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Author Topic: Caves of Qud: Now in Open Beta  (Read 579566 times)

Angle

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Re: Caves of Qud: Now in Open Beta
« Reply #3660 on: January 09, 2018, 05:01:28 pm »

So like, what is the general meta anymore? I remember trying to play Qud a few times a few years ago and never really got much farther than the Red Rocks cave. Are there viable True Kin character builds or is it all about maxing specific mutation/attribute sets?

Well, they reworked true kin so you start with a cybernetic enhancement. I'll admit I've never played them much, but I think they're viable. :/
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The Temple of the Elements: Quirky Dungeon Crawler

Edmus

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Re: Caves of Qud: Now in Open Beta
« Reply #3661 on: January 11, 2018, 05:48:45 pm »

True kin are still easier to play than mutants last time I checked.
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getter77

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Re: Caves of Qud: Now in Open Beta
« Reply #3662 on: January 13, 2018, 08:34:20 am »

Quote
You can now cook with slime.
You can now cook with neutron flux. Do so at your own risk.
Named NPCs can now be hated by a faction for insulting various aspects of their culture, not just their women.
Named NPCs can now be admired by a faction for praising various aspects of their culture.
Rivers that course through the salt desert are now rivers of salt.
We made a bunch of performance improvements for late games (games with high-level player characters that have explored a lot of the world).
Reduced save file size by 30-90% across the board, but late games benefit more.
Greatly improved memory use in late games.
Fixed several issues causing objects to memory leak in late games.
Fixed several issues that caused more zones than necessary to be loaded into memory.
Objects cloned by temporary metamorphic polygel are now themselves temporary.
Fixed an issue that soft-locked the game when you cooked in the Rainbow Wood (and more rarely in a few other places too).
Fixed an issue that let you cook with more ingredients than the maximum by selecting too many ingredients, unselecting some, then cooking.
Fixed the formatting on some campfire popups.
Fixed the position of the target picker help text.
Fixed an issue causing some walls to be painted incorrectly after loading a saved game.
Improved memory use for some objects.
Fixed a rare issue causing objects generated during world generation to not properly spawn in game.
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getter77

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Re: Caves of Qud: Now in Open Beta
« Reply #3663 on: January 20, 2018, 08:45:30 am »

 8)

Quote
We added legendary chefs.
You'll find their kitchens as new overland encounters.
Each kitchen contains an oven where you can sample the chef's dishes.
Chefs may share one of their recipes during the water ritual.
Each chef sells a personalized cookbook.
Canned Have-It-All no longer contains neutron flux. This means that cooking with canned Have-It-All no longer has the chance to cause critical gravitational collapse. The makers of canned Have-It-All realize this change to their formula renders their product in violation of advertising law, but "canned Have-Most-of-It" didn't do as well in market research, so they're willing to take their chances in court.
You can no longer cook on the world map.
You can now make camp any time there's no campfire nearby.
When you make camp, you're no longer asked to choose a direction until it's confirmed that you can camp here.
Campfire sounds now respect global sound settings.
You can now go up or down stairs via the Use command.
The glowpad merchant is now a member of the Consortium of Phyta, as intended.
Changed the colors of the witchwood tree and its bark.
Restored the option to automatically dissasemble scrap.
Added a new prerelease UI element for ability cooldowns. You need to enable the prerelease input manager to change ability selection bindings (Options > Controls > Prerelease: Use new input manager).
Added item costs to the prerelease trade UI.
Fixed the molting basilisk poison message being displayed when non-player characters were infected.
Fixed an issue with the popup message generated when you travel to a known lair or workshop for the first time.
Fixed an issue in the prerelease input manager that allowed you to use abilities even when they were on cooldown.
Fixed an issue that caused projectiles to apply their on-hit effects to the attacker if they didn't penetrate the defender's armor.
Fixed an issue that occasionally caused injectors to apply their effect even if they didn't penetrate the defender's armor.
Fixed an issue with sacrificing items at the Sacred Well where whole stacks of items were improperly consumed.
Fixed an issue that caused some liquid containers with cookable liquids to not appear in the ingredient selection menu.
Fixed an issue that allowed you to select zero-volume liquid containers as cooking ingredients.
Fixed an issue with food preservation that resulted in the wrong number of servings being preserved.
Fixed some issues that caused the wrong number of servings to be consumed while cooking.
Fixed an issue that caused stacks of energy cells to disappear from the trade UI when you tried to recharge them.
Fixed some additional issues with item stacks.
Removed some archaic statues to non-existent sultans.
Fixed the game thread not properly suspending when the game window went out of focus.
Fixed a memory leak that occasionally occurred if the game window was out of focus for long periods of time.
Fixed some spelling errors.
[modding] AmmoGeneric now supports a new field, SpecializedProjectileObject, that combines with the existing ProjectileObject field to allow AmmoGeneric-based magazine weapons to load several types of ammo. You use the new field to specify an ammo object whose behavior you want to mimic. For example, let's say you create two new ammo objects, each with the AmmoGeneric part. If you set the ProjectileObject field in both parts to "Projectile12Gauge", a gun that can load Projectile12Gauge ammo will be able to load both your new ammo objects. You can then set the SpecializedProjectileObject fields on both parts differently, say one to "IncendiaryBullet" and one to "ElectrifiedBullet". Now these new ammo objects will mimic the behavior of the IncendiaryBullet and ElectrifiedBullet objects respectively, and they'll both be loadable by guns that can load Projectile12Gauge ammo.
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getter77

