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Author Topic: Caves of Qud: Now in Open Beta  (Read 569756 times)

getter77

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Re: Caves of Qud: Now in Open Beta
« Reply #3540 on: January 28, 2017, 08:02:16 am »

Quote
We revamped the Cudgel skill! These are the new & updated powers. Check them out in game for the stat requirements and costs.
Cudgel Proficiency: You get +2 to hit with cudgels.
Bludgeon: Whenever you hit with an cudgel, there's a 50% chance to daze your opponent (-4 int, -4 agi, -10 movespeed) for 3-4 rounds. If you daze a dazed opponent, they're stunned for 1 round instead (cannot take actions and 0 DV).
Conk: Activated; cooldown 10. You make an attack with a cudgel at an adjacent opponent. If you hit, you automatically daze your opponent. If your opponent is already stunned, you instead knock them unconscious for 30-40 rounds (unconscious opponents wake up dazed when they take damage).
Backswing: Whenever you miss with an axe or cudgel attack, there's a 25% chance you make an additional attack. You can't backswing off a missed backswing.
Slam: Activated; cooldown 50. You make an attack with a cudgel at an adjacent opponent at +1 penetration. If you hit, you slam your opponent backwards up to 3 spaces, pushing other creatures and breaking through walls if their AVs are less than 10 times your strength modifier. Opponents who get pushed are stunned for 1 round plus an additional round for each space pushed. Opponents who are pushed through or against walls take extra weapon damage for each wall. Colossal opponents don't get pushed but are still stunned for 1 round. You can also use this power to destroy a wall or door if its AV is less than 10 times your strength modifier.
Demolish: Activated; cooldown 100. For the next 5 rounds, your chance to daze with cudgel attacks is 100% and Slam has no cooldown. To use Demolish, Slam must be off cooldown, and using Demolish puts Slam on cooldown.
Historic frills, toys, and gaws now fabricate legendary versions of creatures instead of normal ones.
You can no longer eat robot limbs, but you can disassemble them for scrap.
Added a new wall type, rock salt, for subterranean layers under the Great Salt Desert.
Added a new wall type, tangled mudroot, for subterranean layers under the jungle and salt marsh.
Gave legendary robots more robotic names.
Added a new tile for deep shafts.
Now when an ubernostrum tonic regenerates an arm, it regenerates the accompanying hand too.
You can now pick up bedrolls.
When a creature is damaged while sleeping, it now wakes up in a daze.
Stunned creatures now have 0 DV.
Electric snails now always leave corpses behind.
Fixed an issue causing creature lairs not to generate.
We made the map generation for creature lairs much more interesting.
Dismember no longer triggers if you don't have the dismember skill or a dismembering weapon.
Fixed some ruin maps not having the correct encounters based on their tiers.
You can no longer accidentally navigate to the message log resize buttons.
Skills that require certain weapon types now properly recognize natural weapons if they're of the right type.
Fixed several issues that sometimes prevented ruined areas from generating.
Fixed an issue that caused interacting with a baetyl to occasionally freeze the game.
Fixed an exception in generated histories that caused historic site map generation issues.
Fixed a rare error with missile weapons.
Reduced memory load by ~100MB.
Reduced starting save file size.
Shortened world generation time.
Shortened game object creation time.
Added a version number to the main menu in the new UI.
[modding] Limb and Head base object types are now settable with HeadBase and LimbBase tags. For example: <tag Name="LimbBase" Value="RobotLimb"></tag>. By default the base object for limbs is the Corpse object.
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Mephansteras

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Re: Caves of Qud: Now in Open Beta
« Reply #3541 on: January 31, 2017, 10:31:10 am »

These changelogs look great. I really need to fire this up again!
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Anvilfolk

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Re: Caves of Qud: Now in Open Beta
« Reply #3542 on: February 02, 2017, 01:06:03 pm »

I caved in and bought this because supporting roguelikes is definitely a thing.

I'm a little annoyed that I have to chat up the same people every time I restart the game, go through the same motions. It adds a layer of busywork that I really dislike :(

Retropunch

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Re: Caves of Qud: Now in Open Beta
« Reply #3543 on: February 02, 2017, 09:05:19 pm »

I caved in and bought this because supporting roguelikes is definitely a thing.

