It's a post-apocalyptic roguelike inspired by worlds like those of Dune, Gamma World, and Gene Wolfe's works. It is an open-world roguelike, heavily inspired by ADOM and Omega, providing a world map that combines static and procedurally generated locations with hand-written quests-lines. The world is deeply simulated; each monster is as "real" as the player -- they wield equipment, suffer all the same effects, and interact with the world in the same way as the player. Everything in the world -- creatures, items, walls, etc -- has a physical presence and can be destroyed, frozen, set on fire, etc. The whole world is contiguous, so if you want (and have the patience) you can go down a few levels and dig your way across the entire world. Though this physical simulation means that the game is fairly resource intensive for a roguelike.
We've tried to update the roguelike interface to be as modern as possible, providing user interfaces for conversation, trade, quests, and skills that should feel pretty modern, even though they are provided via a terminal interface. We provide the plethora of commands a roguelike player expects, but also provide a single "smart use" command (bound to 'Space' by default), that chooses the most "reasonable" thing to do in the square. So, for common interactions you can simply walk up to a door and hit 'Space' to open it, walk up to an NPC and hit 'Space' to talk to them, or walk up to a chest and hit 'Space' to loot it. Though if you want to run over to a pool of acid, fill up your canteen with it, and hurl it at a nearby enemy, all of the manual commands are available as well, and may be freely remapped.
We set out with a pretty ambitious feature set in mind, and while all of the content is not yet nearly complete, all of the core features are in place:
An expansive world map
Conversations
Detailed descriptions for everything in the world
Lots of items
A modern quest system
Lots of skills
Build your own items
Trade with any NPC
The game is built in .NET 2.0, so you'll need to install the .NET framework in order to run it; and it'll be Windows-only (sorry Mac/Linux guys, but it'd have taken me many times longer to do a project of this scope in c++). The first main plot line beginning with Argyve is not yet complete to the end, but it goes quite far (as far as I know there's only been a single 'win' of the game in it's current form, and not for lack of trying), and it will be clear when you've reached the end. There's much left to add to the game, and all the feedback we get from this Beta will go into finish and polishing the final release.
Finally, when you run the game you'll notice you can purchase a registration key, though the unregistered version of the game is fully functional. Register if you'd like to help support us with this project and others like it.
We've spent a lot of time just making a game we ourselves would like to play, and we really hope you guys have fun with it!
Why ASCII instead of graphics?:l
Why ASCII instead of graphics?:l
Not everyone wants to take the time to make tiles, and if he's using curses I don't think he will even be able to make tile support.Why ASCII instead of graphics?:l
Of course! The Indifferent face! that totally answers my question in every concievable way!
Did you even read the description of the game? It's a huge simulation, and the guy wants to go as fast as possible. Hell, he doesn't even want to make Mac/Linux releases for lack of a better medium to program it in:Why ASCII instead of graphics?:l
Of course! The Indifferent face! that totally answers my question in every concievable way!
The game is built in .NET 2.0, so you'll need to install the .NET framework in order to run it; and it'll be Windows-only (sorry Mac/Linux guys, but it'd have taken me many times longer to do a project of this scope in c++)Plus, I like ASCII tiles. :l
Sounds cool, but "Open Beta" makes it sound like you'll have to buy the release. :/
Don't think so.QuoteFinally, when you run the game you'll notice you can purchase a registration key, though the unregistered version of the game is fully functional. Register if you'd like to help support us with this project and others like it.
Pretty much looks to be a donation-if-you-feel like it with a more formalized way of keeping track and such.
IIRC, you can lose a good number of limbs and such as there are some crazy things to play as in particular if you go down the Mutant route...
Another reason for ASCII at the onset was an attempt to challenge how nice and expressive the whole ANSI/ASCII thing could perhaps be with some extra thought put into it---IIRC of course as I believe it was state by a dev on the main board.
Why ASCII instead of graphics?:l
Of course! The Indifferent face! that totally answers my question in every concievable way!
ASCII aside, has anyone actually tried this yet?
I'm running VistaThere's your prolem.
This sounds great, but I can't get it to work. It freezes every time before it even finishes loading. Anyone know what's wrong? I'm running Vista, though I tried running it in compatibility mode and it didn't make a difference...
Hm, that's odd. I had tried running both Console and OpenGL mode before but neither had worked (completely froze during the loading process). This time console mode worked fine. Finally time to give this game a try! I guess I'll go post my video card info on the other page to help with development.
Also: wow, the developer is already here answering questions! Pleasure to have you around, unormal.
Wow, I've only been playing about an hour now, and I'm making very slow progress due to caution, but I'm very impressed so far. The level of detail is very impressive. I accidentally caught fire when I hit an enemy with my torch and he, still flaming, hit back. Finally made my way up to the Redrock area and went inside the caves, and the first time I was grabbed by a Jilted Lover I actually jumped. Same with getting frightened and attacked by ground plants. Is there any way to kill/remove them, by the way?
I've seen mutations gain levels without direct investment (i.e. spending mutation points) a number of times... I figured there was something like use training going on, since it seemed to happen most often with stuff I was using often. Bought mutations were often starting a few levels above 1, too.
Not that I was exactly complaining... free mutation improvement. I can dig it.
Oh yeah, forgot. Still, a point got eaten.I've seen mutations gain levels without direct investment (i.e. spending mutation points) a number of times... I figured there was something like use training going on, since it seemed to happen most often with stuff I was using often. Bought mutations were often starting a few levels above 1, too.
Not that I was exactly complaining... free mutation improvement. I can dig it.
Mental mutations gain bonus levels based on your Ego score, and a bonus to cooldown reduction for your Willpower. So this is working as intended.
Seriously? Blaming the OS? I'll have you know that I've got Vista and the game runs fine.I'm running VistaThere's your prolem.
What they don't have, however, is the ability to set things on fire with their mind. Their grenades and flamethrowers, yes, but not the raw force of their will. Starting with less shiny loot evens out somewhat when you can grow back lost limbs and rip holes in the time-space continuum... but only somewhat.Don't forget the ability to mind-control most of the early game enemies with no problems and have them fight each-other while your body heals. :P
... i played it some time ago ... and bought a license today ...It's a joke
i never played non-mutant ... the benefits just don't seem big enough.
also: what does the :gonk: in debug do?
Anyway, I finished the quest but forgot what city the dude pointed at me to go next. Anyone know what it was?Which guy? The argyve guy? I'm pretty sure he wants you to go to The Grit Gate to the north east, past the rusted archway.
Freezing hands hits them just fine :P...You mean I could've used flaming hands on them? Crap.
Most other ranged mutations I've tried seem to, too.
Grenades, maybe?They aren't worth the grenades.
Hmmm I downloaded the Zip version, then when I run it, it loads, then my comp freezes and restarts, and I get a error message after the restart.
What was the most dissapointing part was the fact that after I died I found out that one of the artifacts I raided was a freaking CHAINGUN(which has the exact same damage rolls as DoomRL's chaingun, strangely).Have you played DoomRL unormal?
Man, I really like the game, but it gives me a headache after playing for about 15 minutes. :'( Not sure what it is about it, as I can play DF Adventure Mode in ASCII just fine.
What was the most dissapointing part was the fact that after I died I found out that one of the artifacts I raided was a freaking CHAINGUN(which has the exact same damage rolls as DoomRL's chaingun, strangely).Have you played DoomRL unormal?
So... creator, or anyone that's been paying more attention then me, can you tell me how multiple arms interact with dual-wielding and shields? My primary intent is to to be dual-wielding (cudgel and dagger) with my main set of arms, then holding a light (at least until I find another floating gloworb... awesome things.) and a shield (not buckler, but actual shield) in my second pair.
Will holding the shield in the second set mess with blocking/shield skills any? Will it cause any problems with dual-wield skills? How does the (do they at all?) dual-wield skills interact with the second arms?
My current mutant (multi-legs & arms, freezing hands, teleportation) is rocking in a massive way, though I'm going pretty slow -- level 10, just hitting red rock caves. I cleared out a cavern full of drill and scrap bots, both of which freeze-lock surprisingly easy. Being able to stun (hands) and kite (5th level legs) with near impunity (not to mention 5th level freezing hands hits like a truck) is massive boon to general capability. Starting with a three armor/0 dodge piece of armor (recycling suit) didn't hurt, nor does having a carbide hammer and carbide shortsword/dagger offhands. M'slowly building up my tinker skills, and found an awesome datadisk (nuclear cell!) for when I get powered junk.
Also, anyone know when freezing occurs? I think th'folks over at the SA thread mentioned you ignite when you hit like 600, is -600 when you stop moving? Does being particularly cold slow you down? It seems to slow up everything else, heh.
Yes, I really like DoomRL, though the chaingun statistics are a coincidence.Must've been some long term memory or something. "Hm, what damage should the chaingun be? *subconscious thinks of DoomRL's 4x1d6 chaingun damage* Hm, what about 1d6 and four shots? Yeah, that's a good choice."
Bad binding, BringArgyveWire, Tarran, Took.
Is there a safe place to store all my stuff? Can I just put it in one of the houses in the starting town?Yep, I put my stuff in the house next to the trader and it stays there forever.
I've gotten lost once after going south to get glowfish corpses to sell, so I'm kind of wary about getting lost in farther places.Getting lost isn't that bad. Just explore around until you stop being lost. I'm not 100% sure, but I think 2 screens are equal to one tile on the world/travel map, so if you keep going in the direction you were trying to go earlier, you should eventually get to where you're trying to go. Also, you can end being lost by going past places you've been before.
Also, does the trader refresh his money/items every couple of days?Yep. Takes a while, but they eventually do.
Re: Fliching from the Elder: Push him into the upper right corner of the far left 'square' of his building. He won't have LoS on you when you loot his table and chest, and you can safely walk away with everything Irudad's not wearing.Nice to know since I just died. RNG spawned me in two closely linked rooms filled with ranged enemies and lots of melee ones.
Has anyone found a datadisk yet? I cant get my hands on one, even after hours of playing this little gem.You mean the one that gives information allowing you to build something as a tinker? If so, yes, I did once. But haven't since.
Fire ants is the only way my 2-3 hours++ characters eve die. You can extinguish your ass with a chill only oh so often.You can also used stocked up water.
-fakeedit-Man, you are lucky, that's just what my Praetorians need. Too bad it's likely way too far into the game for my guy.
Oh my god floating glowsphere
-fakeedit2-I would answer, but I never got that far due to horrible monsters murdering me non-stop.
Anyone knows how to disable forcefields? I cant penetrate them, so destroying not an option, electric discharges dont, and I just ran out of ideas.
For people getting headaches trying to spot enemies on the screen: just hold the alt key for a second. All creatures nearby will be marked green, makes it much easier to find your targets.Go to the skills screen, you can buy them there.
For people trying to get the elder out of his house in town: just lead an enemy back to town and he will come out of his house to attack and kill it. I discovered this by accident when running from two tortoises in the beginning of the game.
How do you get new skills in this game, or is it not possible? I'd like to get the tinkering skill. I'm currently doing the quest for the tinker in the town, will that do it?
Urgh...I assume you are attempting to get items with space? You can pick up items with the g button.
Any idea on how to pick up items if they're on the same square as a chest? I was carrying too much so I couldn't move, and had to drop them there :(
Am I the only one who likes to play true human tinkerer?Now that I've found out that data disks can be purchased from Argvye(thanks Tnx), I'm now trying it out. Currently I can't make anything useful to me at the moment, but I expect to sometime.
I love being able to create my own stuff and actually knowing what these artifacts are is really useful
Do you guys have any good strategy for starting characters? going to the caves seems almost suicide with any character I make.I'm not the best player, heck I suck quite badly, however I've been in the starting area for quite a while so I'm pretty sure I know what I'm saying.
Argvye's house: push Argvye until he is behind the corner of the left wall outside. Then you may start stealing.
The house immediately up-left from your starting position: Close the door and steal.
The first house down-right from the elder's house: Close the door and steal.
The house right of the house above: Once again, close the door and steal.
Re: Fliching from the Elder: Push him into the upper right corner of the far left 'square' of his building. He won't have LoS on you when you loot his table and chest, and you can safely walk away with everything Irudad's not wearing.Also, to get Tam(the trader)'s chest, knock down his wall(CTRL+direction to attack a wall with melee attacks) and push him outside behind the wall. Make sure he doesn't have a LoS on the chest.
Do you guys have any good strategy for starting characters? going to the caves seems almost suicide with any character I make.
Do you guys have any good strategy for starting characters? going to the caves seems almost suicide with any character I make.
Don't go to the caves. At least not till you're levelled and well equipped. Grinding around near town for a few levels should be mostly pretty safe
Edit: Or not. Drillbots prevent me from living, thus preventing me from tinkering.If you check your inventory, there are a few different scrap parts, and you can disassemble them for tinker-pieces.
Edit: Or not. Drillbots prevent me from living, thus preventing me from tinkering.If you check your inventory, there are a few different scrap parts, and you can disassemble them for tinker-pieces.
You can actually disassemble a lot of things :P
Also, apparently you can kill argyve easily without anyone noticing.
He drops a bunch of data disks and tones of scrap parts :P
Just FYI; Lots of good bugs fixed over the last couple days, check the private patch thread below. Every time I post in it, I've uploaded a new build. So grab the latest next time you fire it up! Glad you guys are enjoying it!Oh, thanks for linking to that thread.
http://forums.freeholdentertainment.com/showthread.php?6-Caves-of-Qud-Private-Version-History/page20
*Reduced steam damageThank goodness. That was needed. I mean, 24 damage from steam alone instakilled me once.
*Reduced the quills level of Quillipedes to 3 from 5...
NPCs will return to their home location if they get bored and have nothing to doThat means it won't work anymore. So you're going to have to skip stealing from them.
*Reduced steam damageLooks like its time to have another game with flaming hands.
*Reduced the weight of raw butchered meatHell yeah.
Quote*Reduced steam damageLooks like its time to have another game with flaming hands.Quote*Reduced the weight of raw butchered meatHell yeah.
EDIT: I managed to start while carrying too much. An excellent beginning.
EDIT2: I can make lead slugs, sweeeeeet.
EDIT3: I accidentally got caught stealing by farmers and by killing them I got 100 vinewafers. No one else in town noticed, so Im really lucky this game.
Also, does anyone know how boosters and regenera aoutoinjectors work? How long do they last?
And suppressive fire says its chance is 3xaMod%. I would like to know what aMod stands for.
Ah, thanks. How do I determine my agility modifier? It the number next to my agility?
And a hint for everyone else, if you see an expensive artifact in a store, buy it. I ended up with an electrobow and am currently murdering baboons.
EDIT: Apparently aim doesnt work with bows? The skill description says you should be able to do it with bows.
EDIT2: I have found the awesomest door! If you go through it from the left, the game freezes. Anyone want the save to see for themselves?
EDIT3: Apparently looking at the door causes the game to freeze.
EDIT4: But only when looking from the left. I do believe this is the weirdest bug I have ever seen.
I have a small request, oh kind rogue-like maker.
Could you make it so whenever in the normal gameplay screen, as in, when you're actually playing your character and moving around, your game doesn't use nearly 100% of the cpu? As soon as I open any menu, the game drops to a normal cpu usage.
Whatever you do, dont have it hardcoded. I want my animations.Oh, I don't mean to get rid of them. What I mean is that I think it can be handled, keeping the same animation fluid looks, without eating quite a lot of cpu time.
A month or so ago, I thought "You know what would be cool, a post apocalyptic roguelike?" Started coding a bit, and was dead set to have vera lynn: we'll meet again as starting screen background music.
But looks like this niche is now in better hands. :)
Congratulations!
God dammit, this game has crashed 3 times, and I have yet to even move around. One crash before the game even finished firing up, one crash during char generation, and yet another crash just after char generation. GRRRR
Edit: Jesus fucking christ, I have tried all 3 binarys that the game has supplied, and I cannot get past char generation without some kind of crash, what in the shit is going on. :(
Okay I'm trying the game out now, but the aspect ratio/screen size is wonky and makes the ascii look like shit. Is there a way to run the game so that it makes the tiles their native size, or something?
Hit escape in game and select 'r' to reset your aspect ratio. Also try the "-filter" command line parameter.
How do you butcher a corpse? I have the butcher skill but see no option to use it.
You've gotta use -opengl as well to use -filter. It makes the game look better imo and I used to get headaches but not anymore (might just be my diet but who knows).
The font is hideous: Try the OpenGL Filtered shortcut. (or add -filtered to the arguments of a shortcut to xrl.exe)
Ahh thanks.How do you butcher a corpse? I have the butcher skill but see no option to use it.
It's automatic on kill, i.e. a passive ability.
Don't take the second level unless you've got plenty of strength, as it will fill up your inventory with 50x stacks of raw boar meat.
Unormal, tinkering is impossible for me. Whenever I pick a tinker level the game gets stuck in the popup telling me about what recipes I discovered. No matter what I do, it does not leave the popup.
You have to choose one of those, hit a number, 1 2 or 3....Oh.
New patch I'd like people to update to, since it introduces some reasonably big internal changes I'd like to get widely tested! (Though maybe expect some initial instability on some systems)Any chance this patch fixes the cpu usage for animation? I really would like that fixed, it's pretty much the only thing that keeps me from playing this more often. :(
New patch I'd like people to update to, since it introduces some reasonably big internal changes I'd like to get widely tested! (Though maybe expect some initial instability on some systems)Any chance this patch fixes the cpu usage for animation? I really would like that fixed, it's pretty much the only thing that keeps me from playing this more often. :(
New patch I'd like people to update to, since it introduces some reasonably big internal changes I'd like to get widely tested! (Though maybe expect some initial instability on some systems)Any chance this patch fixes the cpu usage for animation? I really would like that fixed, it's pretty much the only thing that keeps me from playing this more often. :(
New patch I'd like people to update to, since it introduces some reasonably big internal changes I'd like to get widely tested! (Though maybe expect some initial instability on some systems)Any chance this patch fixes the cpu usage for animation? I really would like that fixed, it's pretty much the only thing that keeps me from playing this more often. :(
Ok,
*Added a new performance option to throttle animations for low CPU environments
1.0.4007.32864
Try that option out and see how it works for you.
Has anyone encountered the "odd glowpad" merchant? Because I bought a GREAT short sword from him, it does like 70-100 damage with my level 9 praetorian. Now I don't wanna update my game and lose my save :xI've never encountered it before, and I'm someone who commits massive genocide often.
Overheating CPUs while playing a roguelike. That's serious business right there.
Has anyone encountered the "odd glowpad" merchant? Because I bought a GREAT short sword from him, it does like 70-100 damage with my level 9 praetorian. Now I don't wanna update my game and lose my save :x
@Unormal: Is this merchant random? Like some games he won't appear and some games he will?
Overheating CPUs while playing a roguelike. That's serious business right there.Which was happening, with it using nearly all my CPU time when it's 30c+ in my room. My case is 32c right now and it's 11pm. Hot hot.
And I just found him. Apparently he sells a 900 dram taco. Also sells a very nice fullerite longsword and a sniper rifle. That is awesome.Has anyone encountered the "odd glowpad" merchant? Because I bought a GREAT short sword from him, it does like 70-100 damage with my level 9 praetorian. Now I don't wanna update my game and lose my save :xI've never encountered it before, and I'm someone who commits massive genocide often.
There's a thread for this on B12, and the creator of the game already follows it? ...are we THAT well-known?It's really not hard to track where your traffic is coming from, and I assume he monitors that and saw a large increase in referral traffic from bay12
Let's see, this thread was created on the day the SA thread was created, and Unormal found this one only about a day after that? That's pretty quick.
The pistol is engraved with watervine hemp and encircled in saltstone. On the rifle is an image of a wastelanter and a knight in saltstone. The knight is striking down the wastelander.
*Zone cache is now compresed, added an option to disable compression if you'd rather trade disk space for CPU
Not true, just for testing I started a new dude and the glowpad merchant was two squares away.Spoiler (click to show/hide)
Has anyone figured out what a nullray pistol does, besides eat through a chem cell in two shots and refuse to be identified through examination?Nope. Tried it before on an enemy on another game, nothing happened. It also ate through that cell I put in it like candy. My best guess is that either it's EMP(Or something similar[thus having no effect on living tissue]), or it does nothing at all.
By the way, I don't see the option to make the glowpad merchant become a $ sign.. Which one is it?My guess is the Indicate overland encounters on the main map option in Debug.
Your descendant's going to have mental mirror. And probably carapace.I also suggest regeneration, as not only will it offset bad willpower's low regen if you have low willpower, but it also allows you to heal quickly if you have a few levels in it.
FUCKKKKKKKK I got some stupid error where if I go back to Joppa, everything is reset.. MY WHOLE STASH IS GONE. WHYYYYYY RNG GOD. Is this some type of anti save scumming measure??? Damn it I'm so pissed right now. Anyone else get this error? Anyways around it?
Well, I'm probably going to re-roll a twisted until it's got mental mirror, carapace, multiple legs, and something offensive (Freezing hands, hopefully, which might help with the !!on fire!! issue.). If regen fits in with that and a bearable stat/defect roll... well, more's the better. I do like regen, but I'd take a functioning toughness score over it any day of the week :P
Anyone take the advanced butcher or harvester skills? Has it come in use or is it better to spend those on weapon skills?Not sure about butchering, but harvesting can be a life saver. You can completely void your need to carry water by harvesting vinewaffers, better yet, they weight 0lbs. I haven't tried harvesting anything else, but that alone is worth the skill points.
Edit:Just testing butchering... Wow... It -is- worth it.
You loot valuable stuff from animals. Like pelts. Not to mention raw meat and similar items you can eat on the road without carrying much weight if compared with the corpses.Edit:Just testing butchering... Wow... It -is- worth it.
Care to explain it more to the rest of us?
You loot valuable stuff from animals. Like pelts. Not to mention raw meat and similar items you can eat on the road without carrying much weight if compared with the corpses.Edit:Just testing butchering... Wow... It -is- worth it.
Care to explain it more to the rest of us?
I finally fixed the 'items randomy unidentifying' bug, it's been bugging me for months.
*NOTE: This build will invalidate saved games
*Fix for items 'randomly' unidentifying
*Light sources no longer work from the thrown weapon slot
*Loot table changes
*A few quest items are now more durable
1.0.4008.24613
I finally fixed the 'items randomy unidentifying' bug, it's been bugging me for months.
*NOTE: This build will invalidate saved games
*Fix for items 'randomly' unidentifying
*Light sources no longer work from the thrown weapon slot
*Loot table changes
*A few quest items are now more durable
1.0.4008.24613
Unormal, this question has been asked before and I didn't see the answer. Are these builds that you post the ones on the website available to freely download? Or is there somewhere specific to get them?
I finally fixed the 'items randomy unidentifying' bug, it's been bugging me for months.
*NOTE: This build will invalidate saved games
*Fix for items 'randomly' unidentifying
*Light sources no longer work from the thrown weapon slot
*Loot table changes
*A few quest items are now more durable
1.0.4008.24613
Unormal, this question has been asked before and I didn't see the answer. Are these builds that you post the ones on the website available to freely download? Or is there somewhere specific to get them?
I update the primary exe and zip links whenever I post to my "builds" thread. Just download from the same link you originally downloaded from, it's always my latest build.
I finally fixed the 'items randomy unidentifying' bug, it's been bugging me for months.THANK GOODNESS. That bug was really annoying. Thank you.
*NOTE: This build will invalidate saved games...Aww, my guy with the 4d6 battle axe was still alive. Oh well.
As for 'worth it'... yeah, I think so. Source of easy to find energy cells, effectively free grenades, and occasionally the useful weapon (if you can't scrounge one up before you can tinker it up). So it's basically infinite utility items (ammo/grenades/autoinjectors) for a fairly small XP investment. I dunno what tier 3 tinkering does yet, but tier two (400 net SP, 500 if you count disassemble.) gets you stuff like electrobows and solar cells, so it's all good.
Also: Ancient Bones. To eat, or not to eat?Eat. FOR SCIENCE!
Can someone explain to me how the overland map scales with the individual area screens?9 screens per overland tile. Whenever you exit the overland screen you will always enter the middle of the 9 screens.
9 huh, hmm I'm pretty sure I've combed that area. And I'm sure I didn't kill him otherwise he would've have dropped a bunch of stuff.Maybe you missed him behind a bunch of trees in your initial sweep?
Is your merchant in an area full of those yellow trees? I'm currently cutting away all the trees with my sword...Yep. Found him in a large opening though. Also, I think you mean brown.
There's always the Disintegrate mutation :pOr that pyro one.
Tehehe, I've got a single rocket and a bunch of missile launchers. Who or what should I overkill with it?
Got it. Going to find and blast up a rustacean as soon as I'm done with the More Than Willing Spirit quest.Tehehe, I've got a single rocket and a bunch of missile launchers. Who or what should I overkill with it?
Tarran. Tarran, breathren. You know what must be done.
Find a rustacean.
Take pictures of its rockety demise.
This is really infuriating. Whenever I play, I get around to the rust wells or so, sometimes earlier, and then the game just slows down. It will freeze up, I'll move the buttons to move around, 5 minutes later I will move all at once, then I will eventually freeze again, forcing me to close the program. It's really stupid, and I don't know what's causing it. Any help?
I have a question...
Why is my save game >500mb?
I mean... really?
Isn't there an option to compress zone info in order to reduce save size?
I had only explored a few areas... And yet my save file was 500mb... That's excessive, I think. Not even DF world saves are that big. >.>
Would disable caching or something like that help? I'd rather have no persistence than 500mb+ save files.
I had only explored a few areas... And yet my save file was 500mb...To me, that sounds like a bug of some sort. My save is ~286mb and I explored quite a bit of the area around Joppa, all of Red Rock, two whole Rust Wells, All levels of The Grit Gate(excluding the levels below the "city" itself), and quite a few levels of Golgotha.
Oh, another report. The "Automatically disassemble scrap" option doesn't seem to be working for me. I have to manually disassemble all of my scrap, whether the option is on or off.Automatically disassemble setting only moves the arrow to the disassemble option. So when picking up scrap/selecting it in your inventory, you just have to press space again. It doesn't work when picking up and there are enemies nearby, but in the inventory screen, you just have to hold down space for a while after you're full of scrap and it will all be gone.
Ok, so I downloaded the latest and when I choose to start as a mutant, when rolling my character, it says 'press space to pick mutations' but this just ends up with the 'select calling' screen.
I can't examine the mutations to see what they do either (in the roll screen), which is really annoying.
Also, on the true human roll screen, down the bottom it says 'press space to pick mutations'
:-\
But thanks for updating this regularly and stuff. Really good game :D
edit:I don't think it's a bug; everyone hates the artifact worshiping zealot(that's why you can kill him without angering anyone). Especially Argvye, who plays around with artifacts himself.
Also, a few builds ago, I remember this strange bug. I don't know if it's been fixed or not, but the zealot went near argyve, and then argyve killed him :P
And what's the difference between masks? They don't have any visible benefitsQuite a few do.
I think light manipulation is my favorite starting mutation. No need for torches, and the lase ability can be used anytime with no cooldown.Well there is a cooldown. Each use of Lase reduces your light radius until at zero you cannot use it any more until your light recharges to one radius.
Aha, I hadn't realized. Still a useful ability I think. The permanent light source alone is great.Agreed, excellent mutation.
Also, I accidentally hit a firefly once with my bow and now fireflies randomly become hostile all over the game world. They are all neutral as usual, but suddenly now and then one of them will turn hostile. Am I marked somehow as a firefly killer? Or is this a bug?
Unormal, what is xrl? And also, what language are you using to program?
Very nice game! THanks for the efforts
Does leaving solar cells lying on the ground (and thus in the sun) allow them to recharge as the description implies?I haven't tried yet, but simply holding it on your hand doesn't work... So that's something to try.
I've been trying this game out. It's pretty good, how and where do you sell the stuff you find in adventures though?
Unormal, what is xrl? And also, what language are you using to program?
Very nice game! THanks for the efforts
We had a few ideas for roguelikes at the beginning; and I was working on a very generic underlying engine, so it was "X Roguelike". It's C#.
I've been trying this game out. It's pretty good, how and where do you sell the stuff you find in adventures though?
And are you using any external libraries?
I'm asking because I'm interested in learning and practising C# doing a RL.
Thanks for your answer!
Huh. That glowpad merchant went hostile for some reason and killed me. Took a while, because he bashed me to death with a suit of armor.
*Creatures will no-longer be willing to trade their own body parts awayHahaha.
*If there is only a single object on the floor when a get command is issued, it will pick up that item without showing a menuProblem with this; if there are two items on the ground(like, a desert rifle and some spare not loaded lead slugs for example) and you disassemble one you automatically pick up the second. This can be potentially annoying if you only hit g just to disassemble the first item and don't want the second one.
Yeah. I just ran into this, and apparently if you equip them you can't unequip them afterwards. Is there a fix for this?*Creatures will no-longer be willing to trade their own body parts awayHahaha.
Trade your arm away, create arm ladder....Is this a joke? Given that we're talking about ridiculous bugs anyway, I'm honestly not sure.
Yeah it's a joke.Trade your arm away, create arm ladder....Is this a joke? Given that we're talking about ridiculous bugs anyway, I'm honestly not sure.
*Fixed an exception when you die by teleporting into solid stone
Quote*Fixed an exception when you die by teleporting into solid stone
I am now on a mission to die this way. Oh, the wonderful, magical things this game has thought of... :)
That crazy robot is still down there as well. Only one zone south beyond the outskirts of Joppa... I'm dying to know what this thing is and I'm dying to take it out, but it doesn't look like that's gonna happen for a long time. I'll have to savescum this character until it's powerful enough to fight it.Spoiler (click to show/hide)
Edit: DAMMIT! First of all, hemophelia is the worst defect ever. Once I started bleeding, I couldn't stop no matter how many bandages I used and even with regeneration I bled to death from a tiny scratch. Then, I realized that putting my backup folder in the saves folder is a bad idea, since the game deleted the backup folder (which was nested) along with the original save when I died. So that character is gone for good. Bye bye, robot. Guess I'll just have to wonder forever.
Why does the backup folder get deleted, anyway? In all the other roguelikes I've played, I just put a folder in the saves folder called "backup" and copy my saves into it if I want to savescum for some reason and copy the entire folder for each save into it. It's never been a problem before. I guess I'd better keep them safely far away from the game folder in the future... Dammit dammit dammit.
i still haven't found out how to dig ... except for disintegrating the wall ... or a terminal ... on that note: what was the exact wording of the Terminal in the grit gate? i think i need to wish for that to continue ...
Also, for anyone wondering, shotgun turrets are a baaaaaaaaaad idea. It turns the entire area near it into a death trap if it spots so much as a glowcrow.
Wow, this game is quite impressive. I totally love the setting.They're what the items are made of. Like for example a desert rifle has <•••> which means it is made of 1 scrap metal, 1 scrap crystal, and 1 flawless crystal. Disassembling has a chance to net you some of the items listed(unless you've got the Expert Disassemble skill, then you get all of them). You can also build a desert rifle if you have the knowledge of the recipe and also have all the components listed above.
What are the colored circles in <..> next to some items' names?
But the water is so heavy! I need to find a better item for currency.Grab some nuggets; they are bought and sold always at the same price, so you never lose any money using them as a currency.
Anyone got any tips for surviving more than eight seconds?
Anyone got any tips for surviving more than eight seconds?Wait for eight seconds.
I've also found a decent way to gain your first level is to chuck two 'knicknacks' (artifacts) at Argyle for the XP if you happen to start with a pair. Usually it ends up being a grenade or two, or stat injectors that I hardly use anyway.
I've also found a decent way to gain your first level is to chuck two 'knicknacks' (artifacts) at Argyle for the XP if you happen to start with a pair. Usually it ends up being a grenade or two, or stat injectors that I hardly use anyway.You can also buy a metal folding chair from the merchant for cheap. They count as knicknacks and only cost a measly 0.02 or so drams.
Also, I somehow managed to bug my save by savescumming in such a way that I get the +1 to every stat of true humans at level ups, arent sure at what frequency though.Not a bug; Mutants get +1 to every attribute every 6 levels starting at level 6. It's normal, mutants do get +1 to every stat just at half the rate that true humans do.
Tip for anyone trying to get through some locked doors in The Grit Gate; use a missile launcher with HE rockets. It knocks the doors out of the way harmlessly, and robots don't seem to mind. Also, they don't do all that much damage so you can just stand next to a door and fire. It will cost a lot of rockets so I doubt it's practical. Still, it works.Somewhat silly, but I used the force shield mutation to push em
Yeah, I'm not a mutant though. So HE rockets are my only option. Still, I think it's much funner to use rockets point blank to blast open a door causing a major explosion and survive losing only 20 or so HP. The mental image is also quite nice.Tip for anyone trying to get through some locked doors in The Grit Gate; use a missile launcher with HE rockets. It knocks the doors out of the way harmlessly, and robots don't seem to mind. Also, they don't do all that much damage so you can just stand next to a door and fire. It will cost a lot of rockets so I doubt it's practical. Still, it works.Somewhat silly, but I used the force shield mutation to push em
Why does it take 200 turns to recharge harvest, even after you've bought the entire path? That makes the skill almost useless.
So HE rockets are my only option.
HE grenadesHE grenades work?
I'm now wondering if slam or hook'n'drag can move the things, though. Hrm...
Security doors probably won't be a problem by the time you hit Susa. Just take a round trip or two to the merchants and buy up some security cards. I had maintenance and law cards and could open every one I ran in to. Useful things.Haven't found a SINGLE one yet to buy or randomly generated in The Grit Gate. Seriously, none at all.
Those cards are also pretty good trade fodder, if you find spares. Of course, you're looking at... a lot... to buy them. Doable, though.
You can also just bash down the doors, at least technically. I've done it with a cheatmonkey level 100 character :P Remember -- if you can do one damage to the thing, you can hold down ctrl+direction until you tear it down... well, probably. The things regenerate a lil'. Honestly, a decent strength-spec'd character shouldn't have any problems with that.That's what I've been doing so far. It takes a while though.
Flaming hands can cause you to ignite, though, via setting other things on fire. Damage wise, though, it's pretty bloody solid.
Argh, why won't these twinning lampreys die?! I keep "kill"ing them, but they don't die. They aren't much of a threat, but they aren't going down either.
Can anybody point me to a fix for the game if it just comes up as a white screen and doesn't load (Big thread...)That happens to me every time I load the game, you just have to wait. The game is actually loading but it's hard to tell. I have to wait usually around 30 seconds before the game shows the main menu. Just wait 2 minutes and if that doesn't work post back.
Which of the shortcuts do you use? Common/with OpenGL filtering/Console?
Anyone know if there's a way to hotkey item activation, along the lines of skills? I've been playing CoQ via mouse a lil'*, and e-d-a-esc-esc (Activating my force bracelet and getting out of th'equip screen without removing the thing.) is much faster with th'keyboard. Also, for unormal, item activation via key (e-d-a, instead of scrolling down to the activate command) is a little awkward. It likes to leave the cursor on remove, and an accidental second space (to clear th'activation message) can remove the item :(
*Spoiler (click to show/hide)
Anyone know if there's a way to hotkey item activationYou can macro it with AHK (http://www.autohotkey.com/).
In other news, I've found the first Tinker III data disk I've seen. Anyone have any idea what a Timecube does? It sounds sexy.
Might give that a try... just now noticed AHK has an option that doesn't involve coding, so I might just be able to use it.Programming macros is rather easy. In your case it would be something like:
*The AI will get angry at the party leader of an object it gets angry atThat sucks for ego based characters. Anyway to tell your follower to not attack neutrals/friendlies. Charmed creatures attack everything.
New patch posted.Awesome.
*Point-buy for mutationsMutants are actually... weaker, now, in a sense. Perhaps considerably so. With th'random stuff, it was pretty easy to get three or four 4-5 'point' mutations, sometimes without defect. No longer! Will have to play more to see how it turns out. Still, control is, as usual, a blessing. Thank you~
*Readable books and papersAhahahaha! Folks, you really want to kill the zealot now. Drops a book that's about as valuable as an energy cell :P
*Renormalized the charge use of force braceletIt did last a while, dinnit it?
*Tinkered items may no-longer be disassembledAww, guess I won't get to constantly reuse my cells now. :P
Maybe just special case it so that expert disassembly doesn't work on tinkered items? You'd still be able to recoup a lil'bit from junk you made, just not all of it.
Not really a big deal. I've never really tinkered up anything I didn't plan on actually using, m'self, and didn't cotton on to th'breakdown cell trick. Was so cheap to make [energy] or chem cells conservation of bits wasn't really an issue.
This game is pretty awesome.
What does registering your copy do ?
A question about tinkering in general, when I disassemble a piece of something to yield a piece of crystal and scrap metal for example. I look at the 'Bit Locket' and see that I now have 1 of each scrap, however when I disassemble something else which would yield other things and another piece of crystal, the 'Bit Locker' will still show that I only have 1 piece of crystal. I'm not sure if I am reading it wrong though so any help is appreciated.
While I'm not normally one for ASCII rouge-likes (other than doomrl which doesn't have too many monsters and items) I've been enjoying this so far. Haven't actually found any caves yet, am not sure how to avoid running into too powerful monsters when it's often impossible to run away and I once found a buckler that would increase my AV when equipped, which I'm wondering whether it was a bug.
My biggest problem would be the status panel flipping from the right to left and vice versa really annoys me for some reason. Is it possible to get an option to keep it on one side? (Assuming I'm not being an idiot and there is already one that I missed)
If acid can melt through everything, why doesn't it melt the canteen?
I cannot suspend my disbelief! :o
Did you upload it? I downloaded the zip version twice and mine still says 1.0.4015.37529.
Unormal, after loading a game I get this every action:Spoiler (click to show/hide)
I have a question. In the debug options, what spcifically are the incomplete/unimplemented features mentioned? (I'm playing an older version, the second release I believe)
E-mail me the saved game. Sure it's not from an older version?The game was from an older version; 1.0.4015.37529. But it was fine when I first tried it and then some for quite a while.
I wish this ran on my computer, but apparently my graphics card cant handle it. Does it have some amazing graphics?
oh that works, is the other version tiled or is it the same?
just dl'd and fired this up. Im impressed. Done the first mission to red rock with a regular human preatorian, clubing lots of critters with me sword. Not really sure what to do now. Is this a quest based game like adom, or a more just go and do stuff game, i expect you can do both but if theres a main storyline id like to try and follow it.
There are some unforgiving things in this game some times.
Umm... Umm... Unormal, I've got a friendly evil twin without even doing anything to him... That's certainly a bug.
Also, I got a glowpad stem and a glowpad root system in the same screen, which I've never gotten before. So I have a feeling that this one screen is bugged in some way.
Edit: And I got this four or five times every turn after that after returning to the same screen from the cave below;Spoiler (click to show/hide)
This is similar to that bug from the game I sent you before Unormal. I have a feeling the evil twin mutation might be the cause of that bug.
Really wish I could play this! Crashes straight after character creation (console mode).
Crappy intel laptop. Grumblegrumblegrumble.
Do you get an exception?
Do you get an exception?
Yup:
RunSegment:System.Runtime.InteropServices.COMException (0x8007007A): The data area passed to a system call is too small. (Exception from HRESULT: 0x8007007A)
at ConsoleLib.Console.TextConsole.WriteConsoleOutput(IntPtr hConsoleOutput, CHAR_INFO[] lpBuffer, COORD dwBufferSize, COORD dwBufferCoord, SMALL_RECT& lpWriteRegion)
at ConsoleLib.Console.TextConsole.DrawBuffer(ScreenBuffer Buffer) in X:\Documents\Programming\C#\XRL\ConsoleLib\ConsoleLib.Console.cs:line 2180
at XRL.UI.WorldCreationProgress.Draw() in X:\Documents\Programming\C#\XRL\XRL Application\Game Core\UI Elements\World Creation Progress\XRL.UI.WorldCreationProgress.cs:line 79
at XRL.UI.WorldCreationProgress.NextStep(String Text, Int32 TotalSteps) in X:\Documents\Programming\C#\XRL\XRL Application\Game Core\UI Elements\World Creation Progress\XRL.UI.WorldCreationProgress.cs:line 94
at XRL.Core.XRLCore.NewGame() in X:\Documents\Programming\C#\XRL\XRL Application\Game Core\XRL.Core.cs:line 1550
at XRL.Core.XRLCore.Start() in X:\Documents\Programming\C#\XRL\XRL Application\Game Core\XRL.Core.cs:line 2276
at XRL.EntryPoint.Main(String[] args) in X:\Documents\Programming\C#\XRL\XRL Application\Game Core\XRL.EntryPoint.cs:line 64
If there is an easy solution that would be awesome! But this thing (intel GMA 950) is more than a little notorious for incompatibility with games that I don't dare get my hopes up.
