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Author Topic: Caves of Qud: Now in Open Beta  (Read 579789 times)

getter77

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Re: Caves of Qud: Now in Open Beta
« Reply #3390 on: March 13, 2016, 07:33:36 am »

Quote
*Added a prototype design for biomes, which alter the flora and fauna of maps and appear procedurally throughout the overworld and underground each game. Biomes have multiple grades and are generated with gradient noise maps. To try them out, from the Options menu, select 'Enable unfinished biome content' under Debug. We'll be refining them in coming weeks.
-Added 3 grades of a slime-based biome: slimy, slime-drenched, and slime bog.
-Added 3 grades of an asphalt-based biome: tarry, tar pools, and flaming pits.
-Added some creature templates for creatures generated in slime-based biomes: web-toed, slimy-finned, and slime-spitting.
-Added some creature templates for creatures generated in asphalt-based biomes: kindlethumbed and firethumbed.
-Added a special reward in slime bogs (hint: it's a puddle of rare liquid).
-Added a special reward in flaming pits (hint: fossils).
*Added an option for smaller overlay buttons: From the Options menu, choose 'Show overlay user interface (small buttons)' under User Interface.
*Added mouse support to the main menu and some character creation screens.
*Enhanced framework for more mouse support in the coming weeks.
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Retropunch

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Re: Caves of Qud: Now in Open Beta
« Reply #3391 on: March 18, 2016, 02:39:45 pm »

Biomes sound awesome!!! So excited to see how it fits in!
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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 #3392 on: March 26, 2016, 03:21:04 pm »

Quote
*Added tiles for the following creatures.
-rhinox
-yempuris phi
-disciple of the sightless way
-novice of the sightless way
-sewage eel
-ironshroom
-lurking beth
-yonderbrush
-agolmaggot
-plastronoid
-rimewyk
-voider
-spitting slug
-Slog of the Cloaca
-Jotun, Who Parts Limbs
-Fjorn-Kosef, Who Knits the Icy Lattice
-Haggabah, Who Plies the Umbral Path
*Added 3 grades of a rust-based biome: rusty, rust-shrouded, and rust bog.
*Added some creature templates for creatures generated in rust-based biomes: rusted (for robots) and qudzu symbiote (for living creatures).
*Added a rust-chewed reward in rust bogs.
*Biomes no longer appear in certain preset locations such as Joppa, Golgotha, and Bethesda Susa.
*Reduced the density of slime and asphalt pools in slimy and tarry biomes.
*Added a new plant to the slime biomes: scumgrass.
*Maps align much more cleanly now. If a tile is open at the edge of a map, you can proceed to the adjacent map (under most circumstances).
*Added an HP bar to the prototype overlay UI.
*The overlay message log and status bar are now seperate UI options ['Show overlay message log' and 'Show overlay status bar'].
*Fixed some memory and crash issues during character creation.
*Fixed some issues with the mouse cursor jumping around.
*Fixed an issue in the asphalt mines that caused stairs to sometimes not be generated.
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FallacyofUrist

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Re: Caves of Qud: Now in Open Beta
« Reply #3393 on: March 26, 2016, 06:20:46 pm »

My character just met a chrome pyramid...
If he wasn't so high leveled(19 or 20, I think), he'd probably be dead...
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FoU has some twisted role ideas. Screw second-guessing this mechanical garbage spaghetti, I'm basing everything on reads and visible daytime behaviour.

Would you like to play a game of Mafia? The subforum is always open to new players.

Aoi

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Re: Caves of Qud: Now in Open Beta
« Reply #3394 on: March 26, 2016, 08:04:00 pm »

How does taking multiple levels of Unstable Genome work? Each point gives another 1d3 roll for a free mutation?

Edit: Oh. Duh. Each point of it you buy at character selection gives you one d3 chance of selecting one of three mutations at level up. Basically, "pay 3 points now, have a chance of getting 5 point mutations later".
« Last Edit: March 26, 2016, 10:11:48 pm by Aoi »
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Carnwennan

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Re: Caves of Qud: Now in Open Beta
« Reply #3395 on: March 27, 2016, 07:35:36 am »

How do I get rid of that colour filter on the steam version? I much prefer the plain black of older versions.

E: Searched the thread, found mention of the display text file, managed to turn off the scanlines but that's only half of the issue. I see hexadecimals but I'm not sure what values I would need to tweak to fix my problem. Any ideas?

Would you mind putting an option to disable the cosmetic filters into the options menu, unormal? Entirely for the less patient individuals that might be tempted to ask for a refund after only a cursory look for an off switch :)
« Last Edit: March 27, 2016, 09:10:48 am by Carnwennan »
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unormal

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Re: Caves of Qud: Now in Open Beta
« Reply #3396 on: March 27, 2016, 10:57:52 am »

How do I get rid of that colour filter on the steam version? I much prefer the plain black of older versions.

E: Searched the thread, found mention of the display text file, managed to turn off the scanlines but that's only half of the issue. I see hexadecimals but I'm not sure what values I would need to tweak to fix my problem. Any ideas?