I'm a little annoyed that I have to chat up the same people every time I restart the game, go through the same motions. It adds a layer of busywork that I really dislike :(

Yeah, this has to be my only real niggle with CoQ - although I feel it's an acceptable trade off for having a bit more of a story/direction than most RLs.
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Frumple

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Re: Caves of Qud: Now in Open Beta
« Reply #3544 on: February 03, 2017, 08:02:49 pm »

... okay, I've been kinda' putting it off for a while, but picking up the EA version is actually starting to get meaningfully tempting. Two quick questions, though: Is the autoexplore pathfinding any better than in the available ASCII download? Can... can you cook or salt raw meat, yet?
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getter77

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Re: Caves of Qud: Now in Open Beta
« Reply #3545 on: February 04, 2017, 08:21:35 am »

Quote
We revamped the Short Blade skill! The last iteration of Short Blade was a bit too powerful. Shank let agility-focused melee characters completely dump their strength stat, and Rejoinder was just too efficient at dealing out damage. With the redesign, Short Blade should now fall within the range of the other newly revamped skills, though it's more flexible in terms of possible cross-pollination with other skill trees.
These are the new & updated powers. Check them out in game for the stat requirements and costs.
Short Blade Proficiency: You get +2 to hit with short blades.
Bloodletter: Your short blade attacks that penetrate have a 75% chance to cause your opponent to bleed (0-1 damage per turn. toughness save; difficulty 20 + your agility modifier). The opponent saves to stop bleeding each round, and the save difficulty decreases by 1 each round. This effect can stack a number of times equal to 1 plus your agility modifier.
Jab: When you wield a short blade in your offhand, you make offhand attacks twice as often. This bonus applies to organic hands (natural and mutated) but not robotic hands.
Hobble: You make an attack with a short blade in your primary hand, looking for a weak spot in your opponent's armor. If you hit, you penetrate exactly once and hobble them (-50% movespeed for 16-20 rounds).
Pointed Circle: Whenever you juke an opponent while wielding a short blade in your primary hand, you make a free attack. If you have Bloodletter, the attack's chance to cause bleeding is 100%.
Rejoinder: Once per turn, when an opponent misses you with a melee attack, there's a 40% chance you make a free attack with a short blade you're wielding.
Shank: Activated; cooldown 20. You make a melee attack with a short blade in your primary hand (preferred) or offhand. If you hit, the attack gets +2 penetration for each negative status effect your opponent suffers from.
The following changes are related to the Short Blade rework.
Reduced Juke's cooldown to 40 rounds.
Reduced Juke's skillpoint cost to 200.
Tumble now reduces Juke's cooldown to 20 rounds.
Reduced Tumble's skillpoint cost to 150.
Aggressive stance and dueling stance now bestow their bonuses on short blades you have equipped, as long as you have a long blade equipped in your primary hand.
Eunuchs start with Hobble instead of Shank.
Changed the wall destruction calculation for Slam. Now you destroy walls with AV less than 5 times your strength modifier instead of 10 times.
Increased the AV of marble walls.
Quests to recover historic relics now properly complete when you pick up the relic.
Fixed a bug that caused all of Qud's lairs to cluster around Joppa. They are now more evenly distributed through Qud.
You can no longer find legendary versions of existing NPCs (e.g., "Esmeralda, the legendary Warden Ualraig").
Added chronology entries for the following actions.
beguiling a creature
proselytizing a creature
renaming a follower
discovering the location of a historic site
visiting a historic site
recovering (some) historic relics
Added an upper bound to particle effects.
Added a button for auto-explore to the overlay UI.
Added a warning before you quit without saving when permadeath is enabled.
Mimics now properly copy the tile of their target.
The 'wait' command in any keybinding is now mapped to numpad5 for the purpose of targeting yourself.
Fixed the title of Corpus Choliys.
Gave plated knollworm the right tile.
Target rifles no longer appear in dynamic encounters.
Excluded several NPCs from dynamic encounters.
Fixed an exception when completing the quest, Spread Klanq.
Fixed a crash and some rendering issues on the text version of the highscore screen.
Fixed weekly/daily seed flags sticking around inappropriately when you picked them, backed out, and then started another game type.
You now get the Unstable Genome message after the levelup message, not before.
Fixed a rare exception with reputation when you moved across maps.
Fixed some stair placement issues in Bethesda Susa.
Reduced a bunch of performance issues in runaway memory situations.
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unormal

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Re: Caves of Qud: Now in Open Beta
« Reply #3546 on: February 05, 2017, 12:27:59 pm »

... okay, I've been kinda' putting it off for a while, but picking up the EA version is actually starting to get meaningfully tempting. Two quick questions, though: Is the autoexplore pathfinding any better than in the available ASCII download? Can... can you cook or salt raw meat, yet?

