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Author Topic: Caves of Qud: Now in Open Beta  (Read 570203 times)

Intrinsic

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Re: Caves of Qud: Now in Open Beta
« Reply #3210 on: August 28, 2015, 02:04:21 am »

Try the Asphalt Mines. They have good loot and aren't too difficult, besides one monster that breathes fire.
Don't forget the occasional king crabs and their 16 penetration attacks.

King crab corpses also weigh only 5lb for some reason so they're great to carry as a snack!
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Aquillion

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Re: Caves of Qud: Now in Open Beta
« Reply #3211 on: August 28, 2015, 05:10:11 am »

I'm wondering if something went funky, here is the log:

http://www.zenadsl5706.zen.co.uk/CoQ/Saad_1.jpg
http://www.zenadsl5706.zen.co.uk/CoQ/Saad_2.jpg
http://www.zenadsl5706.zen.co.uk/CoQ/Saad_3.jpg

I didn't know how to wake him at 1st, so i bashed a hole in the wall and shot him loads and he didn't move, so i chucked a seed at him ;p as soon as he got to me i stunned him. Then he does like 1 attack then not any more? hmm.
That does look weird.  What did you use to stun him?  I can't think of anything that is supposed to stun someone for that long.  It's possible something in the code that deals with freezing or cryogenics kept him from getting turns after he was stunned, so he never unstunned?
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We don't want another cheap fantasy universe, we want a cheap fantasy universe generator. --Toady One

Aquillion

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Re: Caves of Qud: Now in Open Beta
« Reply #3212 on: August 28, 2015, 05:36:57 am »

*Shield skill refresh
While you're on shield skills, question:  What's the point of Shield Wall?  It appears only so-so (raising your shield block chance from 75% to 100% for a mere three turns doesn't really seem worth that much), yet it has a fairly absurd prerequisite of 25 Willpower, which very few shield-users are likely to have.  Its high Willpower prerequisite is especially odd in that shield-users are more likely to want to put everything into Strength (because Shield Slam and Staggering Block depend heavily on it), and also need at least 19 Agility for several of their skills.  I could understand it if Shield Wall did something utterly amazing, but it doesn't seem remotely worth the high investment.  The only people who would really want to raise Willpower that high are Willpower-focused Espers, and they're unlikely to have the Strength or Agility to get much out of the shield tree.

Most of the other abilities that have "off-the-path" ability prerequisites tend to be very different than this, with lower required values, more useful effects, and benefits that are worthwhile even if you're not that good at the main point of the tree (eg. the push-people-away abilities in the ranged combat trees, which are both low enough that someone focused on the tree could grab them without a huge sacrifice, benefits that make this worth it, and effects that can make it worth picking up the tree for them even if you're not really focused on ranged combat.)  Whereas shield wall doesn't seem useful to anyone.

I could see a lot of fixes for it (bump Shield Wall down to 19 willpower, replace the Willpower requirement with Strength or Agility and / or buff it somehow, etc), but has anyone else ever used the skill?
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We don't want another cheap fantasy universe, we want a cheap fantasy universe generator. --Toady One

unormal

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Re: Caves of Qud: Now in Open Beta
« Reply #3213 on: August 28, 2015, 04:59:39 pm »

Caves of Qud Feature Friday!

*Renamed Cudgel power 'Flurry' to 'Barrage'
*Dual Wield refresh
 -New power: Flurry, an activated attack with cooldown 60. You attack with every hand, including extra hands granted by mutation or technology.
 -You get both Flurry and Offhand Strikes when you purchase Dual Wield
 -Ambidexterity now also reduces Flurry's cooldown by 10
 -Ambidexterity's cost was reduced from 400 to 300 skill points
 -Two-weapon Fighting now also reduces Flurry's cooldown by 10
 -Two-weapon Fighting's cost was reduced from 500 to 300sp
*First Aid refresh
 -Staunch Wounds is now an out-of-combat, activated power that immediately cures bleeding effects with a bandage. If you have hemophilia, you have to staunch wounds a few times to stop bleeding.
*Added a new item: portable beehive
*You can now put items on tables. You can examine items on tables owned by other people without them minding. They'll still mind if you take the items, though.
*Moved a book from Mayor Nuntu's inventory to a table in his hut
*Fork-horned helm now increases reputation with antelopes and goatfolk
*Croccasins now decrease reputation with unshelled reptiles
*Issachari sun veil and banner now increase reputation with the Issachari tribe
*Puma chitin vest now decreases reputation with cats
*Ape fur equipment now decreases reputation with apes
*Leafy helm and leafy vest now increase reputation with trees
*<redacted> now decreases reputation with water barons
*Added tiles for shawls and cloaks
*Fixed an issue where directional keybindings were overriding hotkeys on some screens
*Added a UI option to allow directional keybindings to override hotkeys (default: No)
*Added a default keybinding for 'wait n turns' (shift+w)
*Added a default laptop keybinding for look (;)
*Removed some debug commands from the default keybinds
*Metamorphic polygel no longer clones whole stacks of items
*Fixed some build issues with the waterlogged tunnel
*NPCs no longer have the unquenchable desire to shield slam you when they don't have shields
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ZeroGravitas

