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Author Topic: Caves of Qud: Now in Open Beta  (Read 571101 times)

unormal

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Re: Caves of Qud: Now in Open Beta
« Reply #2085 on: July 06, 2011, 12:17:34 am »

Do mutants still have a chance to acquire a permanent stat boost from injectors(now tonics)?
If not then it's a real bummer, as well as removal of analytical genius.

Yes, the stat-boosting tonic gives mutants a random chance to either get 1 point to a random attribute (not an AP) or one MP; true men get 1 AP.
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enigma74

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Re: Caves of Qud: Now in Open Beta
« Reply #2086 on: July 06, 2011, 07:36:14 am »

Do mutants still have a chance to acquire a permanent stat boost from injectors(now tonics)?
If not then it's a real bummer, as well as removal of analytical genius.

Yes, the stat-boosting tonic gives mutants a random chance to either get 1 point to a random attribute (not an AP) or one MP; true men get 1 AP.

I swear I've played lots of Caves of Qud, but what does AP stand for?  It's late night here and I can't think right.
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Croquantes

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Re: Caves of Qud: Now in Open Beta
« Reply #2087 on: July 06, 2011, 07:51:01 am »

I think AP is a point that you can put into the stat of your choosing. You get them sometimes when you level up.
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enigma74

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Re: Caves of Qud: Now in Open Beta
« Reply #2088 on: July 06, 2011, 01:08:37 pm »

Thanks, that has to be it. 
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Rooster

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Re: Caves of Qud: Now in Open Beta
« Reply #2089 on: July 07, 2011, 07:19:57 am »

There are awfully few types of tonics.
There seems to exist a super tonic that gives point boost, but ingredients to make it (some type of seed)
or tonic itself are super-rare. I mean, so rare, that you won't get any in your whole lifetime, unless you know how to play this game similiarly to making a challenge game in ADOM and still beating it.

I have no idea how to get these new seeds or crystal of ewe. There is absolutely no hint as to where to get them.

New Golgotha is unforgiving and impossible to cheat through. Chrome walls are indestructible, and even if I get through them, then the fall will kill me.
There is a tonic that reduces fall damage (and Golgotha has the only fall damage AFAIK) but it's just unpractical to use it there, as You'd have to have 250 HP to survive the fall even with the tonic, and there's a big bad boss down the shaft. I must say Golgotha got a significant difficulty spike.
« Last Edit: July 07, 2011, 07:23:55 am by Rooster »
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unormal

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Re: Caves of Qud: Now in Open Beta
« Reply #2090 on: July 13, 2011, 01:42:34 pm »

*Fixed horned chameleons copying background colors
*Fixed an exception when a multiple shot missle weapon kills its owner while firing
*Fixed disintegration rendering from non-active maps
*Fixed begin-sprinting message appearing even if the creature isn't visible
*Fixed the mushroom farmer's chat text
*Fixed chat text to use the correct article
*Fixed zealot yelling even when he's not in the active zone
*Fixed sometimes getting unlost and immediately relost when space-time vortexing while lost
*Fixed space-time vortex being usable on the world map
*Fixed objects in containers having drop instead of get in their twiddle menu
*Fixed beguiling messages to use the correct article
*Changed the death message to only close when you hit space, so you don't spam past it if you die while waiting, for example
*Changed river pathing to be less likely to crawl along the edge
*Changed inorganic objects to display as damaged instead of wounded
*Renormalized the complexity level of several artifacts
*Creatures will now start with the appropriate amount of XP for their level instead of 0 (this will make it easier for beguiled creatures to gain levels)
*Added a message when a visible non-player creature gains a level
*Added a visual effect when a visible non-player creature levels up
*Kills by party members will award the lesser of the experience awarded for the party leader or party member, based on level
*Full XP for any party kill will be awarded to all nearby party members
1.0.4211.24468
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Magentawolf

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Re: Caves of Qud: Now in Open Beta
« Reply #2091 on: July 13, 2011, 02:21:56 pm »

I'm using the previous version, and it appears that Quills aren't properly regrowing. I have less then the maximum, but I'm getting zero extra quills unless I spend a mutation point to raise the skill. (Which adds 80-120, but still no regrowth)
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unormal

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Re: Caves of Qud: Now in Open Beta
« Reply #2092 on: July 16, 2011, 09:08:18 pm »

*Added a new bindable wait command that lets you enter a variable number of turns
*Added the ability to drop an item in the inventory screen with ctrl+d
*Added the ability to equip an item in the inventory screen with ctrl+e
*Added the ability to eat an item in the inventory screen with ctrl+a
*Added the ability to apply an item in the inventory screen with ctrl+p
*Added the ability to drink an item in the inventory screen with ctrl+r
*You may view quick-keys in inventory with ?
*Fixed an issue causing doubled XP from kills
1.0.4214.37914
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Astral

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Re: Caves of Qud: Now in Open Beta
« Reply #2093 on: July 16, 2011, 10:14:07 pm »

I must say Golgotha got a significant difficulty spike.

I didn't find it too hard after blundering in a couple times (and savescumming to learn a bit better).

Go in level by level, rather than down the shaft. Phase helps a lot here, because you can often phase to a safe(r) area rather than being swarmed by crabs and other nasties. Corrosive gas generation is also extremely useful, because you become immune to the gas/acid trap spewers. Try killing a motor if you want the conveyor belts to stop. Avoid flame traps when they light up; they fire off a turn later.

There are a couple other nuances but this is just the general strategy for it. Overall it took some learning, but I made it through without much issue after the first few times.
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What Darwin was too polite to say, my friends, is that we came to rule the Earth not because we were the smartest, or even the meanest, but because we have always been the craziest, most murderous motherfuckers in the jungle. -Stephen King's Cell
It's viable to keep a dead rabbit in the glove compartment to take a drink every now and then.

unormal

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Re: Caves of Qud: Now in Open Beta
« Reply #2094 on: July 17, 2011, 04:02:31 pm »

*Fixed an issue with keyboard input freezing when using nested get-item dialogs
1.0.4215.28450
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unormal

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Re: Caves of Qud: Now in Open Beta
« Reply #2095 on: July 24, 2011, 10:06:11 pm »

*Redesigned Bow and Rifle skill tree
*New Endurance power: Juicer
*1 new rifle
*Updated properties of a few missile weapons
*Updated missle weapon loot tables
*Fixed an issue causing penetration rolls to be too low
*Fixed an exception in the Rapid Fire power
*Fixed some proper names with colors incorrectly being treated as non-proper names
*Fixed some improper use of 'the'
*Fixed some improper use of 'its'
*Fixed an exception in Melee_Run
1.0.4222.39548
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Micro102

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Re: Caves of Qud: Now in Open Beta
« Reply #2096 on: July 25, 2011, 12:41:56 am »

I have version 1.0.4211.24468 Beta

Can i safely transfer my save to the newest version without having any trouble?
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unormal

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Re: Caves of Qud: Now in Open Beta
« Reply #2097 on: July 25, 2011, 07:58:54 am »

I have version 1.0.4211.24468 Beta

Can i safely transfer my save to the newest version without having any trouble?

Updating will normally invalidate old saves, so finish them up before upgrading.
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Micro102

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Re: Caves of Qud: Now in Open Beta
« Reply #2098 on: July 25, 2011, 01:41:06 pm »

But..... But it's gonna take forever to finish the game and I want all the new stuff  :'(
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BunnyBob77

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Re: Caves of Qud: Now in Open Beta
« Reply #2099 on: July 25, 2011, 03:21:57 pm »

Wow unormal you're coming out with a huge update practically every other post.  I played this a while ago, maybe I'll try a newer version.
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