QuoteThe game is built in .NET 2.0, so you'll need to install the .NET framework in order to run it; and it'll be Windows-only (sorry Mac/Linux guys, but it'd have taken me many times longer to do a project of this scope in c++).
Wine has .net
http://appdb.winehq.org/objectManager.php?sClass=application&iId=2586
Not quite. You have to install the framework just like you do for Windows.
Not quite. You have to install the framework just like you do for Windows.I thought that was part of wine having... anything... You know...
I have a small request. Could you make the stairs bright white or perhaps bright red or some other color while they're not being seen? Would make it easier to identify them when done exploring a level and wanting to go down/up.Yeah, it's quiet annoying trying to find them. I would like them bright white out-of-sight too.
when you press alt, the space with the stairs turns bright pink.Yeah, but would be nice to have them bright as default.
when you press alt, the space with the stairs turns bright pink.Yeah, but would be nice to have them bright as default.
Actually, DON'T OPEN THE ARMORY! It has a lot of robots and they will cause a LOT of slowdown in your game, no matter where you are.Unless you kill them.
Anyways, I did in fact die, killed by an albino ape. For a roguelike, it's surprisingly intuitive and easy to pick up. Navigation is simple, keybindings are all to predictable keys (and you can set them yourself!),
Oh look, I think this guy is the leader of my tribe thing, that guy said that keybindings are predictable.. *presses T, moves square to npc and presses enter* OH GOD EVERYTHING IS ON FIRE I'M SORRY I WAS JUST TRYI-
Unormal, I don't think you fully fixed the shopkeepers selling body parts(though I think you might've fixed them selling their own body parts) because the Glowpad merchant in my game is selling salthopper mandibles.
Is there some alternative to torches? I started up a melee character and I either have to sacrifice my shield of sword to be able to see anything, almost anywhere.Glow orbs function like a torch. Floating glow orbs do as well, and don't take up a hand slot. There is a possibility of getting a helmet with a lantern, and as a mutant you could get the light manipulation ability as well.
Is there some alternative to torches? I started up a melee character and I either have to sacrifice my shield of sword to be able to see anything, almost anywhere.
Only a bucklerIs there some alternative to torches? I started up a melee character and I either have to sacrifice my shield of sword to be able to see anything, almost anywhere.
correct me if im wrong, but cant you equip a sheild to your arm rather than hand?
Try pressing F9, I think that the rest of the level might've been generated separated from that corridor.I know it was, but the mag gen sometimes does levels similar to that. This is the 3rd time I get a level just like that, except this is the first time there was nothing connected to the corridor.
Also, aren't Target Rifles a little redundant if they're(as far as I can tell) exactly the same as Desert Rifles?
Target Rifles can still fire without any ammo loaded.
I'd say that's a bit of a difference :PIt's a bug though, since you can load ammo into the Target Rifle. Otherwise not taking ammo would seem like a feature, not a bug.
Seriously though, maybe they're more accurate? Tried firing a few dozen rounds off into the distance and seeing if the bullet spread is less than desert rifles?Personally, I didn't try comparing them a whole lot since both of them are pretty darn inaccurate. But the damage is the same, the armor piercing is the same, the clip is the same, and they both cost exactly the same, so I'm pretty sure they're the same.
Unormal, bug; Target Rifles can still fire without any ammo loaded.
Also, aren't Target Rifles a little redundant if they're(as far as I can tell) exactly the same as Desert Rifles?
Yep, got it through a disk.Unormal, bug; Target Rifles can still fire without any ammo loaded.
Also, aren't Target Rifles a little redundant if they're(as far as I can tell) exactly the same as Desert Rifles?
They're a test item that takes no ammo, I assume you got them through a data disk? I'll disable the data disk, they shouldn't spawn.
That's unfortunate. I found a strange artifact that I couldn't identify more than "A Club." I fired it at enemies for ages before it eventually stopped firing. I never could identify it.You should've used the Identify option from traders. It would've completely identified that bow straight up for a few drams.
I died. It turns out that it was some kind of electric bow. That thing was awesome. I could fire it across the entire width of the screen and pretty much always hit my target. Each hit was basically a kill shot. Normal rifles were no comparison to that thing.
That's unfortunate. I found a strange artifact that I couldn't identify more than "A Club." I fired it at enemies for ages before it eventually stopped firing. I never could identify it.You should've used the Identify option from traders. It would've completely identified that bow straight up for a few drams.
I died. It turns out that it was some kind of electric bow. That thing was awesome. I could fire it across the entire width of the screen and pretty much always hit my target. Each hit was basically a kill shot. Normal rifles were no comparison to that thing.
That's awesome. Thanks. Apparently I didn't read the help files enough.Also, there's also the Repair option for when things get rusted. Costs only 1 dram instead of 1 fix-it spray(around 12 or so drams).
Mm... could have teleported there :PI think it's random. Sometimes you get to go first, sometimes they do.
Still kinda' surprised they didn't decide to off you right when you stepped onto the level. Is there even a pause between entrance and action? I certainly remember being set of fire before getting off the starts in th'past...
Ow... This patch makes a lot of things harder....
Drillbots are already a pain and will be even more now. :V
*Point-buy for attributesYay, finally! It was so annoying rolling again and again for a half-way decent starting attribute set.
*Tier 1+ scrap is now somewhat more commonThat's good, since it was quite rare to find even one scrap of tier 2 or so scraps even in Grit Gate+ difficulty areas.
*Robots will now ocassionally drop scrap when killed, and the Scavenger power now functions as intentedGood, I was thinking that robots were kinda lacking drops despite being high-tech... Well... Robots.
*Monster buffs: Drillbot drills have a higher penetration bonus,Oh god. As if their high HP and their ability to dig through walls wasn't enough. D:
Agolot Cultists have more HPGood, they were quite weak.
*Monsters will swap positions with each-other much less oftenGood, I found it strange when monsters would just stop at the start of a corridor constantly switching places.
*Slumberlings and Great Saltbacks now have the proper natural weaponsSo now sluberlings will actually pose a threat? Good, I found them way too easy for "Impossible" difficulty.
*Increased the base cost for repairing an item at a merchantAw, I guess 1 dram repairs are done then eh? Well, the discount was good while it lasted.
*Increased the cost to identify unknown items at a merchantI can't say I dislike this since items were already way too cheap to identify.
*Monsters below the player's tier grant reduced XPI guess that's it for grinding low-level monsters eh?
Oh, I noticed you forgot to add the option to make the stair colors always bright. (Or perhaps a more noticeable color)
Unormal, may I suggest some more defects? Because the defects seem a bit neglected to me.
[/spoiler]
What do you think?
I have a question though, is there a way to insert items into chests? I couldn't find anything when I searched the thread.Don't think so. But why would you want to anyway? It's not like laying things on the ground will do any harm, since things don't get picked up by monsters and levels don't clear out. The only danger is acid and fire monsters, but they would be dangerous anyway since chests can be destroyed by them too.
(http://i56.tinypic.com/289wjd3.png):o
FreezeZoneThread:System.Exception: Exception serializing part Mutations : System.NullReferenceException: Object reference not set to an instance of an object.
at XRL.World.Parts.Mutations.SaveData(SerializationWriter Writer) in X:\Documents\Programming\C#\XRL\XRL Application\World\Game Objects\Parts\Mutations\World.Parts.Mutations.cs:line 46
at XRL.World.IPart.Save(SerializationWriter Writer) in X:\Documents\Programming\C#\XRL\XRL Application\World\Game Objects\Parts\World.Part.cs:line 74
at XRL.World.GameObject.Save(SerializationWriter Writer) in X:\Documents\Programming\C#\XRL\XRL Application\World\Game Objects\World.GameObject.cs:line 256 : ---> System.NullReferenceException: Object reference not set to an instance of an object.
at XRL.World.Parts.Mutations.SaveData(SerializationWriter Writer) in X:\Documents\Programming\C#\XRL\XRL Application\World\Game Objects\Parts\Mutations\World.Parts.Mutations.cs:line 46
at XRL.World.IPart.Save(SerializationWriter Writer) in X:\Documents\Programming\C#\XRL\XRL Application\World\Game Objects\Parts\World.Part.cs:line 74
at XRL.World.GameObject.Save(SerializationWriter Writer) in X:\Documents\Programming\C#\XRL\XRL Application\World\Game Objects\World.GameObject.cs:line 256
--- End of inner exception stack trace ---
at XRL.World.GameObject.Save(SerializationWriter Writer) in X:\Documents\Programming\C#\XRL\XRL Application\World\Game Objects\World.GameObject.cs:line 320
at XRL.World.SerializationWriter.WriteGameObjects() in X:\Documents\Programming\C#\XRL\XRL Application\Serialization\FastSerializer.cs:line 2128
at XRL.World.ZoneManager.FreezeZoneThread(Object oZ) in X:\Documents\Programming\C#\XRL\XRL Application\World\Zones\World.ZoneManager.cs:line 380
RunSegment:System.NullReferenceException: Object reference not set to an instance of an object.Actually, it spams me with that bug whenever I move.
at XRL.World.Parts.Mutations.HasMutation(String MutationName) in X:\Documents\Programming\C#\XRL\XRL Application\World\Game Objects\Parts\Mutations\World.Parts.Mutations.cs:line 106
at XRL.World.Parts.Stomach.FireEvent(Event E) in X:\Documents\Programming\C#\XRL\XRL Application\World\Game Objects\Parts\World.Parts.Stomach.cs:line 163
at XRL.World.GameObject.FireEvent(Event E) in X:\Documents\Programming\C#\XRL\XRL Application\World\Game Objects\World.GameObject.cs:line 1083
at XRL.Core.ActionManager.RunSegment() in X:\Documents\Programming\C#\XRL\XRL Application\Game Core\XRL.Core.ActionManager.cs:line 128
Just found an underground passage from Red Rock to Joppa. I'm pretty certain it's not supposed to happen, because I popped out of the western pool.Sounds handy though...
Just found an underground passage from Red Rock to Joppa. I'm pretty certain it's not supposed to happen, because I popped out of the western pool.Hahahah, that is awesome.
Hey, you can enter the passage from Joppa so it isn't one-way! It's the bottom-right corner of the four-square square area between the two farmers, west pool. Handy for getting loot.
What the piss! I'm like 99% done exploring the entirety of the place, and SUDDENLY THERE'S A DRILLBOT. IN RED ROCK. That makes no sense!Yeah, I encountered drillbots in the tunnel system before long time ago. Went up a stairway somewhere in the tunnel and then drillbots EVERYWHERE.Currently running for my life.Successfully evaded. I can only use the Joppa Route now because it's guarding the regular route.
So I'm curious if this is intended as it's been this way for a few versions. The description for the harvestry skill says "Grants the activated ability to harvest plants." but when you buy harvestry you don't actually get that ability, you then have to buy Harvest to gain it. I ask because the description is similar to the butchery skill and buying Butchery grants the butcher ability without additional purchase.
Harvestry is the skill category and costs 25sp to unlock. Inside it is Harvest, the action, and it costs 50sp to unlock.So I'm curious if this is intended as it's been this way for a few versions. The description for the harvestry skill says "Grants the activated ability to harvest plants." but when you buy harvestry you don't actually get that ability, you then have to buy Harvest to gain it. I ask because the description is similar to the butchery skill and buying Butchery grants the butcher ability without additional purchase.
Isn't Harvestry cost 0 and it auto-unlocks?
Yeah, that doesn't really make sense. I'd suggest fixing that, since the skill header doesn't really do anything I think. Other sections having costs make sense, but when you have one that's a tiered tree, having the beginning skill and the skill header cost different seems unnecessarily complicated. Not by much, but at least a little.I'm not saying it should or shouldn't cost, just wondering which way is intended. Harvestry uses almost the exact same wording as butchery, but butchery grants butcher for free where harvestry does not grant harvest.
I have a question though, is there a way to insert items into chests? I couldn't find anything when I searched the thread.Don't think so. But why would you want to anyway? It's not like laying things on the ground will do any harm, since things don't get picked up by monsters and levels don't clear out. The only danger is acid and fire monsters, but they would be dangerous anyway since chests can be destroyed by them too.
I have a question though, is there a way to insert items into chests? I couldn't find anything when I searched the thread.Don't think so. But why would you want to anyway? It's not like laying things on the ground will do any harm, since things don't get picked up by monsters and levels don't clear out. The only danger is acid and fire monsters, but they would be dangerous anyway since chests can be destroyed by them too.
Would be really nice not to have autopickup occur on the items you store when you try to sort them into piles. True, I can turn autopickup off, but it would be nice to just be able to have chests to store things in and not have to worry about it.
Yeah, that doesn't really make sense. I'd suggest fixing that, since the skill header doesn't really do anything I think. Other sections having costs make sense, but when you have one that's a tiered tree, having the beginning skill and the skill header cost different seems unnecessarily complicated. Not by much, but at least a little.I'm not saying it should or shouldn't cost, just wondering which way is intended. Harvestry uses almost the exact same wording as butchery, but butchery grants butcher for free where harvestry does not grant harvest.
Good to know. :)Yeah, that doesn't really make sense. I'd suggest fixing that, since the skill header doesn't really do anything I think. Other sections having costs make sense, but when you have one that's a tiered tree, having the beginning skill and the skill header cost different seems unnecessarily complicated. Not by much, but at least a little.I'm not saying it should or shouldn't cost, just wondering which way is intended. Harvestry uses almost the exact same wording as butchery, but butchery grants butcher for free where harvestry does not grant harvest.
Yeah, this is a bug; though the overall cost wouldn't change.
Yeah, that doesn't really make sense. I'd suggest fixing that, since the skill header doesn't really do anything I think. Other sections having costs make sense, but when you have one that's a tiered tree, having the beginning skill and the skill header cost different seems unnecessarily complicated. Not by much, but at least a little.I'm not saying it should or shouldn't cost, just wondering which way is intended. Harvestry uses almost the exact same wording as butchery, but butchery grants butcher for free where harvestry does not grant harvest.
Yeah, this is a bug; though the overall cost wouldn't change.
Personal storage is oft requested, and it'll go in sooner than later (weeks not months probably).
For th'interim, or if that's not implemented, just unbind all the function keys. They're only for debug stuff, anyway -- well, except for F1. Maybe just have them all unbound by default?
E: Though I just noticed I'm not entirely sure how you'd do that. Hrm.
Well, there's the quite roundabout way of assigning all the debug keys to something else, say 'w', then reassigning w to walk once that's done. Effort :-\
E2: Slumberlings can also charge now, apparently :-\Actually, they've been able to for quite a few versions. They just don't do it all that often.
E.3: Just genned Praetorian is holding a scoped desert rifle in one missile weapon slot. Lets me dual up a pistol in the other without hesitation. Firing's working, but's going to be a bit before I can check and see how akimbo reacts.I was curious if the desert rifle is supposed to be one handed.
Oh, huh. Oops. You can, uh, berate yourself. It... it's a decently nasty debuff, apparently. I'm seeing -10 quickness (possibly -10%, I'unno.), -3 ego, -4 willpower, -4 DV. MA drop, too.i was wondering about this post when i found one and thought i could kill it, yea i was so wrong.
E: Slumberlings are hardcorelazy bastidsnarcoleptics. They can fall asleep while on fire.
E2: Slumberlings can also charge now, apparently :-\
E.3: Just genned Praetorian is holding a scoped desert rifle in one missile weapon slot. Lets me dual up a pistol in the other without hesitation. Firing's working, but's going to be a bit before I can check and see how akimbo reacts.
i was wondering about this post when i found one and thought i could kill it, yea i was so wrong.So you ignored TWO warnings((Mine (http://www.bay12forums.com/smf/index.php?topic=73201.msg1865642#msg1865642)))? Well, can't say it wasn't all your fault.
Have a care, especially with those sowers; deem goatbuggers are a serious step up from snapjaws :-\No kidding. Just one bad spawn that creates a single goatfolk usually ends my early-game guys that are killing everything else.
Hm, found something strange; went down the under-the-pond route to Red Rock and apparently I finished the first objective the second I went down the stairs; Travel to Red Rock. I also found Baboons in the level, which never has happened before. I think the game might've thought that the first underground level is the top Red Rock level.Same happened to me. Exactly. Got the quest update and then found baboons.
Hm, found something strange; went down the under-the-pond route to Red Rock and apparently I finished the first objective the second I went down the stairs; Travel to Red Rock. I also found Baboons in the level, which never has happened before. I think the game might've thought that the first underground level is the top Red Rock level.Same happened to me. Exactly. Got the quest update and then found baboons.
Unormal, bug; with the highlight stairs option, I can see stairs(or more accurately, pink squares) even though I never even saw them before.
Oh, you ninja-updated. You sneaky thing you.Unormal, bug; with the highlight stairs option, I can see stairs(or more accurately, pink squares) even though I never even saw them before.
Make sure you grab the latest, I posted a fix. Amazon might not have updated.
Does this game have a wiki yet?
The Esper and Chimera Morphotyoes block off defects as well as mutations. They didn't do this before, when you had them as character types. Is this intentional? Also, the bonus they give you is about equal to the penalty of not being able to pick physical mutations in the beginning. Maybe they should just cost 0?No they always blocked off the opposite type defects as far as I'm aware. As far as I'm aware they have no effect other than restricting your choices, and are useful only if you go for the random mutations.
also, using clairvoyance makes the enemies revealed act as if they can see you. Several times i have used it only to see everything swarm out after me. This a bug?
A character before that, I learned that goatfolk shaman apparently just have random mental mutations. Met one with th'fugue. It didn't end well for me. It did end with like 5 purple gs on the screen.Heh, that reminds me of one time I found a goatfolk shaman that had both temproal fugue and a laser rifle. It did not end well. :P
Are there any plans to implement some sort of stealth mechanic by any chance?
Are there any plans to implement some sort of stealth mechanic by any chance?
Yeah, we have some thoughts on the matter, but I wouldn't expect it before the whole barathrumite plot line is winnable. (awhile)
Hey where is the second glowpad merchant I heard someone talk about? The first one is always close by Joppa, but I can't find the second one. Anyone know?Based on my experience, I'm pretty sure there's only the oddly hued glowpad merchant.
EDIT: One looks exactly like a normal glowpad (purple), that one isn't on the overhead map, you have to find him randomly.How rare is he? Because I've been exploring the marshes for quite a while and... Nothing.
There's two glowpad merchants, I had both in two past games.
EDIT: One looks exactly like a normal glowpad (purple), that one isn't on the overhead map, you have to find him randomly.
I savescum alot to find him. I pretty much comb all the marsh zones around Joppa, and whenever I arrive at a new section, I save and then go and wipe out the zone slowly, if he appears then I reload the save so I can take out his friends without him seeing. Out of I dunno.. 100 games probably? I've only seen him about 10 times, with 9 of those games actively searching for him. I remember I posted a screen shot of him earlier in this thread.Yeah, you did post an image of him earlier.
Yeah he just restocked for me and has more cool items..
http://i.imgur.com/JVhWO.jpg
I encountered him two screens east of Joppa. Now I'm going to update and pray that I find him again.. He reminds me of Gheed from Diablo 2.
Can I fill up my waterskins?
And how.
(my first guy died when I tried to 't'alk to the first quest-giver)Same here, we should make a club :P
Nothing terrible happened when I made my guy drink amoeba slime. I was a bit disappointed.Can I fill up my waterskins?
And how.
Stand over any liquid > press space > get liquid/fill desired waterskin > viola
But be reminded that drinking anything other than fresh water is a terrible idea.
Also: Do dominated/proselytized creatures ever gain experience or level up? When my dominated farmer journeyed to red rock and killed some stuff my character gained exp but the farmer did not and when my proselytized farmer killed something (not under domination) neither of us gained exp. (I checked his exp with dominate) I figured out that I could drop weapons/armor on the ground and then dominate my proselytized friends to make them pick up and equip them. That's pretty cool and it would make it even cooler if my buddies could level up etc.No, I don't think they can level up.
I've noticed a couple of weird bugs related to doors:Did one of your hands have a lit torch?
1) When I attacked a security door, it would start to burn. My character did have the fire hands mutation, but he was wielding weapons in all hands, and as far as I know the mutation never caused anything else to just catch on fire.
2) I had the trip skill (part of axe proficiency) learned, and I would occasionally 'trip' the door and cause it to 'fall down'
Also I once accidentally hit a giant dragonfly with an arrow. The dragonflies starting chasing me, but they stayed 'flying' and could not melee me.
Oopsihittee's Disease: It's a rare form of Tourette's Syndrome wherein the afflicted individual occasionally throws grenades at individuals with whom they intend to converse.
Am I the only user who's used to space being the general key? o_O
OR... you could just run it in console mode from the start menu?eww vista...
(http://i54.tinypic.com/2le2b60.jpg)
I think there's a "disable permadeath" option somewhere.Also the save key F6 and the load key F5. There's also an option to enable them, in the Debug section, though I'm not sure if you really need to enable that option to save and load.
Nope. But you end up swimming in food after a while anyway. Some creatures don't give food though.
Edit: The actuall meat is just added to your inventory automatically.
*Vendors no-longer carry many nuggets by defaultAww. No more goldsies?
*Doubled the carrying capacity of most water containersYay! Now I can actually pick up a bunch of filled water containers without becoming overburdened and unable to move.
*Liquids now weigh 1/4 lb per dram, down from 1 lb per dram
*Recoilers now require an energy cellWelp, guess I won't be using them as often now.
THANK YOU for the update making water less heavy.I'm not sure why you think the thread is dead. 2 days without posts, especially over monday/tuesday, is hardly enough to declare thread death.
Sad that this thread partially died though :(
Yay! thank you.
this may yet be too restrictive, but it's likely never to go back to quiet as easy-money as it used to be.Yeah, no kidding! Just checked the price on Data disks and, wow, nearly 300 drams. Not impossible to get, just needs a LOT more grinding than before the increase.
this may yet be too restrictive, but it's likely never to go back to quiet as easy-money as it used to be.Yeah, no kidding! Just checked the price on Data disks and, wow, nearly 300 drams. Not impossible to get, just needs a LOT more grinding than before the increase.
I'm much more open to the consideration of dropping the price on some key items like Data Disks, since they're pretty central to an entire play style, than the prices overall. Really we probably need to add another avenue for aquring Data Disks rather than just vendor purchase, like reverse engineering disassembled items or whatnot.Yeah, like a 5% or so chance(or go by levels, 20% for level 1, 10% for level 2, and 5% for level 3) to figure out the recipe from disassembling along with a 10% chance to rebuild the item regardless of whether or not you get the recipe.
in regards to data disks, maybe you should make the different tiers cost different amounts? it seems kinda strange that a disk for a sphere of negative weight should cost the same amount as a disk for a mark one HE grenade.
Hooks for feet means you cannot wear shoes. Not sure if there are movement penalties, but I could try some time.Turns out, there is a penalty; 10 MS. Which, in the early game, is a killer if you don't have Force Bubble or Domination.
Disks should be proportional to the item's cost. Perhaps 5-10x the price of the base item?
Tarran: you're playing a low ego character, right.? I'ts not so bad if you're playing a high ego character. It's still pretty killer, though, especially in the early game.No, I'm playing a baseline ego char, which is crazy for those prices.
And they should be... It was stupid to have extreme things like launchers and mega powerful weapons for 200 drams.Disks should be proportional to the item's cost. Perhaps 5-10x the price of the base item?
Neh. This would make some of the disks pretty expensive. Like in the 1000's range.
I think there should be more valuables with a higher price, to compensate.
*Teleport Other will no-longer teleport the player into un-escapeable areas
A walled off room surrounded by Fullcrete. That stuff is extremely hard to get through if you don't have acid or something similar.*Teleport Other will no-longer teleport the player into un-escapeable areas
Inescapable areas? you can dig through walls. slowly, perhaps, but still- how do you end up in an inescapable area?
It's easy even for a high strength character to run out of capacity multiple times in a single dungeon, at which point you recoil out, dump off the vendor junk, and go back in for round two.
:/ Thanks anyway.
memory leak? how big was it?
Bug fix patch:Wait so this means...? Thank you if this means the game will run!
*Added a batch file to launch caves of qud in console mode
1.0.4043.41148
*Fixed a mutation-related exception in deep object copies (evil twins, fugues, etc.)Yay! Now we can actually pick that defect without worrying about the game becoming unplayable.
*Fixed an evil-twin specific exception
*Added a batch file to launch caves of qud in console modeReally? I don't see a .bat file in the zip download.
unormal, the new build is great.
I do have a question, though, and it's going to sound silly considering the more or less stable, powerful state of the current crafting system. Are you ever planning to have more detailed crafting implemented? You know, in the long term. The current one is fine, but it seems like the kind of thing that might fit the game. :)
What kind of crafting system do you eventually want? can you describe it to us?
Wow, that settlement thing sounds AWESOME. Hinterlands and the Fallout 3 settlement mod comes to mind. That'd be cool if you can give the citizens in your town jobs, like woodcutter, hunter, etc.. and with the resources you can direct it towards building the town and stuff.
Wow, that settlement thing sounds AWESOME. Hinterlands and the Fallout 3 settlement mod comes to mind. That'd be cool if you can give the citizens in your town jobs, like woodcutter, hunter, etc.. and with the resources you can direct it towards building the town and stuff.
So... Dwarf Fortress?
4. More general world/townbuilding - In the dim future (maybe never) I would like to add a major plot that would allow you to grow and defend a settlement in the world, with the 'win' condition for that being surviving a certain set of events, and providing for a thriving settlement. This would be a long time from now, and might just end up being a seperate game if it happens.
Hey, is anyone else seeing rapidly ballooning memory requirements? If I didn't know better I'd say you were trying to hold everything that got built in active memory, but that wouldn't even account for it - how you unpack a 9 mb save file into 600 megs of active memory is beyond me. My computer just can't hack it; the pagefile explodes and the hard drive starts thrashing. Which is a shame, because I really like the first couple hours before it becomes unplayable.
but it gets a little wanky at timesI think you mean wonky, or cranky.
I found an issue. Quests dont clear when you restart a game with the same file. Probably causes some memory bloat problems.
Don't be afraid to run. If you can't handle the foe you are facing, lead it back to town and the warden will kill it, assuming it started hostile.Except evil twins. One time I was running around the warden and he did nothing. Nothing, at, all. Same with the farmers, they just ignored the evil twin.
New suggestion: Evil twin dilemmas regarding guards should be resolved in classic Which one is real style and have a 50% chance of death.Don't be afraid to run. If you can't handle the foe you are facing, lead it back to town and the warden will kill it, assuming it started hostile.Except evil twins. One time I was running around the warden and he did nothing. Nothing, at, all. Same with the farmers, they just ignored the evil twin.
but it gets a little wanky at times
Quick question: Do new enemies and/or items spawn, if you're away from a location for long enough?
Aw, beguiling is now offensive? :(
How about making it so beguiled/converted npcs don't attack friendly? I hate moving back in town just to have a huge silly fight.
*Metal, Crysteel and Stone will generally no-longer catch fireGood. It never made sense to me why fire was destroying metal and stone.
*Added specific heat (water shouldn't generally instantly turn to steam if you put yourself out in a pool, unless you're very hot)Thank goodness. Now I won't have to worry about walking onto water and it turning into steam and instakilling me whenever I'm on fire.
This looks pretty fun. I set the game up and have gone through about 4 characters now. I get the quest to bring back the creature's corpse but I keep getting killed by some red chameleon with horns, ugh.Yeah, be careful with them, they're quite dangerous for low level characters.
On my most recent character, I got a corpse but apparently it wasn't the right one so I have to go back and keep searching. Man, this game is almost as confusing to a newbie as DF.You have to get a Girshling corpse, they're the creatures eating the watervines.
Any experienced players have any tips? Each new character I use true human and I divide all skill points evenly to 18 except for STR and toughness which I put to 19. My last few characters have been praetorians.Here's a few tips:
Just wondering, but is any kind of stealth element going to be brought in?
Right now it's more like 'ohshitohshit runrunrun' if you see something bad
So is this an MUD, a Roguelike, or a DF style game? If it's a DFlike, is it adventure mode, dwarfmode, or both?Roguelike.
I have a big problem. One of my characters has finally gotten off to a good start, but....Reveal the map (press F9) and then press it again so you don't continually reveal maps, look for the stairs, then start force-attacking through walls and such until you get to the stairs.
I went to explore the lair of a Legendary Horned Salamander. The stairs have been periodically vanishing, and now I'm sort of...stuck. Is there any way to dig my way out, or am I screwed?
If you have a recoiler, you can use it to get out. Otherwise, huh, the stairs shouldn't disappear.I've personally had stairs not appear where I entered levels from before.
Otherwise, huh, the stairs shouldn't disappear.It's a very jagged cave. I think it's representing the stairs dropping off, or somthing.
Good News: I've gotten back to the second level, and there's a staircase to the surface.I have a big problem. One of my characters has finally gotten off to a good start, but....Reveal the map (press F9) and then press it again so you don't continually reveal maps, look for the stairs, then start force-attacking through walls and such until you get to the stairs.
I went to explore the lair of a Legendary Horned Salamander. The stairs have been periodically vanishing, and now I'm sort of...stuck. Is there any way to dig my way out, or am I screwed?
Bad News: The motherfucking staircase leads into freaking shale. I can't attack it with Ctrl+Subtract like it says I should....
I wished up this "Joppa Recoiler" you have told me of. My last power cell later, it doesn't seem to do anything. (I assume it's supposed to recoil me to Joppa?)Yeah. How charged was your cell? I'm pretty sure the recoiler takes a lot of power (from a full chem sell to a low chem cell). You might want to wish up a full cell, too, if you need it.
....I died....Yeaaaaaahh, those guys can kick the crap out of you. You'll want to be fairly high leveled or have ranged weapons/mutations and force wall/bubble.
*smashes keyboard wildly*
I accidentally attacked one of those hibernating creatures :P
....I really shouldn't keep this thing, given how I obtained it. But I think that I will.Ah, cheating temptation is setting in I see. Well, you can say you paid for it by buying crap from a merchant (about 60 drams for the recoiler I think?) worth that of the recoiler and dumping it on the ground. ;)
Guess. Guess what goddamed quest I was returning to Joppa when I got stuck in that cave. I guess the whole cheating thing is no longer an issue, now that I have an honest Joppa Recoiler.....I really shouldn't keep this thing, given how I obtained it. But I think that I will.Ah, cheating temptation is setting in I see. Well, you can say you paid for it by buying crap from a merchant (about 60 drams for the recoiler I think?) worth that of the recoiler and dumping it on the ground. ;)
Is that a bug? I don't understand ... should it just say empty waterskin?Yeah, empty waterskins are just called empty waterskins.
Did you buy it and see if you could pour anything out, etc. or if it changes when you add liquids to it?No, not yet. Trying now.
So... I've had my first experience trying this game. After futzing around with a couple throwaway characters, I thought I'd found a good (i.e. cheap) combination in being a Gunslinger Mutant with the Spinneret power. I'd lure enemies towards me, trap in a web, and blast them to pieces at close range.Which weapon did you use? Most of guns avaliable early totally suck. You will start killing things much later, with various modded advanced guns. Muskets just don't cover it, swords are much better in the beginning.
I tried this plan with a Salamander, and it worked fine. The main problem was that, even with a base Agility of 24, it took over a dozen shots from two tiles away to kill the thing. And after all that expended shot, I got no notable experience and no items of any kind. Attempts to repeat this plan with multiple enemies resulted in a very quick death, since even with 24 Agility, I moved slightly slower than almost everything (including tortoises, insultingly enough) and I don't believe I actually dodged even one attack.
Now, if combat is supposed to be that unforgiving and that unprofitable, fine. Even for a Roguelike though, that's pretty hardcore. And it'd be nice if there was an upfront warning saying "hey, you're not going to get anywhere trying to play this game like you would NetHeck," but probably more diplomatically. If combat is not supposed to be that unforgiving and unprofitable, then consider this my critique of the Beta.
Apparently I started with a data-disk of a 'Corrupt Banana'. Anyone know what that is?Monocle if flavor I believe, the disk lets you learn how to make a corrupt banana, a sort of explosive device. Not sure where it falls on the power scale though.
Also, what does a telescoping monocle do?
Confuze does that.Really? Huh, he didn't use it on me while I was meleeing him to death for his phat loot.
Elder has this ability.
Hey, unormal:The same empty areas also appear on the second floor of the Six Day Stilt, and continue endlessly in every direction.
http://www.youtube.com/watch?v=HjWLjyLnRz0&feature=feedu
What is at 1:03 and later? Some unloaded areas?
*All characters now start with Sprint (movement buff like old Run, but with a DV penalty)Yay! Now running away is actually an effective strategy.
*Monsters will now sometimes break pursuit
Oh crap don't let the Space-Time Vortex touch you. :PBut it...it's so pretty.....
Another report: attacking walls while having the axe skill "trip" makes you to "knock them prone" and they will endlessly flash with "!" sign. Prone walls, cool :). I believe other effects like stun work on them too.
Another bug report: when I disassemble "bloody items" with "reverse engineer" skill, it puts them as "bloody ***" in the tinkering menu.
Another bug: when you assemble items, you cannot disassemble them again. The problem is that when you pick up normal items from the ground, they stack with crafted and become the same (they cannot be disassembled anymore).
Why can't you disassemble crafted items anyway?
how the fuck do i get the console version to fullscreen?Alt+Enter
how the fuck do i get the console version to fullscreen?
You mis-quoted. Fixed it for you.A better solution: allow the skill which gives you ALL materials to let you disassemble your crafted items.
Well that's the skill that gets you into trouble though. As soon as you can disassemble for full price, you can disassemble and build the same item an infinite number of times until you get any mods you want.
.............Dude, if you're going to post, post something more than just "............". Also, unormal mis-quoted. Nothing to get raged about.
What are the mods? I think I am missing something. Probably I didn't get it once.Modifications. Like when you craft an item, it some times doesn't come as a plain version of the item. So yeah, if you could deconstruct, you could repeat until you got what you wanted.
How do I download this ?First post. Follow the link. Public builds. Next time put more effort into finding the download.
I meant is there anything I need to download with it for it to work.Oh. But same thing, look harder, it's right below the download links.
You may need the .NET 2.0 redistributable:
http://www.microsoft.com/downloads/details.aspx?FamilyID=0856eacb-4362-4b0d-8edd-aab15c5e04f5&displaylang=en
Dang I can't download that I have a 64-bit browser.::)
Dang I can't download that I have a 64-bit browser.::)
I recently tried it, however after fixing Joppa's problem I find it difficult to find what to do next.Did you finish Argvye's quest? If so, you should know that you have to go to The Grit Gates next. Otherwise, if you have not, start his quest chain.
http://www.youtube.com/watch?v=cdWzquHmh40&feature=feedu
I think at 7:00 Jef just got free 100 xp many times.
Why do you have to make such an addicting game?Its still awesome, though.
This game plays at about a frame per second on my computer. Any idea why?
Help me get this running plz. I need to download the .net thing but my brower is 64 - bit, and it won't let me
May I suggest something? To be more specific, a skill.Well, Kindle makes a small fire, and fire hands sets your hands on fire. Just need to add in the ability to start fires without those two, and the ability to chop down trees, and you would be set for at least initial forging with a small tinkers pot. Probably can't get hot enough to melt steel, at least not with initial levels of kindle and fire hands, and definitely not with a small fire, but you could figure out some form of portable forge for harder to melt things.
The skills name: Metallurgy.
Basically, the skill to melt down metal items/etc. and make new items out of said melted metal. Now, I know that you need some sort of forge/etc. to do all that metallurgy stuff, but perhaps the class that starts with it will come with a, say... forge pot? Basically a starting level forge item that can only be used to melt down and make small items? It would probably need to be fueled by cells perhaps, but you could also just say that it is powered by an advanced, but small solar array or something? Just a thought.
Help me get this running plz. I need to download the .net thing but my brower is 64 - bit, and it won't let meWhich Browser?
I have windows 7,Thats a operating system, he is asking if you use IE/Firefox/Chrome/Other
...Metallurgy.
Dnagit I can't see the other callings becausse I have no Pg up or down buttonsDidn't do anything for me. But make sure you switch to Laptop keybindings if you lack full keyboard.
Dnagit I can't see the other callings becausse I have no Pg up or down buttons
unormal, are there any plans for the future to introduce tileset(s)? I hate to open an old can of worms here.. but it's just something that has been on my mind.
May I suggest a class. The Scavenger.
Also, the Tinker class could also be considered a scavenger since they're quite similar.May I suggest a class. The Scavenger.
The mutant 'Arconaut' calling is a Qud scavenger.
Physical:*Cough*
Bone manipulation - You can manipulate your bones, and use them as weapons ( Your bones jut out in all directions striking eneimies surronding you )
Well no if you have that mutation your body's fat stores massive amounts of calcium which you cna use to create bones if need be,Where does your body form the bones? Where do you get this massive amounts of calcium?
and yes you would take some damage but your skin would quickly heal.Why? I didn't hear you say that the mutation comes with regeneration. Bones breaking the skin (and the flesh!) would be akin to a stab wound, which only regeneration would quickly heal.
The down side is that when it is used you can't use it for 1000 rounds.How much damage does it do? How piercing is the attack? 1000 rounds is quite harsh.
Instaheal injectors are virtually useless. I tried to use one while fighting a salthopper, and it hurt me in one attack for more than it healed. They just don't do enough during combat to save your hide, and outside of combat, you can just rest.You can use more than one in one turn, last time I tried.
Ranged weapons are fine, but there's a very limited supply of ammo in the world that you can get to early on, and the only stuff enemies regularly carry is arrows.Yeah, that's why melee weapons are always second to ranged weapons in my games. If you get to the Grit Gate, you should be swimming in hundreds of slugs in no time.
Melee is unavoidable and unforgiving, so any character that isn't geared to for melee is going to die, in pretty short order.QFT. This so much. All my characters are always designed for melee, because I just know I'm going to die if I don't design them for it.
That was bull**** I was walking north, and ran into 15 snapjaws I just started I mena that is Bull****How is it bullshit? Dude, Roguelike, RNG, it's a normal thing for a player to die at the beginning of the game if the RNG is an ass or the player isn't careful.
So, is there any good word on how long items persist at any particular location?I'm 99% sure if you dump things in Joppa they will stay there forever... unless the location is corrupted and has to be reset, which is fairly rare and I've only ever encountered it when savescumming.
Instaheal injectors are virtually useless.They are really cheap to make though, and have no side effects, so just use 5 at once.
It is effectively impossible to fight foes like Bears if your have less than 16 Strength, because it's unlikely to penetrate them, even with an iron mace.Iron sucks :). I mean, there are many ways to get fullerene weapons and better early, plus skills like Cleave help it a lot. Bears are really minor critters. Various pumas and bees are much harder, however you still can easily get them if you find better weapons, you just should know where to look.
Ranged weapons are fine, but there's a very limited supply of ammo in the world that you can get to early on, and the only stuff enemies regularly carry is arrows.Ranged weapons are damn awesome. Double-wielding two chain pistols kills anything in one or two blasts. And don't get me started on how awesome laser and phase weapons are. However early firearms suck... As they should imho :).
This leads to my general criticism that the game seems to actively punish any but a small group of character builds.Actually it all depends on the level of grinding you want.
Would anyone else know if there's another merchant that sells data disks and parts? I've been looking for Nanoparts or whatever they're called to build my laser rifle forever. Even murdering a whole caravan couldn't get me some!Besides Argyve in Joppa, there's two in the Grit Gates; one left of the GG's merchant, behind the doors, the other north east of the other behind two doors. You'll have to finish a Grit Gate quest for the doors to one of them to open, though. Not sure about the other one since I haven't gotten that far yet. Also, you can push the doors away with force bubbles or destroy them with acid if you don't want to do that (those?) quest(s?).
There's a grit gate?Way northeast of Joppa, a little more northeast of the arc thing. East of the flower fields, in the ruins.
Just started playing this a few days ago due to Jef Major's LP of it. Really enjoying it, but man...it's tough. Haven't gotten a single character past the Grit Gate yet.It's not hard once you know what to do. And start with a minimum of 20 toughness :).
Have you tiled this one yet Deon? :P
I don't think tile support exists yet, guys. Let me find the quote...Have you tiled this one yet Deon? :P
unormal, are there any plans for the future to introduce tileset(s)? I hate to open an old can of worms here.. but it's just something that has been on my mind.