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Re: Caves of Qud: Now in Open Beta
« Reply #3664 on: January 27, 2018, 08:20:16 am »

Quote
We added some more detail to Qud's chefs.
Legendary chefs are now interested in learning your recipes during the water ritual.
Added mini restaurant tents to the Stiltgrounds, each with a chef. You can buy cooking ingredients, buy a cookbook, or sample one of the meals from the cookbook at the chef's oven. All Stiltground restaurant ovens also serve Hot and Spiny.
The restaurant signs currently use the same pepper icon as apothecaries. They'll get an updated sign soon.
There's now a tiny chance that any given creature is a mechanical version of itself.
The location of the oddly-hued glowpad is now a journal secret.
The looker popup box is now smarter about how much screen real estate it uses. It no longer overlaps the object you're looking at.
The description pane on the Tinker screen is now scrollable.
Cooking effects no longer grant mutations that are excluded by your current mutations.
The prerelease trade UI now displays item values properly adjusted by your Ego score and no longer displays way too many significant digits.
You can now scroll the looker popup box with '+' and '-' on the number row.
Fixed an issue that caused some bad behavior when you closed a conversation with escape instead of selecting the end option.
Fixed cybernetic fist equipment showing up with inappropriate mods and spawning as loot.
Fixed an issue that let you incorrectly beguile multiple creatures.
Inspiring presence no longer stacks multiple times.
Fixed some issues with temporary and non-temporary items stacking.
Fixed a memory leak in some items that create force fields.
Fixed an issue that caused an exception when you walked near a liquid volume with the 'show nearby objects' option enabled.
Fixed an issue that caused zones to be thawed too often when you transitioned between zones.
Added an unequip:<body part name> wish to force an object to unequip.
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getter77

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Re: Caves of Qud: Now in Open Beta
« Reply #3665 on: February 03, 2018, 08:24:57 am »

Quote
Added chronology entries for the following important events in your character's life.
Becoming loved by a faction
Inventing a new recipe
Successfully cooking with neutron flux
Getting one of your limbs dismembered
Eating a creature's face (raw)
Imbuing an inanimate object with life
Chronology entries logged while you're on fire now read a bit differently.
Lurking beths appear much less frequently in early-game historic dungeons.
Moving very, very quickly no longer causes you to move backwards in time.
Creature AI now more intelligently reloads cell-based weapons.
Fixed an issue causing turrets to improperly use ammo.
Fixed an issue that caused energy cells to double-occupy sockets when creature AI reloaded cell-based weapons.
Level up choices are no longer trivially scummable.
Fixed an issue causing games to become unloadable, especially after using Precognition.
Fixed an error that caused games to fail to save when certain cooking effects were applied to your character.
Fixed an issue that caused cooking effects to still grant you mutually exclusive mutations.
Fixed some cases where cookbooks failed to generate correctly.
Fixed an issue causing effects to be improperly applied to item stacks.
Fixed an issue causing some ObjectCreated events to not properly trigger.
[modding] Mods.xml now supports modding.
[modding] Objects now support the customMissileOrder and customMeleeOrder tags and properties, used to define custom melee and missile sequences for the Kill goal handler.
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ThtblovesDF

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Re: Caves of Qud: Now in Open Beta
« Reply #3666 on: February 03, 2018, 10:03:35 am »

So I found a genocide cube in a sultan dungeon and used it to purge "vines" from the sultanate... but there are still vines all over the place (jillted lovers at least) : /
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ZeroGravitas

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Re: Caves of Qud: Now in Open Beta
« Reply #3667 on: February 05, 2018, 08:18:46 pm »

So I found a genocide cube in a sultan dungeon and used it to purge "vines" from the sultanate... but there are still vines all over the place (jillted lovers at least) : /

doesn't that just kill all visible members of the faction?
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forsaken1111

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Re: Caves of Qud: Now in Open Beta
« Reply #3668 on: February 06, 2018, 06:55:49 am »

If it's just all visible members then it is sorely misnamed. Traditionally in roguelikes anything called a 'genocide' does exactly what it says. Kills all of x thing everywhere forever
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ZeroGravitas

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Re: Caves of Qud: Now in Open Beta
« Reply #3669 on: February 06, 2018, 11:37:40 am »

If it's just all visible members then it is sorely misnamed. Traditionally in roguelikes anything called a 'genocide' does exactly what it says. Kills all of x thing everywhere forever

it's not called a "genocide" anything. i'm pretty sure he's talking about a randomized historical artifact that has the ability to "kill all visible members of a faction." edit: eg this: https://steamcommunity.com/app/333640/discussions/0/1480982338961609139/

if there is actually something called a "genocide" anything in qud, nobody has ever mentioned it before.

