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Author Topic: Caves of Qud: Now in Open Beta  (Read 579688 times)

getter77

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Re: Caves of Qud: Now in Open Beta
« Reply #3510 on: October 08, 2016, 07:57:14 am »

Quote
Monster AI now properly considers maximum range when trying to use a missile weapon.
1-point mutations are no longer included in the mutation choices offered by unstable genome.
Watervine farmers now correctly start with skillfull harvestry.
You no longer see flurry messages when invisible creatures open into a flurry of blows.
Updated descriptions for the following objects.
poison gas, scalding steam, and cryogentic mist
crusty loaf
hunk of cheese
Ekuemekiyyen greens
food cube
smoldered mushroom
Fixed an exception caused by a bogus item called FungusPuffer3.
Fixed some issues causing auto-movement to not always properly take into account new or destroyed walls.
Fixed an exception occasionally caused by covering items with liquid (e.g., spraying an item in your inventory with freshwater).
Fixed an issue that occasionally caused dismembered limbs not to regenerate.
Fixed an exception caused by monster AI using the area of effect abilities.
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getter77

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Re: Caves of Qud: Now in Open Beta
« Reply #3511 on: October 15, 2016, 07:39:53 am »

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We found and fixed a bug with Shank that contributed to its arguably broken power level. In addition to its current effect, it was also improperly reducing your target's AV by 2 as a holdover from its previous iteration.
Baetyls now accept all items with the same display name as the item they ask for. This change addresses situations where baetyls seemed to ignore what they asked for, but were really expecting another item with the same display name.
Birds have been removed from the faction encounters that can occur near Joppa.
Slime-spitting creatures in slimy biomes now correctly spit slime instead of [empty].
The opening story that you get upon arriving in Joppa now displays when the new UI is enabled.
Pouring freshwater on the skin now properly hydrates amphibious creatures.
Tam, the dromad merchant, no longer appears in underground caves.
Added support for yes/no popup dialogs to the new UI.
Added support for yes/no/cancel popup dialogs to the new UI.
The Escape key now properly quits string-input dialogs in the new UI.
The Enter key on the keypad now closes 1-button popup meus.
Fixed an issue causing some NPCs to reload their missile weapons before they needed to.
Fixed 1-point mutations still being included in the choices offered by unstable genome when you had either the Esper or Chimera morphotype.
Fixed a few map building recursion loops caused by horned chameleons.
Fixed an ASCII display error in fungal biomes.
[modding] You can now adjust the multiple of your agility modifier that Shank adds to penetration rolls. It's accessible in GlobalConfig.json.
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Edmus

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Ygdrad

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Re: Caves of Qud: Now in Open Beta
« Reply #3513 on: October 18, 2016, 11:22:29 am »

Neat. With this, the story will get finished faster so I can still fail to reach the end.

Will this change plans for the game or just speed things up? Is the dev planning on adding more things to the game now that it's a fulltime job?
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FallacyofUrist

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Re: Caves of Qud: Now in Open Beta
« Reply #3514 on: October 18, 2016, 10:46:08 pm »

Found something interesting.

My character used Dominate on a snapjaw, then... bled out. But that didn't end my game, instead I got to play on as the snapjaw. Interestingly, it seemed to copy my max health score to the snapjaw.

Downside being I had no mutations. Nor the ability to sprint. Or any of my body's items. The thing chasing me promptly killed him.

Anybody else interested in body-swapping?
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Retropunch

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Re: Caves of Qud: Now in Open Beta
« Reply #3515 on: October 19, 2016, 12:37:09 pm »

Jason Grinblat's now working full time on CoQ (and other Freehold games).
:D

Awesome!!!! I'm glad it's working out for them enough to be able to do this - I played CoQ years ago and never thought I'd see the day it got finished!
Brilliant news.
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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 #3516 on: October 22, 2016, 07:34:46 am »

Quote
We have an announcement! Jason, one of our core team's two members, is now working full-time on Caves of Qud! Not only does this mean better weekly patches, but we'll also be bundling updates into bigger feature releases every few weeks. Stay tuned for more info. Until then, here's the first of our new and improved weekly patches.

