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Author Topic: Caves of Qud: Now in Open Beta  (Read 570981 times)

unormal

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Re: Caves of Qud: Now in Open Beta
« Reply #1950 on: May 30, 2011, 10:25:17 pm »

*Added storied items, which are rare hand-built items that are one-of-a-kind and come with their own backstory
*2 new storied items
*Desert canyon, hill and mountain areas now build use a more advanced global builder, with geography that flows smoothly from zone to zone
*Humanoid monsters will now begin equipped with any random loot they are generated with
*Any key will now close 'press space' prompts
*Fixed XP awards to properly scale with NPC level
*Fixed robots to be properly immune to confusion
*Fixed randomly dropped loot being slightly too low tier
*Fixed turrets to fire missile weapons instead of punch in melee range
*Fixed ruins spawning with rock and other things filling up the rooms
*Fixed an issue where pushes in a direction didn't hit all cells
*Fixed some minor issues with Golgotha
*Note: this build will horrifyingly break old saves, plan your update accordingly
1.0.4167.40074
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Aklyon

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Re: Caves of Qud: Now in Open Beta
« Reply #1951 on: May 30, 2011, 10:29:53 pm »

Whats the difference between 'breaks saves' and 'horrifyingly breaks old saves'? Does it scare itself into a crash or something? :)
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unormal

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Re: Caves of Qud: Now in Open Beta
« Reply #1952 on: May 30, 2011, 10:31:41 pm »

Whats the difference between 'breaks saves' and 'horrifyingly breaks old saves'? Does it scare itself into a crash or something? :)

Well sometimes you can get away with loading old saves and it will mostly work. This one won't, especially if you try wandering around overland with an old save :)
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freeformschooler

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Re: Caves of Qud: Now in Open Beta
« Reply #1953 on: May 30, 2011, 10:34:21 pm »

Well, old saves get so big overtime I don't even usually bother.

I'm definitely gonna try to get one of those storied items. Maybe I can find one at the "bottom" of a dungeon? Hmm...
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Kishmond

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Re: Caves of Qud: Now in Open Beta
« Reply #1954 on: June 02, 2011, 12:16:50 pm »

Do the minor issues with Golgotha include the invincible conduit crawlers?

unormal

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Re: Caves of Qud: Now in Open Beta
« Reply #1955 on: June 02, 2011, 12:29:29 pm »

Do the minor issues with Golgotha include the invincible conduit crawlers?

No, it was some zone building issues. I'm not sure what conduit crawlers you're referring to?
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Kishmond

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Re: Caves of Qud: Now in Open Beta
« Reply #1956 on: June 02, 2011, 12:44:53 pm »

Sorry, they're called chute crabs.

Like an idiot, I jumped down the pits onto the conveyor belts and eventually ran into them. As they swarmed across the conveyor belt they seemed to freeze in place. They didn't attack when I got near and froze at 'Badly Wounded' when I set them on fire. To make matters worse the "bloody flaming cute crab takes 1 damage from the fire started by you!" message reappears every turn no matter where I go.

unormal

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Re: Caves of Qud: Now in Open Beta
« Reply #1957 on: June 02, 2011, 12:56:15 pm »

Sorry, they're called chute crabs.

Like an idiot, I jumped down the pits onto the conveyor belts and eventually ran into them. As they swarmed across the conveyor belt they seemed to freeze in place. They didn't attack when I got near and froze at 'Badly Wounded' when I set them on fire. To make matters worse the "bloody flaming cute crab takes 1 damage from the fire started by you!" message reappears every turn no matter where I go.

Didn't fix anything regarding the chute crabs, but I'll check it out.
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unormal

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Re: Caves of Qud: Now in Open Beta
« Reply #1958 on: June 02, 2011, 04:03:01 pm »

*Fixed some issues with chute crabs 'freezing'
*Fixed the zones surrouding grit gate being undefined
*Fixed an exception in the save management screen
*Added ownership tags to lockers in grit gate
1.0.4170.28057
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Kishmond

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Re: Caves of Qud: Now in Open Beta
« Reply #1959 on: June 02, 2011, 05:23:24 pm »

That was fast.  :o

Edit: Have you also considered adding descriptions on the "Choose New Mutation" screen for people who aren't familiar with all of them?
« Last Edit: June 02, 2011, 05:35:59 pm by Kishmond »
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chaoticag

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Re: Caves of Qud: Now in Open Beta
« Reply #1960 on: June 02, 2011, 08:13:32 pm »

Hold on, why is it that I can't find the way down into red rock anymore? and is it me, or do doors lead right into walls this time?
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beorn080

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Re: Caves of Qud: Now in Open Beta
« Reply #1961 on: June 03, 2011, 02:36:20 pm »

Wow, navigating the canyon areas is FAR more difficult now. Very nice.
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Deon

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Re: Caves of Qud: Now in Open Beta
« Reply #1962 on: June 05, 2011, 04:05:14 pm »

Wow, I've found a taco wrapped in thin paper which costs more than any of my artifacts >.<

Of course I ate it :D.
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unormal

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Re: Caves of Qud: Now in Open Beta
« Reply #1963 on: June 05, 2011, 05:15:49 pm »

*Cave spiders will no-longer run from webbed prey
*Fixed a few event messages to not be seen if triggered in a non-visible square
*Fixed skillpoints not correctly applying retroactively when base intelligence increases
*Fixed hitpoints not correctly applying retroactively when base toughness increases
1.0.4173.30959
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Magentawolf

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Re: Caves of Qud: Now in Open Beta
« Reply #1964 on: June 05, 2011, 10:20:17 pm »

Wow, I've found a taco wrapped in thin paper which costs more than any of my artifacts >.<

Of course I ate it :D.

Yep. Gotta love those tacos... sitting in those chests... deep underground in rotted-out buildings.

Delicious!
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