« Last Edit: February 06, 2018, 01:56:07 pm by ZeroGravitas »
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ZeroGravitas

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Re: Caves of Qud: Now in Open Beta
« Reply #3670 on: February 08, 2018, 01:54:54 pm »

ah, another level 10 character lost to autoexploring into a space/time distortion, which promptly teleported me 20+ levels deep underground where i was instagibbed by a rhinox i never saw
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getter77

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Re: Caves of Qud: Now in Open Beta
« Reply #3671 on: February 11, 2018, 08:11:26 am »

Quote
We added 15 new achievements.
In Contemplation of Eons
Perform the water ritual with Oboroqoru, Ape God.
Three-Sludge Monte
Kill a trisludge.
Five-Sludge Monte
Kill a pentasludge.
Ten-Sludge Monte
Kill a decasludge.
What With the Disembowelment and All
Find one of Argyve's old apprentices.
Gemini
Wield Caslainard and Polluxus.
Donation Level: Kasaphescence
Make an offering at the Sacred Well of an artifact worth at least 200 reputation.
Leap, Frog.
Convince a frog to teach you how to jump.
Six Arms None the Richer
Have six arms.
Synolymb
???
Free Falling
???
Hole Like a Head
???
Cosmo-Chrononaut
???
Psst.
???
That Was Nice
???
Fixed an issue causing Electric Resist to not work properly.
Fixed an issue causing excessive zone thawing, leading to heap crashes for long-running games.
Modified the 'item' wish so that you can optionally specify a number of items. For example, 'item:Staff:3'.
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getter77

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Re: Caves of Qud: Now in Open Beta
« Reply #3672 on: February 17, 2018, 08:17:40 am »

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We did a bunch of behind-the-scenes work on upcoming feature arcs. Across Qud creatures are dreaming of alternate starts, varied villages, and deerfolk...
We added metal and gemstone figurines.
Figurines depict creatures from across Qud.
Possible figurine materials include copper, silver, gold, agate, topaz, jasper, amethyst, sapphire, emerald, and peridot.
Wielding figurines bestows bonus reputation for each of the depicted creature's factions.
Figurine value and bonus reputation depends on the rarity of its material.
We added legendary gemcutters. You'll find their workshops as new overland encounters.
Slightly increased the weight of ironweave cloak.
Reduced the weight of rainboweave cloak.
Apostles now start with the Customs and Folklore skill in addition to the Tactful power. This means apostles no longer have to purchase Customs and Folklore (which was a useful purchase since they already had Tactful) to get Trash Divining.
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Paramatter

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Re: Caves of Qud: Now in Open Beta
« Reply #3673 on: February 18, 2018, 12:25:35 am »

So I think the save I'm playing was around before the most recent patch and I don't know if that might have anything to do with it, but I just got to the Six-Day Stilt and Esther was in a fight with the Stilt Guards evidently as a result of spawning as disliked by the Mechanimists, which she ended up losing. A handy bit of free expensive gear but a bit weird... I'll at least hang on to the red shawl in memorial.

getter77

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Re: Caves of Qud: Now in Open Beta
« Reply #3674 on: February 24, 2018, 08:09:55 am »

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We expanded the framework for creature travel AI and added new travel behavior to some creatures.
Some albino apes you encounter are now traveling toward Oboroqoru's lair.
Some feral dogs you encounter are now traveling toward humanoid settlements.
Some goatfolk you encounter are now traveling toward goatfolk villages.
Changed the 'Quit' option text to something much more accurate: 'Abandon Character'.
Changed the default action for books to Read.
Changed the default action for recoilers to Activate.
Crayons and plastic trees no longer rust.
Implanted NPCs now start with the proper amount of cybernetic license points.
Your party members no longer (easily) become hostile to one another.
Speaking to your own party members no longer causes you to regain your bearings.
Moved the 'Remove cell' option to the top of the cell dialog.
Fixed an issue where cybernetics sometimes became undroppable.
Fixed some common causes of extraneous zone generation.
Fixed an issue where having Iron Mind didn't always correctly give you the chance to shake off confusion.
Fixed some cases where a stack of objects was incorrectly replaced with a single object (eg., when you repaired a stack of scrapped waydroids).
Fixed some cases where quests to find historic relics didn't complete if you equipped the relics directly from the ground.
Fixed some rare cases where an invalid base object appeared in dynamic encounters.
Fixed several issues related to creatures determining the monetary value of their items, including inconsistent valuation when the items were socketed with energy cells.
Fixed several typos.
Fixed an issue where socketed cells occasionally replicated out of control when you recharged them.
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