Added a new quest to the end of the main questline: Pax Klanq, I Presume?
Gave Pax Klanq dialog.
Spruced up Pax Klanq's hut.
Renamed the fungal jungle to The Rainbow Wood.
Added a new fungal infection: Klanq. You may observe strange behavior among the infected.
Added a procedurally-driven quest: Spread Klanq.
Added a new item: quantum mote.
Added descriptions for Eater's flesh, Eater's fleshcap, and human remains.
Added Barathrum the Old.
Added Barathrum's study beneath Grit Gate.
The stairs leading to Barathrum's study are now locked and require a key.
Added Euclid, a Markov-fueled prattleplant that loves to talk.
Added new furniture.
bookshelves with more procedural books
Barathrum clock
Barathrum clock with Q Girl pendulum
brass foaminator
flux gauge
electrodicus
Added new book: Crime and Punishment
Spruced up Q Girl's space, giving her more workbenches and tinker furniture.
Goatfolk no longer always hate baboon faction leaders for disproving famous theorems.
Added message log entries for NPCs unequipping items.
Added message log entries for NPCs tossing items aside.
Added clickable tiles for moving to an adjacent map when zoomed in.
Fixed tile for Mechanimst catechist.
Fixed grammar issue with night-vision goggles' article.
Fixed Shem -1's name in the quest text for A Call to Arms.
Fixed a liquid duplication issue when pouring volumes onto empty containers laying on the ground.
Fixed an issue that caused the sizes of message boxes to grow as more were displayed.
Made the text fit better on some character creation screens in the new UI.
Slightly increased default UI reference resolution to better accommodate small screens.
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getter77

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Re: Caves of Qud: Now in Open Beta
« Reply #3517 on: October 29, 2016, 07:31:57 am »

Quote
We refactored the population of ruins maps.
Tweaked the baseline populations of underground ruins to be slightly more challenging.
Ruins now include a variety of special encounters found in underground caves.
Underground ruins no longer have the same flora as surface ruins.
We did some work on the new UI.
Added a multiple choice dialog.
Added buttons for increasing and decreasing the message log font size.
Fixed some missing ASCII character mappings.
Fixed some popup menus overflowing the screen.
Reduced the number of mutation points granted by the Amphibious defect from 4 to 3.
Fixed a big bug with movespeed calculation. Getting your movespeed above 100 now properly makes you move faster.
Things with brains no longer catch on fire when standing in the same tile as a campfire.
Let's say you mentally dominate a baboon, level up, and want to buy some skills for your baboon friend/thrall. Previously, based on the way NPC attributes were calculated, sometimes you couldn't purchase the skill even if your thrall had the prerequisite attributes. Now you can.
Tusks are no longer a substitute for horns. After all, tusks are teeth.
1-point mutationts are no longer included in the choices when you buy a mutation.
When you buy a new mutation, exclusions defined in mods are now properly respected.
Creatures no longer fail to equip their natural weapons, like claws and bites, when they're stuck in webs or sticky liquids.
The special event in the A Call to Arms quest no longer resets when you save and load in the middle of it.
Added a downward staircase to the center-right of the Barathrumite enclave in Grit Gate. These stairs let you descend through Barathrum's study level to the underlevels of Grit Gate.
Renamed the fungal jungle to The Rainbow Wood in the sidebar and message log.
Added salt pool and asphalt pool objects. Their absence was causing [empty] liquids to appear.
Fixed an issue with displaying of Warden Indrix's dialog.
Fixed an exception with arconaut and Mechanimist pilgrim shopping behavior.
Fixed a bug with domination that was causing maps to be remain and memory, leading to a slow but crushing memory leak.
Fixed a rare exception during light rendering.
Fixed a formatting issue with the opening Joppa story.
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getter77

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Re: Caves of Qud: Now in Open Beta
« Reply #3518 on: November 04, 2016, 07:06:21 am »

Quote
Brian is out of town for a week starting tomorrow, so there will be no patch next week, and we're posting this week's patch today. In the mean time, Jason will be working on our next feature arc, procedural histories for the Eater-Sultans of Qud! More info to come.

