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Author Topic: Caves of Qud: Now in Open Beta  (Read 570567 times)

Mephansteras

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Re: Caves of Qud: Now in Open Beta
« Reply #1545 on: April 03, 2011, 10:57:25 pm »

Just noticed in the current version that you no longer auto-pickup fresh water. Not sure if it's a bug or intended, but I liked it better the other way.
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lemon10

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Re: Caves of Qud: Now in Open Beta
« Reply #1546 on: April 03, 2011, 11:02:59 pm »

Just noticed in the current version that you no longer auto-pickup fresh water. Not sure if it's a bug or intended, but I liked it better the other way.
Hm... haven't tried the new version yet, but 99% sure that it simply isn't enabled (perhaps by default), go to the options to check if you simply don't have it enabled, or if the version really doesn't have the option.
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And with a mighty leap, the evil Conservative flies through the window, escaping our heroes once again!
Because the solution to not being able to control your dakka is MOAR DAKKA.

That's it. We've finally crossed over and become the nation of Da Orky Boyz.

unormal

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Re: Caves of Qud: Now in Open Beta
« Reply #1547 on: April 04, 2011, 12:43:45 am »

*Chests will now contain a larger number of some items like lead slugs, instead of a single slug
*Fixed an issue preventing items from starting stacked in chests
*Tinkers now start with lay mine / set bomb instead of scavenger
*Nomads now start with Wayfaring
*Fixed auto-getting fresh water
1.0.4111.1207
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shaihulud

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Re: Caves of Qud: Now in Open Beta
« Reply #1548 on: April 04, 2011, 07:00:09 am »

sweet dude another update!
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Deon

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Re: Caves of Qud: Now in Open Beta
« Reply #1549 on: April 04, 2011, 08:01:03 am »

Few quick (but important) bugfixes:
*Fixed an issue where you would auto-get terrain
*Fixed chitinous puma so it's corpse chance is non-0
*Fixed an issue with butchery failure message
1.0.4109.39797
Looking at this update I see that you still mix up the "it's"/"its".
"It's" means "it is" while "its" means something "belonging to it". I said it because most of the main quest dialogues have "it's" instead of "its". It's a minor issue, but you may want to fix it someday.
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unormal

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Re: Caves of Qud: Now in Open Beta
« Reply #1550 on: April 04, 2011, 08:41:54 am »

Few quick (but important) bugfixes:
*Fixed an issue where you would auto-get terrain
*Fixed chitinous puma so it's corpse chance is non-0
*Fixed an issue with butchery failure message
1.0.4109.39797
Looking at this update I see that you still mix up the "it's"/"its".
"It's" means "it is" while "its" means something "belonging to it". I said it because most of the main quest dialogues have "it's" instead of "its". It's a minor issue, but you may want to fix it someday.

Yeah, my grammar is horrible!
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Darvi

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Re: Caves of Qud: Now in Open Beta
« Reply #1551 on: April 04, 2011, 08:44:23 am »

'nother update? Man, you're good.
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Mephansteras

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Re: Caves of Qud: Now in Open Beta
« Reply #1552 on: April 04, 2011, 11:07:06 am »

More updates. Excellent!
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Civilization Forge Mod v2.80: Adding in new races, equipment, animals, plants, metals, etc. Now with Alchemy and Libraries! Variety to spice up DF! (For DF 0.34.10)
Come play Mafia with us!
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Kishmond

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Re: Caves of Qud: Now in Open Beta
« Reply #1553 on: April 04, 2011, 11:16:35 am »

Hello, does anyone happen to have a copy of version 1.0.4099.35921 lying around? I stupidly updated my game without realizing my save might break.

It's a really good save too, I mean how often do you get a successful ESPer?

lemon10

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Re: Caves of Qud: Now in Open Beta
« Reply #1554 on: April 04, 2011, 11:47:55 am »

BUG: even with disable permadeath enabled, the game still deletes about two areas every time that you die. I get the feeling that it's intended to stop save scumming, but if you have a option to disable permadeath, then the game shouldn't go around deleting areas when you die.
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And with a mighty leap, the evil Conservative flies through the window, escaping our heroes once again!
Because the solution to not being able to control your dakka is MOAR DAKKA.