Yes, autoexplore was totally refactored. No cooking yet.
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Frumple

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Re: Caves of Qud: Now in Open Beta
« Reply #3547 on: February 05, 2017, 06:33:06 pm »

Good to know, heh. As amusing as it occasionally is to assume all those glowing corpses finally got to my critter and it was randomly dancing around rooms as it meandered about, it's kinda' silly. Less good on the cooking, but at least I know the time I spent dousing chunks of raw meat in diluted salt water was wasted and to not keep trying :V

... also, still tooling around the ASCII version, but: Somewhat unfortunate moniker for a goatman, ehehe. Makes me wonder how intentional that particular name-title pairing is/was.
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unormal

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Re: Caves of Qud: Now in Open Beta
« Reply #3548 on: February 05, 2017, 07:24:41 pm »

psst here's a few steam keys for the old bay12 hands

??Z0I-I6KHI-0PZVT - ?? = sounds like late
6TVI2-KAEYF-P5??? - ?? - Inter???
HWVQ5-W9LWD-FK??C -  ?? - general electric
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Frumple

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Re: Caves of Qud: Now in Open Beta
« Reply #3549 on: February 05, 2017, 07:44:04 pm »

Eeyy. Thanks, ehehe.

... hopefully I'll remember to still grab a copy when/if the next dollar drop comes around. Maybe run a mini giveaway or somethin' if my memory's not borked a reminder by that point, heh.

E: Oh hey, new stuff comes quick. Redrock had a fungal grove!

... that includes something called a water weep, that has *checks calculator* about 72,000 drams of water in the squares surrounding it. No typo, that's five digits, ahahaha. 5x5 of 3k deep pools, with the center occupied by the shroom itself. Is... is this some kind of nefarious fungus plot, or did I just instantly trip over the means to buy out most of the merchants in the game?

E2: Also, anyone happen to know if I can like... take this thing with me? Wear it as a hat? Breed it and start farms a few tiles away from every restocking trader I can find? The location's pretty silly convenient but it could be sillier convenient :P

E3: Oh wow. I'm not exactly sure what's happening, but apparently when you take water from the thing's water pool, the individual pool tiles gain fresh water. Looks like somewhere between half and a third what you shove in your water containers. Stepped into a fresh 3k pool, got ~600 drams worth of water, look at the pool and it's up 300 and a bit.
« Last Edit: February 05, 2017, 08:25:39 pm by Frumple »
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Salmeuk

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Re: Caves of Qud: Now in Open Beta
« Reply #3550 on: February 06, 2017, 04:30:13 am »

Eeyy. Thanks, ehehe.

... hopefully I'll remember to still grab a copy when/if the next dollar drop comes around. Maybe run a mini giveaway or somethin' if my memory's not borked a reminder by that point, heh.

E: Oh hey, new stuff comes quick. Redrock had a fungal grove!

... that includes something called a water weep, that has *checks calculator* about 72,000 drams of water in the squares surrounding it. No typo, that's five digits, ahahaha. 5x5 of 3k deep pools, with the center occupied by the shroom itself. Is... is this some kind of nefarious fungus plot, or did I just instantly trip over the means to buy out most of the merchants in the game?

E2: Also, anyone happen to know if I can like... take this thing with me? Wear it as a hat? Breed it and start farms a few tiles away from every restocking trader I can find? The location's pretty silly convenient but it could be sillier convenient :P

E3: Oh wow. I'm not exactly sure what's happening, but apparently when you take water from the thing's water pool, the individual pool tiles gain fresh water. Looks like somewhere between half and a third what you shove in your water containers. Stepped into a fresh 3k pool, got ~600 drams worth of water, look at the pool and it's up 300 and a bit.

The thing about water weeps is that you have to find a way to get the water to merchants. Water is heavy, and I usually find it to be the case that waterskins are suddenly oh-so-difficult to come by. And, yes, you can take multiple trips in order to exchange the water for more and more expensive goods, but you suddenly start running out of food. I once died of starvation because I was so impatient after finding a water weep that I spammed a move key on the overmap. To top it all off, the infinte water source lets you buy a bunch of the cheapish good stuff but the really expensive items [1k+] are still impossible to get because you simply can't carry that much water. I like that, though, because it would just be completely broken otherwise to find a literal money fountain.