Not anytime in the immediate future. We'll probably get to a 1.0 before we do graphics, so it'll be awhile. Not before next year, probably.
You type that like it could actually stop Deon.You can't tileset something that doesn't have tileset support, you know. Well, even if you could, everything would not work right. At all.
I've got a "droid scrambler" but I don't know how to use it, as in, I don't know how to make the interface do something with it.It's automatic. If the droids can be scrambled, it will scramble them without needing your input.
And I've got a Scrap Shoveler trying to run me down.If you're a True Human, Rebuke Robot. If a Mutated Human, use your powers and hope for the best (honestly, in this case you're probably screwed unless your mutations are really powerful).
Do glowspheres ever run out of juice?No, you can ditch the torches.
Is the "basic toolbox" actually used in any way?Doesn't look like it.
And will I kill myself if I try to use a rusty (thermal) grenade?Probably not, but I've managed to miss throw rolls so badly that my grenades only flew one space away from be, so use with caution and pray that RNG doesn't hate you today (even though we all know he hates all of us, every day).
I've got a "droid scrambler" but I don't know how to use it, as in, I don't know how to make the interface do something with it.It's automatic. If the droids can be scrambled, it will scramble them without needing your input.QuoteAnd I've got a Scrap Shoveler trying to run me down.If you're a True Human, Rebuke Robot.
Here's a bit of a tip... When you're done with the tinker in Joppas quests you can simply kill him for his stuff.Though you won't get any new data disks. Same as with the merchant, you won't get any new stuff if you kill them.
Though you won't get any new data disks.
Yes, but I'm saying you won't get any new data disks from Joppa. Meaning if you're around that area you'll have to travel all the way back to the Grit Gates and back if you want disks.Though you won't get any new data disks.
Wrong. There's another merchant at the grit gate.
And killing the other merchant is just NOT worth it. He only has crap. I never suggested him.I know, I was just making an example: Killing either, and you won't get anything from them afterwards, just in case someone was thinking about it.
Not that you SHOULD be buying anything if you can help it until you can secure some ego booster blueprints.Just wait until you pile all the crap you've been carrying around right in front of the merchant then sell it. You'll usually have a lot of money, enough to buy something.
I personally find it easy to obtain nuggets, so I never kill merchants because I buy all I want :).Personally, I find nuggets are far rarer than two two-handed bronze longswords, which are usually worth more. And yes, I tend to not kill them because I buy what I want.
It's been a good while since I played this, back when the true human warden class was considered easy mode due to their great starting equipment and stats, and I reckon it's time to dive back in. One problem though, where do I download it from again? The link on the OP states that it's all the way from August of last year, and that can't be right.The post links to the newest version. The newest version is always from those links. Don't worry about the post being old, the downloads aren't.
Yes, but I'm saying you won't get any new data disks from Joppa. Meaning if you're around that area you'll have to travel all the way back to the Grit Gates and back if you want disks.
Empty batteries.Yes, but I'm saying you won't get any new data disks from Joppa. Meaning if you're around that area you'll have to travel all the way back to the Grit Gates and back if you want disks.
Grit gate recoiler.
Joppa is not important after you get to the grit gate.True, unless you want to check around Joppa, then Joppa's important. Not sure what you'd look for though...
Still. I never had a problem relying on the grit gate. It's easy to find red parts to recharge my batterys. And hell I can make new ones. But different play styles. So yay.Personally, I've never recharged batteries before. I guess I just die before I can even use them. :P
Well I'm just a big ol survivor with badass armor and a sniper rifle I guess. :PYou've got a snipe?!
Take harvest first skill, and use it on the yellow trees. That'll net you witchwood which heals 30 HP every time you eat one.And, if unormal is to be believed, maybe even confusion for your troubles if you're unlucky.
The worst you'll hit going south are crocodiles and the occasional snapjaw group.Or ruins filled with high level enemies for that section. Don't forget them.
Take harvest first skill, and use it on the yellow trees. That'll net you witchwood which heals 30 HP every time you eat one.And, if unormal is to be believed, maybe even confusion for your troubles if you're unlucky.QuoteThe worst you'll hit going south are crocodiles and the occasional snapjaw group.Or ruins filled with high level enemies for that section. Don't forget them.
To the north and east are mountains which can be very dangerous, and to the west are the salt dunes, which admittedly I've never been to but I expect are harder then the salt marshes.There are flying, fire-breathing men there. Fear the salt dunes.
To the north and east are mountains which can be very dangerous, and to the west are the salt dunes, which admittedly I've never been to but I expect are harder then the salt marshes.There are flying, fire-breathing men there. Fear the salt dunes.
When I met them with my medium level early-medium-section adventurer, they weren't that bad. You can see them from across the map before they're even in range and potshot them to death.To the north and east are mountains which can be very dangerous, and to the west are the salt dunes, which admittedly I've never been to but I expect are harder then the salt marshes.There are flying, fire-breathing men there. Fear the salt dunes.
Clearly I need to go there some time soon.Just make sure it's day, unless you like !!Fire!!. The other enemies are weak, but those fire breathers are about as nasty as Fire Ants.
Clearly I need to go there some time soon because I am suicidal.Just make sure it's day, unlessYou like !!Fire!!.
I had the awesomest character ever. So many nice artifacts and wealth that I had to pile it all up in Joppa, and I hadn't even gone anywhere else. Died playing a stupid game of a chicken with a "slumberling" or something. Man I'm dumb.Yeah, slumberlings are not to be trifled with. There's a reason why they're generated sleeping and are at "impossible" difficulty.
A hint to everyone: pick a defect and distribute the points and delete the defect, you'll be at -4 points and unable to progress. Now if you press "walk northeast" you'll end up at class picking screen, and now you're at +4 points than you would be normally.*Gasp*, cheater. >:O
Brittle bones - never seen a broken bone and you can buy a skill to fix themWhen I tried it with a melee charicter, I died horribly much quicker than without it. It's pretty bad.
Hooks for feet - even with fullerite boots you are only losing 3av topsYou also loose 10 points (1/10th) of your speed, though, making running away harder.
Ravenous - food is plentyOnly if you remember to pick corpses up. I often find myself low on food.
Socially repugnant/albino - seems to only be a negative ego while tradingMakes it hard to trade, though. And often the traders will have something worthwhile, especially the glowpad.
The evil twin defect should be worth 5 points, though oddly it would just make the defect stronger. It's really fricken nasty.Especially when your clone has your ability to slice off body parts... Not fun, trust me. At least your clone isn't smart as you in some ways, that does give you a slight advantage.
Also, some abilities you have, your clone won't/can't use at all, such as beguiling, proselytize, domination. But then its balanced by the fact that its never hostile to the natives of the region, thus you have yourself plus all the mobs fighting you. I can't imagine its viable to take unless the twin dropped a copy of your inventory when you kill it. At that point though it might be way too powerfulThe evil twin defect should be worth 5 points, though oddly it would just make the defect stronger. It's really fricken nasty.Especially when your clone has your ability to slice off body parts... Not fun, trust me. At least your clone isn't smart as you in some ways, that does give you a slight advantage.
So, I started a game on the new version, and the zealot in Joppa...attacked Argyve and got slaughtered by him in one turn. I guess it sort of makes sense in that he was hording their oh-so-coveted technology, but I'm guessing it's a bug.
I think it's also a bug that you can sometimes hear him shouting verses from several maptiles away.Nah, I don't think it's a bug, he's just telepathic. A telepathic crazy zealot. You will convert. You will convert. You will convert...
I always figured it was a defect. Like, Uncontrollable Shouting(10)I think it's also a bug that you can sometimes hear him shouting verses from several maptiles away.Nah, I don't think it's a bug, he's just telepathic. A telepathic crazy zealot. You will convert. You will convert. You will convert...
Though in all seriousness, yeah, likely a bug.
I always kill the zealot for the 25xp and the bookDitto. The book is worth quite a bit for that point in the game.
So....I downloaded this because Janet was posting about playing it somewhere else, and I can't get the manual file to open right so I don't know the controls. Any help there? I'll pull out the DF approach (slam face into keyboard, view results) for now, but I'd like to know what I'm doing.
I found a carbide axe in a surprise ruin near Redrock!
Please tell me this doesn't have the same luck as nethack, everytime I get something awesome at the start there i die quite soon after.
I found a carbide axe in a surprise ruin near Redrock!It's not like Nethack, though there are points where you will basically just die, and then know better for next time. Though going cautiously ahead will negate a good amount of that as well.
Please tell me this doesn't have the same luck as nethack, everytime I get something awesome at the start there i die quite soon after.
Edit: Semi major point. You travel MUCH faster in the local map then you do across the world map. Just an observation. Good if low on food.in-game time. In RL-time world map is obviously faster.
A hint to everyone: pick a defect and distribute the points and delete the defect, you'll be at -4 points and unable to progress. Now if you press "walk northeast" you'll end up at class picking screen, and now you're at +4 points than you would be normally.
*Fixed an exploit allowing you to continue with negative mutation points
1.0.4094.33459
*Swarm Rack is no-longer buildableAnd as it just so happens, I have a swarm rack schematic learned at this very moment. I feel like I've dodged a bullet in getting a chance to build this thing, whatever it is.
So I've been using a chaingun I found schematics for and built right away. This thing... Only problem with it is the huge amount of slugs it swallows up. Anything I point it at dies messily.What did you expect from a chaingun? Sniper rifle accuracy? :P
You know, there are scoped versions of all of the guns I've seen so far....So I've been using a chaingun I found schematics for and built right away. This thing... Only problem with it is the huge amount of slugs it swallows up. Anything I point it at dies messily.What did you expect from a chaingun? Sniper rifle accuracy? :P
Reminds me the time I found a scoped rocket launcher.You know, there are scoped versions of all of the guns I've seen so far....So I've been using a chaingun I found schematics for and built right away. This thing... Only problem with it is the huge amount of slugs it swallows up. Anything I point it at dies messily.What did you expect from a chaingun? Sniper rifle accuracy? :P
Shouldn't pump shotguns be able to have multiple shells in them?Yeah, it's been bugging me too. They shouldn't be called pump shotguns because it defies the meaning of pump shotguns, namely that you have to reload every shot instead of pumping, and there's always one shell in the shotgun, despite combat shotguns being known for having multiple shells ready.
Yeah, it's been bugging me too. They shouldn't be called pump shotguns because it defies the meaning of pump shotguns, namely that you have to reload every shot instead of pumping.
Questions: My mutations seem to be growing in level on their own, in pace with gaining character levels without spending points. Only, some of them do, some of them don't. Is this normal?Yes, positive Ego bonuses level up mental mutations.
If I hit the "Random Mutation" button, and don't like any of the choices, do I get to cancel?I don't think so. If you could, it would be exploiting the random factor since you can just keep hitting the random mutation button again and again until you got the mutation you wanted.
I keep finding what appear to be roads winding around through the wastelands. Will following them lead me anywhere worthwhile that random wandering wouldn't?Once, I had a road in the salt dunes. I followed it, but it both ended in the middle of nowhere and started in the middle of nowhere, as far as I can remember.
Once, I had a road in the salt dunes. I followed it, but it both ended in the middle of nowhere and started in the middle of nowhere, as far as I can remember.The Dunes have Eyes
Edit: Where is this strange glowpad merchant anyway? I hear about em, but can't seem to find it.Somewhere in the marshes. From my games, he's usually one world map tile away from Joppa. Be careful, don't kill anything or let anything attack you in the same map he's in or he will become hostile. And he can be really nasty. Be thorough, too, he may hide behind a few trees. If you're not feeling like finding him yourself, you can turn the Options>Debug>Indicate overland encounters on the main map. That should show a gold $ sign on the map tile he's on. You'll still have to find him somewhere in those nine screens worth of marshes, though. Afterwards, it should be easy to recognize him, as he's cyan instead of purple.
What do you do for those color coded security doors? I only found a red card for red doors, but I'm out of luck when it comes to the other doors. In my old game, I managed to find a recipe for ridiculously powerful MK. III explosives and just chucked them at the doors to MOVE them out of the way; alas I do not have such a luxury this game. If I must use a weapon to bash down the door, what's a good weapon for bashing down said 200-HP doors?There's nothing really good at bashing them down. Just force-bubble them away or throw an acid grenade at them.
If I must use a weapon to bash down the door, what's a good weapon for bashing down said 200-HP doors?
And possibly leaving you face to face with angry enemies.If I must use a weapon to bash down the door, what's a good weapon for bashing down said 200-HP doors?
Disintegrate! I make a point to pick up that mutation when I can. It may not always remove the door, but it will remove all walls surrounding it. Just keep in mind that disintegrate affects a 7x7 box centered on you, destroying what's on the other side of the doors if you're too close to them.
What do you do for those color coded security doors? I only found a red card for red doors, but I'm out of luck when it comes to the other doors. In my old game, I managed to find a recipe for ridiculously powerful MK. III explosives and just chucked them at the doors to MOVE them out of the way; alas I do not have such a luxury this game. If I must use a weapon to bash down the door, what's a good weapon for bashing down said 200-HP doors?There's nothing really good at bashing them down. Just force-bubble them away or throw an acid grenade at them.
There's also actually color coded keycards. But those are really rare.He knows about them, and he has a red card already, he was asking of ways to knock down non-red doors.
Wait, we're NOT supposed to just smash through any barrier in our paths rather then figure out or find the proper path around?What do you do for those color coded security doors? I only found a red card for red doors, but I'm out of luck when it comes to the other doors. In my old game, I managed to find a recipe for ridiculously powerful MK. III explosives and just chucked them at the doors to MOVE them out of the way; alas I do not have such a luxury this game. If I must use a weapon to bash down the door, what's a good weapon for bashing down said 200-HP doors?There's nothing really good at bashing them down. Just force-bubble them away or throw an acid grenade at them.
There's also actually color coded keycards. But those are really rare.
When playing a mutant do you get more mutations when you lvl up ?
When playing a mutant do you get more mutations when you lvl up ?Nope. You have to buy them.
A new mutation costs4, not 3. Yeah, it's quite expensive, unless you're playing a high-ego char like me and all the powers level up without having to spend points on them and you end up with a large surplus.34 mutation points, which can be quite expensive as levels become harder to come by and you're not guaranteed a mutant point every time you level up. Usually four is enough if you're specializing, but again, it's all entirety to you.
So. I've encountered a twining lamprey. How exactly do I, uh....make it stay dead?!Kill both partners in the same turn. Get creative.
I have repeatadly risked point-blank suicide grenading on them, and it hasn't worked.So. I've encountered a twining lamprey. How exactly do I, uh....make it stay dead?!Kill both partners in the same turn. Get creative.
I have repeatadly risked point-blank suicide grenading on them, and it hasn't worked.So. I've encountered a twining lamprey. How exactly do I, uh....make it stay dead?!Kill both partners in the same turn. Get creative.
So. I've encountered a twining lamprey. How exactly do I, uh....make it stay dead?!Lets hear a quick summary of your loadout. We can't really help without knowing what you can do.
When playing a mutant do you get more mutations when you lvl up ?
I have repeatadly risked point-blank suicide grenading on them, and it hasn't worked.So. I've encountered a twining lamprey. How exactly do I, uh....make it stay dead?!Kill both partners in the same turn. Get creative.
TERROREDIT: OH MY FUCK IT TELEPORTED ME INTO THE DEATHLANDS. I have to get away from this side of the map, ASAP.Well, look on the bright side, at least you'll see the end of the game again. ;D
The lampreys have become a moot point, as while I was running away from them while on fire I rounded a corner and some thing confused me and teleported me to some generic ruin, also making me lost in the process. I have no idea where I am, and won't untill I get unlost.On the bright side, there is a small but possible chance there isn't much in the deathlands. Though your probably gonna die.
TERROREDIT: OH MY FUCK IT TELEPORTED ME INTO THE DEATHLANDS. I have to get away from this side of the map, ASAP.
Before I play this game, can someone tell me how hard it is?Your character will die three hours ago. In addition, the fact that there's an region called the Deathlands should probably tip you off.
Aww, don't scare the newbie.Before I play this game, can someone tell me how hard it is?Your character will die three hours ago. In addition, the fact that there's an region called the Deathlands should probably tip you off.
A bug that is more annoying then urgent, when in a one square hallway running east/west, your light illuminates the walls to the east two squares but the western squares only to one, so it makes it easy to run into the various wall bound plants. Not especially deadly, but it gets annoying.
I wouldn't say its as hard as nethack. In Nethack you can run into a Gnome with a Wand of Death very early with zero warning. At least here, you get the option to investigate uniques that might have such abilities, and they are shown automatically as different.Aww, don't scare the newbie.Before I play this game, can someone tell me how hard it is?Your character will die three hours ago. In addition, the fact that there's an region called the Deathlands should probably tip you off.
The game is about as hard as nethack is, though it gives you access to nearly all regions early on. The difficulty depends on your pace: Too fast, you'll die. Too slow, you'll get bored. Get it just right, you'll enjoy it.
Yeah, Nethack is harder IMHO because in Nethack you can die ANYWHERE. Here there are dangerous locations and not-so-dangerous; and the area around Joppa becomes easy and boring very quick as you level up.I wouldn't say its as hard as nethack. In Nethack you can run into a Gnome with a Wand of Death very early with zero warning. At least here, you get the option to investigate uniques that might have such abilities, and they are shown automatically as different.Aww, don't scare the newbie.Before I play this game, can someone tell me how hard it is?Your character will die three hours ago. In addition, the fact that there's an region called the Deathlands should probably tip you off.
The game is about as hard as nethack is, though it gives you access to nearly all regions early on. The difficulty depends on your pace: Too fast, you'll die. Too slow, you'll get bored. Get it just right, you'll enjoy it.
Although, searching for the glowpad merchant and finding a ruin with a spitting slug and a traipsing mortar hurts too.
You know, there are scoped versions of all of the guns I've seen so far....So I've been using a chaingun I found schematics for and built right away. This thing... Only problem with it is the huge amount of slugs it swallows up. Anything I point it at dies messily.What did you expect from a chaingun? Sniper rifle accuracy? :P
I thought I was joking when I typed this post. I just built a scoped chaingun. Nothing is real anymore.Scoped rocket launcher, man. Scoped rocket launcher. The chaingun vaguely makes sense if you fire in bursts, but the rocket launcher...
So, I was messing around with the wish command since it has a tendency to produce interesting objects, and I decided to wish for an "8". It sent me to an endless undefined area with a diffrent world map, called "SerenityWorld". That was...unexpected.Yeah, found that place myself with crazy wizarding before. No enemies, trees everywhere, it's... kinda like someone's idea of heaven. If I had to guess it was made for the dev to play around.
So where do you all usually find merchants at?The ones I find are the one in Joppa, the Glowpad merchant, and the one in the Grit Gates. I usually don't get any farther than that...
How do you tell the merchant apart from the other glowpads?He's cyan, he's got a LOT of hitpoints, he's very likely going to be generated with stuff that can kill you quickly if you aggro him, he apparently doesn't need water to survive, and unlike the others, he can move.
I've been wondering for a while what buying points in the wilderness lore: ruins/plains/desert/etc do. Aside from Mind's Compass which is self explanatory, what do getting skills in wilderness lore do?You are much less likely to get lost in those areas. I personally think that 100 points for that is too much. I'd better spend those 100 on axe+butchery.
Finally managed to find the critters for the first quest, then I get sniped by a seed spitting vine <_<Ah yes, the seed spitting vines. Known for eating adventurer flesh and bone. Known for making the famous swiss adventurer. And known for being extremely annoying.
Yeah, 100 points is too much for a infrequent 10 minutes of being lost.I've been wondering for a while what buying points in the wilderness lore: ruins/plains/desert/etc do. Aside from Mind's Compass which is self explanatory, what do getting skills in wilderness lore do?You are much less likely to get lost in those areas. I personally think that 100 points for that is too much. I'd better spend those 100 on axe+butchery.
Also there're a few merchants in the plant village (south from a big body of water to the east from rust wells).So where do you all usually find merchants at?The ones I find are the one in Joppa, the Glowpad merchant, and the one in the Grit Gates. I usually don't get any farther than that...
The one in Joppa is in the bottom right house.
The Glowpad is generated somewhere in the swamps.
The Grit Gate one is the first one you'll see in there.
How do you get to the rust wells? It seems like an easy area, but I can't find anything without a world map feature...Rust wells are red circles to the east of Joppa.
How do you get to the rust wells? It seems like an easy area, but I can't find anything without a world map feature...
Has there been a wiki created for this yet?I don't think so.
Also, stay away from red qudzu and attack from a distance, they don't call that area the rust wells for nothing.Don't forget rustaceans. They're all assholes that somehow can survive a HE missile to the face.
Has there been a wiki created for this yet?I don't think so.
A wiki would be useful, with an organized bug list and and readouts of all the mutations and such.
You may have wanted to ask the dev if he wanted a page on tvtropes. There is a significant difference between posting the game on some tech savvy forums for bug busting, and making a TvTropes page for it. I'll grant that it IS an open beta, but it's his choice, especially since its a beta.The author of the game has no say over whether someone posts a page about his game on any other website unless they are including copyrighted information or somehow infringing his legal rights. This is neither, so even if he doesn't want it he cannot do anything about it beyond writing tvtropes and asking them to remove it which I seriously doubt would happen without a better reason than "I don't like it".
I never said he had a right to force TvTropes to pull the page. What I said was that, since this is a CLEAR beta game, perhaps the author would appreciate not getting massive hype for it and having people play and judge it before its ready, or perhaps he does. I don't know. I just thought it might be nice to ask him first, since he is letting us play it and test it for him.You may have wanted to ask the dev if he wanted a page on tvtropes. There is a significant difference between posting the game on some tech savvy forums for bug busting, and making a TvTropes page for it. I'll grant that it IS an open beta, but it's his choice, especially since its a beta.The author of the game has no say over whether someone posts a page about his game on any other website unless they are including copyrighted information or somehow infringing his legal rights. This is neither, so even if he doesn't want it he cannot do anything about it beyond writing tvtropes and asking them to remove it which I seriously doubt would happen without a better reason than "I don't like it".
There is no such thing as notability.
Also, DF itself is only Alpha and also has a page so...
Unormal, I'm just curious, but what's the "RoguePaint" program for? Is it some sort of creature tile changing tool?
I've seen magma leaking through the edge of the map on occasion before, so it isn't that either. I really wanted to jump in the magma to see what would happen, but....Why? Are you scared?
Temptation can be hard to resist somtimes, but I never thought I'd be tempted to willingly jump into molten rock.
Thinking I would be clever and correctly guess the new liquid with a wish command, I typed in "oil" and now I have an "Oil" mutation that I don't think does anything ???Oil is not the new liquid. I know this because I wished for a "Demon" and got....you should really just see for yourself. It might be a spoiler, I genuinely have no idea. The point is that I still have the older version, and this wish summoned somthing that had a flamethrower on it, with Oil in that flamethrower. He also drops an interesting item that can't be taken off.
How do you wish?What man could not know how to [Ctrl+W]ish?
Eh, krakens are neutral.That doesn't mean you can't attack them anyway. They do about 200 damage a turn, have high armor, and even higher HP. The corpse weighs 40,000 pounds and has a unique discription. I love the Hand-E-Nuke.
Thinking I would be clever and correctly guess the new liquid with a wish command, I typed in "oil" and now I have an "Oil" mutation that I don't think does anything ???
Also, I found out somthing interesting. Apparently, because Caves of Qud tracks temperature, if you get too absurdly hot (as it, way, way past simply being on fire) you'll be instakilled by being Vaporized.
RunSegment:System.IO.EndOfStreamException: Unable to read beyond the end of the stream.
at System.IO.__Error.EndOfFile()
at System.IO.BinaryReader.ReadByte()
at XRL.World.SerializationReader.ReadOptimizedInt32() in X:\Documents\Programming\C#\XRL\XRL Application\Serialization\FastSerializer.cs:line 3459
at XRL.World.SerializationReader..ctor(Stream stream) in X:\Documents\Programming\C#\XRL\XRL Application\Serialization\FastSerializer.cs:line 3167
at XRL.XRLGame.LoadGame(String GameName) in X:\Documents\Programming\C#\XRL\XRL Application\Game Core\XRL.Game.cs:line 389
at XRL.Core.XRLCore.LoadGame(String GameName) in X:\Documents\Programming\C#\XRL\XRL Application\Game Core\XRL.Core.cs:line 1837
at XRL.Core.XRLCore.SaveManagement() in X:\Documents\Programming\C#\XRL\XRL Application\Game Core\XRL.Core.cs:line 1992
at XRL.Core.XRLCore.Start() in X:\Documents\Programming\C#\XRL\XRL Application\Game Core\XRL.Core.cs:line 2396
at XRL.EntryPoint.Main(String[] args) in X:\Documents\Programming\C#\XRL\XRL Application\Game Core\XRL.EntryPoint.cs:line 70
I think I've fully mapped out the cave north of the Six Day Silt. It's an interesting place for being so far out of the way. It doesn't have a great magma sea, but it does have a level called "Great Sea" filled with...asphalt. Of course, I could not resist the temptation to Hand-E-Nuke the whole thing, which was Fun. Below that are the lava-happy Caverns of Ur, and...I can't remember the name. It was somthing like "Mawed Void", and it was filled to the brim with fire ant variants, Great Magma Crabs, and even more magma. It was somwhat akin to Lethal Lava Land's scary tattoed uncle who's business you aren't supposed to talk about. On level 36 the down staircase was blocked by shale, so I'm guessing that's the end of it. Which was quite apt, as I also ran out of liquid to keep myself non-vaporized with at that point.
In short: You are a cruel, cruel god unormal, and I love you for it. By the way, was that the end of the cavern, or did the RNG just block me off?
MetalSlimeHunt: all I'm going to say is that I can bet that stairs were down there and were accessible. You might could have cheated a little and gone just above them on the upper leel and noclipped down to see where they lead. This game has a preposterous amount of content.I have absolutely no idea how to go about doing that. As far as I've ever been able to discern, it's impossible to change uh...Z-levels, I guess...without using a preexisting staircase.
MetalSlimeHunt: all I'm going to say is that I can bet that stairs were down there and were accessible. You might could have cheated a little and gone just above them on the upper leel and noclipped down to see where they lead. This game has a preposterous amount of content.I have absolutely no idea how to go about doing that. As far as I've ever been able to discern, it's impossible to change uh...Z-levels, I guess...without using a preexisting staircase.
MetalSlimeHunt: all I'm going to say is that I can bet that stairs were down there and were accessible. You might could have cheated a little and gone just above them on the upper leel and noclipped down to see where they lead. This game has a preposterous amount of content.I have absolutely no idea how to go about doing that. As far as I've ever been able to discern, it's impossible to change uh...Z-levels, I guess...without using a preexisting staircase.
Would the new liquid be honey? The dromad in Joppa seems to have a waterskin with some in it...No, it's not new, it's been in for a while.
Which, interestingly enough, works even if you shoot them from halfway across the map and never touch the corpses. Just killing them does the trick, apparently.I've got an explanation: Everyone in Qud, even the "True Human"s, are horribly mutated and have the ability to cut with bullets and lift the meat off the body and into their backpacks.
So I was tasked the quest 'Raising Indrix' in the jungle village. He told me it was north of the river and I've been following the river for a while, killing madpoles where ever I found any. Is this a quest that's not ready yet or is there a specific location in which I find my target location?I haven't done the quest yet, but evidently its a specific river that has a special feature that you might have missed. Try going back to the village and going past that first river.
So I was tasked the quest 'Raising Indrix' in the jungle village. He told me it was north of the river and I've been following the river for a while, killing madpoles where ever I found any. Is this a quest that's not ready yet or is there a specific location in which I find my target location?
What is the attack button ?
Also, CTRL+direction force-attacks things.What is the attack button ?
Just walk in the direction of a creature you're next to.
I get this feeling you've played DF a lot.
Also, CTRL+direction force-attacks things.What is the attack button ?
Just walk in the direction of a creature you're next to.
I get this feeling you've played DF a lot.
Or killing neutral or friendly NPCs, like the Zealot or Elder.Also, CTRL+direction force-attacks things.What is the attack button ?
Just walk in the direction of a creature you're next to.
I get this feeling you've played DF a lot.
Ctrl+direction attacking becomes necessary when you want to hack down that odd mangrove tree that blocks your passage in a narrow corridor, or for simply opening up lines of fire.
at System.IO.__Error.EndOfFile()
at System.IO.BinaryReader.ReadByte()
at XRL.World.SerializationReader.ReadOptimizedInt32() in X:\Documents\Programming\C#\XRL\XRL Application\Serialization\FastSerializer.cs:line 3459
at XRL.World.SerializationReader..ctor(Stream stream) in X:\Documents\Programming\C#\XRL\XRL Application\Serialization\FastSerializer.cs:line 3167
at XRL.XRLGame.LoadGame(String GameName) in X:\Documents\Programming\C#\XRL\XRL Application\Game Core\XRL.Game.cs:line 389
at XRL.Core.XRLCore.LoadGame(String GameName) in X:\Documents\Programming\C#\XRL\XRL Application\Game Core\XRL.Core.cs:line 1837
at XRL.Core.XRLCore.SaveManagement() in X:\Documents\Programming\C#\XRL\XRL Application\Game Core\XRL.Core.cs:line 1992
at XRL.Core.XRLCore.Start() in X:\Documents\Programming\C#\XRL\XRL Application\Game Core\XRL.Core.cs:line 2396
at XRL.EntryPoint.Main(String[] args) in X:\Documents\Programming\C#\XRL\XRL Application\Game Core\XRL.EntryPoint.cs:line 70
I am positive it saved just fine and the character was not bugged or anything. I had wished for a couple things if that matters, though.
why cant i attack flies with ctrl+dir? works fine with others like tree and plantsMaybe they're flying in the air? You can't melee flying enemies.
You can, however, thermal grenade them then run around with them following you until they die of being on fire.why cant i attack flies with ctrl+dir? works fine with others like tree and plantsMaybe they're flying in the air? You can't melee flying enemies.
Or blast them out of the air with mutant laser powers.You can, however, thermal grenade them then run around with them following you until they die of being on fire.why cant i attack flies with ctrl+dir? works fine with others like tree and plantsMaybe they're flying in the air? You can't melee flying enemies.
How big is the Hand-E-Nuke's explosion? I've seen it flicker 'Building Zone' at least 4 times, yet it didn't hit me.It'll cover about three-fourths of the screen at max, but it's damage signifigantly decreases from the center. At the epicenter it does about 40000 damage, but on the absolute outskirts it does about 7. It's an odd little weapon.
at System.IO.__Error.EndOfFile()
at System.IO.BinaryReader.ReadByte()
at XRL.World.SerializationReader.ReadOptimizedInt32() in X:\Documents\Programming\C#\XRL\XRL Application\Serialization\FastSerializer.cs:line 3459
at XRL.World.SerializationReader..ctor(Stream stream) in X:\Documents\Programming\C#\XRL\XRL Application\Serialization\FastSerializer.cs:line 3167
at XRL.XRLGame.LoadGame(String GameName) in X:\Documents\Programming\C#\XRL\XRL Application\Game Core\XRL.Game.cs:line 389
at XRL.Core.XRLCore.LoadGame(String GameName) in X:\Documents\Programming\C#\XRL\XRL Application\Game Core\XRL.Core.cs:line 1837
at XRL.Core.XRLCore.SaveManagement() in X:\Documents\Programming\C#\XRL\XRL Application\Game Core\XRL.Core.cs:line 1992
at XRL.Core.XRLCore.Start() in X:\Documents\Programming\C#\XRL\XRL Application\Game Core\XRL.Core.cs:line 2396
at XRL.EntryPoint.Main(String[] args) in X:\Documents\Programming\C#\XRL\XRL Application\Game Core\XRL.EntryPoint.cs:line 70QuoteI am positive it saved just fine and the character was not bugged or anything. I had wished for a couple things if that matters, though.
It looks like you're trying to load an older saved game with a new version. Most updates will break saved game compatability. In some cases it won't, but it's better to assume that it will.
Or to dig walls. It's a really neat feature I appreciate :P. You can basically make your own dungeons.Or killing neutral or friendly NPCs, like the Zealot or Elder.Also, CTRL+direction force-attacks things.What is the attack button ?
Just walk in the direction of a creature you're next to.
I get this feeling you've played DF a lot.
Ctrl+direction attacking becomes necessary when you want to hack down that odd mangrove tree that blocks your passage in a narrow corridor, or for simply opening up lines of fire.
So I was tasked the quest 'Raising Indrix' in the jungle village. He told me it was north of the river and I've been following the river for a while, killing madpoles where ever I found any. Is this a quest that's not ready yet or is there a specific location in which I find my target location?
Note that he's not referring to the river that you see on the world map. While inside the village, head north one screen. There should be river there (I'd really call it a stream since it doesn't show on the world map). It generally heads east for a couple screens, then turns south for a couple more. You'll eventually come across a burning village with the quest target.
If you have Overland Encounters enabled, I think it is the purple A a few world map tiles away from the mushroom village.
I think it's just an Easter Egg item overall, one big reference to the Timecube site.Nah. I've played with it a bit more. I have gleaned the time cube. Though it is a reference to the site, like the site it has a greater meaning.
But you can't douse fires with money if you exchange your water for metal.You can grab some salt water. It works too.
I can carry 390 LBS so I good for now.Yeah but I prefer to stay underweight to use the dodge bonus.
Those are not counter-arguments. I didn't say "replace all water with money", I meant "keep the amount of water you need" and put the rest into currency. Also, stillsuits.They are not only counter-arguments, they are the best counter-arguments. You are a horrible anti-water advocate who will lead our Post-Apocalyptic nightmare into rui-
And you don't need water to douse fires. Just spend one turn to stop it.
And? I want to put out fires by pouring money on them.But you can't douse fires with money if you exchange your water for metal.You can grab some salt water. It works too.
And? I want to put out fires by pouring money on them.You don't have to pour water to stop a fire. If you stand on one place it goes out by itself (actually it says that you stop it).
I've never seen a stillsuitYou can start with one if you pick Nomad background, and I've found a few.
And? I want to put out fires by pouring money on them....You're crazy.
"Crazy" is a word used by fools and malcontents with no vison! I am enlightened beyond what you could ever hope to comprehend.And? I want to put out fires by pouring money on them....You're crazy.
Those are not counter-arguments. I didn't say "replace all water with money", I meant "keep the amount of water you need" and put the rest into currency. Also, stillsuits.
And you don't need water to douse fires. Just spend one turn to stop it.
Some areas later can be comprised of many mobs that all spit unavoidable fire at you all at once, you might not have time to put out the fire without using water while they are advancing on you.Yeah, fire ants are my main source of death :P.
I say you get revenge: Learn how to tinker MKIII freeze grenades, make them, and start chucking. Just remember that it's EXTREMELY cold (about -1000 degrees!) near (about two tiles from) the explosion center. They're pretty fun to use, since everything within 7 or so tiles freezes.QuoteSome areas later can be comprised of many mobs that all spit unavoidable fire at you all at once, you might not have time to put out the fire without using water while they are advancing on you.Yeah, fire ants are my main source of death :P.
I've never been harmed by extreme cold.Yeah, it doesn't hurt. Just don't expect to be going anywhere for a while. Also, if you freeze yourself while near a group of enemies you can watch as enemies try to attack you but freeze themselves. :P
So how far has everyone got to?Somewhere deep inside the place you need to go in the Grit Gate's second quest. Can't remember the name, it's north of the place where you get the waydroids. I just don't seem to live any longer than that, sadly.
So how far has everyone got to?Found the critters in the Red Rock.
p.s.Disintegrate and other AOE stuff. - this far only my WIZARD has encountered them.
Hachnslay, how the hell do you kill twinlampreys?
I haven't seen this elsewhere, so figured might as well put it here. To recharge Solar Cells. Drop them out in the open. I did a test by dropping one drained one in the middle of Joppa, and carried another with me to the Rust Wells. By the time I had gotten the 200 feet of copper wire and came back, the one in Joppa was fully charged, and the one on me was still dead. So there ya go!
Argyve has a data disk for a "corrupt banana".
I am veeeery far from being able to afford it, but I couldnt resist taking it if i had the money. Even over an instaheal injector data disk.
EDIT: Anyone know what a medication autoinjector does?
Hey, unormal, is the copper wire ever going to actually be given to Argyve? Seems a bit odd that you go fetch it for him and he doesn't actually take it.
It'd also be nice if it had some sort of use. Give you some reason to go back there or do something with the extra you pick up.
Noooooo!!!! I had such an awsome guy going.. Was on Grit gate looking around for the quest thing and then i died to a quillipeed and like 4 other things who jumped me , I reloaded but at the thawing zone this happens ThawZone:System.IO.FileNotFoundException: Could not find file 'C:\Program Files\Caves of Qud\Saves\48909f52-fdbc-4e4f-8cdd-9fa0c236c88a\ZoneCache\JoppaWorld.11.22.1.1.10.zone'.
File name: 'C:\Program Files\Caves of Qud\Saves\48909f52-fdbc-4e4f-8cdd-9fa0c236c88a\ZoneCache\JoppaWorld.11.22.1.1.10.zone'
at System.IO.__Error.WinIOError(Int32 errorCode, String maybeFullPath)
at System.IO.FileStream.Init(String path, FileMode mode, FileAccess access, Int32 rights, Boolean useRights, FileShare share, Int32 bufferSize, FileOptions options, SECURITY_ATTRIBUTES secAttrs, String msgPath, Boolean bFromProxy)
at System.IO.FileStream..ctor(String path, FileMode mode, FileAccess access, FileShare share)
at System.IO.File.Open(String path, FileMode mode, FileAccess access, FileShare share)
at XRL.World.ZoneManager.ThawZone(String ZoneID) in X:\Documents\Programming\C#\XRL\XRL Application\World\Zones\World.ZoneManager.cs:line 288
And it wont load! keeps poping up too over and over even after i close the program ...
is there a way to fix it or at least save my awsome mutant ?
Is there a development tree one could look at, or is most of this stuff private until release?
I actually meant when new features and stuff are added, because I know absolutely zero about coding .NET framework or otherwise (I'll probably start with Python because it seems the easiest.)
I can't believe my level 15 character died in a crappy legendary salt hopper lair right beside Joppa. Is it normal for there to be a bunch of fire ants and a dozen robots in a lair only like 3 world map tiles from Joppa? It was only the 2nd level of the lair, too.
I'm really enjoying the Regeneration mutation. Get it bumped up a few levels and it's really easy to run away from a bad fight, heal up as you go, and whittle your opponents down. I've got a gunslinger right now who's using that trick to great effect.Yeah, regeneration is pretty good. I almost always pick it because it makes regeneration within a reasonable time span worthwhile.
I can't believe my level 15 character died in a crappy legendary salt hopper lair right beside Joppa. Is it normal for there to be a bunch of fire ants and a dozen robots in a lair only like 3 world map tiles from Joppa? It was only the 2nd level of the lair, too.
When it says it's building the area, I'm pretty sure it means it, and that enemies are generated in the cave with at least some recognition of your own level.
I'm really enjoying the Regeneration mutation. Get it bumped up a few levels and it's really easy to run away from a bad fight, heal up as you go, and whittle your opponents down. I've got a gunslinger right now who's using that trick to great effect.I just got into the game and I'm trying to use a combination of regeneration, force wall, and meditation to heal up very quickly while my enemies can't do a thing.
Regeneration + Regenera Injectors? Insane healing capacity. I was on fire and taking damage from enemies and still managing to get back a HP every other round.
I'm really enjoying the Regeneration mutation. Get it bumped up a few levels and it's really easy to run away from a bad fight, heal up as you go, and whittle your opponents down. I've got a gunslinger right now who's using that trick to great effect.I just got into the game and I'm trying to use a combination of regeneration, force wall, and meditation to heal up very quickly while my enemies can't do a thing.
Regeneration + Regenera Injectors? Insane healing capacity. I was on fire and taking damage from enemies and still managing to get back a HP every other round.
However, I have a suspicion force wall is bugged, I tried putting a mutation point into it to level it up, but I lost the point and it remained at 1.
I'm really enjoying the Regeneration mutation. Get it bumped up a few levels and it's really easy to run away from a bad fight, heal up as you go, and whittle your opponents down. I've got a gunslinger right now who's using that trick to great effect.
Regenera injectors are REALLY powerful. From what I understand, they can negate even fire ants by themself.They're also helpful when fighting sawbots. As they have a nasty habit of sawing off your limbs, which the Regenera Injector can..uh...regenerate. I was very pleased to discover that little feature.