We fixed portable wall and changed how it works.
Portable wall is now a consumable item that creates 9 contiguous wall tiles in a pattern of your choosing.
Added a description to portable wall.
Added a new wall type: foamcrete.
In rusty biomes, qudzu now tend to cluster on walls, where they can.
New UI: multiple-choice dialogs and popups are now navigable via the keyboard or gamepad.
New UI: multiple-choice dialogs now respect hotkeys.
Player names are now trimmed of whitespace. This means typing 'space' and pressing 'Enter' while naming your character now gives your character a random name.
We made a few tweaks to the process of curing fungal infections.
Leech corpses and bloated leech corpses now have distinct display names. This change means it's now clear which corpse is required for the fungal cure, hopefully eliminating the specific frustration of thinking you've cured your infection when you really haven't.
Salt kraken corpses and worm of the earth corpses are no longer included as possible fungal cure components.
We tweaked the position of the stairwell leading to the lower levels of Grit Gate again. We removed the stairwell added last week, and made the old stairwell in the upper-right corner of the map accessible once you complete the quest 'More Than a Willing Spirit'.
Tinkers now start with freshwater.
The empty glass bottles sold by ichor merchants now properly store liquids.
Fixed a broken sand dune tile on the world map.
Fixed an issue with creature pathing when phased.
The water baron lobby has won a great victory: you can no longer net extra water by pouring water into a pool of more water.
Fixed some weird interactions between bleeding and player mods, including an issue causing the bleeding effect to stack multiple times.
Fixed the 'time-dilated' status effect from appearing multiple times in status descriptions.
Updated the copyright date.
Anthro and phytopologists of Qud are beginning to gain insight into the lives of the Sultans, Eaters who ruled Qud ages ago. Cultural artifacts have revealed factoids such as this one:
"Near the location of Canontau, Yyroq Mon Mad was captured by bandits. He murdered their leader by writing him out of the annals of history, and was thenceforth known as Inkshouter."
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FallacyofUrist

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Re: Caves of Qud: Now in Open Beta
« Reply #3519 on: November 04, 2016, 08:37:30 am »

My latest character is basically a Genius Bruiser.

A Tinker that dual wields axes to great effect. Mainly because he uses sleep gas on anybody who could threaten him in melee.

What you might not notice about him is his tinkering and turret making.

I just love the fact that you don't need to load turrets with ammo. That means all those short bows snapjaw hunters have? Each of them is a deathtrap in the making.
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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.

FallacyofUrist

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Re: Caves of Qud: Now in Open Beta
« Reply #3520 on: November 16, 2016, 10:09:55 am »

Bump to explain my latest characters:
A whole bunch of dead ones. Plus one fungus-riddled(took up four slots) character that invaded Bethsusa or whatever it was called at level 13-15 or so.

Spoiler: The Cutter (click to show/hide)
Spoiler: The Weaver (click to show/hide)
Spoiler: The Smoke (click to show/hide)

Then I promptly got killed by a slug, in true Caves of Qud fashion.
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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.

getter77

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Re: Caves of Qud: Now in Open Beta
« Reply #3521 on: November 19, 2016, 08:12:55 am »

Quote
We did some more work on the new UI.
Added a new option to show tooltips instead of console 'look' text when right-clicking on an object (under Overlay UI).
Added a new option to show tooltips instead of console 'look' text when clicking or tapping on an object in look mode (under Overlay UI).
Greatly improved the performance of world generation.
The Six Day Stilt librarian no longer accidentally destroys the books you give her.
Fixed some melee weapons not properly granting their Ego bonus.
Fixed an issue that caused objects to be covered in liquid many times (e.g., 'covered in lava, covered in lava, covered in lava').
Fixed an issue that caused the OK button for input dialogs to not work.
Fixed an issue where your input to a popup menu would also be conveyed to the menus underneath.
[modding]World generation is now fully moddable via the worldbuilder nodes in worlds.xml.
We continued working on a big feature arc leading up to procedurally-generated histories for the past sultans of Qud. Historical objects like regions, locations, and items will eventually be incorporated into world generation, and important historical events will be depicted through the art and oral traditions of Qud's present inhabitants. Here are some examples of historical events.
"At the Battle of Duazomor Mesh, Mehur Shwytep fought as a mercenary to liberate vines. He wielded a radiant axe with such prowess, that it became forever known as Radiantacus Vinesgift."
"After striking a deal with frogs, Falawar Farumoshum convinced them to help him found a tavern in Hagaruk for the purpose of cooking meals inspired by emeralds. They named it the Tavern of the Lustrous."
"In early 809, Namumet assassinated the sultan of Qud over an ordinance prohibiting the practice of contemplating the meaning of things. She won and seized the crown. She was 10 years old."
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getter77

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Re: Caves of Qud: Now in Open Beta
« Reply #3522 on: November 24, 2016, 08:07:08 am »

Quote
We're posting the patch early this week due to Thanksgiving. Happy excavating!