Though I once found a saltstrider dromad trader [or whatever they are called] who had spawned right next to a weep. I could stand in a pool of fresh water while I was trading with them which instantly filled my skins after I was finished. Imagine watching this scabby lookin dude with like a hundred camel bladders and wings [I always play bird people] dip his hands into a nearby puddle and offer the resulting sludge for trade. I mean, how lazy was that dromad?

Much more worthwhile are the wine/honey weeps.
« Last Edit: February 06, 2017, 04:32:01 am by Salmeuk »
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Frumple

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Re: Caves of Qud: Now in Open Beta
« Reply #3551 on: February 06, 2017, 08:41:42 am »

Yeah, there is the weight thing. Rub is this particular character also happens to be high strength and has multiple legs :3 Weight limit when I last saved for the night was at like... somewhere over 500.

... plus I tend to prioritize butchery pretty early (mutant needs that shield you stupid crabs stop giving me your delicious legflesh), and harvestry not much less. Add on that it's again in red rock (two overland tiles away from a recoiler location, and even less in food-time if I take the water route), and, well...

Though vis a vis the multiple thousand water items, the trick (beyond collecting any and all skins you can find -- mechani-whatever pilgrims tend to have them >_>) is to drop a chest right beside the merchant, and then shuttle skins back and forth for however long you need. Then you just load yourself back up, have a nice chat while you look more like a small immobile hill made of thick skinned water balloons than a person, and go along your merry way (now laden with freakishly expensive trade material on top of the access to tens of thousands of drams of water) <3

Now I'm just waiting until I start getting access to either 7 bits or merchants that can restock those negative weight thingjiggers, ohoho.

...all that said. How do y'all handle high AV enemies? I'm tentatively starting to think that axe specialisation and cleave (and a bucket of strength) is just outright necessary if you want to use physical attacks (melee or ranged, really) after you get past a certain point *coughsusacough* When max strength bonus fullerite weapons are still almost always bouncing off thing's armor, well. Options seem to get limited, ehe.

E: Also... if I've got like a bundle of mixed questions, possibly-bug reports, suggestions, and observations (last little bit I've just been taking the occasional note in a text file), is there anywhere in particular that'd be a good place to dump it as a single text blob? Could separate it out, but that'd be annoyingly spammy pretty much anywhere, heh. Could drop it here, but if there's a better place for it (steam discussions, whatev'), it'd probably be better if I tossed it there.
« Last Edit: February 06, 2017, 06:32:51 pm by Frumple »
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raeborga

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Re: Caves of Qud: Now in Open Beta
« Reply #3552 on: February 07, 2017, 02:24:50 pm »

psst here's a few steam keys for the old bay12 hands

THANKS!
Huge fan of this game.
Been meaning to pick up the Steam version.
Better L8 than never. ;D

PS. I have an amber version of the ascii tileset that I probably won't be using now. If I'm allowed to post the bitmap I'll add it here.
« Last Edit: February 07, 2017, 02:32:53 pm by raeborga »
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unormal

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Re: Caves of Qud: Now in Open Beta
« Reply #3553 on: February 07, 2017, 02:30:01 pm »

E: Also... if I've got like a bundle of mixed questions, possibly-bug reports, suggestions, and observations (last little bit I've just been taking the occasional note in a text file), is there anywhere in particular that'd be a good place to dump it as a single text blob? Could separate it out, but that'd be annoyingly spammy pretty much anywhere, heh. Could drop it here, but if there's a better place for it (steam discussions, whatev'), it'd probably be better if I tossed it there.

Anywhere is fine, here, steam forums or support@freeholdgames.com
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Frumple

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Re: Caves of Qud: Now in Open Beta
« Reply #3554 on: February 07, 2017, 03:00:21 pm »

Cooee. Here'd probably be least effort so...

Spoiler: Spoilered for length (click to show/hide)

What's came up so far, anyway. Haven't gotten around to checking for a known issues list, or looked at the steam discussion's bug subforum much, so it's entirely possible I'm repeating known stuff, but eh. Mostly from a fairly straightforward (if somewhat artificially powerful... I may have had a few more mutations than I probably should have >_>) run through the main questline, ended trying to clear out/figure out how to take control of the spire. Little bit at the end from a tiny bit playing a gunuslinger.
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