Wow, blinking tic is annoying. You go halfway across the map and then you teleport and suddenly you're right back at the start. It's also inconvenient if half the level is generated separate from the other, since you'll have to wait until you teleport again. Still, the teleportation may be embarrassing if you're about to die and suddenly you're in the middle of a group of baboons.That's how I see it. 0P
Amnesia isn't too bad of a mental defect. Probably the easiest to work around. Well, Socially Repugnant is easy to work around too, but expensive. Honestly, the physical defects all seem easier to handle then the mental ones.The hooked feet one is a bad one though: -10MS and unable to wear boots. Being unable to wear boots is fine, but the -10MS REALLY hurts, especially in the early game.
...I've been using Warden for the lovely INT bonus...Warden doesn't have an INT bonus, as far as I know.
...But there's so many other good contestants. What do you guys think?I'm currently going with a high-ego-int Tinker mutant. Ego for the mental mutation bonuses, int for the extra SP and the ability to... well... tinker. He's doing decently fine, the only problem is that I picked Light Manipulation for my second mental mutation (along with force wall) hoping that it would give me straight damage. Thing is, it doesn't do all that much damage. Still, it allows me to dual-wield the two steel shortswords I got from the merchant in Joppa.
I'm currently going with a high-ego-int Tinker mutant. Ego for the mental mutation bonuses, int for the extra SP and the ability to... well... tinker. He's doing decently fine, the only problem is that I picked Light Manipulation for my second mental mutation (along with force wall) hoping that it would give me straight damage. Thing is, it doesn't do all that much damage. Still, it allows me to dual-wield the two steel shortswords I got from the merchant in Joppa.Light Manipulation has very good penetration, and you can fire off 4-5 shots in a row with no cooldown. Once you've got yourself 2-3 more levels of it, it gets a lot more punch. Just don't expect to one shot things like you do with disintegration or sunder mind.
In my experience Mental mutations are great but many of them fail you utterly when things go wrong. Physical mutations are nice and more useful in general situations. A mix of the two is often best.Agreed. Going completely Mental leaves you vulnerable to anyone that gets past your attacks. Going completely physical leaves you without any real punch.
Light Manipulation has very good penetration, and you can fire off 4-5 shots in a row with no cooldown. Once you've got yourself 2-3 more levels of it, it gets a lot more punch.I've got a laser rifle now. I don't expect to be using it anymore. Oh, and the light shots have very bad downside: It leaves you blind in the underground! You won't be able to see your target in a short while, let alone any possible flankers.
Is it me or is the grit gate quest really really hard , I have to go find a wayward droid so i slide down these levels and clear them out and then i get to the bottom floor which is just empty ...
Did you misquote? Havent even been to golgotha on this guy :)I don't think he mis-quoted. Golgotha is the place you go for the waydroid. If you don't go there then you're doing it wrong.
If you don't go there then you're doing it wrong.T_T
Nah, it's jus' that I don't even live long enough to see that quest. D:What do you usually play? How fast is your pace? What do you usually die to? What obvious mistakes do you make that even you know about?
Did you misquote? Havent even been to golgotha on this guy :)I don't think he mis-quoted. Golgotha is the place you go for the waydroid. If you don't go there then you're doing it wrong.
Edit Edit Edit: Either this is a bug or a reaaaaly annoying gameplay feature, how you can not dissassemble grenades or weapons that you have made/ know how to make.It's a feature, it was discussed a few pages ago.
Random stuff. Fast I guess? Everything and anything. Dunno.Nah, it's jus' that I don't even live long enough to see that quest. D:What do you usually play? How fast is your pace? What do you usually die to? What obvious mistakes do you make that even you know about?
I find that the evil twin is also the stupid twin. He's powerful, make no doubt, but the first time I encountered my evil twin he just stood there doing nothing while I shot him to death. Even that won't stop him for good, though. He'll always be back.
How to learn: Have infertnate respawns so that you can learn from your mistakes again and again and again...Heheh. :3
Bug report tiems:
1. Fire of any kind aggravates beguiled friendlies.
2. With the four arms mutation, when you wear an extra pair of gloves, you don't get bonuses, but when you remove them, the bonuses they should give you get removed from you, so you can fuck up your AV that way.
Okay. What the fuck is a slumberling and why are they so overpowered?They're bear things that sleep for all but one day of the year.
On the flip side, if you accidentally attack one when running across a area that you already cleared (except for it of course), then you will die extremely fast.Okay. What the fuck is a slumberling and why are they so overpowered?They're bear things that sleep for all but one day of the year.
Also, they aren't overpowered: They're generated sleeping. Yes, they're extremely powerful for the level they're spawned in, but they're generated sleeping and even if they wake up they'll likely fall back to sleep quickly. Just avoid them if you can't handle them, no one's forcing you to kill them.
On the flip side, if you accidentally attack one when running across a area that you already cleared (except for it of course), then you will die extremely fast.That's why you should be careful of holding down the movement key in Roguelikes. It doesn't matter what Roguelike you play, holding down the movement key is dangerous.
On the flip side, if you accidentally attack one when running across a area that you already cleared (except for it of course), then you will die extremely fast.That's why you should be careful of holding down the movement key in Roguelikes. It doesn't matter what Roguelike you play, holding down the movement key is dangerous.
I only use ranged weapons when I want to kill the zealot.That's a waste of ammo. He's so weak any half-decent melee character can kill him.
I can't attack him any other way.Why not?
No idea. Crtl-move doesn't work.Change the keybindings then. Being able to force-attack is very useful.
No idea. Crtl-move doesn't work.
Numpad doesn't work either. And yes, I did press the Num-lock.Hm, does your numpad work at all? As in, does it work in any games? Can you type down letters with numlock on?
It works, it types, and it moves my character. It just doesn't attack.Numpad doesn't work either. And yes, I did press the Num-lock.Hm, does your numpad work at all? As in, does it work in any games? Can you type down letters with numlock on?
Hm, try remaping them to Shift+direction.It works, it types, and it moves my character. It just doesn't attack.Numpad doesn't work either. And yes, I did press the Num-lock.Hm, does your numpad work at all? As in, does it work in any games? Can you type down letters with numlock on?
When I try to remap something to shift + num7, I get... home? Huh?
Must be the keyboard settings <_<
Both on and off return "home".
*DV will now apply to projectile weapons at a -5 penaltyWhat does this mean?
*Many skill requirements and costs reducedYes! Thank goodness! It was already hard enough just getting to the level where you can get even half-decent stuff without utterly specializing.
*Aquatic creatures will no-longer move onto land when fleeing:o That was possible? Heheheh, that brings an image to mind.
*Many skill requirements and costs reducedYes! Thank goodness! It was already hard enough just getting to the level where you can get even half-decent stuff without utterly specializing.*Aquatic creatures will no-longer move onto land when fleeing:o That was possible? Heheheh, that brings an image to mind.
Does this break save compatibility?
Quote*DV will now apply to projectile weapons at a -5 penaltyWhat does this mean?
Does the DV apply to most mutations as well? I can see Sunder Mind being an auto hit, but something like Flame Hands shouldn't be.
So, the Mehmet died to an albino ape REALLY early. Like before I've even levelled once early, haven't even talked to him yet. How screwed am I?Screwed in the way you won't get the watervine quest. That has no real impact outside of the rewards you would've gotten. You can still go Grit Gate if you help Argyve, I think.
This game gets infuriating to play after a little while. I mean, I load up the game and I get absolutely horrible frames, and such extreme lag. At first, like when I first start a game, I can play just fine. However, around when I get to Golgatha, everything started messing up. I would be able to play a little, able to walk around normally and whatnot, but then it would just... stop. I mean, I wouldn't be able to move, I'd be frozen with lag. My last character, and also my best character, got destroyed when I rage-quit'd after I couldn't move and went away to do something else for a while, then came back to still see it frozen.
Anybody have any tips of not making the game eventually lag it's way to hell?
So, the Mehmet died to an albino ape REALLY early. Like before I've even levelled once early, haven't even talked to him yet. How screwed am I?Screwed in the way you won't get the watervine quest. That has no real impact outside of the rewards you would've gotten. You can still go Grit Gate if you help Argyve, I think.
Also, remember to kill the elder now, you shouldn't let 1000XP and good loot go to waste.
I went down to level five or so in Red Rock. And then I got attacked by a couple of eyeless giant crabs at once. I got out alive by three hp, so I decided that was probably a sign that I should turn back.He was asking about random levels, not fixed ones.
Also, if you can't get past level 5 Red Rock that isn't a good sign for your adventurer. Man up and go back there!This was several versions ago. My character at the time was a Fuming God-Child with max strength, max toughness, and an obsidian kriss, so I submit that your expectation that he get that far into Red Rock is crazy. You can't fight eyeless giant crabs that early on!
You think I'm crazy?Also, if you can't get past level 5 Red Rock that isn't a good sign for your adventurer. Man up and go back there!This was several versions ago. My character at the time was a Fuming God-Child with max strength, max toughness, and an obsidian kriss, so I submit that your expectation that he get that far into Red Rock is crazy. You can't fight eyeless giant crabs that early on!
"Crazy" is a word used by fools and malcontents with no vison! I am enlightened beyond what you could ever hope to comprehend.And? I want to put out fires by pouring money on them....You're crazy.
Eyeless giant crabs are bastards early on.Yeah, they are. Later on they're just punching bags. They have no special abilities, but man do they soak up a lot of damage.
YOU CANNOT HOPE TO GRASP MY GENIUS! MY WAYS ARE THE FUTURE OF TRUE MANKIND! THE FIRES OF THE WORLD SHALL BE DOUSED IN LIQUID WEALTH!You think I'm crazy?Also, if you can't get past level 5 Red Rock that isn't a good sign for your adventurer. Man up and go back there!This was several versions ago. My character at the time was a Fuming God-Child with max strength, max toughness, and an obsidian kriss, so I submit that your expectation that he get that far into Red Rock is crazy. You can't fight eyeless giant crabs that early on!"Crazy" is a word used by fools and malcontents with no vison! I am enlightened beyond what you could ever hope to comprehend.And? I want to put out fires by pouring money on them....You're crazy.
YOU CANNOT HOPE TO GRASP MY GENIUS! MY WAYS ARE THE FUTURE OF TRUE MANKIND! THE FIRES OF THE WORLD SHALL BE DOUSED IN LIQUED WEALTH!If you got everything right I would've believed you somewhat. However, since you got Liquid wrong, I consider you a lunatic.
I don't know what you're talking about. I clearly spelled it right, not you.YOU CANNOT HOPE TO GRASP MY GENIUS! MY WAYS ARE THE FUTURE OF TRUE MANKIND! THE FIRES OF THE WORLD SHALL BE DOUSED IN LIQUID WEALTH!If you got everything right I would've believed you somewhat. However, since you got Liqued wrong, I consider you a lunatic.
Someone get the syringe and happy pills.
Collect Acid in canteen,Genius.
Pour on self.
Collect Acid in canteen,That's if you even live long enough standing in the darn thing. Acid freaking hurts to stand in.
Pour on self.
Everyone can clearly see the "« Last Edit: Today at 22:18:10 by MetalSlimeHunt »". You're not fooling anyone. :PI don't know what you're talking about. I clearly spelled it right, not you.YOU CANNOT HOPE TO GRASP MY GENIUS! MY WAYS ARE THE FUTURE OF TRUE MANKIND! THE FIRES OF THE WORLD SHALL BE DOUSED IN LIQUID WEALTH!If you got everything right I would've believed you somewhat. However, since you got Liqued wrong, I consider you a lunatic.
Someone get the syringe and happy pills.
I just want to throw slime at people dwarf fortress style.*sneezes*
Acid aswell, but mainly slime.
I just want to throw slime at people dwarf fortress style.*sneezes*
Acid aswell, but mainly slime.
Sorry.
Now if only dwarves could sneeze back when thrown things did major dammage, and the whole infection/plague thing was there also.Don't worry, Failcannon is already working on biological warfare :P
Just get your dwarves sick, and taa daa, you have a fully qualified military.
I'd like to report a bug. Accidentally killed and got a girshling before accepting the watervine quest. The quest might be broken in that case, since it apprently didn't keep track of me going to redrock or spotting one.Worked fine for me. You might be screwed if you killed all the girshlings though.
I think it also stopped the river from spawning.
Best items for digging are axes, because of the Cleave skill. Is the pick an "axe"?Not quite. Assuming you have cleave, yes, but acid grenades and cudgels are the best in general.
That's odd. The Warden usually takes charge and ice blasts any hostiles in Joppa right away.I once ran around him in circles while my evil clone was chasing me.
10 drams on that he couldnt decide who to shoot.He could've at least, you know, tried to stop one from attacking the other. It's not like he has to kill one.
Imagine it. A random mutated traveller comes to town, then suddenly another completely identical one pops up and starts to attack the first one. My reaction would be that someone screwed up temporal fugue.
I honestly didn't read the entire thread(few pages at beginning, few at the end), but has anyone used the thick fur mutation? Not sure if its a bug, but it completely negates burning. You take zero damage.Ooh, nice.
What this means is that if you take the Spontaneous Combustion and thick fur mutations, you get two free mutation points.
You know in a day or two that's going to be fixed just because you posted, right? :PI honestly didn't read the entire thread(few pages at beginning, few at the end), but has anyone used the thick fur mutation? Not sure if its a bug, but it completely negates burning. You take zero damage.Ooh, nice.
What this means is that if you take the Spontaneous Combustion and thick fur mutations, you get two free mutation points.
Is there a list of wishes you cna make ? ( I am messing around with cheating :P I am trying to find a way to spawn fuel for the flamethrower, and shotgun shells )Not really.
Also is their a lsit of weapons ?Nope. However, here's the list of all the melee weapon materials I've encountered so far: Bronze, Iron, Steel, Carbide, Folded Carbide, Fullerite, and Metametal. Just add them to the start of the melee weapon wish, like Steel Longsword, and you'll get a steel longsword.
Is there a list of wishes you cna make ? ( I am messing around with cheating :P I am trying to find a way to spawn fuel for the flamethrower, and shotgun shells )Not really.Also is their a lsit of weapons ?Nope. However, here's the list of all the melee weapon materials I've encountered so far: Bronze, Iron, Steel, Carbide, Folded Carbide, Fullerite, and Metametal. Just add them to the start of the melee weapon wish, like Steel Longsword, and you'll get a steel longsword.
By the way unormal, why are we only allowed a single mutation defect total?I assume its for balance purposes.
But the defects are defects. The harm they bring to you alone serves to balance your mutations.By the way unormal, why are we only allowed a single mutation defect total?I assume its for balance purposes.
But the defects are defects. The harm they bring to you alone serves to balance your mutations.By the way unormal, why are we only allowed a single mutation defect total?I assume its for balance purposes.
I think its based off of numlock and such. For instance, I'm using a laptop, and using fn + 7 or 9 always works on all screens, since fn + 7 or 9 is part of the fake numpad. The 7 or 9 at the top of the keyboard is probably considered something else by the program, so doesn't quite work.
Okay, nevermind. My other question is, has anyone ever used Rebuke Robot successfully? I hear its based on Ego, which seems odd to me.Yes, many times. I don't know what it's really based upon. Proselytize is a simmilar ability, but it seems to work upon everything. It's just hard to get (300pts, 29 Ego). It even works on at least one robot, that being
FUUUUUUUUUUUUGODAMNITAnd my level 16 True Human dude was going so well, he just got grit gate access, and had some fairly good equipment (for me anyways).Spoiler: MY SAVE GOT EATEN WHY GOD WHY (click to show/hide)
EDIT: turns out that CoQ deleted at least 10 of my zones somehow when i saved it... Wut?
Okay, nevermind. My other question is, has anyone ever used Rebuke Robot successfully? I hear its based on Ego, which seems odd to me.Yes, many times. I don't know what it's really based upon. Proselytize is a simmilar ability, but it seems to work upon everything. It's just hard to get (300pts, 29 Ego). It even works on at least one robot, that beingSpoiler (click to show/hide)
Just started a game with a mutant with the "evil twin" defect. As soon as I spawn i get the message "Evil [charname]" has started sprinting. Turns out that that my evil twin spawned at the very start of the game (on the other side of joppa). He got the first las attack on me, so he won :(
Well, time to roll that character again.
Fire can boil it away, turning it to gas for a few seconds then it disappears entirely. Pyrokinesis or Kindle, if you're a mutant. True Men don't really have any solution that I know of. Maybe thermal grenades? You could drop a lit torch on the puddle and it'll eventually burn away (Kindle is basically a lit torch targeted on a selected tile), but of course that requires you stand in the acid in the first place.
I had made a suggestion on the Freehold forums (CoQ's official forums) about methods to deal with it. Either the ability to throw lit torches, or the ability to gather fluids from an adjacent tile, in which case you could fill a camel bladder with acid and move it somewhere else (trying to do so with waterskins immediately destroys the skin and pours the acid out over you, not sure about canteens).
FYI, if you throw a torch it will be automatically lit when thrown.
Force bubble is a rip-off :I Force wall and kindle are where its at.Not really. Force Bubble allows you to immediately get away from melee enemies and protect you as you run away. Force wall will let you block your enemies, but there's a max of 9 squares and that won't block all passageways. It's static so it won't protect you while you're running away. And you usually have to spend a turn getting melee'd putting down your wall before you can get through, which means Force Bubble is a better panic button.
And what is it with espers and such?What do you mean?
What, you expected to get a free Hand-E-Nuke or Timecube data disk?I thought that when you buy the next tinker skill you get to pick a datadisk of that level :P
I did not think I would like this game, but I am have become engrossed, how do I not die so much, I cannot find many good resources .True human melee is pretty easy for the start (unless you do something stupid, you don't have to really worry about dying), I got to lv 16 on my third try or so, but my save got corrupted so that was it for him.
True Man is more about Skill Points, as Mutated are more about mutations. You should plan your attribute points ahead so you can get some of the more difficult skills. I for one planned to get masterful butchery(and I did), which allowed me to butcher eyeless crabs for better than steel shields, and butcher salthoppers for better than steel long sword weapons. You also get lots of jerky. :)Hm... Is masterful harvestry any good?
Harvestry is better skilled imo.True Man is more about Skill Points, as Mutated are more about mutations. You should plan your attribute points ahead so you can get some of the more difficult skills. I for one planned to get masterful butchery(and I did), which allowed me to butcher eyeless crabs for better than steel shields, and butcher salthoppers for better than steel long sword weapons. You also get lots of jerky. :)Hm... Is masterful harvestry any good?
I've been sorta thinking about getting it, but don't know if/how much it will help.
And apparently, under certain conditions, you don't get confused. I'm not sure if it was a bug or based on mental armor (MA stat)/wisdom, but I know I ate a witchwood once without experiencing the side effect.Generally, whenever i eat witchwood, the first piece i don't get confused, and on the second one i do. But that probably has something to do with me just getting lucky on the first eating.
Get skilled harvestry:D
Get lots of witchwood bark
Attack someone
Consume large quantities of witchwood bark
???
Umumwahuhum!
Was made aware of this game via the jefmajor Let's Play (http://www.youtube.com/watch?v=jKk9eSTLisQ&playnext=1&list=PL26699D1E8CCF2C96), and downloaded it.I know nothing about rectangle text, so I can't help you there.
But I have a slight problem: When I run it, all where text is supposed to be is solid colored rectangles.
Does anybody else have this problem, or know how to fix it? When I looked for fixes is said something about filtered shortcuts; I do not know what this means or how to do it.
Decided to start keeping a spreadsheet of the basic items I find, how much they weigh, and what they sell for (at 16 ego). You find way more stuff than you can carry, and I wasn't sure I was bringing back the optimal mix of loot.
Learning some interesting stuff, even though I haven't gotten much info in yet. Everything I have so far is just stuff I found in and around Joppa with a new Praetorian.
Body armor, as we all know, is useless for trade. But I was a bit fuzzy about the weapons and what was worthwhile or not.
Here is what I know so far:
Items with the best return per pound (ignoring obvious trade goods like nuggets)
iron dagger 3.50
wide-brimmed hat 2.80
steel long sword 2.10
bronze dagger 1.75
steel shield 1.46
lacquered counterweighted iron short sword 1.41
bronze short sword 1.17
desert rifle 1.17
leather boots 1.17
bronze long sword 1.05
staff 1.05
General rule of thumb seems to be:
Better materials increase the value by a good bit. Haven't figured out the exact formula yet, though.
Daggers>Short Swords>Long Swords>Maces>Battle Axes
Still need hard data on short bows, two-handed swords, vine reapers, Kris, and the various hammers. I also need to figure out the rest of the guns, although I usually break those down to bits instead of selling them anyway.
The various weapon mods, like lacquered or counterweighted, seem to add 10% to the price. So unless the item is already worth trading lacquered by itself won't help too much. They do stack, though, so the more mods on an item the more money you get.
If I release the spreadsheet on google docs would people be interested in adding information to it? As long as everyone keeps prices to the 16 ego value it would probably let us get a lot of info in.
Might need organizing, though. Right now it's just one big list, but as the categories grow it'll be necessary to split things up so it's easy to find the stuff you're looking for.
If you do a google docs spreadsheet you could leave columns open on the right listing ego scores from 1-30 so we can get an idea of how prices scale up. Requiring anyone contributing to be at 16 ego is unrealistic
Unormal, bug: After leveling up Carapace from level 3 to 4 I get -9 DV. My carapace is not tightened, but when it is I get -19 DV.
You can't put on any armor with a Carapace mutation. Though Carapace does give DV penalties, but never more than -6, which is at level 1. And I don't have anything that would give me such a high (~-9 or so) DV penalty (my natural DV canceled out Carapace's DV penalty last time I checked). So this is no doubt a bug.Unormal, bug: After leveling up Carapace from level 3 to 4 I get -9 DV. My carapace is not tightened, but when it is I get -19 DV.
Did you put on any armor? DV can go negative, if that's the issue. If it suddenly jumped, then idk. :P
If your playing a mutant tinkerer, I've had a VERY good run so far with Wings, Freezing hands, Sleep Gas, Photo Skin, and Analgesia. 24 ego and int, 14 toughness, started as a tinkerer. Give two artifacts to argyve right away to get another level, put the point into freezing hands. Then just wander about locally, using freezing hands on every flying critter you come across, and freezing hands + wings to kill ground bound mobs without getting hit. Split your points on level up between freezing hands and wings, don't go underground for anything, since that negates your flight, and once you hit about level 6-7, you can probably kite Equimax's to death for massive xp. Just be careful, any neutral flying enemy will attack you if you attack an equimax on the same map as it, so it pays to wander around and snipe all the little flyers first.Seems to me that the 24 ego is kinda pointless. The only reason that i could see starting with such a high ego is for a mental mutant, but if you are just going to sell and buy stuff with it, you should be raking in more then enough money at lower ego (20 should be enough), not to justify getting the bonus.
Honestly, the high ego is a big boon. The only thing I could really have used was more toughness, but with an Issachari sun veil I can soak fire ants at level 16 and only go down to fine. Next level I'm picking up Inspiring Presense, and in a few more gonna take a random mutation and hope for something fun. Domination + tinkering + vine farmers could be a fun combo. Were it not for the high ego though, a lot of the stuff I've bought would have been out of reach. Data disc base price is extremely high, so a +1 difference adds up to like 50 drams of water difference.
The other reason I've been using high ego is cause I used the genius mutation.
Edit: I just proselytized a novice of the sightless way. Yay for allied Sunder Mind.
Edit2: Might be a minor bug, might just be absolute luck, but I found a chest with four floating glowspheres. Was in a lair of a unique Dawnglider in the salt flats to the west of Joppa.
lulz got lost.....over joppa instant regain bearings.hahaha, wandering through Joppa "Where the fuck am I?" -sees sign that says 'Welcome to Joppa!' "Oh, right!"
Sweet, i found a secret passage in joppa.
On another note: It appears that the waterlogged tunnel (that is under red rock), always contains a small sphere of negative weight.
On another note: It appears that the waterlogged tunnel (that is under red rock), always contains a small sphere of negative weight.Wait, what? Really? I've never found it before. How far in?
I noticed, i just didn't bother mentioning it because those are kinda useless and pointless to point out.Sweet, i found a secret passage in joppa.
On another note: It appears that the waterlogged tunnel (that is under red rock), always contains a small sphere of negative weight.
That is because there is always some "Ancient Bones". Did you notice the miner's helmet too? Or the pickaxe? Ect? I'm pretty sure the sphere is with that junk. You just auto pick it up and don't notice it.
There is a LOT of area down there. At least 4 screens deep, and something like 9-10 screens north/south. So your looking at a potential 40 screens to search.That sucks.
Edit: A bug related to the underground river. I went up some stairs along the path, and the last level had no stairs up or down on it. Looks like the stairs should have dumped me on the screen north of Joppa, but since that is a blank area it can't have stairs up or down.
It is under ancient bones, so it looks kinda like garbage, but white, and eactly the same as normal bones, so you might easily miss it.On another note: It appears that the waterlogged tunnel (that is under red rock), always contains a small sphere of negative weight.Wait, what? Really? I've never found it before. How far in?
The miner's helmet is a lightsource. Quite useful if you need two hands and haven't found or bought a floating glowsphere yet. It also stops you from hitting things uselessly with a glowsphere that your "dual wielding". It also has 1 AV IIRC, so that's a bonus.I noticed, i just didn't bother mentioning it because those are kinda useless and pointless to point out.Sweet, i found a secret passage in joppa.
On another note: It appears that the waterlogged tunnel (that is under red rock), always contains a small sphere of negative weight.
That is because there is always some "Ancient Bones". Did you notice the miner's helmet too? Or the pickaxe? Ect? I'm pretty sure the sphere is with that junk. You just auto pick it up and don't notice it.
If I release the spreadsheet on google docs would people be interested in adding information to it? As long as everyone keeps prices to the 16 ego value it would probably let us get a lot of info in.Bit of a late response, but that would be really nice actually. After it grows a bit, it would let me know exactly what to keep and what to throw away.
Might need organizing, though. Right now it's just one big list, but as the categories grow it'll be necessary to split things up so it's easy to find the stuff you're looking for.
I just discovered that you can pick up the Joppa chests near the various people, carry em away from the people into a closed hut, and then open them, letting you get the chests from the three chatty folks without killing them.Really? Wow, I never knew that!
I just discovered that you can pick up the Joppa chests near the various people, carry em away from the people into a closed hut, and then open them, letting you get the chests from the three chatty folks without killing them.
g.I just discovered that you can pick up the Joppa chests near the various people, carry em away from the people into a closed hut, and then open them, letting you get the chests from the three chatty folks without killing them.
What is the command to carry them?
Screw it I'm going to play it my way.
First I'll wish for defects, and then for mutations of equal worth, and then it doesn't matter whether multiple defects munchkism was intended or not
Also when did the skill requirments go down by 1 point?
Oh yeah, wish for a narcolepsy and a blinking tic. I did it once... I fell asleep in Joppa and woke up near deathlands :P.It's like roleplaying an old person! You wake up with no idea where you are or where you've been.
And then horrible reality-warping abominations of flesh and steel try to kill you. That's what being old is like, right?Oh yeah, wish for a narcolepsy and a blinking tic. I did it once... I fell asleep in Joppa and woke up near deathlands :P.It's like roleplaying an old person! You wake up with no idea where you are or where you've been.
Exactly.And then horrible reality-warping abominations of flesh and steel try to kill you. That's what being old is like, right?Oh yeah, wish for a narcolepsy and a blinking tic. I did it once... I fell asleep in Joppa and woke up near deathlands :P.It's like roleplaying an old person! You wake up with no idea where you are or where you've been.
And then horrible reality-warping abominations of flesh and steel try to kill you. That's what being old is like, right?Oh yeah, wish for a narcolepsy and a blinking tic. I did it once... I fell asleep in Joppa and woke up near deathlands :P.It's like roleplaying an old person! You wake up with no idea where you are or where you've been.
So would there be issues with saves since the quest got updated?
I love how often this game updates.Yeah, evil twin is a nasty piece of work.
And I hate Evil Twin. Bastard was better at combat that I was. I even stunned him and he killed me with a crit when he came out of stun. Grrr.
Oh, well. New version, so I needed that character to die anyway.
Still working on the spreadsheet. It has a lot more data in it, now. So once I get it organized a bit I'll open it up for everyone to use.
BLARG DRILLBOTS DRILLING ME TO DEATH. I even had a freeze grenade...A Force mutation and Disintegration are very good choices if you're surrounded by problematic enemies. Regeneration is also generally good for many builds. Never can have enough health regen.
So what exactly would be a good mutation set?
I get kinda frustrated with how much this updates honestly. I havent lost a character to anything other than a glitch in some time. Grr. Too good at this.
I get kinda frustrated with how much this updates honestly. I havent lost a character to anything other than a glitch in some time. Grr. Too good at this.Same. But, as Mephansteras said, you can keep playing the old versions. And frequent updates means new features often.
BLARG DRILLBOTS DRILLING ME TO DEATH. I even had a freeze grenade...
So what exactly would be a good mutation set?
I have yet to find the odd glowpad. Either one. I keep looking, but I just never seem to find him. Kind of frustrating.If you don't mind a bit of cheating, turn on the "Indicate overland encounters on the main map" in the Debug section of the options page. You should then be able to see the oddly hued glowpad (the cyan one) as a $. He will be in one of the nine screens.
Hey guys, I'm a little confused. Where do I find the newest version? All I can find was the same public beta build I downloaded o_oThe latest version is always on this page (http://forums.freeholdentertainment.com/content.php). Always. The actual download is always updated, but not the post.
Ah thanks! Are you suppose to uninstall the previous version before installing the newest one?I don't think it's 100% necessary. I've run the game successfully many times after updating by simply overwriting. Though you don't loose your settings if you delete everything because they appear to be stored somewhere else. Your saves are your only problem, but they're likely incompatible with the new version anyway. So, it's up to you.
Ok, it's still one giant stupid list but it's good enough that I'm ok releasing it.Wait, don't Nuggets always have the same sell/buy value regardless of ego?
Here is the link (https://spreadsheets.google.com/ccc?hl=en&hl=en&key=txrowN2sKDAujvoe0lzhM7Q&pli=1&authkey=CPvt7LsG#gid=0)
I thought I read on the CoQ forum that baking was to be added?
I have been unable to locate it. Does anyone know the status of this?
I've seen nothing regarding cooking or similar things, though these will likely be added.
Goddamn kudsu keep rusting my nuggets.
F*** YOU PLANTS THOSE ARE HOW I BUY SHIT!
I've only been able to find Serenity World. Interesting that it exists :)There are different worlds?
Any ranged attack works. As long as you do not melee it, it's easy.Goddamn kudsu keep rusting my nuggets.
F*** YOU PLANTS THOSE ARE HOW I BUY SHIT!
I hate qudzu so much. Light manipulation is awesome just because it lets me kill them reliably from range. I avoid them as much as possible now.
Honestly, if you can't kill them at range, don't ever fight them. Even if you can kill them in two attacks every time, that still means they get 1/2 attacks on you, and it only takes a single attack to rust your *awesome item*.Goddamn kudsu keep rusting my nuggets.
F*** YOU PLANTS THOSE ARE HOW I BUY SHIT!
I hate qudzu so much. Light manipulation is awesome just because it lets me kill them reliably from range. I avoid them as much as possible now.
I hate qudzu so much. Light manipulation is awesome just because it lets me kill them reliably from range. I avoid them as much as possible now.Any ranged attack works. As long as you do not melee it, it's easy.
Few quick (but important) bugfixes:How much was the ground worth? :P
*Fixed an issue where you would auto-get terrain
A question from something I saw on the wiki.No, you don't.
When building from a data disc, you don't lose the disc? Is that right?
Just noticed in the current version that you no longer auto-pickup fresh water. Not sure if it's a bug or intended, but I liked it better the other way.Hm... haven't tried the new version yet, but 99% sure that it simply isn't enabled (perhaps by default), go to the options to check if you simply don't have it enabled, or if the version really doesn't have the option.
Few quick (but important) bugfixes:Looking at this update I see that you still mix up the "it's"/"its".
*Fixed an issue where you would auto-get terrain
*Fixed chitinous puma so it's corpse chance is non-0
*Fixed an issue with butchery failure message
1.0.4109.39797
Few quick (but important) bugfixes:Looking at this update I see that you still mix up the "it's"/"its".
*Fixed an issue where you would auto-get terrain
*Fixed chitinous puma so it's corpse chance is non-0
*Fixed an issue with butchery failure message
1.0.4109.39797
"It's" means "it is" while "its" means something "belonging to it". I said it because most of the main quest dialogues have "it's" instead of "its". It's a minor issue, but you may want to fix it someday.
BUG: even with disable permadeath enabled, the game still deletes about two areas every time that you die. I get the feeling that it's intended to stop save scumming, but if you have a option to disable permadeath, then the game shouldn't go around deleting areas when you die.
Intercept, under Long Blades - Is it really only a 0.5% chance of triggering; IE: 1 in 200?Yeah.
Few quick (but important) bugfixes:Looking at this update I see that you still mix up the "it's"/"its".
*Fixed an issue where you would auto-get terrain
*Fixed chitinous puma so it's corpse chance is non-0
*Fixed an issue with butchery failure message
1.0.4109.39797
"It's" means "it is" while "its" means something "belonging to it". I said it because most of the main quest dialogues have "it's" instead of "its". It's a minor issue, but you may want to fix it someday.
item's
Would anyone like to share strategies or builds for agility/short blade/pistol focused characters?
Anyone know what a "gaslight flyssa" is? A flyssa is a sword, but what's a gaslight one?Sounds like a sword that can be set on fire, to me.
unormal: Not sure what's causing it but I keep getting crashes while trying to explore the caves beneath Joppa.
I'm fairly sure that it's basically a lightsaber, not quite sure how it's armor penetration and stuff like that works though.Anyone know what a "gaslight flyssa" is? A flyssa is a sword, but what's a gaslight one?Sounds like a sword that can be set on fire, to me.
unormal: Not sure what's causing it but I keep getting crashes while trying to explore the caves beneath Joppa.
Try deleting and reinstalling. If it doesn't help, post the contents of the exception that's thrown (it's automatically on your clipboard if it throws an exception, so just paste it into a post or e-mail). If it's crashing without an exception, it's probably something messed up with your installation.
AAAArrrrghh how do i ask argyve to repair stuff? (fucking qudzu)r key as far as I remember. Costs like 5 drams I think.
thanks it was driving me crazyAAAArrrrghh how do i ask argyve to repair stuff? (fucking qudzu)r key as far as I remember. Costs like 5 drams I think.
Ive actually found photosynthetic to be awesome. Saves a ton of space in your inventory. And Ive gotten to the bottom of red rock without even going below the maximum display of "food".strange i only got to second before getting weak
I believe using powers also consumes your "food counter." I remember a bug note that indicated Pyrokinesis now correctly uses 1000 energy, but since energy isn't really tracked directly I assume it is related to your satiation/food/verdantitudity.Actually, energy works off speed. Basically, every tick you get your speed in energy. When you hit 1000, you can then act until your energy hits zero. Like 99% of the actions in the game take up that full 1000 energy, but there are ways to decrease it.
Screw grenades.*GASP*
I rarely use them, because I have better alternatives, and I kill the target before they are needed.only that you know exactly the spread of cryo/pyro, grenades are more......volatile
But for true men, they're the equivalent of cryo/pyrokinesis
I don't use grenades because they're like, Special Weapons.Same here.
You know, those Special Weapons you never use because you're always saving them for something else.
I remember fighting my evil twin, we both had the gas mask and poison grenades. Both of us threw our grenades, then fought in melee. It was like something out of World War I.That's awesome!
you do ithat in inventory, select the item and it will give you the option.Thanks for telling me.
What are the best mutations to have?Depends on what you want.
I don't use grenades because they're like, Special Weapons.
You know, those Special Weapons you never use because you're always saving them for something else.
What are the best mutations to have?
What are the best mutations to have?Regeneration is a must have for me. It may simply be just HP regen, but HP regen is always good, especially for melee characters.
Go to here (http://forums.freeholdentertainment.com/content.php).Hey, it might help some other
Download from one of the two links.
Ed: Aaaannnnnddd of course you edit. My post was for naught.
Grenades are fun tools for me. I can craft a hundred of them, so I throw them left and right :P. And mines are plain awesome, especially freeze and EMP.Ever thrown a freeze MK.3?
I have.Grenades are fun tools for me. I can craft a hundred of them, so I throw them left and right :P. And mines are plain awesome, especially freeze and EMP.Ever thrown a freeze MK.3?
If I kill my evil twin, will he ever come back?He will always be back, and will be exactly as strong as you are at any given point in time.
And he will always be back at the least convenient time; when you're surrounded by enemies.If I kill my evil twin, will he ever come back?He will always be back, and will be exactly as strong as you are at any given point in time.
NOOOOO
I just learned the hard way that you removed the thickfur-spontaneous combustion exploit.
I love this game :D
You can still pour salt water on yourself to douse the flames. Heck, you can pour slime on yourself if you felt up to it. About 2 cantines filled with various liquids should save you until you can find another tile of liquid. But, that does come to about 15 lb of weight to carry it all.
You can still pour salt water on yourself to douse the flames. Heck, you can pour slime on yourself if you felt up to it. About 2 cantines filled with various liquids should save you until you can find another tile of liquid. But, that does come to about 15 lb of weight to carry it all.
You don't even need liquids, you can just wait and you'll put out the fire automatically in a few turns.
What level should I attempt Golgotha at? I tried at level 4 but I could only kill about 6 things before being surrounded.
i only got to first level of golgotha 2 goddamn drillbots 2 argoflys an random stuff, does rebuke robot really work?I'm pretty sure it's a togglable thing. Like wings or corrosive gas.
i only got to first level of golgotha 2 goddamn drillbots 2 argoflys an random stuff, does rebuke robot really work?It's based on Ego, so if you don't put anything into it as a True Man, it's severely weak.
i always have like 19-20 ego.i only got to first level of golgotha 2 goddamn drillbots 2 argoflys an random stuff, does rebuke robot really work?It's based on Ego, so if you don't put anything into it as a True Man, it's severely weak.
Does willpower and toughness have to do with hitpoint regeneration? That's what it says on the character creation screen
Anyone seen a phase cannon? It sounds neat, but what is it?A very good energy weapon, don't think it has any special effects.
Say, what does the Hand-e-Nuke do, anyway? I have a distinct feeling I'm going to blow the crap out of myself.You will die if you throw it. You could set it as a mine/bomb, then climb/descend stairs to survive (or use a recoiler), but barring that, you will die.
I killed my best character by jumping into water while I was on fire. The steam cooked me in a hurry.
It generally does, but if your temperature is really high, sometimes the temp boils the water, and if you stay in it a turn, turns to steam and kills you. I think that if you walk right out again you will be fine (while waiting a turn will let it kill you), no matter what your temperature, but i could be wrong.I killed my best character by jumping into water while I was on fire. The steam cooked me in a hurry.
This raises a concern for me, about the game itself. The temperature system reminds me of Dwarf Fortress, in that any deviation from room-temperature easily cascades into a deadly plague, with little relationship to the laws of thermodynamics or conduction. I can understand a thermal grenade flash-cooking a puddle into steam. But if you're on fire, shouldn't jumping into a puddle put you out?
You can still pour salt water on yourself to douse the flames. Heck, you can pour slime on yourself if you felt up to it. About 2 cantines filled with various liquids should save you until you can find another tile of liquid. But, that does come to about 15 lb of weight to carry it all.
You don't even need liquids, you can just wait and you'll put out the fire automatically in a few turns.
Though this is not advisable if you're fighting 2-3 fire ants/troll flamethrowers and they're pelting you with flaming hands every turn.
It's running off of the CPU default fonts. Unfortunately, from what I've seen of the forums, it causes issues with any regional setting that isn't standard USA, but it's also not a high priority to implement a tileset for the developer, since it would take a while to match up all the critters to the file.
Edit: That said, it wouldn't surprise me if Deon were to have a graphics set ready to spring on the game. That man is a crazy good spriter.
.???
You cannot possibly comprehend the mighty thing that is The Dot!.???
You can still pour salt water on yourself to douse the flames. Heck, you can pour slime on yourself if you felt up to it. About 2 cantines filled with various liquids should save you until you can find another tile of liquid. But, that does come to about 15 lb of weight to carry it all.
You don't even need liquids, you can just wait and you'll put out the fire automatically in a few turns.
Though this is not advisable if you're fighting 2-3 fire ants/troll flamethrowers and they're pelting you with flaming hands every turn.
I still don't understand how using liquids is better? Do they give resistance?