That's it. We've finally crossed over and become the nation of Da Orky Boyz.

unormal

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Re: Caves of Qud: Now in Open Beta
« Reply #1555 on: April 04, 2011, 12:58:55 pm »

BUG: even with disable permadeath enabled, the game still deletes about two areas every time that you die. I get the feeling that it's intended to stop save scumming, but if you have a option to disable permadeath, then the game shouldn't go around deleting areas when you die.

It's not an intentional scum-prevention method or anything. It's just that the game system was build for perma-death, and disabling it and savescumming sometimes cause issues with synchronizing the zone cache. So you're welcome to use it, but know that it's a 'debug' option, i.e. not really fully supported.
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Magentawolf

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Re: Caves of Qud: Now in Open Beta
« Reply #1556 on: April 04, 2011, 02:05:28 pm »

I've got a couple questions about two skills..

Intercept, under Long Blades - Is it really only a 0.5% chance of triggering; IE: 1 in 200?

Then there's Bloodletter in Short Blades - You have a 20% chance of causing the enemy to bleed for 1d2-1 / 20. Does this mean the bleeding effect lasts for twenty rounds, doing between 0 and 1 damage per round, or... ?
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Kishmond

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Re: Caves of Qud: Now in Open Beta
« Reply #1557 on: April 04, 2011, 02:43:47 pm »

Worst death so far:

This is my best character, a true human praetorian with lots of great tinkering skills. He even has night vision goggles and can make Mk III HE Grenades.
I'm having fun fighting the swarms of little enemies underneath Gritgate and sometimes using the bomb skill with Mk III HE nades to take out a bunch of them.
Once I pressed 'mine' instead of 'bomb' next to a group of enemies and I was vaporized.
Moral of the story is don't get careless when high explosives are involved.

lemon10

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Re: Caves of Qud: Now in Open Beta
« Reply #1558 on: April 04, 2011, 02:50:07 pm »

Intercept, under Long Blades - Is it really only a 0.5% chance of triggering; IE: 1 in 200?
Yeah.
The stance is quite good, but intercept on it's has a tiny chance of triggering.
Suggestion: Have basic toolkits A) be one time use, and you can choose to use one when crafting to get a bonus weapon/armor enhancement (eg. you get sturdy when you wouldn't have gotten anything). B) Let them be used as much as you want (but make them much rarer), and when you have one in your inventory you get +10% to get a enhancement.
Right now they are basically useless.
Suggestion: Have item's that can't have enhancements (so basically everything besides armor and weaopns) be possible to take apart again after making (eg. grenades, autoinjectors)
« Last Edit: April 04, 2011, 02:53:40 pm by lemon10 »
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And with a mighty leap, the evil Conservative flies through the window, escaping our heroes once again!
Because the solution to not being able to control your dakka is MOAR DAKKA.

That's it. We've finally crossed over and become the nation of Da Orky Boyz.

Desdichado

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Re: Caves of Qud: Now in Open Beta
« Reply #1559 on: April 05, 2011, 05:09:19 am »

Few quick (but important) bugfixes:
*Fixed an issue where you would auto-get terrain
*Fixed chitinous puma so it's corpse chance is non-0
*Fixed an issue with butchery failure message
1.0.4109.39797
Looking at this update I see that you still mix up the "it's"/"its".
"It's" means "it is" while "its" means something "belonging to it". I said it because most of the main quest dialogues have "it's" instead of "its". It's a minor issue, but you may want to fix it someday.

item's

Hmm. Deon is onto something. I think something about this game causes grammar knowledge to seep out of one's brain. The distinction between its and it's can be easily confused, but... "item's" ... is definitely upping the ante here.

Anyway, I've been playing this game hardcore for the past few days. Hopefully I manage to stop before the game get's me.
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