing the main questline, from what I've seen. Just don't kill the tinker, at least until he's given you his data disk. All you've lost out on is a fairly small amount of XP and some autoinjectors.
« Last Edit: December 27, 2010, 09:21:34 pm by Frumple »
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The Merchant Of Menace

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Re: Caves of Qud: Now in Open Beta
« Reply #382 on: December 27, 2010, 09:18:48 pm »

Sweet. I got a level up or two out of killing him anyway.
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Tarran

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Re: Caves of Qud: Now in Open Beta
« Reply #383 on: December 27, 2010, 09:21:02 pm »

Yeah, just finish the critter quest and then you can kill him with little to no consequences for 1000xp.
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Quote from: Phantom
Unknown to most but the insane and the mystics, Tarran is actually Earth itself, as Earth is sentient like that planet in Avatar. Originally Earth used names such as Terra on the internet, but to protect it's identity it changed letters, now becoming the Tarran you know today.
Quote from: Ze Spy
Tarran has the "Tarran Bug", a bug which causes the affected character to repeatedly hit teammates while dual-wielding instead of whatever the hell he is shooting at.

Soulwynd

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Re: Caves of Qud: Now in Open Beta
« Reply #384 on: December 27, 2010, 11:03:01 pm »

Anyone know if there's a way to hotkey item activation
You can macro it with AHK.

I've even made an auto-roller for coq with it. >.>
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Frumple

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Re: Caves of Qud: Now in Open Beta
« Reply #385 on: December 28, 2010, 03:33:29 am »

Might give that a try... just now noticed AHK has an option that doesn't involve coding, so I might just be able to use it.

In other news, I've found the first Tinker III data disk I've seen. Anyone have any idea what a Timecube does? It sounds sexy.

Also, minor bug: Apparently, when you tinker up something that's powered, you create a cell, as well. Or can, anyway. Just whipped up (heh) a stun whip that came wit' a chem cell. It'd make sense if it was a solar cell, but I don't even know how to make chem cells.

Guess it's not a bad thing, exactly. The cell sells for as much as the whip...

EDIT: Confirmation on a previous inquiry, also minor bug report: Glowpad merchant doesn't restock. It's murderin' time~
« Last Edit: December 28, 2010, 03:36:52 am by Frumple »
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TwilightWalker

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Re: Caves of Qud: Now in Open Beta
« Reply #386 on: December 28, 2010, 03:42:34 am »

In other news, I've found the first Tinker III data disk I've seen. Anyone have any idea what a Timecube does? It sounds sexy.

Google time cube and click the first link, I dare you!  :P

Fakedit: Honestly, not a clue what it would do.
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Soulwynd

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Re: Caves of Qud: Now in Open Beta
« Reply #387 on: December 28, 2010, 07:49:15 am »

Might give that a try... just now noticed AHK has an option that doesn't involve coding, so I might just be able to use it.
Programming macros is rather easy. In your case it would be something like:

F1::Send eda{Esc 3}
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unormal

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Re: Caves of Qud: Now in Open Beta
« Reply #388 on: December 28, 2010, 09:04:24 pm »

New patch posted.

*Point-buy for mutations
*New minor mutations: Night Vision, Slime Glands, Thick Fur, Kindle, Sense Psychic, Telepathy
*New morphotype: Unstable Genome
*New missile weapons: 2 new rifles, 1 new shotgun, 2 new pistols, 1 new heavy weapon
*Readable books and papers
*Two-handed weapons of all types
*True man attributes now advance at the same rate as mutants, they now instead gain 20 bonus SP per level, resistance bonuses based on arcology, and the ability to rebuke robots
*Mutant attributes now capped slightly higher
*All natural weapons are now correctly str uncapped, this will make mid-game and later monsters much more deadly, especially to AV-based characters
*The barathrumite enclave entrance is now closer to to the surface of grit gate
*Increased the temperature at which water will instantly vaporize
*Somewhat reduced steam damage
*New option to enable prompting even if only one item is on the ground when you select 'get'
*The get automatically if there's only one behavior now only applies the moment you hit get, not if there is eventually one in a stack due to working with the stack
*Renormalized the charge use of force bracelet
*Rusted items are no longer worth more in some cases
*Chest and loot table updates
*Updated Flaming and Freezing Hands animations
*Flaming and Freezing Hands no-longer penetrate solid objects
*Fixed repeating mutations in the buy-new-mutation popup
*The AI will get angry at the party leader of an object it gets angry at
*Fixed a bunch of out-of-bounds exceptions in the console
*Several defects are now correctly flagged as unable to be leveled
*Tinkering recipies will never be added to your list with mods applied to the name (you may still ocassionally produce modded items when tinkiering)
*Tinkered items may no-longer be disassembled
1.0.4014.37808
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Malicus

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Re: Caves of Qud: Now in Open Beta
« Reply #389 on: December 28, 2010, 09:22:34 pm »

I started a new character to see how things are now, went to start the two quests, then went to the trader...  went back to Argyve to see what he had to say, and THE ZEALOT HAD KILLED HIM.  Said zealot was standing there, seemingly unharmed, with the stuff Argyve was selling all where he used to be standing.
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