Yeah, we've already asked about that, and apparently it's not in the development plan for the close future yet. There's still a lot of stuff to do, so the graphics are not a major concern. Still I can't wait to try it as soon as the opportunity arises :P.It's running off of the CPU default fonts. Unfortunately, from what I've seen of the forums, it causes issues with any regional setting that isn't standard USA, but it's also not a high priority to implement a tileset for the developer, since it would take a while to match up all the critters to the file.
Edit: That said, it wouldn't surprise me if Deon were to have a graphics set ready to spring on the game. That man is a crazy good spriter.
When we get ready to do graphics, we'll for sure give Deon the opportunity to opt in or out of the project :)
I would assume it desalinates water. Granted, that makes absolutely zero sense since you can't just add something to water to take the salt out. Though, it would be really easy to make a still to desalinate the water.Well this IS the future and they have crazy nanotech. Maybe something added to the water could cause it to precipitate all the salt to the bottom of the container and you pour the clean water off.
I just built a chain-pistol straight from the schematic. I got a drumloaded slender one.You guy is like "I could totally lacquer this bitch..."
Then I scanned it with psychometry and ended up learning to build a lacquered one.
Wut.
What do solar and chem cells do?They power things which take power cells. A solar cell can be recharged by dropping it on the ground.
But I would totally have have to take out the drum loading and make it weigh more.I just built a chain-pistol straight from the schematic. I got a drumloaded slender one.You guy is like "I could totally lacquer this bitch..."
Then I scanned it with psychometry and ended up learning to build a lacquered one.
Wut.
Stuff from this thread we actually did so far
* Redone heating and cooling system with specific heat and phase transitions (melt rock into lava, heat water into steam)
How about making chemicals, and herb combined with certain types of liquids make potions?Which will likely rust your teeth out?
That would be awesome. And the system is already there, just add 'a'pply to things like qudzu stem and say combined with honey it makes a qudzu potion that you can drink?
RunSegment:System.NullReferenceException: Object reference not set to an instance of an object.
at XRL.World.GameObjectFactory.CreateObject(GameObjectBlueprint Blueprint, Int32 BonusModChance, Int32 SetModNumber)
at XRL.World.GameObjectFactory.CreateObject(String ObjectBlueprint, Int32 BonusModChance)
at XRL.World.GameObjectFactory.CreateObject(String ObjectBlueprint)
at XRL.World.Parts.Mutation.Stinger.Mutate(GameObject GO, Int32 Level)
at XRL.World.Parts.Mutations.AddMutation(BaseMutation NewMutation, Int32 Level)
at XRL.UI.CreateCharacter.GenerateCharacter(ScreenBuffer SB)
at XRL.UI.CreateCharacter.ShowCreateCharacter()
at XRL.Core.XRLCore.NewGame()
at XRL.Core.XRLCore.Start()
at XRL.EntryPoint.Main(String[] args)
Turn:System.IndexOutOfRangeException: Index was outside the bounds of the array.
at ConsoleLib.Console.ScreenBuffer.ThickSingleBox(Int32 x1, Int32 y1, Int32 x2, Int32 y2, UInt16 Color)
at XRL.UI.Sidebar.RenderCurrentCellPopup(ScreenBuffer _Buffer)
at XRL.UI.Sidebar.Render(ScreenBuffer _ScreenBuffer)
at XRL.Core.XRLCore.RenderBaseToBuffer(ScreenBuffer Buffer)
at XRL.Core.XRLCore.RenderBase()
at XRL.Core.XRLCore.PlayerTurn()
at XRL.Core.ActionManager.RunSegment()
*Slightly increased horned chameleon's strength
*Salthoppers may now sprint
*Fixed an issue with flying allowing you to cross wallsHoly carp I posted that like an hour ago. Unless you already knew.
1.0.4120.15885
Including Slumberlings and (I think) Salthoppers.
I may have to give Charge a try now- I hadn't before.
Does "increased strength" mean more HP for horned chameleons? They were glass cannons beforehand- a good ranged weapon took them out.
*Slightly increased horned chameleon's strength
*Salthoppers may now sprint
What i read is * HAHAHAHA U DIE MOAR NOW
Just got a crash when trying to have a character with a Stinger:Code: [Select]RunSegment:System.NullReferenceException: Object reference not set to an instance of an object.
at XRL.World.GameObjectFactory.CreateObject(GameObjectBlueprint Blueprint, Int32 BonusModChance, Int32 SetModNumber)
at XRL.World.GameObjectFactory.CreateObject(String ObjectBlueprint, Int32 BonusModChance)
at XRL.World.GameObjectFactory.CreateObject(String ObjectBlueprint)
at XRL.World.Parts.Mutation.Stinger.Mutate(GameObject GO, Int32 Level)
at XRL.World.Parts.Mutations.AddMutation(BaseMutation NewMutation, Int32 Level)
at XRL.UI.CreateCharacter.GenerateCharacter(ScreenBuffer SB)
at XRL.UI.CreateCharacter.ShowCreateCharacter()
at XRL.Core.XRLCore.NewGame()
at XRL.Core.XRLCore.Start()
at XRL.EntryPoint.Main(String[] args)
And a second, with a different character. This time I was just trying to pick up some items that I'd dropped into a pile:Code: [Select]Turn:System.IndexOutOfRangeException: Index was outside the bounds of the array.
at ConsoleLib.Console.ScreenBuffer.ThickSingleBox(Int32 x1, Int32 y1, Int32 x2, Int32 y2, UInt16 Color)
at XRL.UI.Sidebar.RenderCurrentCellPopup(ScreenBuffer _Buffer)
at XRL.UI.Sidebar.Render(ScreenBuffer _ScreenBuffer)
at XRL.Core.XRLCore.RenderBaseToBuffer(ScreenBuffer Buffer)
at XRL.Core.XRLCore.RenderBase()
at XRL.Core.XRLCore.PlayerTurn()
at XRL.Core.ActionManager.RunSegment()
*Rest until healed now only takes into account visible hostilesFinally. That was annoying me to no end.
*Glowfish are no-longer hostile:o You mean they aren't hostile bastards with a taste for human/mutant blood? :P
What is the relationship between Multiple Arms and the Dual Wield skill? Does the skill apply to each arm, or just your original left arm? If all arms, it seems raising the mutation itself will be overshadowed by the skill.
What is the relationship between Multiple Arms and the Dual Wield skill? Does the skill apply to each arm, or just your original left arm? If all arms, it seems raising the mutation itself will be overshadowed by the skill.
I've been meaning to ask this myself. Does Multiple Arms give you one, two, or zero additional 'offhands' for skills like Dual Wield and Jab?
Also, I /finally/ managed to get a Dual Wielding character to survive, and he's now getting two attacks with his offhand cryssteel dagger every (or just about every) turn.
Also, I'm running into an issue where the Regeneration mutation just.. stops working for a while, has anyone else noticed this? Sometimes it'll take me 100+ turns to heal 80hp, and sometimes it'll take 400+ while resting.
Skip redrock initially. The rust caves are somewhat easier and there is a nice trio of quests for easy xp. Or even more, skip the quests and just wander the marshes killing glowfish.Red Rock was actually easier than the rust wells because I was running a physical character and there are NO salt hoppers down there.
This is a slightly odd feature request.
There are several mutations that gain charges rather then cooldown. Off the top of my head, Electrical Discharge and Light Manipulation. Would it be possible to have their cooldown indicator changed to a number indicating how many charges are accumulated. This is also linked to a bug, where Electrical Discharge is always displayed as green.
Does fire resistance not work against flaming hands or something? Even with 59 fire resistance from level 10 carapace and thick fur I ended up dying to troll firestarters. You would think they would be the least dangerous trolls, but I ripped through the rest of them easily. I could have prevented the death had I been more careful and used more of my items, but the game was seriously slowing down close to unplayability so I didn't care about the character too much.Yeah, firestarters are easily the most dangerous of the trolls, since they can do tons of damage at range.
I did get a carbine in that game and I have to agree, they are really nice. I also have began to love sowers seeds. I had around 90 of them at one point, and they are very good against tough enemies, especially groups. You may take a bit of self damage, but it's usually not too bad.
Sower's Seeds are definitely very ouch'y; the goatfolk tend to be the most annoying enemies due to that.They aren't that bad, all you need to do is hide behind a tree (after you see a goatfolk sower), and then kill them in melee range (even if you are ranged they got some pretty pathetic melee).
They aren't that bad, all you need to do is hide behind a tree (after you see a goatfolk sower), and then kill them in melee range (even if you are ranged they got some pretty pathetic melee).Which is hard to do due to the fact that the seeds blow trees away before you can get to them.
I actually hate the friggin guts of carapace and quills.
They don't approach the maximum AV armor, which is crysteel shardmail at 8.
And then i'm stuck at an armor that has 2 points less than a friggin just-a-little-less-common item.
Carapace and Quills are fine. A lot of the mutations have powerful effects and huge tradeoffs.
They don't approach the maximum AV armor, which is crysteel shardmail at 8.Actually, Carapace does reach 8 AV. Just tested it with the latest version.
And then i'm stuck at an armor that has 2 points less than a friggin just-a-little-less-common item."just-a-little-less-common"? Dude, I've personally never found crysteel shardmail before, so it's a little less common than "just-a-little-less-common".
Only the carapace can thighten for a 12AV bonus, but then I can't move, which means I need to have way to work around this.You can use mental mutations while tightened. Grab disintegrate and blow everyone away.
Just dump the crap in one or two piles (be sure to have a save to savescum to in case you crash; putting too much on a pile has the game crash) and grab everything from the pile before you recoil. You can recoil even while over-encumbered.
Just dump the crap in one or two piles (be sure to have a save to savescum to in case you crash; putting too much on a pile has the game crash) and grab everything from the pile before you recoil. You can recoil even while over-encumbered.
*Ownership is now a global flag, and NPCs are a little more protective of their stuffDoes that mean no more chest-stealing? Darn. :P
*Added a 'Replay most recent character' option to the new game menu.Wow, thanks. +50 points for that. It was seriously needed.
1.0.4128.36164
I really hate slime levels. Had a really promising character die because he got stuck in a slipping loop and got slaughtered by an amoeba while helpless. Is there anything you can do about slime if you don't have a fire ability?six days stilt?
Is blinking tick meant to trap you in small box-like sealed of areas, or does my luck just suck?Your luck just sucks.
When you have regeneration, double-hearted, and some skills, you're almost immortal if you can run.You just need a screwdriver...
When you have regeneration, double-hearted, and some skills, you're almost immortal if you can run.You just need a Sonic screwdriver...
The Spindle has to be a space elevator. That's the only possibility that makes sense.
When you have regeneration, double-hearted, and some skills, you're almost immortal if you can run.You just need a Sonic screwdriver...
Anybody else had much luck with a "Siamese" build? (Multiple Arms, Multiple Legs, Two-headed)?
I love having all the extra gear slots, plus if you put some points in off-hand weapon skills, you've got a 4-bladed hurricane of death.
Anybody else had much luck with a "Siamese" build? (Multiple Arms, Multiple Legs, Two-headed)?
I love having all the extra gear slots, plus if you put some points in off-hand weapon skills, you've got a 4-bladed hurricane of death.
Two-Headed might be good as an addition to a mental-mutation-focused character, but I haven't tried yet; didn't see a good reason otherwise. Multiple Arms is fun, but watch out about wearing additional pairs of gloves - you don't get an armour bonus when putting them on, but you do lose the armour value if you take them off. (I don't think I've seen that in the bugfix list yet..)
I'm going to blame Vorthon for me discovering this bug... (And, y'know, not checking what F7/F8 does, first.)
Very strange things happen when you get your 'Left Missile Weapon' dismembered; it dropped my desert rifle to the ground, so after regenerating the part, I picked it up and re-equipped the weapon. At this point, I was 15lbs overweight, and not thinking anything of it, jettisoned an extra rifle from my backback.
Upon killing a goatfolk with a desert rifle, and picking it up, I found I was then 30lbs overweight. I had 'desert rifle x2' equipped on my equipment screen in the L/R slots, and another 'desert rifle x2' in my inventory. Some juggling eventually made things settle out again.. (I was able to 'drop' one of the rifles from my equipment screen, and it vanished.)
Is blinking tick meant to trap you in small box-like sealed off areas, or does my luck just suck?
Multiple Arms is fun, but watch out about wearing additional pairs of gloves - you don't get an armour bonus when putting them on, but you do lose the armour value if you take them off. (I don't think I've seen that in the bugfix list yet..)
Hehehe, I found a DF reference. Very nice Unormal.What is it?
Read the mutation info on it from the same place you can upgrade it.Ok thx for the info. I have read the info indeed but when I press 'e 'for equipment my head has my horns equipped and it shows better damage / AP than the axe in my hand.
I think it was like a 20% chance to attack with them every time you attack. Shouldnt have sold your axe. Eating dog corpses is very healthy, and jilted lovers are plants that grow on walls and grab you.
It's also a bug, or at least a bit of mixed up nouns.Hehehe, I found a DF reference. Very nice Unormal.What is it?
You won't be able to get the Joppa Recoiler from him anymore (from the wire quest).Don't forget the Droid scrambler. Unless, of course, that changed in the most recent versions.
After trying it 15 times I have finally beaten the first quest! :)
Once you level up a few times and have 4x the amount of health it gets a lot easier. Not running into bears or attacking giant beetles also helps a lot.
Some old guy in the starting village that gave me xp when I gave him broken artifacts tried to kill me so I had to kill him, it was self defense (I just opened his chest to see what was in it...)
Does it matter for the main quests? I obviously cannot give him his 200 foot of wire anymore but the rest of the village is still friendly.
I really love this game :P
Also, grit gate won't let you in until you finish the wire quest.Actually, you can get in by finishing the Watervine quest and saying that you're the elder's friend. I don't believe that'll let you get any further than the first room, though.
I never knew that. If I make it to grit gate, its almost always due to a recoiler after completing the wire quest.Also, grit gate won't let you in until you finish the wire quest.Actually, you can get in by finishing the Watervine quest and saying that you're the elder's friend. I don't believe that'll let you get any further than the first room, though.
hooks for feet make you unable to use shoes.
Because horns actually do something useful.According to the mutation screen, hooks for feet can deliver a devastating gore attack.
Not all mutations are purely good.
According to the equipment screen, that goring attack adds/is 1 damage. (Or I misunderstood the heart with a 1 next to it)Because horns actually do something useful.According to the mutation screen, hooks for feet can deliver a devastating gore attack.
Not all mutations are purely good.
According to the equipment screen, that goring attack adds/is 1 damage. (Or I misunderstood the heart with a 1 next to it)Because horns actually do something useful.According to the mutation screen, hooks for feet can deliver a devastating gore attack.
Not all mutations are purely good.
Go to ArgyveWhere's he?
Joppa. Come on, it shouldn't be hard to notice the man in the building with no doors.Go to ArgyveWhere's he?
Is it better to take the river out of redrock, or should I just backtrack? I usually get crushed by a knollworm in the tunnel.
He is on the same city / region tileGo to ArgyveWhere's he?
Err... How do I deal with an evil twin who has thick fur, slime glands, level 3 pyrokinesis, level 3 light manipulation and level 3 regeneration?
Saving that fur into a goatee will help.Is that an Order of the Stick reference?
Yeah, last time I confronted one, I got flamed then lasered to death.Err... How do I deal with an evil twin who has thick fur, slime glands, level 3 pyrokinesis, level 3 light manipulation and level 3 regeneration?
Well... you're both resistant to each others mutational attacks, so I'd suggest swords, axes, rifles, grenades.. etc.
Another crash in the caves under joppa. Didn't get any error messages or anything on the clipboard, though.
*You can now contract diseasesNo more unprotected sex then. :(
*Added an auto-explore command, currently unbound by default. It's experimental and totally unfinished.<3!!!
*Merchants in safe places will generally no-longer equip their waresYay. We can get compass bracelets now.
*Added a get-from command (ctrl+g) that allows you to get objects (and gather liquids) from an adjacent square
Quote*Merchants in safe places will generally no-longer equip their waresYay. We can get compass bracelets now.
*Added a get-from command (ctrl+g) that allows you to get objects (and gather liquids) from an adjacent square
Edit: New artifact, HAHAHAHAH fun.
I sort of went into a CoQ coma for a few months. Is the metamorphosis mutation bug (where it's impossible to de-transform) fixed?
Something that partially replicates a mutation, but in a different way. It makes sense and its tons of fun. Just keep checking argyves data disc list and you'll see it eventually.
*Fixed Amphibious to correctly only accept fresh waterAw, that's a shame. I would think they could still breath brackish water, like frogs, but oh well.
*Fixed Argyve so he takes the wire from your inventory during "Weirdwire Conduit.. Eureka!"I wondered if that was a bug. Speaking of, does wire have any use except that quest?
Will this mean that missile effects such as freezing hands won't hit you while phased as well?
Then stop adventuring into ancient ruins filled with various horrors. What did you expect, a free BFG9000?
Because you love dying?
Then stop adventuring into ancient ruins filled with various horrors. What did you expect, a free BFG9000?
By free I meant just standing out in the open with no resistance whatsoever. As in, a BFG9000 just standing at the door of ruins with absolutely no enemies trying to stop you.Then stop adventuring into ancient ruins filled with various horrors. What did you expect, a free BFG9000?
No need to reply to this but let me just say: when I venture into apocalyptic ruins filled with flesh eating horrors, I do in fact expect to find a FREE lost superweapon.
Free BFG9000's?
WHERE!?
Damn, I wish BFG's were in the game.
That's just random bad luck. The RNG just shat on you. Don't feel bad, that happens to the best of us.
As to having no idea about what's going on, let me ask you; have you ever played other Roguelikes before?
Free BFG9000's?
WHERE!?
Damn, I wish BFG's were in the game.
Haha, I was just kidding Tarran. But anyway I agree with this guy's sentiment. I'm sure that one of these mega-updates that the game occasionally gets will include a new gun with ridiculous amounts of power, to some drawback. Surely.
Well I put some effort into playing it more, and managed to get somewhere, I did the grishnak quest or whatever, but after that didnt really know where to go and listened to the crazy zealot and went to that salts estate in the stills or whatever. Found nothing thereFirst: do the rust wells quest (go to the dude in the southwest corner, and after completing his first two quests then he will ask you to get wire at the rust wells).
Did this bug apply to all missile weapons? If so, bummer, because I just started getting somewhere using a low strength Artifex and I don't want to abandon him after so many attempts... He will probably die somewhere in or around Golgotha anyway... though, I did hike up his Ego this time. Is Rebuke Robot a useful skill?
Did this bug apply to all missile weapons? If so, bummer, because I just started getting somewhere using a low strength Artifex and I don't want to abandon him after so many attempts... He will probably die somewhere in or around Golgotha anyway... though, I did hike up his Ego this time. Is Rebuke Robot a useful skill?
I've never found it useful. I think it was successful once (a couple version back), in Golgotha, but even though it said something about 'wandering off' the robot still came for and attacked me immediately the next turn. May have been caused by also being attacked by another robot (probably similar, e.g. both drillbots) at the time. That is, the rebuke worked, then the still-aggressive bot attacked me on his turn, and the one I rebuked 'came back' to help his friend, even though 'came back' in this instance means 'never left.'
Not sure it's terribly useful since it seems to be based on ego, which true humans don't have much need to bump because it only affects mutations, which they can't get, and a few skills. I guess it could be a rare last-ditch effort game saver, as roguelikes sometimes have.
I fight robots and hard stuff one at a time by just going back upstairs (only 1 or 2 will follow) and using choke points all the damn time
I fight robots and hard stuff one at a time by just going back upstairs (only 1 or 2 will follow) and using choke points all the damn time
That makes sense if you are skilled with a melee weapon, but as a low STR Artifex, with only a musket and a stun rod, it's a bit more involved and takes forever.
Yeah this game is professional quality, and really could be shareware marketable.
Agreed, this is an amazing game.
Bug? I opted for random mutations with my tinkerer type character, and I got Heat Immunity as a choice.
Yeah this game is professional quality, and really could be shareware marketable.
Right now, this game is already much better than many games I've paid real money for.
Whats the difference between 'breaks saves' and 'horrifyingly breaks old saves'? Does it scare itself into a crash or something? :)
Do the minor issues with Golgotha include the invincible conduit crawlers?
Sorry, they're called chute crabs.
Like an idiot, I jumped down the pits onto the conveyor belts and eventually ran into them. As they swarmed across the conveyor belt they seemed to freeze in place. They didn't attack when I got near and froze at 'Badly Wounded' when I set them on fire. To make matters worse the "bloody flaming cute crab takes 1 damage from the fire started by you!" message reappears every turn no matter where I go.
Wow, I've found a taco wrapped in thin paper which costs more than any of my artifacts >.<
Of course I ate it :D.
Edit: Do solar cells recharge when you're traveling in the overworld map?
I'm still playing 1.0.4160.677 from three updates ago and the game is forgetting areas I've already cleared. Is there some sort of respawn? Even then, I should remember what the map layout was but when it re-populates the area is black and unknown.I'm pretty sure it's a bug/memory error. IIRC the save file can become pretty huge, I wouldn't be surprised if it attempts to "clean up" by deleting old locations in an effort to save space.
I'm still playing 1.0.4160.677 from three updates ago and the game is forgetting areas I've already cleared. Is there some sort of respawn? Even then, I should remember what the map layout was but when it re-populates the area is black and unknown.
Hmmm. Fell down a shaft and died in golgotha...with wings...while flying. That seems a bit odd. Although maybe it just needs a different message in that case?
Someone said that food and water are theoretically renewable.Food and water are NIGH renewable. Watervines can have harvested from them up to 20 vinewafers a piece with the 2nd tier of Harvestry. In the 100 turn cooldown, you need to eat about 7 of them. They restore an equal amount of food and water, and will maintain both at adequate levels. In Joppa alone, there are perhaps 100 Watervines. The surrounding flat areas contain a fair number of starapple trees, which ALSO provide good levels of food and water, at 10 apples with a 2nd tier harvest. There are also skills that slow down hunger and thirst to 2/3 and 1/6 normal rates, depending on which you go for, Photosynthetic Skin, which entirely negates the food clock and makes only water an issue, and the recycling suit, which provides water from nothing, though not at quantities a normal unskilled non mutant can last indefinitely on. However, a human getting thirsty at 1/6 speed with photosynthetic skin and a recycling suit can almost definitely sit in town for years and build up billions of drams of water through the ages.
False!
Cleared areas never regenerate wildlife (meat), but I don't think anyone has the time or patience to explore it all. Especially if you're including underground levels. Merchants sell food and water, but eventually the player will run out of stuff to sell them and you'll be forced to cannibalize them in a infinite-duration game.
I think it is, but I would have to run a new game and I'm in the middle of an excellent one at the moment. Basically, Recycling Suit + Photo skin + 1/6 thirst should equal unlimited game time. Not 100% positive on that though. Its not an issue though. If the world map is 85 x 30, with 9 squares each. Add in lairs and caves that can extend up to 20 tiles down, and you get a MASSIVE number of map screens that would be nearly impossible to clear out, even if you just removed the food and water clocks.Wasn't there a way to 'dig down' at any point on the map as well to generate more underground area? And can't you dig 'off map' from the lairs and caves to find randomly generated areas?
*Fixed phase cannon's charge useGoodbye Autowin super weapon of doom. Though, I shan't update till that character bites it. One shotting Slumberlings is too much fun.
And then the zealot died a couple turns afterward. WTF?WTF indeed. Argyve stealing your XP. >:(
Also unless something has changed, the Fur mutation entirely negates the combustion damage
Ahh alright. Its been a few versions since I last played. In fact I think I'll go pick it up again now.Also unless something has changed, the Fur mutation entirely negates the combustion damage
Yep, that's been changed. Unless you're immune, there's a minimum damage amount.
What would be a worthwhile defect to take, then? Not all of the defect descriptions are... complete. I didn't realize that was what gave me the movement speed reduction.
Are shotguns classed under the rifle/bow skills, or the heavy weapons? I've found a nice shiny combat shotgun and despite my character being mostly melee, it actually hits pretty hard. Great as a backup/oh shit weapon.
I find the auto-targeter to be a bit annoying when it goes for enemies off screen instead of the plants I'm trying to shoot that are in the same room with me (or right in front of me). Also, it works as a bit of a cheat to know where the next enemy is, since it'll point out people in areas you haven't explored yet.
Yay for the various disgusting liquids from Golgotha (sp?). Hell, it's fun mixing liquids, period.I misread what you wrote and I now feel kinda ill....
Um...I'll have to check it out once I'm at home. I know it's an issue when I'm trying to attack plants with bows, generally early on in the game. I think it's the default targeting the game does when you press 'F'
I'm working on a general cleanup and bugfix patch. Anyone got any pet-peeve bugs or interface quirks they'd like me to take a look at?Biggest peeve right now is the lack of attribute/other stat changes for some of the defects (and in general). Hooks for Feet wouldn't have seemed such a good defect if I had known it lessened my speed by 10. Beak, Albino, etc.
THIS. Please have an info window or something which explicitly explains what the mutations and drawbacks do. People who don't care don't have to look, but for those of us trying for certain builds or objectives it helps a lot.I'm working on a general cleanup and bugfix patch. Anyone got any pet-peeve bugs or interface quirks they'd like me to take a look at?Biggest peeve right now is the lack of attribute/other stat changes for some of the defects (and in general). Hooks for Feet wouldn't have seemed such a good defect if I had known it lessened my speed by 10. Beak, Albino, etc.
Perhaps an additional function of tinkering or identifying artifacts should be a description of what they do?
Yay for the various disgusting liquids from Golgotha (sp?). Hell, it's fun mixing liquids, period.I misread what you wrote and I now feel kinda ill....Spoiler (click to show/hide)
Pure Awesome
*Fixed issue where a bunch of spurious one-way stairs would be generated (usually seen in lairs)
Wooden bucklers; how do they work?
Equipping them on my arm decreases my DV, but doesn't increase my AV at all.
« Last Edit: Today at 10:20:11 am by Astral »
*Fixed twinning lampreys going twin crazy
1.0.4189.21505
I am impressed.« Last Edit: Today at 10:20:11 am by Astral »*Fixed twinning lampreys going twin crazy
1.0.4189.21505
That is one hell of a turn-around!
That must have changed recently then.
Oh, I thought that covered shields specifically, and that bucklers were just a flat bonus. Thanks for clearing that up.Wooden bucklers; how do they work?
Equipping them on my arm decreases my DV, but doesn't increase my AV at all.
The AV bonus comes when you actually 'Block' with them, as far as I know; there's skills that will increase their effectiveness.
Edit2: Is there a way to cure raw meat that I have butchered? The "tastes better when x" message makes me think that there is a way, but I'm not entirely sure.Upgraded quality butchering gives you better meat, no way to improve the stuff you already have though.
Agreed, to get close to any turret is death, unless you can literally turn a blind corner and be next to it.
Is there anything that cures diseases, or am I just going to have to get used to my tongue falling out all the time?
Aww, I liked analytical genius. What was the reason for its removal?
Aww, I liked analytical genius. What was the reason for its removal?
Just didn't work with the ego boosting level mechanics, it'll be back in another form someday.
*Combat text now uses more better english when dealing with NPCs with proper names
Do mutants still have a chance to acquire a permanent stat boost from injectors(now tonics)?
If not then it's a real bummer, as well as removal of analytical genius.
Do mutants still have a chance to acquire a permanent stat boost from injectors(now tonics)?
If not then it's a real bummer, as well as removal of analytical genius.
Yes, the stat-boosting tonic gives mutants a random chance to either get 1 point to a random attribute (not an AP) or one MP; true men get 1 AP.
I must say Golgotha got a significant difficulty spike.
I have version 1.0.4211.24468 Beta
Can i safely transfer my save to the newest version without having any trouble?
You have to step on top of the corpse.
So, I'm in love with this game. I have had some tremendous experiences with it. Some of the most fun have been with Beguilers and Dominaters. Especially together, because then you can take your beguiled companion and upgrade his equipment, skills, etc. However, it's recently come to my attention that after you dominate him you will no longer receive experience for his kills. And if you attempt to beguile a second time it results in them being hostile forever. This saddens me, because I wanted to be able to really pump up a companion and reap the exp benefits. Is this a bug, or intentional?
So, I'm in love with this game. I have had some tremendous experiences with it. Some of the most fun have been with Beguilers and Dominaters. Especially together, because then you can take your beguiled companion and upgrade his equipment, skills, etc. However, it's recently come to my attention that after you dominate him you will no longer receive experience for his kills. And if you attempt to beguile a second time it results in them being hostile forever. This saddens me, because I wanted to be able to really pump up a companion and reap the exp benefits. Is this a bug, or intentional?
There's still some XP distribution issues when you stack all those effects that need to be worked out. Make sure you're using the latest version, though.
Another thing I've been running into a lot is a strange error that will suddenly throw me up from a low level to something like level 25. Sometimes the game crashes after this, but sometimes I'm just allowed to keep playing with a quickly buffed self. Of course, when I'm really into a character this completely ruins it for me. It's only happened rarely, but this is the third time I've seen it, with it resulting in an instant crash this time.
Another thing I've been running into a lot is a strange error that will suddenly throw me up from a low level to something like level 25. Sometimes the game crashes after this, but sometimes I'm just allowed to keep playing with a quickly buffed self. Of course, when I'm really into a character this completely ruins it for me. It's only happened rarely, but this is the third time I've seen it, with it resulting in an instant crash this time.
The crash log on your clipboard would help, if there is one.
You can close doors? Shit.
Chest stealing is fixed, but you can still shove closed doors around with force bubble/force bracelets. Likewise, teleport other isn't considered offensive I think.
Just fired this up again today. I am glad to see some new skills as well as some new items. Also glad to see that the aim skill is fixed!
Just fired this up again today. I am glad to see some new skills as well as some new items. Also glad to see that the aim skill is fixed!
I took a little summer break, but we've got another patch with some nice overland improvements coming up this weekend.
Just fired this up again today. I am glad to see some new skills as well as some new items. Also glad to see that the aim skill is fixed!
I took a little summer break, but we've got another patch with some nice overland improvements coming up this weekend.
Amazing! I won't get too far in this game then, if you're going to be releasing a new version.
Forgive me if it has been asked already, but at some point do you plan on utilizing what we Dwarf Fortress players refer to as "Z-levels" to create 3d, or multi-level maps?
RunSegment:System.NullReferenceException: Der Objektverweis wurde nicht auf eine Objektinstanz festgelegt.
bei XRL.World.GameObjectFactory.CallLoadBlueprint()
bei XRL.World.GameObjectFactory.LoadBlueprints(Boolean bInherit, Boolean bCallLoadBlueprint)
bei XRL.Core.XRLCore.Start()
bei XRL.EntryPoint.Main(String[] args)
Edit: you sure added a lot of stuff to the game, like looking at a green f making you 'lovesick' ... next time i won't try to find out why they don't want to trade with me.
*Gave shoes to a bunch of shoeless NPCs in JoppaFor some reason that made me laugh ^^
*Gave shoes to a bunch of shoeless NPCs in JoppaFor some reason that made me laugh ^^
Also, would it be possible to see a timeline of what's going to be implemented?
Spoiler: Error (click to show/hide)
I was using toast on a slugsnout, by the way.
OH GOD. THE ERROR. IT DOSEN'T GO AWAY D: It's still on my screen!
How randomised is this game? Looks great!Where the places are is not randomised but what is inside is. I think ruins are randomised, too.
Just wanted to pop in and say great job on the recent updates, and please never give up on this awesome roguelike. I look forward to the day when it is %100 complete, if such a thing is possible.
Just wanted to pop in and say great job on the recent updates, and please never give up on this awesome roguelike. I look forward to the day when it is %100 complete, if such a thing is possible.
We ran into some delays due to real life stuff (vacations, etc), but we're working on a big remake of Bethesda Susa next. It'll be out one of these days. ;)
I know, I am just excited that it MAY happen someday :). I play with ASCII allright, I just want to sprite something cool or contribute in another way, heheh.
My question was, are all the objects (monsters, books, items) defined in the code and the XML files are here just for parameters? Or did I miss a way to influence the "spawn tables" (you know, lists of creature types for a location) and add my own mobs to the game? I personally wouldn't mind to toy around and make a "mob pack" for more variety (strangely CoQ is the kind of game which does not require mods right now IMHO... Mostly because it's quite unique and its unusual game mechanics and lore make me afraid to "break" it by "wrong" additions, I hope you know what I mean).
Also how are the books handled? I would LOVE to add more books to the game, I feel like this feature is underdeveloped, I loved finding rare books, but they are very short/almost empty. I always liked the books in Morrowind :). So I understand that you cannot start finding "allowed-to-share" and interesting stories fitting for the world and spend all your time on it, but if a community could do it, it would be grand.
But can we include our own books to spawn in the world, or only change the existing ones through the XML?
That's good enough, I somehow missed the encountertables.xml! Thank you very much :).
Can the stuff be modded mid-game or is it read before the character creation for his/her world?
P.S. Apparently the world is "generated" for a new player, and the XML changes later don't affect it.
What defines which items can an NPC cell?I can answer this actually.
If I add a book into joppa warden's inventory, he sells it. If I add it to the elder, he does not (but he still can sell waterines), what influences that?
Also are trade item tables hardcoded? I could not find them in Encounters.xml.
I tried to add two... Maybe three? :DWhat defines which items can an NPC cell?I can answer this actually.
If I add a book into joppa warden's inventory, he sells it. If I add it to the elder, he does not (but he still can sell waterines), what influences that?
Also are trade item tables hardcoded? I could not find them in Encounters.xml.
Add TWO books to the Elder's inventory. He automatically equips the first one into his hand slot, but the second shouldn't.
Didn't feel like trawling 150+ pages of thread :PThis is an AWESOME roguelike. Quite deadly though, so be careful.
Is this one any good, should I get excited, or is it another case of "It had potential but flopped, but we still love it because we love roguelikes"?
Didn't feel like trawling 150+ pages of thread :PVery good, on par with Cataclysm IMO.
Is this one any good, should I get excited, or is it another case of "It had potential but flopped, but we still love it because we love roguelikes"?
This is an AWESOME roguelike. Quite deadly though, so be careful.I believe you're being quite redundant there *adjusts monocle*
Quite.This is an AWESOME roguelike. Quite deadly though, so be careful.I believe you're being quite redundant there *adjusts monocle*
You die!
Killed by Su-wofubuwof, the calloused Snapjaw Bear-baiter.
Here's a little something, not much yet but it's a start.
CoQ_Deons_mod_R1 (http://www.mediafire.com/?2kuic69q76al29s)
- Plump mushrooms now grow in the wild (jungles).
- Jungles now have a rare chance to have banana trees.
- New harvestable plants: ash yam and bitterleaf. Ash yams grow in plains and in mountains, bitterleaf grows in swamps.
- A new book with a few advices for starting players, you can buy one from the Joppa's warden.
You need to start a new game for the mod to work.
I am now brainstorming some critters and plants which would fit into the world more or less (because it's quite unique so it's no fun to add something totally common).
The biggest "problem" I see is that the early-mid game you have to deal with the same enemies every replay. A bit of variety would be nice.
Also it would be awesome if you could add "pre-defined encounter variants" for worlds. So when you start the game the world generates mutually exclusive encounters based on XML for each area you define as having variants, so you would have a bit different worlds each time.
Wouldn't it be cool to play in a world filled with snapjaws (which are EVERYWHERE early-mid game so they become a boring enemy :P), and the next time you die and start a new character there are mermocs, goblin-like lizardmen instead (something along this line).
It would just add replayability if you could make unique enemies and/or environments with MANY variants. Of course it would not work for the most prominent things (based on lore/plot), but some additional optional enemies/plants/whatever would be an interesting gameplay mechanic.
for example, objectblueprints_deon.xml, during game startup, if they exist, so you can mod the game without modding the core files that are updated every time.This sounds delicious :).
either unormal is really taking long for this patch or something happened that I am not aware off.
*attempts to reanimate the thread*
I find that this game is MUCH too easy, it's difficulty would increase if you made snapjaws the post-apocalyptic kobold/poisonous.
I find that this game is MUCH too easy, it's difficulty would increase if you made snapjaws the post-apocalyptic kobold/poisonous.
I have a problem with the game. Every bit of text just shows up as a square.
I really don't know.. CoQ ran completely fine before I had to reformat my computer.I have a problem with the game. Every bit of text just shows up as a square.what video chipset do you have?
I really don't know.. CoQ ran completely fine before I had to reformat my computer.I have a problem with the game. Every bit of text just shows up as a square.what video chipset do you have?
*Fixed some stair connection issues in the new caves and existing lairs
1.0.4433.36862
Been playing using a true human praetorian just to power through the early game, but have yet to come across any cybernetics.
Any hint as to where my might find them?
I love you so much Unormal :')
Been playing using a true human praetorian just to power through the early game, but have yet to come across any cybernetics.
Any hint as to where my might find them?
I've noticed that when equipping shields and bucklers, they remove the appropriate DV but do not add the AV. Is there some invisible AV value at work here? Or does the AV only add when I successfully block?Correct. It adds the value when you block.
Hah, I found an apple grove in the desert canyons and fell in love with the daughter of the orchard owner. The status I got was LOVESICK
EDIT: BTW, what's the level cap?
I've noticed a sort of bug. When I have mechanized wings equipped and try to set the "fly" action to something (ctr+f usually, for me) it sets the same binding to "land". This means that if I try to fly with my mechanized wings I instantly drop back down to earth. It's possible this is intentional, although it'd mean the item is completely useless. Anyway, surrounded by goatfolk, trying to fly, about to die. :(You can just use the abilities menu to fly. You dont have to set a key for it. By pressing the key to the left of the ability in the abilities menu, you can just use it.
I've noticed a sort of bug. When I have mechanized wings equipped and try to set the "fly" action to something (ctr+f usually, for me) it sets the same binding to "land". This means that if I try to fly with my mechanized wings I instantly drop back down to earth. It's possible this is intentional, although it'd mean the item is completely useless. Anyway, surrounded by goatfolk, trying to fly, about to die. :(You can just use the abilities menu to fly. You dont have to set a key for it. By pressing the key to the left of the ability in the abilities menu, you can just use it.
I just found the lair of the legendary salt kraken, leveling me up by 4 levels. Any advice on killing salt krakens?Probably do it from a distance.
I can't seem to find the download for the new version anywhere :-\Really? 2nd result on google search for 'Caves of Qud' is http://forums.freeholdentertainment.com/
Is there a reliable way to dig through shale?Burrowing claw mutation can help.
What if I'm a true man praetorian?Heavy weaponry?
What if I'm a true man praetorian?Heavy weaponry?
I don't know of any reliable way to dig through rock...
I just found the lair of the legendary salt kraken, leveling me up by 4 levels. Any advice on killing salt krakens?Run far, far away. Seriously. I don't think there is any realistic way to kill a salt kracken.
So i've been exploring an expansive cave system, is it better to keep going down, or explore the same level? I'm at level four now and each cave region has a bunch of lead slugs and shotgun shells strewn about with occasional slumberlings and apes.
Force wall/bubble. I've killed dozens some games with temporal fugue + force bubble + a laser pistol. Enough ego and will means you can pretty much kill anything that can't get through force bubble after about level 8 or so. If you take force bubble+wall+temporal fugue, you can take down everything except sunder mind targetters.I just found the lair of the legendary salt kraken, leveling me up by 4 levels. Any advice on killing salt krakens?Run far, far away. Seriously. I don't think there is any realistic way to kill a salt kracken.
I can't seem to find the download for the new version anywhere :-\Really? 2nd result on google search for 'Caves of Qud' is http://forums.freeholdentertainment.com/
I am reasonably certain that the file is updated. I'll check when I get homeI can't seem to find the download for the new version anywhere :-\Really? 2nd result on google search for 'Caves of Qud' is http://forums.freeholdentertainment.com/
I saw that, but that is dated 2010 so I didn't think it was the new version
How rare are Jittled Lover flowers?
How rare are Jittled Lover flowers?About 8 dollars and 50 cents rare. :P
How rare are Jittled Lover flowers?About 8 dollars and 50 cents rare. :P
Right right. 8.5 drams rare. :DHow rare are Jittled Lover flowers?About 8 dollars and 50 cents rare. :P
Don't you mean drams? :D
On another note, I got the glotrot disease, and since I didn't write down the recipe from the book I found 5 games ago, had no clue how to cure it.I heard the recipe was random every time. You can buy the book that tells the cure from chief at Kyakukya.
Perhaps make it easier to find out how to cure diseases?