Oh, and if you're enjoying Caves of Qud, please consider nominating us for one of the Steam Awards. Go to our store page to nominate.

We made some music and sound updates.
Added a new music track to the village of Joppa.
Music now plays continuously if it's enabled.
Music now instantly mutes when you disable it. Same with sound.
We tweaked some tile art.
Added new tiles for herding and guard dogs.
Added new tile for dreadroot.
Added new tile for liquid weeps.
Changed juicing cannibal's tile and color.
Changed cannibal's color.
Changed giant beetle's tile and color.
Changed tiles for slugsnout, two-headed slugsnout, and firesnout.
Changed pig's tile.
Changed great saltback's tile.
Changed phase spider's tile.
Changed the tiles for some glow-wight cultists.
Changed the tile for turrets created with Tinker.
Converted the character build library to the new UI.
Added buttons to the new UI that let you zoom the view.
The new UI now properly represents health info when you have analgesia.
You can now repair rusted items.
The repair cost for a particular item is now fixed per world seed.
There are now less hostile faction encounters in the watervine swamp.
Fixed an issue that caused the trade screen to crash, and items to be lost, when you tried to trade a luminous mote.
Fixed an issue that caused some object descriptions to appear in the wrong colors.
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getter77

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Re: Caves of Qud: Now in Open Beta
« Reply #3523 on: December 03, 2016, 08:07:08 am »

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We added Steam leaderboard support for the daily and weekly challenges.
For both challenges, only your first attempt counts. We might tweak this logic for the weekly challenge later.
At character death, on the Game Summary screen, your rank is shown, along with the 5 players immediately in front and behind you.
We plan on adding support for leaderboard browsing later.
We added some new item mods and made some related changes.
New armor mod: feathered
New armor mod: scaled
New armor mod: wooly
New helmet mod: serene visage
New boot mod: spring-loaded
Renamed 'spring-loaded plastic boots' to 'bounding boots'.
Croccasins now increase reputation with unshelled reptiles instead of decreasing it.
New book: On Humanoid Mimicry of Animals and Plants, which explains why some creatures like it when you wear clothing that mimics them while others don't.
You can no longer gain your bearings by talking to creatures who refuse to speak to you.
Clones of non-player creatures no longer have the description, "It's evil you."
Fixed an issue causing books to be categorized as 'misc' items after loading a game.
Fixed an issue causing thrown weapons (including geomagnetic disc) to occasionally disappear after being thrown.
Fixed an issue causing the new UI to occasionally remain visible after being disabled.
Fixed an issue causing ganglionic teleprojector to lock up player input.
Fixed an exception caused by inanimate objects trying to take actions.
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getter77

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Re: Caves of Qud: Now in Open Beta
« Reply #3524 on: December 10, 2016, 08:11:55 am »

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Added a new music track to the main menu.
Added a wind particle effect to salt dunes maps and world map tiles.
New glove mod: gesticulating
Added new descriptions for the following items.
fossilized remains
small sphere of negative weight
scrapped waydroid
dormant waydroid
Handwritten books now have gold titles. Procedurally-generated book have white titles.
Bookbinders now sell both handwritten and procedurally-generated books.
Updated the tile colors of bronze, silver, and gold security doors in Bethesda Susa.
Replaced the sconces in the Temple of the Rock with braziers.
Items belonging to temporal fugue clones now fade from existence when the clone does, even if they've since left the possession of the clone.
Bottles and vases are now listed as water containers.
Powers with burst-shaped effects, such as pyrokinesis, cryokinesis, and stunning force, are now properly range-restricted when you target with them.
Fixed Sheba Hagadias awarding XP for a single book more than once. Exchanging multiple copies of the same book still works.
Fixed axe powers Whack and Trip not triggering properly.
Fixed an issue that occasionally caused the player's current zone to be inactive.
Fixed some text display bugs in the descriptions of floating glowsphere and elastyne items.
Fixed the spring-loaded mod appearing as 'wooly' on tinker screens.
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