Would you mind putting an option to disable the cosmetic filters into the options menu, unormal? Entirely for the less patient individuals that might be tempted to ask for a refund after only a cursory look for an off switch :)

Well, it's not a filter that's changing the colors, the colors themselves are just set in display.txt;
K-black, R-red, C-cyan, M-magenta, etc; They are the characters we use in the in-game markup to specify colors.

If you want to change the black to raw black, just change the value of "kl" to "000000"

If you want to change all the old colors back to ascii it'd be something like (Though this is off the top of my head so the 7 might be a little dark or light and instead need to be 6s or 8s)

    "colors":{
      "r":"770000",
        "R":"FF0000",
        "g":"007700",
        "G":"00FF00",
        "b":"0000ff",
        "B":"0000FF",
        "c":"007777",
        "C":"0077FF",
        "m":"770077",
        "M":"FF00FF",
        "w":"007777",
        "W":"00FFFF",
        "k":"444444",
        "K":"000000",
        "y":"777777",
        "Y":"FFFFFF",
   "o":"f15f22",
   "O":"e99f10"
    },


You can copy display.txt out to your save path so it doesn't get stomped by steam updates if you want.
« Last Edit: March 27, 2016, 02:17:20 pm by unormal »
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Carnwennan

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Re: Caves of Qud: Now in Open Beta
« Reply #3397 on: March 28, 2016, 09:08:40 am »

Gotcha, Thanks. I pasted the rough numbers that you gave into the display file and used some incredible paint skills (colour picker, screenshots of the old version :)) to refine it a little bit. I'll have to play and see how it looks in game since some colours were radically different, but the values that I worked out from the title screen were:

{
    "colors":{
      "r":"770000",
        "k":"000000",
       "K":"808080",
        "R":"FE0000",
        "g":"008000",
        "G":"00FE00",
        "b":"000080",
        "B":"0000FE",
        "c":"007777",
        "C":"00FEFE",
        "m":"770077",
        "M":"FF00FF",
        "w":"808000",
        "W":"FEFE00",
        "y":"BFBFBF",
        "Y":"FFFFFF",
   "o":"f15f22",
   "O":"e99f10"
    },

which gives this:
Spoiler (click to show/hide)

I'm posting this here for my benefit as much as others, just in case the steam update squashes it like you said =) Thanks again!

E: Very slight corrections - the water was getting a little messed up (both blue colours were the same),  very slight refinement to green and... red colours? Something like that.
« Last Edit: March 28, 2016, 09:33:49 am by Carnwennan »
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Kishmond

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Re: Caves of Qud: Now in Open Beta
« Reply #3398 on: April 01, 2016, 06:27:53 pm »

Hey, can the illness-related messages be upgraded to popups on the screen even in the early stages? It's no fun to learn you suddenly have glotrot when you thought you were fine. It's easy to miss those messages about feeling sick.

Aoi

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Re: Caves of Qud: Now in Open Beta
« Reply #3399 on: April 02, 2016, 02:30:24 pm »

...I think this takes the cake for a stupid death.

Going through Golgatha with a very strong L19. Glotrot cure prepped, packing obscene amounts of wealth, mostly fullerite armor, swap gear for resistances on top of L10 carapace, good ranged and melee equipment, a few emergency escape options... Should be ready to tackle anything this place can throw at me.

Jumped down the deep shaft.
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getter77

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Re: Caves of Qud: Now in Open Beta
« Reply #3400 on: April 03, 2016, 07:11:00 am »

Quote
Qud just got more picturesque. Added new tiles for the following creatures and objects.
chrome pyramid
booster bot
scrap shoveler
ice frog
leech
bloated leech
segmented mirthworm
quillipede
scorpiock
spark tick
irritable tortoise
small, medium, and large boulders
campfire
copper, silver, and gold nuggets

Qud just got more descriptive. Added new descriptions for the following creatures and objects.
girshling corpse
glowfish corpse
young ivory
goatfolk
hide-sheathed hermit
horned chameleon
knollworm
knollworm jerky
plated knollworm
ice frog

The wire strand description now makes it clear that it's copper wire.
Added a hallucinogen to the fungal jungle (more info to come).
The fungal jungle no longer has procedural biomes.
Roads and salt water rivers no longer appear in the fungal jungle.
Fungal jungle maps now generate with their lichen-fueled pools pre-secreted.
A prodigy mushroom scientist has taken residence in the fungal jungle, half a dimension over.
Fixed an issue causing the High Scores screen to be blank.
Fixed an issue causing the Joppa graveyard fence to be removed along the border of the map.
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getter77

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Re: Caves of Qud: Now in Open Beta
« Reply #3401 on: April 10, 2016, 07:17:28 am »