*Fixed snailmothers freezing to their own slime trailsThose are some good bugs. Is it wrong that I actually would not be suprised to see the mayority of my mutants stuffing an eigencannon down their throat?
*Fixed eigencannon being edible
You can press F1 on any character creation screen to make a random selection for that screen. So you can create a random character by just hitting F1 on each screen in turn.Fully random mutant gogogo. You dont get to choose what you get in real life.
Haha, I just encountered a baetyl that demanded 6 carbide daggers, telling me it would reward me with a "blazing cannon" if I did it.Yeah, the only baetyls which are really worth it are is the one that "gives you enhanced prowess", which gives you either mutation point/points or a attribute points.
I thought "Cool, a blazing cannon? I bet it's some kind of high powered heavy energy weapon!" and forked them over (I happened to have 7 in my inventory, using them as currency since they're worth so much at a weight of 1) and it gave me... A pump shotgun.
Really? A pump shotgun qualifies as a blazing cannon?
I melted that baetyl down with a couple of mk III acid gas grenades. Didn't get my daggers back, but I felt better afterwards.
I think I just found one of the most amazing finds.
It's a thing called 'helping hands'. This gives me an extra pair of arms. I am concentrating on a shield build and already have deft block, the one with 75% chance to block and the ability to block one extra attack per round. I can now equip two more shields and two more bucklers. This enables me to have four bucklers equipped and three shields. I have now become the impregnable fortress. CAN NOT BE PREGNATED.
Yeah, the only baetyls which are really worth it are is the one that "gives you enhanced prowess", which gives you either mutation point/points or a attribute points.
All the others have good odds of just giving you junky stuff or stuff thats not very useful by that point in the game.
I tried this game, but I kept dying. Any advice?
I tried this game, but I kept dying. Any advice?Try playing a true man praetorian with a focus on strength and endurance. They play simply while still being pretty powerful.
QuoteYeah, the only baetyls which are really worth it are is the one that "gives you enhanced prowess", which gives you either mutation point/points or a attribute points.
All the others have good odds of just giving you junky stuff or stuff thats not very useful by that point in the game.
I'll defend the equipment rewards a little. Unmodified pump shotgun is about as bad as it should get. :) On the other hand, some of the possible items are very nice -- including some out-of-depth stuff, even for that point in the game.
Just getting lostThey give good XP though. You can just pick em off with a ranged attack. I have only once tried to melee one and I had to use the rubber injector to get away from its grasp.
"Oh a small lake with glowfish, awesome"
Those are not glowfish. One of those madfish bites me, 4 go into frenzy and the one who bit me first locked onto my arm.
He ripped my arm off.
Dead in two turns.
I usually start with low int and build it up slowly over time. Costs too much to raise attributes high.The problem with that is that you will never be able to get any of the best abilities, and that by the time that you are able to notice the difference that starting with for instance only 18 ego (or 18 intelligence) has done you, you will already be level 10 and be underpowered and wont be able to advance as far as another who put 24 in the stat they need most.
The problem with that is that you will never be able to get any of the best abilities, and that by the time that you are able to notice the difference that starting with for instance only 18 ego (or 18 intelligence) has done you, you will already be level 10 and be underpowered and wont be able to advance as far as another who put 24 in the stat they need most.
I sometimes like going with 4 unstable mutations and just letting it surprise me.Waitwaitwaitwaitwait
Just found out sparking Baetyls are awesome for attribute points. One in Grit Gate asked for 6 flayed goatfolk corpses, which was a pain in the ass (I rounded them up from the burning goatfolk village, the one you go to for that quest for the prism). I had to pile them all up, then recall to Grit Gate, then move them one at a time over to the Baetyl. It gave me 3 attribute points, though.The problem with that is that you will never be able to get any of the best abilities, and that by the time that you are able to notice the difference that starting with for instance only 18 ego (or 18 intelligence) has done you, you will already be level 10 and be underpowered and wont be able to advance as far as another who put 24 in the stat they need most.
Well, int isn't something you need right now. It's a requirement for higher tinkering and gives some extra skill points. With that reward from the sparking baetyl I could easily pump my int up right now to get tinker 3 :D
Well, int isn't something you need right now. It's a requirement for higher tinkering and gives some extra skill points. With that reward from the sparking baetyl I could easily pump my int up right now to get tinker 3 :DWell, not just int.
I think I just found one of the most amazing finds.
It's a thing called 'helping hands'. This gives me an extra pair of arms. I am concentrating on a shield build and already have deft block, the one with 75% chance to block and the ability to block one extra attack per round. I can now equip two more shields and two more bucklers. This enables me to have four bucklers equipped and three shields. I have now become the impregnable fortress. CAN NOT BE PREGNATED.
Currently there is no benefit of equipping more than one shield at a time,
according to their official forum in 3 or 4 places.
I think it didnt. The chance for the extra hands is determined by the mutation level. The skill just works for your 2nd natural hand. Feel free to correct me if Im wrong though.I think I just found one of the most amazing finds.
It's a thing called 'helping hands'. This gives me an extra pair of arms. I am concentrating on a shield build and already have deft block, the one with 75% chance to block and the ability to block one extra attack per round. I can now equip two more shields and two more bucklers. This enables me to have four bucklers equipped and three shields. I have now become the impregnable fortress. CAN NOT BE PREGNATED.
Currently there is no benefit of equipping more than one shield at a time,
according to their official forum in 3 or 4 places.
The combination of your post and your avatar have me laughing in real life.
So I guess I'll go for the dual-wield perk since I have two extra arms, making it three sword arms and one shield? I noticed I am striking with my robot arms as well, so is this viable? If so then I am essentially a blender of destruction.
EDIT: WILL the dual wield skill tree take into account the extra arms helping hands gives me?
I sort of want to confirm before dumping points into dual-wield. My guy DOES strike at enemies using his robot arms, so I am guessing yes???
You have to leave them outside on the ground. Give them a while and they regenerate. I think they only regenerate during the day, but I could be wrong.
Hm...
I think that the cell doesn't have enough energy left. A long distance teleport takes up a lot of energy, and if its a solar cell even full it might not be able to manage it since they have a much lower max energy (so try with a full chem cell to be sure).
Chem cells are still useful if you have Tinker 1 and can recharge them with a red bit. They last much longer than solar cells, meaning less having to swap them in and out of your inventory. Whether their "keystroke" efficiency makes up for their resource cost is purely for debate; its entirely minor either way.With the possible exception of in recoilers, solar cells have enough energy to last quite a while, and if you have two or three in your inventory, then you should be pretty much be able to power all your stuff indefinitely (excluding super deep dungeons possibly), making them quite a bit more useable then chem cells.
There are also antimatter cells, though far less common, expensive to tinker up, and I don't know how much charge they have, whether they use the same materials to recharge, or even if you can recharge them at all.
If you manage to put magma into a waterskin you can sell that for around 15 000 drams of fresh water.But how do you put magma in a waterskin?
Win
Is there a food store in this game? I've found some pig farmers in the wild but they dont resupply their stock. The moisture farmer had alot of vinewafers but he doesnt seem to resupply either.
Aw. Just went to trade with a caravan in the wild. But when I got there the entire map was flat and nothing was there anymore. Does this happen often?
Ive had it happen. Actually pretty often. But that was a while back. Havent seen that bug in a long time.Aw. Just went to trade with a caravan in the wild. But when I got there the entire map was flat and nothing was there anymore. Does this happen often?
But I've never heard of that happening before. That's a nasty bug.
Aw. Just went to trade with a caravan in the wild. But when I got there the entire map was flat and nothing was there anymore. Does this happen often?
Hey guys I'm a legit idiot. Turns out the rusted archway is NOT Grit Gate. It wasn't generating any stairs down because it was the end of the mini-dungeon! Christ I am dumb. And I missed some amazing loot by constant restarting as well. I hate my life.
Okay I need some clarification.Is he actually IN grit gate? As in pass the force field?Spoiler (click to show/hide)
How do I turn a stun rod on?You've just got to have an energy cell inside of it, then just stab at stuff. (IIRC)
And a question of my own:I do believe that that is a skulk injector. As far as I remember it makes you see better and move faster in the dark and makes you slower on the surface. I think it also did something else I cant remember.
I accidentally applied something (while it was still an unidentified artifact) and now everything's gone blue, I can see in the dark slightly, and my agility has been lowered. Any idea what it is? I'm really hoping it wears off soon :\
Also everything stays blue, even during daytime.
Not quite sure why you would ever apply a unidentified item, since identifying takes only 1 turn and has only a tiny risk of breaking the object.
I've done this tons of times when I meant to disassemble or look at something.Not quite sure why you would ever apply a unidentified item, since identifying takes only 1 turn and has only a tiny risk of breaking the object.
I accidentally applied it, I meant to examine it ^^
The game feels more like an adventure game to me so I play it without permadeath.Sounds like a save compresssion error or something.
Though theese things happen more or less after I'm done playing and quit, then come back later to see some error messages.
Aw man. Joppa just reset. Infact alot of areas I've been to, including all the levels of grit gate reset.
There goes all my stored water.
What causes this to happen?
First of all, I want to say that this is an absolutely fantastic game. I've played it practically non-stop for the past couple of days.It doesn't sound like it having anything to do with permadeath, do you have any other debug settings on?
However, I've been experiencing something very odd. When a creature or NPC appears in my line of sight, a bunch of asterisks appear, usually covering said creature/NPC. These disappear after I press a key (any key except ctrl, shift, and alt) once or twice, which the game doesn't respond to. The game then proceeds as normal until I encounter another creature/NPC.
This was relatively bearable until I got to Golgotha, where every tile I move plasters the screen with asterisks, requiring 10-15 keypresses to dispel. This happens regardless of whether creatures are present or not. The asterisks only appear when I do certain actions (moving, searching, aiming, and waiting seem to be the only actions that trigger it). Opening menus seems to have no effect. This persists even when I leave Golgotha.
I've tried -console and -filter, neither of which had any effect. I do have permadeath disabled, and my current character has died a few times.
It doesn't sound like it having anything to do with permadeath, do you have any other debug settings on?
Does this only work with intelligent bipedal creatures?
I went up to Bethesda Susa and christ if you guys think Golgoltha is hard wait until you get to BS. The monsters there are impervious to all harm including myThey have a crapton of AV, so conventional weaponry sucks. I play mutants and 12 charges of electrical generation could almost one-shot them in one game I had. Try grenades, and I suppose you could collect a bunch of those bombs from goatfolk sowers if you dont have a good supply of bits or tinker 1.Spoiler (click to show/hide)
Is it supposed to be this difficult? FYI I am currently level 23.
What exactly is killing you? Cant exactly give advice if you dont give more information.
Find a carbide longsword or similar weapon with good penetration and just hold the movement key in the direction of the door. You'll probably get through.
Find a carbide longsword or similar weapon with good penetration and just hold the movement key in the direction of the door. You'll probably get through.
Might have slightly better luck with blunt weapons since their have higher armor penetration.
A blunt weapon transfer more kinetic energy to the surface then a slashing or stabbing weapon. Thus, a hammer will still hurt, though it will hurt less.Find a carbide longsword or similar weapon with good penetration and just hold the movement key in the direction of the door. You'll probably get through.
Might have slightly better luck with blunt weapons since their have higher armor penetration.
Blunt weapon and penetration make no sense in the same sentence. :P
Historically hammers and maces were the weapon of choice for fucking up armor. A mace could dent and distort the heavy plate armors so much that wearing them became a liability, and an actual hammer could rend holes in thin metal plates because its weight lends it a lot of force when it impacts.Find a carbide longsword or similar weapon with good penetration and just hold the movement key in the direction of the door. You'll probably get through.
Might have slightly better luck with blunt weapons since their have higher armor penetration.
Blunt weapon and penetration make no sense in the same sentence. :P
I haven't played the game extensively yet, but I'm having a lot of fun with my longsword-wielding character. I gave him insane ability to avoid attacks and take damage, so although killing things may take a bit longer, he can easily survive multiple enemies.Yeah, stay the hell away from steam, you will take insane damage from it, even though being on fire at 9999 degrees only does 1 damage per turn (athough I should point out that 10000 degrees instantly kills you).
Also, I hate plants. The game is starting to affect my disposition towards them. I go outside, see a tree, and scowl at it. >:(
UPDATE - Damn it all, it seems that Scalding Steam is capable of doing over 14 damage at a single touch. What the hell.
I hate plants. The game is starting to affect my disposition towards them. I go outside, see a tree, and scowl at it. >:(Success! This game turns people into dwarves.
Before you go into Golgotha get a yuckwheat stem, you can use it to cure Glotrot (but only before it fully progresses to rotting your tongue out), and eat it as soon as you leave if you get the disease.Yeah, I tried that when my "throat got sore" didn't work, and the consumable requires honey and wine for me, as well as oil, all in a canteen, on fire.
I am pretty sure that you can only get it from sludge and/or the poison the Q shoots at you, but I am not exactly sure which triggers it (or if both can).
edit 2: Glitch, I have a chaingun that reads empty but shoots fine without taking any ammo. Too much pride to use it.Pride doesn't keep you alive. If you have an infinite-ammo chaingun, I saw go apeshit on whatever you're up against.
I'm annoyed by the anti-aliasing in this game, but lets give it a try anyway!Eh?
EDIT:
Walked up to someone, died instantly.
Nope, not playing, sorry.
I'm annoyed by the anti-aliasing in this game, but lets give it a try anyway!Eh?
EDIT:
Walked up to someone, died instantly.
Nope, not playing, sorry.
What? How? Who did you walk up to? Did you try to "t"alk to someone? Cause the t key is throw in this game, and you might have just tried to talk to people through the medium of hand grenades.
You don't just get frozen for no reason. If you aggro'd the guardian in Jappa he probably attacked you and I believe he does have cryokinesis. Maybe don't attack the villagers? (Except the zealot, nobody cares about him)I'm annoyed by the anti-aliasing in this game, but lets give it a try anyway!Eh?
EDIT:
Walked up to someone, died instantly.
Nope, not playing, sorry.
What? How? Who did you walk up to? Did you try to "t"alk to someone? Cause the t key is throw in this game, and you might have just tried to talk to people through the medium of hand grenades.
I walked up to a w.
Got frozen to death.
May try again, thanks for clearing up.
I think i just walked in his direction while still next to him.
Thats odd. Were you by any chance holding ctrl when you moved towards him, or attacked anyone before that? Usually with friendlies you just switch positions.I'm annoyed by the anti-aliasing in this game, but lets give it a try anyway!Eh?
EDIT:
Walked up to someone, died instantly.
Nope, not playing, sorry.
What? How? Who did you walk up to? Did you try to "t"alk to someone? Cause the t key is throw in this game, and you might have just tried to talk to people through the medium of hand grenades.
I walked up to a w.
Got frozen to death.
May try again, thanks for clearing up.
I think i just walked in his direction while still next to him.
Is there any way to get through Golgotha without contracting glotrot? Every time I got in, I come out and lose my tongue, every damned time. I don't even touch the "Q" guy, and I vaporize all the sludge I find (and avoid any vapors).
The bigger, open caverns are relatively new, but intended. Different than when the levels just fail to build and it's 100% empty space.Sweet, thanks unormal.
The bigger, open caverns are relatively new, but intended. Different than when the levels just fail to build and it's 100% empty space.Sweet, thanks unormal.
Any word of coming updates?
I'm annoyed by the anti-aliasing in this game, but lets give it a try anyway!You, sir, fail to understand that "not playing" is a big loss for you. This game is amazing :D.
EDIT:
Walked up to someone, died instantly.
Nope, not playing, sorry.
I'm annoyed by the anti-aliasing in this game, but lets give it a try anyway!You, sir, fail to understand that "not playing" is a big loss for you. This game is amazing :D.
EDIT:
Walked up to someone, died instantly.
Nope, not playing, sorry.
You do golgotha for the quest line, mainly. Plus the XP is nice.
So I went to the asphalt mines for the first time since my glotrot cure needs asphalt and oil, but its just a featureless plain of dots with no way off the screen other than fast travel.
noclip time...
Golgotha. Golgotha always kills me. There are fifty-million chute crabs, and they all get swarm bonuses.Force Bubble.
And they don't stop spawning. They never end....
How many towns are there currently? 3?
Also, is there any surefire way to get constant source of food without any of the 2 foodmaking skills?
How many towns are there currently? 3?
Also, is there any surefire way to get constant source of food without any of the 2 foodmaking skills?
I still run constantly short while having both of them. (At the first rank admittedly.)If you are a mental mutant and get Cyrokenisis, your twin is super easy to deal with, as you can freeze him, and even while you are frozen you can still take some actions (eg. psychically blasting him, stunning force, laser beams, pretty sure you can heal as well), but if he is frozen he can't do anything at all.
-----
...Taking Evil Twin seemed like such a good idea until I actually MET one. So I tried to run. And whaddaya know... the NEXT map spawned one too. It didn't end well. And darn it, I was on my way back from Golgatha.
I had the frozen hands ability. Unfortunately, I froze him and ran [out of ammo, and that was pretty much my only attack].Unless you have a great way to deal with them (freezing hands+cyrokenis are two of the best ways, allies help a lot too, as well as select abilities (eg. force wall to stop grenades)), clones are one of the most consistently deadly things in the game, with about a 50% mortality rating each time (unless you manage to run away well).
And crabs... just go down a different chute :pI have to second that-- my first trip, I hit the crabs. (That ended poorly.)
Is there a way to disable autotargeting? Sometimes, just sometimes... you want to land an aoe attack where it hits everybody, not just one person. ><Press 'u' while targetting?
I didnt miss much with the carbine/desert rifle and aimed shots and by memory I would generally have ag of about 20, some of the other guns are a bit more crap, shotties are pretty useless at any sort of range.
has anyone had any success with rebuking robots or proselytizing to creatures? I haven't had a single bit of luck with it. I was wondering just how hard it was, so I edited my stats all up to 25, and still could never get either one to work.Proselytize works only on sentient beings capable of speech. It may take a few tries to work, but it's not that hard. My psychics (who almost always start with ego 26, which I believe affects it) don't usually have a problem convincing a watervine farmer in the first town to join me at the start of the game -- it takes two or three tries, generally, but there's no penalty to failing beyond waiting a bit. When they die, I seem to recall it also working on things like snapjaws and some named uniques.
Finally got them to work -- though I had to really crank my Ego to get it to function on anyone who was more than a "Trivial" challenge -- and even at like ego 29 you wont get it working on anyone who is "Hard" or "Impossible". Never occured to me to try a water vine farmer, thats a great idea!I think that's intended to stop you from getting someone at level 20 right off the bat and making 50% of the game trivial.
Also, what the hell is "Search" for? I just noticed there was a key binding for it, are there secret rooms in places? Or is it like foraging?
Time to give this another whirl! I haven't played it in ages and thus will likely die even more quickly than usual.Personally, I would reccomend *NOT* killing anyone in the starting town besides the watervine farmers till you are sure you have completed all the quests there (and leaving both the merchant and the tinker alive so you can buy/sell them stuff).
So, what now? It looks like there are plenty of interesting places to explore on the world map, but at level 5 most of them would be pretty lethal, I'm guessing.
Also, what is the command to wait a turn?
Similarly, ranged weapons are highly inaccurate for me, even when aiming and marking a target. Even with a very high agility and the various rifle skill bonuses. Are they just not worth using at more than range 3? Or are the accuracy bonuses associated with some of the better weapons?As long as you have 20+ agi and the first rifle skill, rifles should have a good chance of hitting enemies and anything besides extreme range.
What does "rusted" mean? It does not seem to effect the performance of an item, as far as I can tell. My rusted solar cell still works great.
Where the hell is the goatling villiage from the quest? I've gone up that river all the way to the orbital elevator and not found the thing -- and also down river and back around to grit gate.
Still dont know what "Berate" does. There is not much in the way of description, I tried using it as a precursor to soften up targets for Proslatizing, but it didnt seem to work. Didnt try it on merchants, was too scared.I believe that berate gives enemies a penalty to some skills/stats or something, but am unsure of the exact effect.
Finally got them to work -- though I had to really crank my Ego to get it to function on anyone who was more than a "Trivial" challenge -- and even at like ego 29 you wont get it working on anyone who is "Hard" or "Impossible". Never occured to me to try a water vine farmer, thats a great idea!The best part about it is that watervine farmers usually carry a ton of vinewafers, which you can loot off their corpse when they inevitably die. Their weapon isn't terrible for the early game, either.
@Aoi (http://www.bay12forums.com/smf/index.php?action=profile;u=29590): Same for me...it's weird..water is supposed to be rare commodity, but it's much easier to obtain water than food..
Also, is it possible to use the chests in Joppa for storage?.
Nice. I played this game a while back and it was pretty fun. Is there a complete end-game, is it possible to beat the game or is it more open ended?
I'm pretty sure that endgame is incomplete since, well, after one quest in a major line, you get a message saying that it's incomplete. =P
Also not sure if there is anything meaningful beyond the gold door, seems to just be a load of random levels with an elevator.There is something meaningful down there, yes. Take the elevator as low as you can (pay attention to what floor you're on) and keep descending. You'll know when you're almost there.
I'm pretty sure that endgame is incomplete since, well, after one quest in a major line, you get a message saying that it's incomplete. =P
I'm only aware of three quest lines. Two of them are completeable (one being the watervine thing, which presumably gives background to the quests for the tinkering guy -- other being the one for the goatman pariah guy). Those are both very short.
The last one (starts with the tinker) is much longer and I haven't gotten to the end of it. This would be the "main" quest as far as I can tell.
Which one are you talking about?
Yeah, as far as I can remember, he is one of the most dangerous uniques (second most dangerous in my opinion though), the only thing more threatening then which are the things in the deathlands (which are made even more annoying by the fact that they are non-unique, and can have numerous ones on the same screen).Also not sure if there is anything meaningful beyond the gold door, seems to just be a load of random levels with an elevator.There is something meaningful down there, yes. Take the elevator as low as you can (pay attention to what floor you're on) and keep descending. You'll know when you're almost there.
Also, a spoiler about something you'll pass on the way:Spoiler (click to show/hide)
Well... that'd be the one you haven't finished yet. =PYou forgot aboutSpoiler (click to show/hide)
Edit: Thanks, lemon10, for that post under mine... reminding me that this board does, indeed, have a spoiler tag.
Yeah, as far as I can remember, he is one of the most dangerous uniques (second most dangerous in my opinion though), the only thing more threatening then which are the things in the deathlands (which are made even more annoying by the fact that they are non-unique, and can have numerous ones on the same screen).He has weaknesses, though. Aside from the method I used to kill him:
It reminds me of Apocalypse Now... If someone made a quest out of it for Fallout 2.
So I listened to that podcast with the devs, and it sounds like this is abandoned.
Are there any prospects for fan generated content, finishing any of the map locations, or adding quests?
So I listened to that podcast with the devs, and it sounds like this is abandoned.
Are there any prospects for fan generated content, finishing any of the map locations, or adding quests?
Well since there is what seems to be a dev here, perhaps he can explain at what point diseases become incurable by honey/yuckwheat, and how much of the stuff you have to consume?
Someone once said what was an easy beginner build, does anybody remember that? I just want an easy build to get comfortable with before I venture into more hardcore Qud-ing.
But I ate 3 yuckwheats and drank dozens of drams of honey. What are the chances?Well since there is what seems to be a dev here, perhaps he can explain at what point diseases become incurable by honey/yuckwheat, and how much of the stuff you have to consume?
Depends on the disease. You get several 'saving throws' while the disease incubates, those are improved by various items, but once you get full onset disease, you have to resort to the full cure.
But I ate 3 yuckwheats and drank dozens of drams of honey. What are the chances?Well since there is what seems to be a dev here, perhaps he can explain at what point diseases become incurable by honey/yuckwheat, and how much of the stuff you have to consume?
Depends on the disease. You get several 'saving throws' while the disease incubates, those are improved by various items, but once you get full onset disease, you have to resort to the full cure.
Someone once said what was an easy beginner build, does anybody remember that? I just want an easy build to get comfortable with before I venture into more hardcore Qud-ing.Roll up a mutant with wings, freezing hands, multiple legs, night vision and analgesia in defects to get enough points. Stats don't matter too much, but I would go for max toughness and agility. Get the first gun you can, stock up on bullets, and take to the air with wings. Push points into freezing hands and wings whenever you level up, wings until you can no longer randomly stop flying. Then push legs and hands.
Hmmm, I've drank a dram of gel and honey every day for about a week now,even taking it every half a day. How does this cure thing work?
The ironshank has spread fully so I am now resorted to jumping every 100 turns. So wishing is going to take the place of 5 hours of jumping.
LOLThe ironshank has spread fully so I am now resorted to jumping every 100 turns. So wishing is going to take the place of 5 hours of jumping.
congrats on becoming a jiang shi
Yes I checked the book for this. I guess I will just stand here for days, waiting for it to take effect...
Epic bad luck right there.
But what sucks worst is stupid slugsnouts. If you as much as SEE one in Redrock... you're gonna have a bad time. But you have a few options.
1 - Waste a grenade to pwn it in the face. Luring to stairs, throwing a poison gas grenade and then going upstairs is a good way to take them out.
2 - Waste a bunch of salves to TRY and stay alive after getting shot multiple times.
3 - Run away, train until you're 4 levels higher, come back and beat it.
4 - Accept that the game hates you and give up. :(
Slugsnouts can be nasty, they have high damage, good penetration and unlike turrets can move around corners to keep shooting you.
That said, I have never died to a turret. They have been dangerous a few times when I underestimated their damage and there were multiple ones in view, but died, although I could see how a confusion attack on a legendary could be a pain in the ass.
meh, ive always got the furthest with dual dagger/pistol builds, for some reason.I think it's because dual-wielding requires lots of agility, and that means never missing, and never missing means you're a hell of a lot more effective all the time.
Which reminds me, has anyone made a list on what can be created from Masterful Butchery? I know you can get things from salt hoppers, cave crabs, albino apes and chitinous pumas, but is there anything else out there?
Note that there are enemies in the late game who absolutely require either extremely high penetration or some sort of attack that ignores armor entirely if you want to hurt them.meh, ive always got the furthest with dual dagger/pistol builds, for some reason.I think it's because dual-wielding requires lots of agility, and that means never missing, and never missing means you're a hell of a lot more effective all the time.
I never live long enough to get any of these fancy new "cybernetics."Spoilers ahoy!
Can anyone give me a tiny spoiler about when they're available and what one of them may do? Can they compete with the epic power of good mutations? Do they work off of batteries (ugh)?
I never live long enough to get any of these fancy new "cybernetics."Spoilers ahoy!
Can anyone give me a tiny spoiler about when they're available and what one of them may do? Can they compete with the epic power of good mutations? Do they work off of batteries (ugh)?Spoiler (click to show/hide)
Yeah, really it's a very well done RL, and it's a lot of fun. Only complaint I have is it kind of falls of during endgame, there isn't really an end and eventually you just run out of stuff to do.
Can I request that someone posts the updates / patch notes to the game in this thread whenever there is a new release like someone used to do.
I don't know if they are still working on it or what, but i haven't played this game in a while, and if there is a new release that adds a lot to the game I'd really consider playing it again.
Aww man. This game hasn't been updated for awhile and I'm starting to get scared.... I think I'll get to play a new release of Dwarf Fortress before CoQ.
But.... I don't want to play your new game, I want to play a more finished version of Qud... :(
do you ever plan on continuing development on it?
I would rather pay money for a version of Qud with a graphical tileset and frequent updates. I think qud has more potential than you give it credit for.
It's an old poem, from what my google-fu has told me.I just noticed is rhymed. I feel stupid now :P
Does CoQ have a win condition yet?
I think puke's being a bit harsh above, but I agree with him on one point; the devs have (purposefully, no doubt, as they can't finish it at this point) done little to generate awareness or interest in Qud, but despite that, it's still well-regarded and relatively popular. This attests to the quality of the game.
As a correlary to not having time to work on games, we also unfortunately don't have a lot of time for pre-marketing/branding/blogging, we're just working on Sproggiwood, trying to make it the best game we can. We started our first user trials early this month, which have gone well, and are shooting for a very-early-next-year release.
Thanks for the reply. I just wanted to highlight this bit in particular, and say that though I'm pleasantly surprised Sproggiwood is so close to completion, an early-next-year release is pretty soon. I hope you guys manage to find time for some of the marketing/blogging/internet presence aspect, because who knows; perhaps I'm wrong about it and it would be exactly my sort of game, but there's no chance of me or others finding that out without the information about it being there (and accessible). Not saying this to criticise, I just genuinely want it to be a success so you can continue to make games. Preferably Qud ones ;)
If you're still around - any thoughts on the idea of doing a Kickstarter? For Qud, I mean, not Sproggi.
Ah, you guys are alright. I guess I find myself overly critical because I see some well intentioned engineers trying to create and market their own stuff, and I imagine the specific places where I might fall down in a similar situation.
I hope sproggy is successful for you, it actually sounds pretty great. I hope you get to make other Qud properties in the future, and don't get to tied down by the rabbid fans of your original property, even though I'm one.
Keep on keepin' on.
Actually I think Sproggy will be great.
There was this old Dreamcast game, that was a dungeon crawler / town builder that I loved. I don't remember too much about it, except there was a fat man in a bathtub that you had to get soap for. Anyway, it sounds vaguely similar to that but more strategic?
Maybe a little like Valley Without Wind? Not sure as I failed to pick it up on the last Humble Bundle.
Do I have the general idea there? I think people would consume something like this, a town building strategy sort of thing?
Or is it more of an environmental balancing puzzle game?
It's good to see more information about Sproggiwood. It still sounds a little 'light' for me, but I'll definitely keep an eye open to learn more. One thing I am curious about is whether the dungeons are fixed, or are procedurally-generated?
That said, I'd also like a big graphical version of Caves of Qud on my tablet or phone,
I approve.That said, I'd also like a big graphical version of Caves of Qud on my tablet or phone,
Hear, hear.
WOAH. That looks awesome. How does gameplay work? Do the effects look nice?
Interesting! The desert aesthetic is cool (though I always pictured the area around Joppa as being a bit more green, and I imagine the middle area of the map, around the goatman village, would be much more jungle-like). Maybe the items and NPCs could use a bit more colour differentation, though, to set them apart a little more for gameplay purposes.
Hey Unormal,
Huge fan of COQ here.
I found these drawings/sketches I made about a year ago depicting some Qud residents and objects.
I got some later game sketches too, as I ended my run challenging Pyramids in hopeless wasteland duels.
(http://s25.postimg.org/fe5oaq1i3/CAVES_OF_QUD.jpg) (http://postimg.org/image/fe5oaq1i3/)
full size here http://postimg.org/image/fe5oaq1i3/full/
hoping development will continue.
Cheers
Touch screen?
Glad you guys are still working on this game. Has one of the most atmospheric worlds I've experienced in awhile.
Glad you guys are still working on this game. Has one of the most atmospheric worlds I've experienced in awhile.
Yeah this is great news. How long have you been working on it again? Pardon my ignorance I've been away from games for a while
Though I do hope that the fact that this is being developed primarily for tablets and phones doesn't mean it loses the depth and complexity that made the original special in the first place.
Is there a way to change the keybindings to the traditional roguelike ones? With pressing m will get you a list of powers you can activate.
Unfortunatly I still can't make a menu that brings up all my powers so I can select one,I suppose that's impossible then?
it's just I would like the keybindings and everything to be as much to general roguelikes as possible,and in most roguelikes,m brings up the magic menu that allows you to choose your magic book and choose then spell,there isn't too much room on my keyboard where I can make all the keybindings to my powers in one cluster on my keyboard,so I would like a menu that allows me to press a letter to chose a power from that menu.
The thing is that m doesn't bring up a menu to use mutations and skills,it brings up a menu to keybind those abilities,let me put it like this,this is what I want.
*Press's m*
what ability/skill would you like to use?
*Press's a which is linked to sting*
*sting is selected and press a arrow key to target monster and uses sting on it*
you see this is how Angband does it,you press m and you get a menu like this
A - magic missile
B - phase door
C - detect monsters
D - identify
once you press one of those keys the ability get's aimed at what you want it to and boom it's away
or if this system was applied in Cave's of Qud it would probably look like this
A - sting
B - harvest
C - sprint
D - slime spit
right now all you can do is keybind abilities to keys which is annoying to keep track of since if you forget then you have to press m see the correct key to press get rid of the menu and press said key,so I want a menu to activate abilities.
The thing is that m doesn't bring up a menu to use mutations and skills,it brings up a menu to keybind those abilities,let me put it like this,this is what I want.
*Press's m*
what ability/skill would you like to use?
*Press's a which is linked to sting*
*sting is selected and press a arrow key to target monster and uses sting on it*
you see this is how Angband does it,you press m and you get a menu like this
A - magic missile
B - phase door
C - detect monsters
D - identify
once you press one of those keys the ability get's aimed at what you want it to and boom it's away
or if this system was applied in Cave's of Qud it would probably look like this
A - sting
B - harvest
C - sprint
D - slime spit
right now all you can do is keybind abilities to keys which is annoying to keep track of since if you forget then you have to press m see the correct key to press get rid of the menu and press said key,so I want a menu to activate abilities.
It also allows you to keybind them, but if you look in front of each ability you'll see a), b), c)... and you can hit those keys to use those abilities. :)
(http://i.imgur.com/tvI2YL5.png)
Claimed - 9R9YV-3IWDT-M7960
Will report back in a few days ;)
And I'm back to report that the survey is complete :)
I had a lot of fun with this game, as I suspected I would, though I burnt through all of the content in the first play session (in my defence, my computer was busy rendering LP videos so I had some time to kill lol), but still found myself coming back to it for a few more runs through the various dungeons. I really enjoyed testing it out :)
Everyone's favorite Caves of Qud creature, the twinning lamprey, returns in the hanging hills of Sproggiwood! Everyone rejoice!Quoting to signal boost, Sproggiwood is cool and needs your support. Launching on steam soon. https://www.thunderclap.it/projects/17110-sproggiwood-releases-on-steam
(http://i.imgur.com/CA0rcmm.png)
Are you guys still developing this? If so, you should allow people to deconstruct items they've made with tinkering and get the bit's back. subject to the usual disassemble limitations, of course. Perhaps add a few more tinkering skills and fill in some of the distance between disassemble and perfect disassemble. Like a skill that lets you choose one bit that you get for certain when disassembling, and leaves the rest random. So you can get the higher level bits, but won't necessarily get loads of the lower tier bits.
A solution, as the gentleman said, just slightly different. Tier it. First tier, normal disassemble, with chance to learn, second tier, double potential bits back, double chance to learn, third tier, all bits back, will always learn recipe.Are you guys still developing this? If so, you should allow people to deconstruct items they've made with tinkering and get the bit's back. subject to the usual disassemble limitations, of course. Perhaps add a few more tinkering skills and fill in some of the distance between disassemble and perfect disassemble. Like a skill that lets you choose one bit that you get for certain when disassembling, and leaves the rest random. So you can get the higher level bits, but won't necessarily get loads of the lower tier bits.
We removed it as a workaround for people chain-building-disassembling things over and over in order to learn blueprints. Not a very fun behavior to incentivize!
A solution, as the gentleman said, just slightly different. Tier it. First tier, normal disassemble, with chance to learn, second tier, double potential bits back, double chance to learn, third tier, all bits back, will always learn recipe.Are you guys still developing this? If so, you should allow people to deconstruct items they've made with tinkering and get the bit's back. subject to the usual disassemble limitations, of course. Perhaps add a few more tinkering skills and fill in some of the distance between disassemble and perfect disassemble. Like a skill that lets you choose one bit that you get for certain when disassembling, and leaves the rest random. So you can get the higher level bits, but won't necessarily get loads of the lower tier bits.
We removed it as a workaround for people chain-building-disassembling things over and over in order to learn blueprints. Not a very fun behavior to incentivize!
Let me see. Off the top of my head, it was scrap metal, scrap power, scrap crystal, scrap electronics. So, lets see.
Caltrops: 50SP 14 Int: Deploy a small number of caltrops onto a square. Enemies stepping on them have a chance to take damage based on the amount left. If it hits critically, (figure out how to determine hit rates of stationary items, figure pull from the young ivory @$^@#% plant thing) then cause bleeding. The placer of this field is immune to it. Costs one Scrap Metal.
Firestarter: 50SP 14Int: Use a Scrap Crystal to light a fire by banging it against a handy rock. Sadly, this destroys the crystal. (Effectively, kindle, but with a cost of crystals rather then cooldown and mutation slots.)
Then something for the doors, I think for electronics. Maybe the lowest level doors require a scrap electronic to try to get through, mid tier doors need prisitine, and the highest clearance doors need the ai microcontrollers. 50% chance if you use electronic scrap at the level of the door, or 100% chance if you go one tier higher.
wait, how does building things and taking them apart get you recipes? I mean, I know reverse engineer can get you recipes, but I don't see how being able to take apart things you already made makes that easier.
Also, question. Has anyone ever figured out what a nullray pistol actually does?
Isn't that the one thatSpoiler (click to show/hide)
Also, question. Has anyone ever figured out what a nullray pistol actually does?
Isn't that the one thatSpoiler (click to show/hide)Spoiler (click to show/hide)
I may be wrong about it - do me a favour and post back and let me know when/if you test. I've just got a vague memory of it in my head, along with the fact that in a few other games (I was just talking about Wizardry VII in another thread - that has the Mystery Ray, as an example of this), when you have a mysterious gun with a funny name that doesn't seem to actually do anything to normal enemies, that's what it's for.
some googling suggests that it requires AM cells to power it, otherwise it will not have enough juice to work.I think your gut may be right. Spawned one with an antimatter cell, did nothign to a waydroid or a dragonfly.
My gut feeling is that it is in actuality just a play on it's own name, and it literally does exactly what it says.
I tried running this in Windows 7, and it didn't work. Is this a common issue?
oh, I think I see - you mean you might get advanced recipes? Like scoped/lacquered/whatever stuff?Yes. If you keep crafting gear, each time it has a chance to have the bonuses.
Once you get full-disassemble, since every time you disassemble something you get a percentage chance to reverse engineer, you can just breakdown and rebuild an item over and over again to (eventually) guarantee a blueprint from reverse engineer. Generally we wanted to disincentivize things that weren't much fun, and this didn't seem like much fun. Though there are obviously a ton of other ways to approach it. This is just why things are the way they are at the moment.I still don't understand the exploit here.
You can already get infinite bits pretty easily with Metamorphisis and Temporal Fugue, but that's expensive and not really all that powerful, compared to picking combat mutations instead.Metamorphisis isn't completed yet, anyway, is it? It's currently only available if you enable the "incomplete" stuff, presumably because it clearly has a bunch of issues (for one thing, it doesn't care about level yet, and for another, it duplicates everything your target is carrying -- permanently, if you drop the stuff before it wears off.) It's fun to fool around with, but it's not yet ready for actual play.
It's only 160MB with a new game on a desktop. A lot of tablets have 1 GB of RAM. If you want to test on a Tegra 3 device, let me know.
DEATH TO THE TILE USERS! ASCII SHALL REIGN SUPREME FOREVER!
Fight the good fight, brother.
It's weird; the first roguelike I played was Nethack, with tiles. But the more different ones I played, the more I was seduced by ASCII. If anything, you'd have thought it'd be the other way around.
Very interesting news about the Unity framework, anyway! Continuing to watch with interest.
Great, then I can finally get Caves of Qud on my PC! How do I use them?
-Using the Quit on the main menu freeze the screen.ya same here
aaand I can't get it to run o linux at all. it says "Failed to Start Game (Missing Executable)".
Gave in and ran a quick test, and I'm having some issues with it, too. It freezes a few seconds after I try to load a game, and it also freezes when I hit Quit at the main menu.
Gave in and ran a quick test, and I'm having some issues with it, too. It freezes a few seconds after I try to load a game, and it also freezes when I hit Quit at the main menu.
Freezing when you hit quit is a known issue. If you've got a save that's failing to load, I'd love a copy to unormal at gmail.com, or otherwise.
Gave in and ran a quick test, and I'm having some issues with it, too. It freezes a few seconds after I try to load a game, and it also freezes when I hit Quit at the main menu.
Freezing when you hit quit is a known issue. If you've got a save that's failing to load, I'd love a copy to unormal at gmail.com, or otherwise.
Roger that, uh... where are the save files.
(I'm so bad at this)
I wouldn't mind attempting to test an Android version of the game; I have an ASUS TF701T and a Galaxy S5 to run off it.I've got an Android as well and would be interested in testing an Android version if one is attempted. Most modern ones have a gig of memory or more, so I think CoQ's 130+ MB might not be as much of a problem as you'd think.