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Re: Caves of Qud: Now in Open Beta
« Reply #3214 on: August 29, 2015, 09:38:33 am »

is a chitinous puma really a kind of cat though

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puke

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Re: Caves of Qud: Now in Open Beta
« Reply #3215 on: August 29, 2015, 11:11:17 am »

You go ahead and tell one that it isn't.
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Aquillion

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Re: Caves of Qud: Now in Open Beta
« Reply #3216 on: August 30, 2015, 04:34:07 am »

Oh man.  There needs to be an Apex Predator skill (or maybe a Talent / Perk if a system for those is ever implemented) that changes the reputation penalties animal equipment gives you into bonuses.  Like, you murder a puma and wear its hide and now all pumas recognize you as their chief (or defer to you out of fear).  That seems like something a barbarian in a post-apocalyptic wasteland would do.

Although something else to consider:  Perhaps the PC should get XP for kills from friendly creatures?  The problem is that as it stands, having a very good reputation with factions can be a disadvantage, since they'll cost you XP by killing things for you.  Players might be able to get a bit of "free" XP like this, but I don't think it would be that exploitable, and to the extent that it's exploitable I think it'd be a "fun" exploit rather than a bad one -- it wouldn't break the game or encourage players to do silly things, it'd just reward them for hunting alongside creatures they're allied with.  It'd also make playing the game as a 'diplomat' a bit more viable, which could be important for eg. Consuls.
« Last Edit: August 30, 2015, 04:36:13 am by Aquillion »
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We don't want another cheap fantasy universe, we want a cheap fantasy universe generator. --Toady One

Retropunch

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Re: Caves of Qud: Now in Open Beta
« Reply #3217 on: August 31, 2015, 03:42:38 am »

Although something else to consider:  Perhaps the PC should get XP for kills from friendly creatures?  The problem is that as it stands, having a very good reputation with factions can be a disadvantage, since they'll cost you XP by killing things for you.  Players might be able to get a bit of "free" XP like this, but I don't think it would be that exploitable, and to the extent that it's exploitable I think it'd be a "fun" exploit rather than a bad one -- it wouldn't break the game or encourage players to do silly things, it'd just reward them for hunting alongside creatures they're allied with.  It'd also make playing the game as a 'diplomat' a bit more viable, which could be important for eg. Consuls.

Really good idea. Even giving the player say, 1/4 of the XP would make a huge difference to factions.
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With enough work and polish, it could have been a forgettable flash game on Kongregate.

teoleo

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Re: Caves of Qud: Now in Open Beta
« Reply #3218 on: September 01, 2015, 11:56:59 am »

the free version is the same game of steam version but with no graphic?
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Arcvasti

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Re: Caves of Qud: Now in Open Beta
« Reply #3219 on: September 01, 2015, 12:13:25 pm »

the free version is the same game of steam version but with no graphic?

I think the steam version has a few extra features starting about a month or two ago, but there isn't that much of a gameplay difference between them ATM, IIRC.
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Retropunch

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Re: Caves of Qud: Now in Open Beta
« Reply #3220 on: September 01, 2015, 12:24:28 pm »

the free version is the same game of steam version but with no graphic?