Quote
Added tiles for the following creatures.
        salt kraken
        Issachari raider
        Issachari rifler
        twinning lamprey
    Qud's cartographers made great strides this week, discovering not only that the fungal jungle looks nothing like it was conjectured, but also that it's located in an entirely different region of Qud.
        The fungal jungle was moved to a more southernly location.
        The fungal jungle overland terrain tiles were changed.
        Added a few new grass tiles.
        Liquid-secreting lichens were renamed to liquid weeps. For example, 'acid-secreting lichen' -> 'acid weep'.
        Added more weeps! Water, cider, gel, asphalt, salt, oil, wine, and slime.
        As it turns out, there are mushrooms in the fungal jungle. Added spotted shagspooks, dandy caps, and brooding puffs.
        Mushrooms take on the pigment of their nearby weeps.
        Oozes no longer hate fungi.
        The hallucination effect was changed. It should induce fewer headaches now.
    Added support for pinch gestures.
    Add mouse support to Select Arcology and Caste screen for true kin.
    Hovering over conversation choices now highlights them.
    Fixed left click not closing text input dialogs.
    Fixed some issues that caused stairs not to generate in Bethesda Susa.
    Fixed an issue that caused overland encounters not to trigger.
    Reduced saved game file size by ~60%!
    Popup dialog choices are now clickable.
    Fixed an exception when applying the Rusty creature template to robots.
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getter77

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Re: Caves of Qud: Now in Open Beta
« Reply #3402 on: April 17, 2016, 07:39:10 am »

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We made some optimizations to memory usage and saved games. NOTE: This patch breaks save compatibility. If you want to continue playing your old saves, switch to the 'previousstable' branch (Right-click Caves of Qud in your Steam library > Properties > Betas > select 'previousstable').
        Reduced the size of saved games by about 80%!
        Reduced the time to freeze and thaw zones by about 80%!
        Reduced the size of frozen zone files by about 80%.
        Reduced the save size of most underground levels by an extra 30% or so.
        Greatly reduced the save overhead of commonly stacked inventory objects.
        Reduced memory usage by about 75MB.
    Added tiles for the following creatures.
        pygmy forager
        pygmy runt
        pygmy blowgunner
        pygmy stalker
        chrome idol
        cloneling
        drillbot
        honey skunk
        agolzvuv
        glow-wight cultist of Bethsaida
        young ivory
        seed-spitting vine
    Added tiles for the following items.
        nylon bodypack
        copper wire
        cybernetics credit wedge
        light-obfuscating lens
        amaranthine prism
        symbiotic firefly
    Fixed hostile creatures not appearing red in the alt overlay.
    Molting basilisks and their husks no longer have different tiles.
    Repaved the Coral Path with bricks.
    Renamed 'Godshroom' to 'Eater's Flesh' and changed its tile.
    Eater's fleshcaps are now harvestable with Master Harvestry.
    Added an Eater's flesh patch to the center of the fungal jungle.
    Added some human remains to the flesh patch.
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getter77

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Re: Caves of Qud: Now in Open Beta
« Reply #3403 on: April 24, 2016, 07:22:15 am »

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You can now give items to followers and command them to attack targets. 'L'ook at them, then hit 'G' or 'A' (follower options appear in the corner of the screen). Be careful, followers don't like to give items back.
    Rejoinder now costs 300 skill points and requires a 29 agility.
    Added mouse support to Pick Mutations and Select Calling screens during character creation.
    Creatures now attack with their torsos less often. When a creature's primary appendage is severed, it'll prefer making offhand attacks with hand-type appendages. If it doesn't have any, a torso attack is still a possibility.
    We made some updates to the High Scores screen.
        Fixed it to work at all.
        Made it scrollable.
        You can press space or enter on a high scores entry to see its tombstone file.
    Vomiting now produces 2-3 drams of putrescence (look, it's necessary for related bit of design).
    We're in the middle of putting into place a new design for sludges created from primordial soup. When soup is mixed with a liquid, it now creates a <liquid> monosludge. For example, 'acidic monosludge' or 'oily monosludge'. When the monosludge moves through a pool of a second type of liquid, it catalyzes into a disludge. E.g., 'acidic spiced disludge.' Then a trisludge. And so on. Stay tuned for updates to the effects each liquid applies to a sludge.
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getter77

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Re: Caves of Qud: Now in Open Beta
« Reply #3404 on: May 01, 2016, 06:58:25 am »

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We improved auto-explore.

    The algorithm auto-explores much more intelligently.
    Added an option to open chests while auto-exploring (under Autoget options; defaults to yes). Chests with owners won't be opened.
    Added an option to pick up items flagged for auto-get while auto-exploring (under Autoget options; defaults to yes).

Added tiles for the following items.

    torch
    leather cap
    elastyne skull cap
    small stone
    witchwood wreath
    Issachari sun veil
    Issachari banner
    droid scrambler

Added a new music track that plays occasionally when you're underground.
Added a Joppa world map tile.
You can no longer offer gifts to hostile creatures.
We did some sludge refactoring for the next few updates.
Sludges now consume some amount of the liquids that catalyze them.
Character chronologies now include the times you witness the rare formation of a penta+ sludge.
You no longer need two backs to equip a portable beehive (unintentional Shakespeare reference).
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