I'll attempt to get a Steam key if Steam ever allows me to log in. They seem to be having server issues at the moment.
I managed to take IZQ8P-JHE93-28W4E
So... Does this mean I have the game for good now or is this just a beta test thing?
Anyone else get the HP bar refresh issue? Or is it only on my system?
To test, just get hit and force a screen refresh by going into a menu, your hp should then change to the actual value.
Woooo, the amazing game is being updated! Where do I check in? :D
Seriously though, thanks a lot for putting your time into this. I just love this game.
Currently working on a Unity-based build on Steam that supports PC, Mac & Linux. It's still pretty early and wobbly/buggy so still in internal/private beta. I'm giving out keys in various threads, including this one, and my twitter account! (https://twitter.com/unormal)
Minor bug I've discovered so far: One of my more preferred Options, Disable Floor Textures, does not function in the Unity version.
Edit: Also, maybe I'm unlucky or misremembering how it worked, but shouldn't 3 levels of Unstable Genome grant a new random mutation every level, or three separate 33% chances?
I heard there may be a tile support in the future, I would like to contribute a tileset to the community tilesets project (if there is already one, if not we will make one :)).
How easy would it be to swap tilesets if you plan to implement them? Would hey be in some game archives, or as an easily available asset?
P.S. Since it's on steam, is there a way to buy it? It's one of those games I would gladly buy no matter what.
I feel like it should be more than 5$. 5$ is what, one weekend shopping spree? But making it that cheap will make it available for more people, so it's your own decision.
Slime and the honey skunk acid seem to be invisible in the latest version.
*Actually slime look like water(blue)
Recent bug update: I had the game crash when attempting to load a save file. It processed the "Loading Game [spinny thing]" for about a second, then closed on me. Would the save file be helpful in this instance, or is it a known issue?
It's a shame, really, as I had some decent equipment on that character. I thought to myself that I should probably leave the game open before going to bed, but oh well.
I haven't moved it from the default directory for the Unity version, if there's even an option to do so. My CoQ folder is F:\Steam\SteamApps\common\Caves of Qud
My save directory shows as C:\Users\[Name]\AppData\LocalLow\DefaultCompany\CavesOfQud\591f2d99-393a-4a55-bf4e-a2d9cbbda46c\ZoneCache
I keep most Steam games on my HDD, which has a terabyte available to it, but it looks like CoQ is liking the AppData folder (a much smaller SSD), which I personally find to be a pain in the ass when it comes to cleaning time.
I was never TOO fond of light manip. It was a good mutation, but several others were much more powerful. Most notably, temporal fugue with a laser weapon and a VERY careful selection of grenades.Burgeoning is also quite good early on, and very cheap... although the hostile-to-self bug makes me reluctant to use it, since it becomes drastically weaker once the bug hits (the plants you summon will attack each other.)
Where is caves of qud n steam. I googled it.all i see is the download link at freehold games. How do you get a key?
How much additiona
Development has ened since public version? You post keys on your site?
Edit: Tested with 24 ego and other mutations, temporal fugue doesn't work.I can confirm this, Temporal Fugue isn't working.
Is that a tileset? What is this heresy!It's called "visual variety" :).
Can you craft in in caves of qud? I am readng the wiki and online help and I dont see a method, but there are alot of items like furs and such. I dont see a crafting menu of any kind?Yes, but in its current implementation its more like having a weightless stockpile of grenades and gear.
Looks great.
Edit: I am currently unable to load two saves. Will reboot and see if that helps.
T40QT-P9N5N-DNCGTGrabbing this one! :O
I am trying a mutant gunfighter. I put all points into toughness and agility. I keep running out of bullets. Are there skills or mutations i need to take at creation to craft ammo? I find bows, but i dont know if those are different skills. I wanted to do range fighter cause i do stupid stuff and this lets me make up from it.You need I think its Tinkering I to make bullets. To get the recipe, you can either invest in pyschometry and "scan" the bullet, also giving you easy access to more grenade recipes and no need for key cards. Otherwise, you must find a data disc and have tinkering I to be able to make bullets. Other then that? The strange glowpad is pretty well stocked, and once you get to the next town, I want to say Grit Gate but I cant remember off the top of my head, the merchant there stocks a lot of ammo too.
I found a thread on character creation on the forums.
I am trying a mutant gunfighter. I put all points into toughness and agility. I keep running out of bullets. Are there skills or mutations i need to take at creation to craft ammo? I find bows, but i dont know if those are different skills. I wanted to do range fighter cause i do stupid stuff and this lets me make up from it.As someone mentioned, Tinkering I will let you build bullets if you have the recipe.
I found a thread on character creation on the forums.
Yeah, be careful with temporal fugue. Your dupes will throw grenades ar enemies your meleeing and shoot at enemies with you in the line of fire.If you have temporal fugue, stay away from HE, Thermal, and poison gas grenades. Everything else is pretty safe. Actually, TF with Cryo MKIII grenades makes quite a few things rather trivial, as the freeze from it lasts forever.
So is your current project to get Caves of Qud on Steam now that Sproggiwood is out or are you still developing sproggiwood?
Maybe this is a stupid question, but is it possible to get this on Steam yet? Can't seem to find it by searching..
So far I'm really loving this game. The setting is extremely interesting - I really enjoy the detailed descriptions and the lore of the world. Gameplay is super fun as well. I haven't really encountered any bugs - I haven't made it very far though either. Horrible giant grizzlies keep eating my face before I can make real progress. :PI believe Deon has thrown his hat into the tile ring here, though I can't say for certain, as I am not he.
I have to say that I like the ASCII mode far more than tiles... which is odd because I usually like my tiles. It just seems too busy and grainy with them on. Do you plan on adding mod , or custom tileset support in the future?
In other news I just bought Gamma World thanks to this game. Can't wait to try that out too!
Anyone got advice on building a mental mutant?
The main thing when it comes to surviving the early quests is simply don't go into the first dungeon without grinding a while first. This is especially applicable when playing a mental mutant, because your HP will probably be pretty low at early levels, making it all too easy for anything stronger than a snapjaw to eviscerate you.It depends on your mutations and starting build. With Light Manipulation and Proselytize (use the latter on a Watervine farmer), it's pretty safe. Most other mutations are less effective in the early game, although Force Wall is nice in case things go wrong.
I tend to agree, except that boosting willpower to the max is insane. So for me its either give it a few points to negate te penalty, or max it all the way out and spam stunning forces and sunder minds on everything. The only problem is that it takes quite a while to bring fully online, and you're a bit weaker early on.The main thing when it comes to surviving the early quests is simply don't go into the first dungeon without grinding a while first. This is especially applicable when playing a mental mutant, because your HP will probably be pretty low at early levels, making it all too easy for anything stronger than a snapjaw to eviscerate you.It depends on your mutations and starting build. With Light Manipulation and Proselytize (use the latter on a Watervine farmer), it's pretty safe. Most other mutations are less effective in the early game, although Force Wall is nice in case things go wrong.
Also, I recommend not neglecting HP as a mental mutant. I feel that one good stat spread for a mental mutant is 10/10/18/18/18/24 -- the advantages of raising your Willpower to 24 aren't enough to be worth neglecting intelligence and toughness IMHO.
[CoQ Steam 1-3-2015]
*Updated pickaxe to allow you to bump-attack walls when equipped in your primary hand
*Fixed issues with deeply copied inventory stacks retaining references to the stacks of the original object (i.e. clones should no longer use up your own ammo or items)
*Fixed various effects not displaying properly in the look dialog
*Fixed an issue in mutation metrics collection
*Added a "clone" wish
Unormal, dunno if this was asked before or not, but would you rather have bug reports in here or on the Freehold site? I was going to post them on Freehold, but the most recent bug report post is from early December, the one before that is October, and then after that it's from 2012.
When playing Caves of Qud via Steam, Steam user status changes to "In-Game " without listing Caves of Qud. (May be intentional)thats normal behavior for games in closed beta that are not listed on the steam store
Doing pretty well with my mental mutant. Clear the Rust Wells without trouble, kill a legendary equimax and two slumberlings along the way without even once being in any real danger.That does have an actual bug there though: Your evil twin's lasers can go through force fields, while yours cannot.
Walk down the stairs into redrock for the quest. I fall into some slime, which slides me to the left two tiles, and takes up two of my turns. During that time: My evil twin which just spawned hits me for ~30 damage with lasers, I slide over a young ivory, which stabs me in the food and causes bleeding for 10 damage +2 per turn, and I get caught and held by a qudaz plant. So, on my first action: I have 4 hp, am bleeding, held, and within sight of my evil twin that can shoot lasers through my forcefield (which if I activated would stop neither being held now the bleeding). Oh joy.
I proptly die the next turn as the plant holding onto me beats me to death.Spoiler (click to show/hide)
That was a hilarious combination of unlikely circumstances, though -- the evil twin appearing at that exact moment, slipping onto the young ivory and into the grip of a plant, everything. Sometimes the RNG just hates you.Yeah, it was pretty much a perfect storm of bad events, everything cooperating perfectly to kill me. Hell, even with everything spawned (and it was very bad luck that the evil twin spawned exactly where he did, which was within range of me, but outside of my line of sight (so I couldn't disable him with mental mutations)), I had ~1/2 chance to slip at all, then 1/6 chance to slip directly left onto the young ivory (which is also the only direction that had slime), and then another 1/10 chance to slip into range of the jilted lover. So even once everything spawned like that, I had a ~1/120 chance to slip in that direction and die like that (lower if you count the fact that jilted lovers usually don't hold you the very first turn you come into range).
(But seriously, evil twin is brutal. I'm surprised you're taking it at all. I take narcolepsy, which is a similar "randomly kill you" mutation, but even I won't take Evil Twin.)
So far I'm really loving this game. The setting is extremely interesting - I really enjoy the detailed descriptions and the lore of the world. Gameplay is super fun as well. I haven't really encountered any bugs - I haven't made it very far though either. Horrible giant grizzlies keep eating my face before I can make real progress. :PI believe Deon has thrown his hat into the tile ring here, though I can't say for certain, as I am not he.
I have to say that I like the ASCII mode far more than tiles... which is odd because I usually like my tiles. It just seems too busy and grainy with them on. Do you plan on adding mod , or custom tileset support in the future?
In other news I just bought Gamma World thanks to this game. Can't wait to try that out too!
I agree that flight is a pretty terrible mutation at the moment. Most of the most difficult parts of the game are indoors, where it is pure disadvantage.Perhaps, when indoors, it gives a boost to sprint, much like the spring heeled shoes. Or halves the cooldown of sprint. I'm not sure. It just literally is pure disadvantage when inside, which sucks.
What if you could fly indoors while sprinting? That seems like it'd be thematic and fun, without making it too powerful.
Flight could also eliminate damage from falling, which would matter in a small number of places (all right, one place, but it should logically make Golgotha vastly easier if you have a way to get past the back door.)So I just learned/realized a new trick on my never ending cycle of tinkerers.
It might be interesting if some mutations had their own skill trees; wings are one that it would make sense for.
Yeah, I don't know why, but grenades NEVER work right for me. I always end up wither missing with them or having them go off halfway to my target and damage me too.If you've never used a mkIII thermal, they turn about a quarter of the map into a flaming wasteland that would make a dwarf proud. Like, were talking lots of walls melted into lava and everything on fire. Even if you do throw them perfect. Best use is to set em as a bomb if you have a huge horde following you.
Secondary bug report, possibly linked with the foam spray bug. Bandages don't recognize you being bleeding.
Looks pretty fantastic but I hop there is an option to remove the background green tinge. I like nice clean black.
Excellent news. :)Looks pretty fantastic but I hop there is an option to remove the background green tinge. I like nice clean black.
The colors definitions are all in a data file that's easily changed.
That`s great news, apart from the "Steam" bit. Any chance to see it released DRM-free as well? (hopefully, seeing as Sproggiwood was, after all)
That`s great news, apart from the "Steam" bit. Any chance to see it released DRM-free as well? (hopefully, seeing as Sproggiwood was, after all)
Yeah, likely it will get a humble build as well.
(Though it's a pain in the ass to keep all the different builds built and updated/etc.)
100% in favor of steam. Couldn't care less about the humble bundle or any other bundle.
> *Fixed a broken hostile-visibility check, which was causing auto-explore/walk to not halt properly.
This fix is making it so you halt for dreadroots, which is probably not necessary.
So I played this game a while back and absolutely adored it. Loved the gunslinger build. Is the latest update open to the public, or is it being privately playtested?
Any information on this? I am a looong time player and I can't wait to get my hands on the new version :).So I played this game a while back and absolutely adored it. Loved the gunslinger build. Is the latest update open to the public, or is it being privately playtested?
It's in private beta, but should be available in early access on Steam by the end of the month!
Any information on this? I am a looong time player and I can't wait to get my hands on the new version :).So I played this game a while back and absolutely adored it. Loved the gunslinger build. Is the latest update open to the public, or is it being privately playtested?
It's in private beta, but should be available in early access on Steam by the end of the month!
Probably a good choice. I have seen sproggiwood mentioned in other channels but I get the impression that Qud is relatively unknown. Which is a shame because it is awesome.Any information on this? I am a looong time player and I can't wait to get my hands on the new version :).So I played this game a while back and absolutely adored it. Loved the gunslinger build. Is the latest update open to the public, or is it being privately playtested?
It's in private beta, but should be available in early access on Steam by the end of the month!
We hired a PR firm, and ended up delaying it by 6-8 weeks, because we decided it was going to be more effective to spread out the marketing push between Sproggiwood mobile and Qud with a PR firm on board, compared to doing it all ourselves after work hours. It'll also give us time to get steam qud into better shape.
I get the impression that Qud is relatively unknown. Which is a shame because it is awesome.
Does anyone have similar problem with Caves of Qud graphic mode? It seems like transparency doesn't work properly. I tried -filter option and still the same result.
(http://farm9.staticflickr.com/8854/17408076168_e6076eea76_b.jpg)
This is the result of a really outdated opengl implementation; updating your drivers usually resolves it. If it doesn't, it's usually an ancient integrated chipset that can't be helped, really.
This is the result of a really outdated opengl implementation; updating your drivers usually resolves it. If it doesn't, it's usually an ancient integrated chipset that can't be helped, really.
I have updated drivers and still the same result, on two laptops (on windows xp sp3, .net2).
Thinkpad x32 (with ATI Mobility Radeon) and Dell600 (with ATI Radeon 9000 GPU) is too ancient to run 2d game with simple graphics, based on tiles? This sounds like joke for me.
Any other games, programmed in good style, with simple graphics & animations, work fine on these laptops (e.g. Dwarf Fortress, Angband(s), Adom, Brogue, Prospector, Aurora RL, Ascii Sector privateer, Freelancer, DXX-Rebirth, Armageddon Empires, Battle For Wesnoth, Age of Wonders, Eador Genesis, and many more).
The problem is they're both OpenGL 2.0 only chipsets (The ATI 9000 was released in 2002 and the set in the thinkpad in 2003-2004 I think?). I'm using a blending mode OpenGL 2.0 doesn't support. The console mode will work fine, though. Sorry about that! It's just a side effect of just the way I wrote the code.
Wow, that's awesome. People who have never and will never contribute anything useful to the world, telling others how they ought to be able to do their jobs. After unormal has basically given the original version of Qud out as a gift.
I believe this game was a hobby project. I doubt unormal has either the staff or time to test every edge case with every piece of outdated junk someone may be trying to use.The problem is they're both OpenGL 2.0 only chipsets (The ATI 9000 was released in 2002 and the set in the thinkpad in 2003-2004 I think?). I'm using a blending mode OpenGL 2.0 doesn't support. The console mode will work fine, though. Sorry about that! It's just a side effect of just the way I wrote the code.
I think that this kind of "problem" shouldn't be really a problem for experienced programmer, to change few graphical functions into more universal ones (more independent from politics and marketing). Especially when we talk about 2d game, with very simple tileset display. Pixels are just pixels.
Probably using a newer open gl implementation than DF...I tried playing this game on both my apple IIe and my tandy 1000 and it won't even start up! What a piece of crap your game is!
So I guess you're out of luck until you update to something made in the last decade huh?I would be more upset with your first-world rant, if we didn't already know the game works fine in console mode.
I tried playing this game on both my apple IIe and my tandy 1000 and it won't even start up! What a piece of crap your game is!
to change few graphical functions into more universal ones (more independent from politics and marketing)
Do you suggest something for some particular person or just say it for the wind?
For example in my case, I have big will to contribute something useful to the world. I have programmed 2d game, with more complex graphics, which uses a lot more universal functions (independent from .net and glsl), than Caves of Qud.
http://metod.co.nr (http://metod.co.nr)
1983 is not 2003.
You have to live in a first world country to have hardware made this decade? I wasn't aware. I apologize for any offense you may have taken. I'm glad the game works for you in console mode.So I guess you're out of luck until you update to something made in the last decade huh?I would be more upset with your first-world rant, if we didn't already know the game works fine in console mode.
Google hyperboleI tried playing this game on both my apple IIe and my tandy 1000 and it won't even start up! What a piece of crap your game is!
1983 is not 2003.
As far as computing is concerned, 2003 is ancient history.Actually, it's not. It's more like the 1930s. Almost all the basic tech was there (just as with cars, radio and airplanes) but it wasn't very good. Just like a contemporary of the 1930, a 2003 computer can understand (run) most of the basic stuff made today, in a way that an 80s (or, let's face it, early- and mid-nineties) computers do not and can not. dfTruF can (shouldn't but can) expect things to run on his old laptop, because the majority (dare I say absolute majority?) actually do run.
I was just not thinking particularly hard about legacy system support when I wrote that code. What shipped was just my initial toy proof of concept that happened to work on the hardware I happened to have in the house. I haven't since spent the energy to get my hands on a set of hardware that fails in that way so that I can refactor the code into something that provably works on older hardware. Mea culpa! Ż\_(ツ)_/ŻWell I demand that you immediately make this work on my atari 2600!
It's called Obsolescence and it happens quickly with computers. You are a fool if you think a programmer is going to support hard/software that is over 10 years old.And yet, he does. I'm not saying it's his duty, I'm not even saying it's on purpose. The reason is simple- we have better, more unified standarts and the speed at which they change is an order of maginutede slower than the chaos of the 90s-2000s "digital revolution".
I was just not thinking particularly hard about legacy system support when I wrote that code. What shipped was just my initial toy proof of concept that happened to work on the hardware I happened to have in the house. I haven't since spent the energy to get my hands on a set of hardware that fails in that way so that I can refactor the code into something that provably works on older hardware. Mea culpa! Ż\_(ツ)_/ŻWell I demand that you immediately make this work on my atari 2600!
Well what about my graphing calculator? I tried to launch the game on there and it just shut down the whole calculator!I was just not thinking particularly hard about legacy system support when I wrote that code. What shipped was just my initial toy proof of concept that happened to work on the hardware I happened to have in the house. I haven't since spent the energy to get my hands on a set of hardware that fails in that way so that I can refactor the code into something that provably works on older hardware. Mea culpa! Ż\_(ツ)_/ŻWell I demand that you immediately make this work on my atari 2600!
Just need to bug Unity for an Atari 2600 exporter!
I suspect the Steam version might work properly on this set of older cards, as long as they support shader model 2, but (still) I don't have the hardware to test it.
More seriously though, things like this are why I hesitate to even release my own games. I deal with irate customers enough at work, I don't want people playing my free game how bad I am as a programmer because I didn't support their antiques.
I see a Toady looming in the distance if we continue down this path of conversation. Let's just drop it.Well what about my graphing calculator? I tried to launch the game on there and it just shut down the whole calculator!I was just not thinking particularly hard about legacy system support when I wrote that code. What shipped was just my initial toy proof of concept that happened to work on the hardware I happened to have in the house. I haven't since spent the energy to get my hands on a set of hardware that fails in that way so that I can refactor the code into something that provably works on older hardware. Mea culpa! Ż\_(ツ)_/ŻWell I demand that you immediately make this work on my atari 2600!
Just need to bug Unity for an Atari 2600 exporter!
I suspect the Steam version might work properly on this set of older cards, as long as they support shader model 2, but (still) I don't have the hardware to test it.
Looks like dfTruF and I got it going using software emulation of shader model 2 via https://www.transgaming.com/swiftshaderAwesome!
I see a Toady looming in the distance if we continue down this path of conversation. Let's just drop it.Uh, thanks for your contribution I guess.
someone on jefmajors stream said your giving away keys for the game? i played long ago and got to the end and an update sounds really cool.
someone on jefmajors stream said your giving away keys for the game? i played long ago and got to the end and an update sounds really cool.
Best way is to follow me on twitter, I give some out, though I haven't for a few weeks. Now that our next stop is Qud on steam (Sproggi went out on iOS+Android May 28th), I'll probably be giving some more out, since we'll want to ramp up testing.
someone on jefmajors stream said your giving away keys for the game? i played long ago and got to the end and an update sounds really cool.
Best way is to follow me on twitter, I give some out, though I haven't for a few weeks. Now that our next stop is Qud on steam (Sproggi went out on iOS+Android May 28th), I'll probably be giving some more out, since we'll want to ramp up testing.
Any chance we'll be seeing CoQ on mobiles too? They need more good Roguelikes!
when does it go up for sale on steam?someone on jefmajors stream said your giving away keys for the game? i played long ago and got to the end and an update sounds really cool.
Best way is to follow me on twitter, I give some out, though I haven't for a few weeks. Now that our next stop is Qud on steam (Sproggi went out on iOS+Android May 28th), I'll probably be giving some more out, since we'll want to ramp up testing.
when does it go up for sale on steam?someone on jefmajors stream said your giving away keys for the game? i played long ago and got to the end and an update sounds really cool.
Best way is to follow me on twitter, I give some out, though I haven't for a few weeks. Now that our next stop is Qud on steam (Sproggi went out on iOS+Android May 28th), I'll probably be giving some more out, since we'll want to ramp up testing.
but I've been saying that for a few weeks so the answer is just "as soon as we get it ready to release on Steam :)"Ah, I see you're already in the spirit of Valve Time :P
Really glad this is alive again! Do you plan to continue development after the Steam release?
I played the hell out of this game a year ago, such a unique world.
How is it possible to participate in the private beta?
Fired this up again a few days ago. Man, I'd forgotten how good this game is!You can do that with dominate
I'd love to see a more squad/party focused version of the game. Or at least a way to do more with followers that you get via Beguile or Proselytize. You know, things like actually equip them with loot or give them orders.
Sure, but that's not exactly the same thing.
With Sproggiwood on mobile, are there plans for this to get ported too? I don't care if the controls are a little awkward (see: connectbot+hacker's keyboard), I'll pay good money for proper roguelikes on my phone.
EDIT: Also, I really, really suggest fixing the "looking at yourself or an ally makes you hostile to your own faction" bug before the Steam release. I don't know the underlying code, so I can't say for sure, but I assume it wouldn't be too difficult, and that bug is unbelievably nasty for certain builds (especially if you combine Temporal Fugue with other allies of any sort, or if you use Burgeoning at all.) It tends to happen eventually, since all it takes is one careless 'enter' while looking to irrevocably leave you hostile to yourself.
Thanks for the fix for the hostile-to-own-faction bug!
I've been playing the latest version, and I've been hitting a new bug where messages stop arriving (that is, the message window doesn't show anything new, both in the sidepane and the full message history.) Shutting the game down entirely and reloading fixes it. Just quitting to the menu without shutting the game down does not, so maybe it's some weird memory issue. I don't know what's causing it and can't reproduce it reliably, though.
Hrm. I'm hostile to my own faction again. I have no idea when it happened, either -- I noticed after entering Golgotha when I was looking around, but it could have happened earlier and I didn't catch it until now. I have a slugsnout as a companion (and I know I wasn't hostile to myself before getting them.) Possibly it happened when they hit my by accident or something? Or when they were caught in my cryogenesis field? I have no real idea. Maybe looking at yourself wasn't the only way to cause the bug?
(This is using the latest version, with the above hotfix.)
Thanks! Adding to the above, I was able to reproduce it on another character by wishing up a Slugsnout, charming it, then fighting something else while standing between it and the enemy so it would hit me by accident. As soon as it did, I was hostile to myself, so it looks like you become hostile to yourself if an ally accidentally hits you with a ranged attack. There are a few other odd cases where an ally might hit you with a melee attack (if you're standing on a Dreadroot it's trying to kill, say), which I assume might also cause the bug.Hrm. I'm hostile to my own faction again. I have no idea when it happened, either -- I noticed after entering Golgotha when I was looking around, but it could have happened earlier and I didn't catch it until now. I have a slugsnout as a companion (and I know I wasn't hostile to myself before getting them.) Possibly it happened when they hit my by accident or something? Or when they were caught in my cryogenesis field? I have no real idea. Maybe looking at yourself wasn't the only way to cause the bug?
(This is using the latest version, with the above hotfix.)
Alright, I'll be working on some other faction issues in the next day or two so I'll see if I can clean it up.
Thanks! Adding to the above, I was able to reproduce it on another character by wishing up a Slugsnout, charming it, then fighting something else while standing between it and the enemy so it would hit me by accident. As soon as it did, I was hostile to myself, so it looks like you become hostile to yourself if an ally accidentally hits you with a ranged attack. There are a few other odd cases where an ally might hit you with a melee attack (if you're standing on a Dreadroot it's trying to kill, say), which I assume might also cause the bug.Hrm. I'm hostile to my own faction again. I have no idea when it happened, either -- I noticed after entering Golgotha when I was looking around, but it could have happened earlier and I didn't catch it until now. I have a slugsnout as a companion (and I know I wasn't hostile to myself before getting them.) Possibly it happened when they hit my by accident or something? Or when they were caught in my cryogenesis field? I have no real idea. Maybe looking at yourself wasn't the only way to cause the bug?
(This is using the latest version, with the above hotfix.)
Alright, I'll be working on some other faction issues in the next day or two so I'll see if I can clean it up.
Did we ever determine how to pronounce Qud?
I always say "Cud" or "Kud" with a hard C
Does buying the game on the website give me access to the beta steam version?
Does buying the game on the website give me access to the beta steam version?
No, not automatically. That link will just redirect to steam next week when it's live. Though if you've registered it in the past you can e-mail me and ask nicely, and I'll probably hook you up.
Did we ever determine how to pronounce Qud?
I always say "Cud" or "Kud" with a hard C
I'll be picking this up as soon as it goes up on Steam.
Did we ever determine how to pronounce Qud?I say it as "Kwud" 'cause why not.
I always say "Cud" or "Kud" with a hard C
[SteamQud July 5, 2015]I'm still encountering a version of this bug in the latest version. While I no longer go hostile to myself if an ally hits me, I'll go hostile to myself if an ally hits another ally. This is easiest to reproduce with Burgeoning -- activate burgeoning, wish for any enemy, then walk around in circles for a bit while the spitting vines shoot at you and eventually they'll hit another friendly plant, making you hostile to yourself.
http://steamcommunity.com/app/333640/discussions/0/530646080848194826/
*Party members will no longer cause the party leader to aggro himself when they accidentally shoot each other
I remember playing some version of this back in the day, neat game. Glad to see it's making a comeback.
Does anyone have a specific date when the steam release will be made available to the general public?
Wednesday!
Wednesday!
Sweet! Thanks for the quick reply there. I'll be picking this up on launch for sure.
edit: as a followup question, will this new version be made available on other distribution sites outside of steam? Like gog?
Yeah, we'll have it up on humble via store or widget. Though the Steam version isn't locked to steam via DRM, so you can copy the files you get from steam over to a thumbdrive or whatever and run it without Steam if you want.
I remember playing some version of this back in the day, neat game. Glad to see it's making a comeback.
Does anyone have a specific date when the steam release will be made available to the general public?
Wednesday!
I remember playing some version of this back in the day, neat game. Glad to see it's making a comeback.
Does anyone have a specific date when the steam release will be made available to the general public?
Wednesday!
Awesome! How much will it cost? :o
$9.99
Caves of Qud is live on steam!Hurrah! :))
As a minor suggestion, could you maybe include an option to change the save directory location? I guess DF has spoiled me with its "all-in-one directory" style, but I do tend to play the same game from PC to laptop to another PC. Having the save directory hidden away in AppData makes things a little more difficult in that regard.
As a minor suggestion, could you maybe include an option to change the save directory location? I guess DF has spoiled me with its "all-in-one directory" style, but I do tend to play the same game from PC to laptop to another PC. Having the save directory hidden away in AppData makes things a little more difficult in that regard.
Yeah, that's a good suggestion and def. in the backlog; it's especially useful for supporting one-usb-stick play.
If you aren't going to drm it you might as well keep everything in one folder.
If you aren't going to drm it you might as well keep everything in one folder.
Windows is pretty unhappy with stuff in Program Files as a normal user, and some people stash their Steam stuff there.
If you aren't going to drm it you might as well keep everything in one folder.
Windows is pretty unhappy with stuff in Program Files as a normal user, and some people stash their Steam stuff there.
Sucks to be them.
Really.
Yeah, I know why you done it the way you did. How about a cfg config to declare where the save is? Something we can edit for portable Qud?
So hey, how are sales going? Better than expected? worse?
So having gotten back into this and played for a while now...1. Nope! Minimalist storytelling is the beauty of Caves of Qud. The only information you get about the true men are the names of the arcologies and castes and what stats and items each caste begins with. Like, you can surmise that the Ekuemekiyye guys are some kind of theocratic jungle society, the Ibulians are Arctic techno-Romans, and the folks from Yawningmoon are burly subterranean dwarf people. The game hands you little hints about the weird arcane world, and you have to imagine what it's like yourself.
1. Is there any way to see some backstory on the various castes/arcologies during character creation? (Truekin)
2. Is there any way to see what various traits do? I'm looking at traits for the castes, I don't know what they do or what they are.
So I played the hell out of CoQ a year back - I must have played it pretty much every day for 6 months straight, so I'm very, very excited for this to be being worked on again!
I just wondered what the roadmap for features/expansion are? I read on the website about factions and reputations (which sound amazing) but I wondered if you would be making any other content additions?
From reading some of the comments here over the course of the limited alpha, and also some things on the twitters: it sounds like tinkers are a viable class now? Like, you can get XP from things your turrets kill, and you can disassemble your turrets for parts now? Is that right?
I tried to play a tinker when I first found this game all those years ago, and it was a real struggle. After many failures, came back with a paladin and cleaned house.
It seems like ranged builds should be viable, I have not picked up the new version yet but in the old one there were some good skill trees for the various ranged branches that looked like they would be useful in the mid-late game.
So...I'm playing a outdated version 'cause I haven't bought the game (yet), version...1.0.4646.16699 Beta, to be precise, and I just ended up finding a boulder apparently blocking the tile below the stairs, is there any way I can get rid of the thing?
I've read combat in Caves of Qud isn't as detailed as DF combat...
So what's it like in this one?
Any more details on DRM Free angle? Is the Humble version gonna be released when the game is finished or during EA? Sincerely hope for the latter.
According to this guide (https://steamcommunity.com/sharedfiles/filedetails/?id=482992557) the Red Rock quest shouldn't be seen as the newbie/first quest anyway.Maybe? But the way it's placed means that it's the first one most people are likely to encounter. And I usually switched to doing it first myself once I discovered the back door entrance -- if you enter Red Rock by the backdoor, it has a much "smoother" difficulty curve, so you're unlikely to die unexpectedly unless your build is no good or you make a clear error. You go from fighting snapjaws and spiders to crabs and the like, plus the occasional seed-spitter. That makes it a good introduction for newer players, I think -- whereas there's significant risk of getting lost on the way to the Rust Wells, or encountering something particularly nasty in there while surrounded by slime, or running out of food and water far from town...
The steam files are DRM free. Copy and run them anywhere.
Same here.
Rustwells always seemed harder.
I think a new, easier quest that lets new players pick up the ropes would be better. Red Rock and Rustwells both have nasty surprises.
Perhaps a quest set in a location with just snapjaws (Or similar, easy enemy) with an easy objective like 'get the big glowing thing'? Preferably not far out of Joppa, too? Just to ease newbies in.
Is there any gameplay difference between the Steam and standalone ASCII versions?
(https://img.ie/images/2015/07/22/85da5364e1554fd21520bc1722f13e11.jpg) (https://img.ie/image/gkF)
I....just....unormal, this faction system....
i'm interested in this hilarious faction systemDid you read above? Insects hate him for not admitting them to the local library...
tell me more
I am disappoint that the lairs on the salt desert that I used to have fun exploring in the free version are now just empty caves. :(
*Farmer's daughters are now slightly less captivating.This amuses me.
Hmm, random question: does the player's sprite/tile change or is it always the same regardless of mutations, powers, etc.?Pretty sure Photosynthetic Skin changes your default color to green. Apart from that I'm not sure.
If not, it could be a nice feature, to tie the player tile to certain dominant mutations (or combination), or merely provide a selection the player can choose from during character creation.
Keep the prismDoesn't the prism murder your willpower, making all your mutations take much longer to cool down?
???
UNLIMITED POWAH
From there on I can just laugh at everything. I have 40 ego and my mutations do a lot of damage. I have no skills except for harvestry, but that's okay because I didn't need them.
Could you see about improving the firing algorithm to be able to hit stuff in corners or on walls in corridors easier? It's really annoying going with a ranged build and finding that you have to deal with jilted lovers and qudzu in melee because you can't actually shoot them from certain angles. I've lost more than one gunslinger that way.As a workaround, you can often manage to make the shot if you move the firing cursor around past the point where you're aiming (it will hit the first thing on its path, so it's fine to 'aim' at a point deep in the wall in order to get the path to go over what you actually want to shoot.) It'd be nice if it was smarter about finding a path if one exists, though, yeah.
Update on this: It also happens if you use Corrosive Gas Generation and step through your own gas -- you don't take damage, but you end up targeting yourself and become hostile to your own faction.[SteamQud July 5, 2015]I'm still encountering a version of this bug in the latest version. While I no longer go hostile to myself if an ally hits me, I'll go hostile to myself if an ally hits another ally. This is easiest to reproduce with Burgeoning -- activate burgeoning, wish for any enemy, then walk around in circles for a bit while the spitting vines shoot at you and eventually they'll hit another friendly plant, making you hostile to yourself.
http://steamcommunity.com/app/333640/discussions/0/530646080848194826/
*Party members will no longer cause the party leader to aggro himself when they accidentally shoot each other
Anyone have any advice for someone starting out? That's not in the help section. My highest level guy so far is 5 so I'm not doing that well
Oh is that what's going on? I just thought burgeoning was complete shit because the plants were hostile to me. HehYeah, it's a persistent bug that seems to keep popping back up in weird ways. Burgeoning is one of the abilities that is most affected by it.
Anyone have any advice for someone starting out? That's not in the help section. My highest level guy so far is 5 so I'm not doing that well
I've found being a Warden to be the best starting melee class, especially with Carapace and maybe a couple other defense mutations. Having a shield helps quite a bit and the sword skill tree thingy is fairly versatile compared to the others.
Anyone have any advice for someone starting out? That's not in the help section. My highest level guy so far is 5 so I'm not doing that wellPlay a mutant with at least 18 toughness (so you have a warning before something kills you), lots of escape options, and at least one heavy-hitting offensive power.
It seems the latest build broke the inventory screen. If my inventory has enough items that I need to scroll down through the list, the items won't actually scroll. So I'm stuck on the upper half of my inventory screen.
Make sure you verify client files so you're on the very latest. I posted a fix for that.
Make sure you verify client files so you're on the very latest. I posted a fix for that.
Ah, my bad.
Gotta keep an eye out for those stealth updates.
Can anyone advise me on how do you disable updates on Steam? It's impossible to play this past the very beginning when I get save incompatibility every other day.I also want to know this
Unless it's a bug of some sorts. Heck, just now I got save incompatibility without even exiting the client (just on save and reload).
Can anyone advise me on how do you disable updates on Steam? It's impossible to play this past the very beginning when I get save incompatibility every other day.
Unless it's a bug of some sorts. Heck, just now I got save incompatibility without even exiting the client (just on save and reload).
Can anyone advise me on how do you disable updates on Steam? It's impossible to play this past the very beginning when I get save incompatibility every other day.
Unless it's a bug of some sorts. Heck, just now I got save incompatibility without even exiting the client (just on save and reload).
Just save and reload shouldn't cause this, and I've only released one save-breaking patch, so there's something going on with saves in your environment. Could you send me a save game that fails to support@freeholdgames.com?I've deleted the offending save, I'm afraid. I could send you one if it happens again (although I've copied the steam folder elsewhere, so I'm guessing it might not?) - if you help me find where the saves are stored. For the love of me I can't see them anywhere in the steamapp CoQ folder.
Just save and reload shouldn't cause this, and I've only released one save-breaking patch, so there's something going on with saves in your environment. Could you send me a save game that fails to support@freeholdgames.com?I've deleted the offending save, I'm afraid. I could send you one if it happens again (although I've copied the steam folder elsewhere, so I'm guessing it might not?) - if you help me find where the saves are stored. For the love of me I can't see them anywhere in the steamapp CoQ folder.
I managed to get to level 11, with your guys advice. But then I got completely owned from a weird moth thing that either teleport and killed me or just shot me.
Hey. I managed to finish the first quest to Red Rock. For my second time. Where should I head to now?
PS why is this roguelike so popular? Haven't find anything awesome in it by this far.
Hey. I managed to finish the first quest to Red Rock. For my second time. Where should I head to now?
PS why is this roguelike so popular? Haven't find anything awesome in it by this far.
I got disembowelled by a chitinous puma while completing the quest in the Grit Gate. Can't get how it managed to strike me down just in a single turn. Where can I purchase greater weapons and armor? These beasts lurking all around there seem to be too tough for my one-hand axe, readilly ripping my ring mail either.
Bug: Recycling suit doesn't seem to work.
PS why is this roguelike so popular? Haven't find anything awesome in it by this far.
Well, it is a rogue-like. :)
Well, it is a rogue-like. :)
That's actually not an excuse for anything. Really. A whole genre shouldn't be known for fake difficulty and frustration.
I got disembowelled by a chitinous puma while completing the quest in the Grit Gate. Can't get how it managed to strike me down just in a single turn. Where can I purchase greater weapons and armor? These beasts lurking all around there seem to be too tough for my one-hand axe, readilly ripping my ring mail either.In general, you should carry a gun for use on dangerous enemies, even if you're a melee character. You can always buy one in the first town, and lots of early-game enemies carry basic ones, too. Even with no skills, a shotgun blast to the face will help against most things. One thing that maybe isn't completely clear at first is that attacks in Qud can get a damage multiplier if they significantly overwhelm the target's armor, so guns (which have high armor-penetration values) do a lot more damage than it might look at first glance.
Is there a list of features the steam version adds?
(I suspect that some of the people above who find it dull have been playing True Kin. One of the game's major issues at the moment, IMHO, is that True Kin are definitely dull compared to mutants; anyone from the same Arcology and caste is basically going to start out exactly identical, aside from the occasional amazing piece of tech you might start with as an Artifex.)
(I suspect that some of the people above who find it dull have been playing True Kin. One of the game's major issues at the moment, IMHO, is that True Kin are definitely dull compared to mutants; anyone from the same Arcology and caste is basically going to start out exactly identical, aside from the occasional amazing piece of tech you might start with as an Artifex.)
... This might legit be my problem. Given my own pop cultral biases (HATE THE MUTANT HATE THE XENO) might be making picking a mutant awkward... Ill try that later tonight.
Although I love playing True Kin, it'd be nice if they had their own thing going on to mirror mutations.
I feel as though True Kin should start with a recoiler to their arcology, and a Joppa recoiler, or something like that. The recoiler would allow access to potent shops of varying degrees, as well as the purchase of goods that are otherwise rare, such as that conch the one True Kin gets.The arcologies aren't actual locations in the game yet. And my understanding (although this is purely headcanon, now that I think about it) is that any True Kin who leaves their arcology cannot return due to the risk of genetic corruption from radiation, chemicals, etc... at least, I always read the decision to leave the Arcology as a big deal, that's why you don't see anyone else from those arcologies.
Fair warnings:Although I love playing True Kin, it'd be nice if they had their own thing going on to mirror mutations.
I'm pretty sure they DO eventually get cybernetics, but that's more late game stuff, I think.
just died of hunger after finishing all the vinewafers.
shouldnt merchants restock food atleast?
just died of hunger after finishing all the vinewafers.Get butchery and kill bears, pigs, etc. You get tons of food.
shouldnt merchants restock food atleast?
How can I gather some eatable fruit?Harvestry skill, use it on watervines and various types of trees like the starapple tree
Proselytize never seems to work for me, even as a high ego Priest of All Suns. Is there certain targets that are immune?