And without the new content/patches.
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With enough work and polish, it could have been a forgettable flash game on Kongregate.

puke

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Re: Caves of Qud: Now in Open Beta
« Reply #3221 on: September 01, 2015, 12:32:25 pm »

the free version is the same game of steam version but with no graphic?

http://forums.freeholdentertainment.com/showthread.php?6-Caves-of-Qud-Version-History/page32

Page 32-37 is the steam change list.  Most of it is bugfix and optimization, some of it is new features and content.  But there are seriously 5 pages of micronormal (munormal?  how do you pronounce that?) posts detailing the changes.  It is fairly significant.
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Retropunch

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Re: Caves of Qud: Now in Open Beta
« Reply #3222 on: September 03, 2015, 07:10:53 pm »

Yeah it's well worth buying the steam version if you liked the ASCII version. Whilst the changes so far haven't been huge in terms of story/content, I feel there was a lot of work needed to get to a stable code base and I'm sure things will start ramping up in terms of features/story.
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With enough work and polish, it could have been a forgettable flash game on Kongregate.

getter77

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Re: Caves of Qud: Now in Open Beta
« Reply #3223 on: September 04, 2015, 07:16:54 am »

Yep, totally worth it given the robust progress thus far---especially The Friday's of late.   8)

The escalation of this as it snowballs down the mountain closer to completion will be a glorious spectacle.
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unormal

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Re: Caves of Qud: Now in Open Beta
« Reply #3224 on: September 04, 2015, 06:18:04 pm »

Feature Friday!

*Bows and Rifles got a big refresh. We streamlined the marking system, made everything much friendlier on the UI, and changed all the Fire powers.
 -Updated power: Draw a Bead (0 sp, 19 agi). You spend a turn to draw a bead on a target and mark it. Whenever you fire at a marked target with a bow or rifle, your agility is treated as if it were 2 points higher for the purpose of determining your accuracy. You may only mark one target at a time. If you lose vision of a marked target, that target becomes unmarked.
 -Updated power: Suppressive Fire (150 sp, 19 agi). You fire at a marked target. If your shot penetrates, your target is suppressed and can't move for 3-5 rounds. Then your target is unmarked
 -Updated power: Wounding Fire (150 sp, 19 agi). You fire at a marked target. For each penetration on each shot that hits, your target bleeds 1 point of damage per round (save: 20 + max damage of the weapon). Then your target is unmarked.
 -New power: Sure Fire (150 sp, 19 agi). You fire at a marked target with no accuracy penalty (the accuracy of your weapon still matters). Then your target is unmarked.
 -New power: Flattening Fire (200 sp, 25 agi). As long as your target is surrounded by 6 or more solid obstacles, Suppressive Fire is upgraded to Flattening Fire. Flattening Fire also knocks your target prone and disarms them.
 -New power: Disorienting Fire (200 sp, 25 agi). As long as your target can't see or hear any faction allies, Wounding Fire is upgraded to Disorienting Fire. Disorienting Fire also reduces your target's DV and MA by 4 for 5-7 rounds.
 -New power: Beacon Fire (200 sp, 25 agi). As long as your target is flaming, luminous, or phosphorescent, Sure Fire is upgraded to Beacon Fire. Beacon Fire shots are also treated as critical hits.
 -New power: Ultra Fire (300 sp, 29 agi). Cooldown 100. You fire at a marked target. Your shot combines the effects of all the other Fire powers you have. Then your target is unmarked.
*Added a new shield mod: Spiked. Spiked shields add bonus damage to Shield Slam equal to your Strength modifier and cause your target to bleed.
*Blood-stained neck-ring now increases reputation with baboons
*Rejoinder no longer triggers when you're frozen, asleep, prone, paralyzed, stunned or stuck
*Shield Slam damage was reduced from (Strength modifier)d4 + Shield AV to (Strength modifier)d2 + Shield AV
*Paralyze now wears off properly
*The Options menu still loads when there's a corrupt file
*The game now suspends when not in focus
*Added pillarboxing for ultra widescreen aspect ratios
*Fixed a bunch of typos
*Fixed hotkey overlap for Psychometry
*Fixed some minor issues during Golgotha level construction
*Fixed CPU usage going nuts when minimized
*Quditor updates:
 -The map is now draggable and zoomable
 -Left-click now selects a cell
 -Alt+left-click now selects the top blueprint in a cell
 -Ctrl+left-click now places the selected blueprint
 -Right-click now clears the top blueprint in a cell
 -Added an "Add 1 <selected blueprint>" button to Cell Contents
 -Added blueprint searching
 -Added Save as...
 -Fixed file browsing
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