I typically kill dragonflies and eat their corpses. I've eaten a surprising number of strange corpses, and to no ill-effect.
Yes, the level of the target is very important. Proselytize only works on things of your level or below. If it's higher level than you, it will always fail. If it's significantly lower level than you, you will charm it easily. You need Beguiling to charm things above your level.Proselytize never seems to work for me, even as a high ego Priest of All Suns. Is there certain targets that are immune?
I seem to remember it being tied more to level than ego? you would have a better chance at lower level creatures, but things higher or equal level to you would nearly always resist?
Anyone else know better? The Wikia site is surprisingly weak, I know there is more knowledge on the game out there but it isnt being documented anywhere that I can find.
Oddly enough, the game didn't seem to react when I ate a girshling corpse. I'm uh, sure that doesn't quite work with the lore in game.I always wondered what happened when you did that, but never got around to testing it. Oh well.
Also, indiegames.com (http://indiegames.com/2015/07/caves_of_qud_roguelike_you_mea.html#more) has covered Qud.
isn't there a dollars symbol on the trade screen?Also, indiegames.com (http://indiegames.com/2015/07/caves_of_qud_roguelike_you_mea.html#more) has covered Qud.
Trade is done in Dollars? Someone either made a mistake, or had an over-zealous editor.
I guess I have been bloody successful by now. Mine is 9 lvl. He was able to get a laser rifle somehow. My question is what items tend to go to rust? And where can I find some energy cells for my laser rifle and flame dagger?You can sometimes buy them from shopkeepers (especially the bear ones later on). If you have at least one, you can also recharge them at any shopkeeper -- hit 'o' over it for other options and pick recharge. I missed that for a while, though it's displayed on the screen.
Are there any diffrencess between FREE ASCIII version & PAY steam graphical version? (expect tiles) I meant additionall content that is unavilable for the free versionThere have been many changes to the steam version. It is a significantly improved experience, but whether or not its worth the ten bucks is up to you.
*sees people constantly talking about the "secret" tunnel, and saying it should be visible and pointed to because it's easy and new user friendly*
Yeah, I don't think I could really do the underground tunnel at level one, every time I go down it (from the other end usually) I find some nasty stuff.
That said, there is a very good reason to go down there eventually, because there is a guaranteed anti-grav orb between the town and the dungeon at some point.
Does Mehmet's dying from getting a deathblow from the warden (and thus not finishing his quest) affect the subsequent walkthrough drasticaly?
I just somehow managed to be neutral with the seed spitting vine, jilted lover and qudzum. I dunno how, though. Just started a new game and head to rust cave where I noticed that they don't attack me. I really like that.Did you take any plant type mutations? some of them might have + faction with plants
The implication is that a mobile version might be coming, but the result is probably going to be a cleaner more efficient game for everybody.
I just somehow managed to be neutral with the seed spitting vine, jilted lover and qudzum. I dunno how, though. Just started a new game and head to rust cave where I noticed that they don't attack me. I really like that.Did you take any plant type mutations? some of them might have + faction with plants
If anyone's having great trouble surviving early on, a better option than grinding low-level animals is to head to the salt desert right off the bat, and wander around until you find a lair, which will grant you enough experience to get to level 4 or 5. Do not explore, though - they're currently bugged and have no walls, so you'll get swarmed by hordes of mirthworms without any means of crowd control.
I just had an idea for balancing Tinkerers, ironically based off that exploit mentioned earlier.Belatedly, what I would suggest instead is an 'improve' ability for tinkers, which costs some scrap and tries to improve an item (sometimes failing based on intelligence.) The more improvements it already has, the harder it is to improve it further.
What level would you guys recommend me be for the Bethesda quest (one following the Golgotha quest)? I'm trying my best to play w/o spoilers, and my axe wielding horticulturist is currently level 20. Full steel for armor, plus steel shield and a folded carbide battleaxe. This is farthest I've gotten any character by a long shot, so I'd rather not walk into a new area only to be insta-killed.I'd say you're probably ok as long as you have some good consumables?
What level would you guys recommend me be for the Bethesda quest (one following the Golgotha quest)? I'm trying my best to play w/o spoilers, and my axe wielding horticulturist is currently level 20. Full steel for armor, plus steel shield and a folded carbide battleaxe. This is farthest I've gotten any character by a long shot, so I'd rather not walk into a new area only to be insta-killed.I'd say you're probably ok as long as you have some good consumables?
What level would you guys recommend me be for the Bethesda quest (one following the Golgotha quest)? I'm trying my best to play w/o spoilers, and my axe wielding horticulturist is currently level 20. Full steel for armor, plus steel shield and a folded carbide battleaxe. This is farthest I've gotten any character by a long shot, so I'd rather not walk into a new area only to be insta-killed.
Chests in Joppa - These are just time consuming to go through. They're lootable with no consequences, and they're a 'must do' but having to do it every time you start a character is tedious. I'd suggest either removing them and just giving the character some random stuff, or just putting them all in one room for quick looting. Really, this is my biggest gripe.
It'd be really welcome if there were some more living places throughout the world of Qud besides Joppa. But since there aren't many, I think it's absolutely unnecessary. In addition, Caves of Qud doesn't seem to be a game with a rich NPC interaction system. For sad, in its current state It's just an open-world crawler in an uncommon setting -- not more, but at least not less. Correct me if I'm wrong, but I suppose my 35 hours played are sufficient to make a just statement on this game.Chests in Joppa - These are just time consuming to go through. They're lootable with no consequences, and they're a 'must do' but having to do it every time you start a character is tedious. I'd suggest either removing them and just giving the character some random stuff, or just putting them all in one room for quick looting. Really, this is my biggest gripe.
To add my 2 cents do this, I'd like to see a system where maybe the people of Joppa actually lock their homes. Or at least react if you barge in uninvited. Like Retro said, it's kinda odd in its current state. You could also tie in the reputation system - so if you become really revered in Joppa, maybe you could loot the town consequence free.
It'd be really welcome if there were some more living places throughout the world of Qud besides Joppa. But since there aren't many, I think it's absolutely unnecessary. In addition, Caves of Qud doesn't seem to be a game with a rich NPC interaction system. For sad, in its current state It's just an open-world crawler in an uncommon setting -- not more, but at least not less. Correct me if I'm wrong, but I suppose my 35 hours played are sufficient to make a just statement on this game.
It'd be really welcome if there were some more living places throughout the world of Qud besides Joppa. But since there aren't many, I think it's absolutely unnecessary. In addition, Caves of Qud doesn't seem to be a game with a rich NPC interaction system. For sad, in its current state It's just an open-world crawler in an uncommon setting -- not more, but at least not less. Correct me if I'm wrong, but I suppose my 35 hours played are sufficient to make a just statement on this game.Chests in Joppa - These are just time consuming to go through. They're lootable with no consequences, and they're a 'must do' but having to do it every time you start a character is tedious. I'd suggest either removing them and just giving the character some random stuff, or just putting them all in one room for quick looting. Really, this is my biggest gripe.
To add my 2 cents do this, I'd like to see a system where maybe the people of Joppa actually lock their homes. Or at least react if you barge in uninvited. Like Retro said, it's kinda odd in its current state. You could also tie in the reputation system - so if you become really revered in Joppa, maybe you could loot the town consequence free.
As long as its understood that the game is not complete, I see nothing wrong with judging a game in alpha/beta and offering feedback. The world does feel a bit uninhabited. That may be by design though.
unormal, the reason I asked before if there were any available backstory or lore surrounding the arcologies and such is I'd really like to use your very unique world and setting in a roleplaying game I am running, and am looking for more information if such is available
I would be super interested in perusing that if you don't mind. I obviously wouldn't disseminate anything, and I'm primarily interested in the setting and background. Understand if you want to keep that private though, for later publishing.As long as its understood that the game is not complete, I see nothing wrong with judging a game in alpha/beta and offering feedback. The world does feel a bit uninhabited. That may be by design though.
unormal, the reason I asked before if there were any available backstory or lore surrounding the arcologies and such is I'd really like to use your very unique world and setting in a roleplaying game I am running, and am looking for more information if such is available
We actually have a good chunk of a Freehold-setting (superset of Qud) pen and paper RPG on our hard drives, but most of it has never been published in any kind of public form.
I would be super interested in perusing that if you don't mind. I obviously wouldn't disseminate anything, and I'm primarily interested in the setting and background. Understand if you want to keep that private though, for later publishing.As long as its understood that the game is not complete, I see nothing wrong with judging a game in alpha/beta and offering feedback. The world does feel a bit uninhabited. That may be by design though.
unormal, the reason I asked before if there were any available backstory or lore surrounding the arcologies and such is I'd really like to use your very unique world and setting in a roleplaying game I am running, and am looking for more information if such is available
We actually have a good chunk of a Freehold-setting (superset of Qud) pen and paper RPG on our hard drives, but most of it has never been published in any kind of public form.
Chests in Joppa - These are just time consuming to go through. They're lootable with no consequences, and they're a 'must do' but having to do it every time you start a character is tedious. I'd suggest either removing them and just giving the character some random stuff, or just putting them all in one room for quick looting. Really, this is my biggest gripe.
To add my 2 cents do this, I'd like to see a system where maybe the people of Joppa actually lock their homes. Or at least react if you barge in uninvited. Like Retro said, it's kinda odd in its current state. You could also tie in the reputation system - so if you become really revered in Joppa, maybe you could loot the town consequence free.
Since the developer is here, I wonder if you plan on adding more side-quests and side-areas? Are you going to introduce advanced tactic features like aiming at enemy's particular limb or part of body?
[Beta branch]
*Broke the heck out of saved game backwards compatibility
*Assorted memory management improvements
*Added a revision number to the save file
*Improved save info file system
*Party members will no-longer auto-target sleeping enemies
*Reworked UI to generate vastly less garbage
*Changed tile textures to 'paint', which will reduce total object count by about 30%
*Fixed a bug with stairs placement that was causing many dungeons to regenerate many times unnecessarily
*Fixed a crash/lockup with buying a power from an unpurchased skill
*Fixed an issue trying to continue an old-version game before starting one
*Fixed the descriptor for <redacted>
Note: This is a release candidate for the public default branch
[Beta branch]
*Broke the heck out of saved game backwards compatibility
*Assorted memory management improvements
*Added a revision number to the save file
*Improved save info file system
*Party members will no-longer auto-target sleeping enemies
*Reworked UI to generate vastly less garbage
*Changed tile textures to 'paint', which will reduce total object count by about 30%
*Fixed a bug with stairs placement that was causing many dungeons to regenerate many times unnecessarily
*Fixed a crash/lockup with buying a power from an unpurchased skill
*Fixed an issue trying to continue an old-version game before starting one
*Fixed the descriptor for <redacted>
Note: This is a release candidate for the public default branch
ascii doesnt appear at all now when i try to play. it just looks like tiles with 99% of everything missing. i see grass tiles some places, in ascii mode, but no ascii.
tiles appears to work fine, but fuck tiles.
I don't think the chests are meant to be looted every single run. But I guess the temptation to power game is pretty strong. I hardly ever do it, unless I'm playing a marauder or something.I really wouldn't call this power gaming - it's too obvious and simple to do. I mean in my last game I found a revolver, loads of food and some better armor. Why would I ever want to miss out on that right at the start?
Whilst I love the remoteness feeling that Qud gives, I'd also like to see more villages/hamlets, even if they were just a simple trader and a few people with some lore dialogue.
Whilst I love the remoteness feeling that Qud gives, I'd also like to see more villages/hamlets, even if they were just a simple trader and a few people with some lore dialogue.
There are actually lots of randomly generated little farmsteads out there, at least in the hills. I've run across pig farmers, starapple farmers, a Barathrumite camp...and a few others, I think. They NPCs could stand to have a little more interaction (most won't even talk to you) but they are there.
Finally, I completed the last quest implemented by this far. It wasn't that hard. After getting hardened in Bethesda Susa everything becomes quite easy. Waiting until the development is finished...
Slightly over 40. I'm not sure if I have seen even 1/3 of the content this game includes and features it provides in the current state, but I think it's enough for me for now.Finally, I completed the last quest implemented by this far. It wasn't that hard. After getting hardened in Bethesda Susa everything becomes quite easy. Waiting until the development is finished...
How many total play hours do you have logged now, out of curiosity? (If you're using the steam overlay.)
Is there an end game yet? I saw unormal getting the final quest working?
That's not new; it's an old artifact, and True Kin had a chance to start with it all the way back in the non-Steam version.Spoiler (click to show/hide)
Well this is new.
I guess the True Kin are finally getting some new toys to play with. I got this on start as a horticulturist.
It gives you two extra working arms and hands, in case that wasn't obvious.
Is anyone else having funky issues with fast travel? One of my newer characters lost their ability to fast travel entirely after they got lost and regained their bearings. Another character couldn't fast travel when hostiles were nearby (as expected), but there wasn't any message or popup saying anything about them. And now, I just had a test character fast travel while surrounded by a snapjaw horde. Not sure what's going on here...I had those since the beta branch was launched. If you travel a few areas further you regain the ability to fast travel.
Is anyone else having funky issues with fast travel? One of my newer characters lost their ability to fast travel entirely after they got lost and regained their bearings. Another character couldn't fast travel when hostiles were nearby (as expected), but there wasn't any message or popup saying anything about them. And now, I just had a test character fast travel while surrounded by a snapjaw horde. Not sure what's going on here...I had those since the beta branch was launched. If you travel a few areas further you regain the ability to fast travel.
I followed some guy's advice to start as a shelled mutant with freezing hands, and it did work out somehow, though at first I lacked both armour and evasion and sucked at melee. I was far lower than '20-ish and 200-ish HP' when walked in Golgotha.Is anyone else having funky issues with fast travel? One of my newer characters lost their ability to fast travel entirely after they got lost and regained their bearings. Another character couldn't fast travel when hostiles were nearby (as expected), but there wasn't any message or popup saying anything about them. And now, I just had a test character fast travel while surrounded by a snapjaw horde. Not sure what's going on here...I had those since the beta branch was launched. If you travel a few areas further you regain the ability to fast travel.
Anyone wants to help me with not dying in Golgotha? Now I remember that all my characters back in the non-steam version also ended up dying there. I'm usually playing high-toughness melee blokes, and go there after the heart of darkness quest, so I'm lvl 20-ish, with 200-ish HP and well-equipped. Always end up getting swarmed on the conveyors and nibbled to death.
Speaking of paralysis, the paralysing stinger's poison never seems to wear off. If you sting something once, it'll never move again. I'm pretty sure that's not the intent with that mutation.
Suggestion: what if the level in which a character died were at least structurally preserved, and their corpse remained along with a portion of their inventory?Interesting. I'd like if most of the dead character's gear was damaged (in accordance to by what and how he got killed) in this case, and there was some dangerous scum over his remains (not necessarily the very one who that char had been slain by). Something like a random encounter.
I realize it could be exploitable to some extent, but made an optional setting and properly balanced (i.e. the closer you're to Joppa, the lower the chance each item is preserved), it'd be an interesting addition.
Suggestion: what if the level in which a character died were at least structurally preserved, and their corpse remained along with a portion of their inventory?
I realize it could be exploitable to some extent, but made an optional setting and properly balanced (i.e. the closer you're to Joppa, the lower the chance each item is preserved), it'd be an interesting addition.
Bonus: eating the corpse could have funny/useful effects, but that might be too morbid. Alternatively, it could be processed in some fashion. Or from the roleplay perspective, one might want to retrieve fallen adventurers and "bury" them in Joppa.
I can see that being pretty exploitable or just cause players to do a lot of wandering around the same areas in hopes of finding their body though. I mean, even if you did only moderately well and died at Red Rock or something, you'd still have loads of reallllly good loot. Even if a lot of your loot had decayed it would probably be worth hunting for it.Given how much stuff you can accumulate between Joppa chests, Grit Gate chests, and SPOILER encounters, it could pretty quickly snowball into a massive stockpile. Not saying its a bad thing. Actually, depending on mutations, could make for an interesting encounter. Previous character had Evil Twin? Guess what, he's at the corpse. Burgeoning? Massive field of plants around the corpse.
I like legacy stuff, but it really needs to be something a bit non-game-able. Giving Tam some of your old loot and affixing your characters name to it would work, as would giving some people a bit of dialogue about your past character (depending on how far he got). Anything other than that would be pretty difficult to balance in my opinion.
How do you guys deal with large groups of baddies? Specifically those large bands of goatfolk. Even at higher levels, the hornblower and shaman are a really nasty combo - and I always end up having to retreat or just abuse the hell out of screen change kiting.
Specifically those large bands of goatfolk.Kill a goat sower and throw the seeds at them.
How do you guys deal with large groups of baddies? Specifically those large bands of goatfolk. Even at higher levels, the hornblower and shaman are a really nasty combo - and I always end up having to retreat or just abuse the hell out of screen change kiting.Powerful ranged attacks will do it. High-level Light Manipulation, Freezing / Burning hands, Sunder Mind, or just a good ranged weapon and high agility to aim it. Kill them as soon as they appear on the screen (they don't tend to appear bunched up in my experience, so you can take your time and let some of your mutations recover as you come across them -- there will always be a lot in the general area, but you shouldn't have to fight dozens at once or anything.)
How do you guys deal with large groups of baddies? Specifically those large bands of goatfolk. Even at higher levels, the hornblower and shaman are a really nasty combo - and I always end up having to retreat or just abuse the hell out of screen change kiting.Powerful ranged attacks will do it. High-level Light Manipulation, Freezing / Burning hands, Sunder Mind, or just a good ranged weapon and high agility to aim it. Kill them as soon as they appear on the screen (they don't tend to appear bunched up in my experience, so you can take your time and let some of your mutations recover as you come across them -- there will always be a lot in the general area, but you shouldn't have to fight dozens at once or anything.)
Proselytize or Beguiling helps by giving you another source of damage and giving them another target. In my most recent game, I used Domination to teach a unique snapjaw Freezing Hands and level it up. That's insanely powerful, although it relies a lot on luck. You can recruit those flying serpent things instead, I think, to get burning hands on a flying ally for sure...? I can't recall any enemies with guaranteed Freezing Hands, which I think is superior.
The Warden from the starting village has guaranteed level 10 Freezing Hands. I've turned into him with the shapeshifting mutation once or twice and he kicks ass.Oh yeah. I think he's like level 30 or something, though, so recruiting him with proselytize isn't likely to happen until you're outrageously high level yourself.
*Convinced Svenlairnard that he should wield both his legendary swords
*Convinced Svenlairnard that he should wield both his legendary swords
Aww...
*Added boomrose arrows. They explode.Yeeeesssssssss
I've been getting this bug where whenever I start to starve, my hunger level loops all the way around and I become bloated. This has happened consistently with my last few characters. I got up to level twenty without ever picking up or eating food. I still drank water automatically that I carried around, but I have a feeling that I didn't need to drink that either.
*Fixed some issues and improved the performance of the Asphalt Mines builders
It amuses me that the descriptions of Qud go from 'impossibly moronic worse than dark souls you can't take a step without dying' to 'game is a breeze'Sounds like a proper roguelike. With the right seed and/or skills even nethack can be easy.
A dual wield short blades build can breeze through the game now with the updated shank and new rejoiner skill. This is a huge boost to a build which was already viable.
A dual wield short blades build can breeze through the game now with the updated shank and new rejoiner skill. This is a huge boost to a build which was already viable.How far into the main plot have you gotten with them? Like I mentioned above, I find that melee-focused builds get progressively less viable as the game continues.
"rejoinder" (surely meant to be riposte?)Riposte is already used for an upgrade to the Long Blades parry skill. It wouldn't make sense as a term for a Short Blades skill, because a riposte follows a parry, not a dodge, and short blades can't be used to parry.
Sounds like a proper roguelike. With the right seed and/or skills even nethack can be easy.Nethack is a weird case because so much of it depends on out-of-game knowledge. Something like knowing about "elbereth" or knowing what to wish for, for instance, can make a dramatic difference in how hard the game is.
Did you look into the thing where you're sometimes hostile to your own plants when using the burgeoning mutation?
Spoiler regarding new itemSpoiler (click to show/hide)
Those sound more like bugs than intended function...
Also, I backed up my game to test, and no, the short blade tree is not enough to defeat Saad Amus, not without a lot more levels than this.
I don't remember what level I was (and it was last version, so I can't load the save), but he was listed as Impossible.Also, I backed up my game to test, and no, the short blade tree is not enough to defeat Saad Amus, not without a lot more levels than this.
I just breezed through him only taking 23 damage, what lvl are you? i'm 22, 1st time getting to him. He was listed as Very Tough. I still have 524 left over points atm, unsure where to put em atm.
I don't remember what level I was (and it was last version, so I can't load the save), but he was listed as Impossible.Also, I backed up my game to test, and no, the short blade tree is not enough to defeat Saad Amus, not without a lot more levels than this.
I just breezed through him only taking 23 damage, what lvl are you? i'm 22, 1st time getting to him. He was listed as Very Tough. I still have 524 left over points atm, unsure where to put em atm.
I'm not sure how you could take such low damage, though...? I believe his weapon has the vibroblade effect where it completely ignores armor, and he has massive accuracy bonuses from having the entire Long Blades tree.
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.
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.
I'm wondering if something went funky, here is the log: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?
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.
*Shield skill refreshWhile 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.
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.
the free version is the same game of steam version but with no graphic?
the free version is the same game of steam version but with no graphic?
the free version is the same game of steam version but with no graphic?
-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.This would seem to imply that said target has to have to have walls on all but 2 of the tiles surrounding them. Isn't that incredibly unlikely to happen in normal gameplay? Or do more things than just walls qualify as "solid obstacles?"
Those abilities all look great, though one of them kind of concerns me...-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.This would seem to imply that said target has to have to have walls on all but 2 of the tiles surrounding them. Isn't that incredibly unlikely to happen in normal gameplay?
Is the Steam version DRM-free?
the ASCII version is totally full except for the grahical pack right?????As Niveras says, it's not got any of the patches or new content. I'd definitely recommend getting the steam version - it's not much and they seem to be serious about adding a lot of new content/fixes.
Liked the game when it was free, not anymore now that its costs money for the version that's actually updated (nor do I like the graphics, but that's secondary). Roguelikes should never cost money, and the recent and unfortunate habit of charging for them will be the death of them.
Roguelikes should never cost money, and the recent and unfortunate habit of charging for them will be the death of them.Yes. Everyone should donate their time and creative effort for free so that you may be amused. You're entitled to free entertainment! How dare they sell something they spent a lot of time on!
Liked the game when it was free, not anymore now that its costs money for the version that's actually updated (nor do I like the graphics, but that's secondary). Roguelikes should never cost money, and the recent and unfortunate habit of charging for them will be the death of them.
I also agree that the recent trend towards commercialization (and, as puke pointed out, labelling anything with procedurally generated elements as 'Roguelike') may be harmful for the genre as a whole in the long-run, but we'll have to wait and see I suppose.
We've been working on it for more than 10 years, I dunno why we'd stop now. People already get more than 200 hours of gameplay out of it, so I feel like being 'finished' just just saying 'we give up that's all we're adding, peace bros'. There's already as much gameplay as people get out of Skyrim or other big open-world games, so it amuses me that people not only demand 4x more but also that they get it for free. :)
At any point we could just cut scope and write a plot that ends, and call it done and throw it in the ocean. However, instead, we're sort of mindfully trying to stick (at least thematically) to a lot of the really absurd scope we came up with as teenagers/early 20s brainless dudes and trying to do it justice.
Considering the scope, it's totally possible that we just both die of old age before it's done; but sometimes that happens with absurdly huge creative works.
you can turn the tiles off.
new features are released just about every friday. Mostly optimizations, some fixes, some new skills, some changed skills, a few new items. Look at unormal's post history to see whats up.
The Artifex and other tinker types are a little bit better, turrets are a bit more worthwhile now.
It's hard to beat a mutant with Psychometry though, as the mutie can analyze an item and get the blueprints instantly and non-destructively, while the Tinker or True Man must disassemble many of them in an effort to learn a blueprint.
I think I saw a post somewhere from unormal suggesting that the desert location you are talking about is next on the list to get an overhaul. I believe the main quest currently stops in the same spot, but even getting that far is a tough trick.
*Rejoinder will now only counter-attack misses by your current target
*Rejoinder will now only counter-attack misses by your current target
Aww! OP quad-armed short blade nerf! Probably had it coming.
I was sacrificing AC to pile on dodge bonuses, and just wading through small crowds.
What defines a current target? Last thing you attacked? If an enemy initiates combat, do you not get to rejoinder them until you have swung?
Try swapping to the Beta branch, and load the troubled game and then save/quit/restart. I've made a big change to the save/memory management in the latest Beta build for Friday.
While cool, that cheapens the tinker ability to lay mines. Tinkers already have it rough finding a nicheLaying mines is hardly a signature ability. Hell I've never really found it useful. Anyway this isn't a competative game, giving one class something fun doesn't cheapen another. Its all about you enjoying the game.
Feature Friday!
*Pistol skill refresh
-Menacing Stare was moved to the Persuasion tree
-Updated power: Empty the Clips (300 sp, 27 Agi). Cooldown 200. For 20 rounds, the energy cost of firing pistols is reduced from 1000 to 500.
*New item: mercurial cloak
*New creature: mercurial
*New book: a parable about covetousness
*3 new master butchery targets
*Whack and trip now have more descriptive descriptions
*Made some significant fixes to the object graph which improves complex game sizes by 50% or more, as well as fixes some very long-standing memory leaks with abilities like fugue and beguiling
*Fixed an issue with buying a new random mutation, and with unstable genome, that would ocassionally cause them to function improperly or not at all
Feature Friday!
*Pistol skill refresh
-Menacing Stare was moved to the Persuasion tree
-Updated power: Empty the Clips (300 sp, 27 Agi). Cooldown 200. For 20 rounds, the energy cost of firing pistols is reduced from 1000 to 500.
*New item: mercurial cloak
*New creature: mercurial
*New book: a parable about covetousness
*3 new master butchery targets
*Whack and trip now have more descriptive descriptions
*Made some significant fixes to the object graph which improves complex game sizes by 50% or more, as well as fixes some very long-standing memory leaks with abilities like fugue and beguiling
*Fixed an issue with buying a new random mutation, and with unstable genome, that would ocassionally cause them to function improperly or not at all
Awesome, but it doesn't fix the bethesda susa memory leaks. Should I start a new game? Will that do it, do you think?
Arg. Now I got through to the cryo chambers and it's crashing without even giving em the warning first.
Sure. Do you know where I'd find the save folder on a linux steam install? I found the CoQ_Data folder, but it didn't have any saves inside it.
Sure. Do you know where I'd find the save folder on a linux steam install? I found the CoQ_Data folder, but it didn't have any saves inside it.
If you check in the log there, the top line should tell you the save path; look for "save path" in the log
Sure. Do you know where I'd find the save folder on a linux steam install? I found the CoQ_Data folder, but it didn't have any saves inside it.
If you check in the log there, the top line should tell you the save path; look for "save path" in the log
I can't find that, either. The CoQ_Data folder has Managed, Mono, Plugin, Resources, StreamingAssets, Maindata, PlayerConnectionConfigFile (Which I already checked, it has no useful information), Resource.assets, ScreeSelector.png, and sharedassets0.assets. None of the folder have anything about logs. I checked and found a logs folder in steam, but nothing in there relates to Caves of Qud.
Sure. Do you know where I'd find the save folder on a linux steam install? I found the CoQ_Data folder, but it didn't have any saves inside it.
If you check in the log there, the top line should tell you the save path; look for "save path" in the log
I can't find that, either. The CoQ_Data folder has Managed, Mono, Plugin, Resources, StreamingAssets, Maindata, PlayerConnectionConfigFile (Which I already checked, it has no useful information), Resource.assets, ScreeSelector.png, and sharedassets0.assets. None of the folder have anything about logs. I checked and found a logs folder in steam, but nothing in there relates to Caves of Qud.
should be /home/[username]/.config/unity3d/[companyname]/[productname]
Multiple ways of doing things are great, but one shouldn't always be clearly better than another. For example, I never play a true-man tinker because the psychometry power is so OP it is crazy to play without it.Honestly, Psychometry isn't really the problem here. I've tried playing Psychometry-based tinkers, and the problem is that of course I want to raise Ego in order to get the most out of Psychometry, and if I'm doing that I might as well buy a bunch of other mental mutations and take Esper, and honestly is it really worth putting 24 points in intelligence to get Tinkering III and Expert Disassemble, and all of a sudden I'm a psychic who dabbles in tinkering rather than a tinker.
Thinking about it, does Sleeping Gas Generation make you immune to being slept? That could be it.
*Added bronze brazier
*Added bronze brazier
I'm always confused about these. Which one is for fire, which one is for athletic support, and which one is for beer and grilled meats?
Excellent answer, but in the interest of general non-Qud informations:
Brazier - it holds fire: could be for light, heat, cooking, etc.
Brassiere - UK for bra, more or less.
Brasserie - A type of french restaurant.
So I suppose the real question is: would this Qud bronze brazier also be viable as a restaurant with relaxed atmosphere yet professional service?
Saw some pics of the Stilt on the Twitters. Is a Feature Friday coming?
Looking forward to being able to make a pilgrimage!
I'm out for vacation for a week after next week, so it'll be a few weeks before it's totally complete.
Hey I wonder what's new on the work at finishing the main quest line?Wouldn't that be all this work going into the six day stilt? They seem like important players in the world, and therefore the same is probably true for the story. I'm hella excited!
I am more concerned with that fist's penetration value.
*When you wear the severed face of your enemy, you get an Ego bonus based on the enemy's levelHoly face-snatching Fridays, Batman. This makes so much sense I'm ashamed I didn't come up with it myself.
Everybody wants prosthetic foreheads on their real heads
*Added tombstones with procedural inscriptions
*Added an ascii plaque to tombstone's look description
*Added 4 tombstone tiles
*Added a graveyard north of Joppa
*Added arconauts to the Stiltgrounds
*Added hookahs
*Added hookah tents to the Stiltgrounds, where pilgrims, choralers, converts, and arconauts gather and sit
*Fixed some typos
*Fixed an issue with Kyakukya's quest destination
*Upgraded to Unity 5
*Added Sheba Hagadiah, Mechanimist convert and librarian of the Stilt. Her creature type is procedurally generated each game.
*Sheba awards XP for every book you donate to her. The more valuable the book, the more XP you get. You can still read books you donate by speaking with her and accessing her inventory.
*Adjusted the prices of some books.
*The entrance to the Six Day Stilt has been adorned with marble and concrete ruins.
*Added a Mechanimist graveyard outside of the Stilt.
*Added a side exit from the cathedral to the graveyard.
*The Sacred Well dais was redesigned.
*The Sacred Well dialog was improved.
*The Sacred Well now shows the reputation bonus you'll get for making an offering.
*When your reputation with a faction changes, you now get a message popup.
*Wardens of the Stilt were renamed to 'protectors of the Stilt' and given appropriate descriptions.
*Added a proper description for leafless dogthorn trees.
*The Joppa graveyard gate no longer spawns on the edge of the screen.
*The Mechanimist officially welcome you to the Six Day Stilt! Come marvel at the cathedral, shop at the Great Bazaar, and honor Glorious Shekhinah!
*The Mechanimist zealot in Joppa now gives a quest to see the Six Day Stilt.
*The zealot was given more dialog.
*New possible Stiltgrounds merchant shop: exotic liquids.
*The Stilt merchant faction politics have changed a little.
*The Mechanimists no longer admire the Wardens Esther by default.
*Everything inside the Stiltground tents now belongs to the Stiltground merchants.
*A wrought iron fence now surrounds the Mechanimist graveyard.
*There's now a saltstone path that leads from the Stilt entrance area through the graveyard.
*Drinking or pouring from a liquid container that belongs to someone else now angers the owner.
*The Use key now examines statues and reliefs.
Happy New Year! to folks at Freehold and fellow wanderers.
My suggestion for a NY resolution for unormal: "I will finally sort out the Humble version/store page"
(you promised mate!)
Also, a curious inquiry: in the olden ASCII beta it was possible to get the fonts to display at a super-sharp level. The current one (well, my ancient "current one") is okay-ish, the CRT-look kind of amusing but do you have any plans to add some gfx options, like the "sharp" fonts, and maybe get rid of the letterbox at some stage?
"Nary a scholar knows who composes the Annals of Qud or when the chronicling began. But the Quantivists devised a way to entangle their own pages with the offical ledger, allowing them to insert themselves into the histories in a favorable light. A few such pages remain."
*New item: Scrodinger page from the Annals of Qud. The page is from either a random chapter or, more rarely, a chapter of your choosing.
*The unique monster builder now increases the level of the base monster when building a unique. This means that the Consider function, the part of the monster's description that estimates its difficulty, is now more accurate for unique monsters.
*The faction encounters were tweaked so that aggro, out-of-depth faction leaders don't spawn between Joppa and Red Rock, in Red Rock, or in the rust wells.
*The maps between Joppa and Redrock were changed to watervine marshes in accordance with their tile on the world map.
*Added a helpful sign outside Argyve's hut.
*Moved the starting tile in Joppa one square north. The old starting tile was OP.
*Changed the base demeanor of waydroids to aggressive.
*Replaced the scrap shovelers in the Temple of the Rock with reprogrammed scrap shovelers that are loyal to the Mechanimists.
*The Manual Equip menu now has a scrollable indicator arrow.
*We've expanded support for mods.
-Mods are now loaded out of folders following the pattern %savepath%\Mods\{name of the mod}
-Mods support an optional config.json file. All fields are optional. Here's the template:
"config":
{
"id":"{id}",
loadorder:{n}
}
'id' defaults to the folder name.
'loadorder' defaults to 0. Mods with lower loadorder load first. Mods with equal loadorder are loaded in alphabetical order.
-Mods support .png format tiles in the \Textures\ subfolder
-Mods support the following data files, which are loaded additively.
Books.xml
BuildingTiles.txt
Conversations.xml
EncounterTables.xml
ObjectBlueprints.xml
PopulationTables.xml
Quests.xml
Worlds.xml
-If two entries share an ID, the one loaded later overwrites the earlier one.
-You can now assign the Load="Merge" property on an encounter table or object blueprint in a mod. For example, <object Name="Snapjaw Scavanger" Load="Merge">. This property causes the table or object to be merged into an existing definition, if one exists, instead of overwriting it.
*You can no longer pick up the Sacred Well and walk away with it.
*When you kill a unique creature, you now correctly lose reputation with factions that admired the creature.
*The grammar of generated sentences was improved, though there's still some work left. Please keep posting grammar mistakes and misspellings in the forums.
It replicates whatever item its used on, but only works once.
>Reading this thread as if it was brand new. Really interested to see people's opinions.It's brand new with every patch ;3
>2010.
Oh.
If I did that, it would just be used up. Gain one, lose one.It replicates whatever item its used on, but only works once.use it to replicate another metamorphic polygel, duh
Hmm, useful, but I can see how it'd be a tough choice on what to use it on. Depends on the build, but I'd probably duplicate a really good pistol or one-handed weapon so I could duel wield better.My character is currently using a carbine for his ranged weapon, and a folded carbide long sword plus carbide long sword for his melee weapons. Floating glow sphere for the win.
And [mutations] aren't an option as I'm playing with a True Kin.
*We've introduced world seeds and added some features around them. World seeds are codes that fix the output of (almost) all the random elements of the game.
-After you create your character, you can choose to enter a world seed.
-From the New Game menu, you can enter a specific world seed and play a fixed character associated with that seed.
-We've added a weekly challenge with a specific world seed and fixed character. New challenges start every Monday. Choose the challenge option from the New Game menu.
*Added an option to roll a random character.
*New book: Aphorisms about Birds.
*Added more reasons for a faction to admire, dislike, or hate someone.
*Baetyls now demand fewer invalid objects.
*Fixed a hang when pasting a character code.
*Work on changing the quest 'Ripe for the Conflagrating' has begun. Stay tuned.
*We've replaced the quest, Ripe for the Conflagrating, with a new (and much more interesting) quest, The Earl of Omonporch. Some chaotic stuff is possible in the course of this quest, so stay tuned for tweaks.
*Added Asphodel, the Earl of Omonporch, and the asphodelytes.
*Added a new music track to the overworld regions.
*The overlay message log can now be resized by dragging.
*Fixed an exception during Grit Gate scripted events.
Happy New Year! to folks at Freehold and fellow wanderers.
My suggestion for a NY resolution for unormal: "I will finally sort out the Humble version/store page"
(you promised mate!)
Also, a curious inquiry: in the olden ASCII beta it was possible to get the fonts to display at a super-sharp level. The current one (well, my ancient "current one") is okay-ish, the CRT-look kind of amusing but do you have any plans to add some gfx options, like the "sharp" fonts, and maybe get rid of the letterbox at some stage?
Haha, don't worry, Humble's also bugging me to finish it. ;)
*We've replaced the quest, Ripe for the Conflagrating
*We tweaked the Tinker skill.
-Since the Expert Disassemble power annoyingly incentivised you to horde all your items and scrap, we removed it. Instead, we changed Disassemble to give 1 random bit plus a 50% chance for a second random bit.
-You can now learn to mod items! We added a Mod tab to the Tinker screen. Item mods exists as separate schematics. Mods cost 2 bits: 1 bit equal to the tier of the item you are modding (+1 for each existing mod on the item), and 1 bit corresponding to the rarirty of the mod. These costs aren't final; expect some more tweaks to modding in the coming weeks.
-Disassemble is now a prereq for Reverse Engineer.
-Bits are now displayed in alphanumeric form by default.
-Tinker schematics are now sorted alphabetically.
-Fixed the Repair power sometimes having a blank bit cost.
*Added a new, rare item mod: Jewel-Encrusted. This mod can't be tinkered.
*Added some rare jewels that function as currency: rough agate gemstone, rough topaz gemstone, rough jasper gemstone, and rough amethyst gemstone.
*Added a new merchant to the Stiltgrounds: jeweler.
*Fixed the Sound and Music options not being respected.
*Fixed some more grammar errors with generative sentences.
Minor Bug. Modding stacked items just deletes one copy of the item. So, for instance, if you have 3 muskets, and try to make one scoped, you just lose a musket. Also, you can add elemental to muskets.Quote-You can now learn to mod items! We added a Mod tab to the Tinker screen. Item mods exists as separate schematics. Mods cost 2 bits: 1 bit equal to the tier of the item you are modding (+1 for each existing mod on the item), and 1 bit corresponding to the rarirty of the mod. These costs aren't final; expect some more tweaks to modding in the coming weeks.
Glad you at least have some sort of plan for this. Tinkering in this game is one of the aspects that really make it shine above most other roguelikes, in my opinion, and I love the scavenger feel to the world. So whatever route you end up going I would like to see tinkering be fun.
I've been experimenting with tinkering characters again, and these are my thoughts so far (although most of this isn't new):
1. There is a huge amount of luck involved in an Artifex's start, since their starting disks are random; some are incredibly useful, and some are basically worthless.
2. If you don't get the ability to craft a basic grenade, you're unlikely to actually do much tinkering early on, even if you're playing a dedicated tinker. My best successes with tinkers mostly involved building another character with some intelligence, and ignoring tinkering almost completely for the first twelve levels; or raising an Artifex's dexterity to 24 and focusing entirely on that for the first twelve levels. Currently, there's very little useful tinkering you can do with only the lowest-tier bits, and you're unlikely to be able to afford anything but your starting disks early on.
I would suggest having Artifexes start with more (and less random) tinkering knowledge. For example, guarantee that they start with a tier 1 grenade recipe,
I'm not sure if it's possible to craft compound bows; I haven't seen a data disk for them. I'd suggest making them craftable using only tier 1 ingredients, and maybe even ensure that an Artifax starts with the reciple. The main reason for this is to give them an easy way to turn bits into turrets. (Granted, this assumes there aren't more dramatic changes to the underlying system, which might be better -- but this seems like an easy way to ensure that an Artifax will play "like a tinker" early on.)
Possibly also give them a third recipe, which is guaranteed to be a hard-to-craft tier 2 weapon (to give them something to shoot for.)
Another semi-related problem I noticed with tinker characters is that there's surprisingly little benefit to having a lot of intelligence. The difference in skill points between low and high intelligence is nice, but not huge; being able to identify artifacts better is also nice, but it's not something that you can base your character's survival around (and Tinkers actually care less about identifying stuff, because they can repair things and theoretically craft their own items.) Additionally, as far as I can tell, there are no skills that get better with higher intelligence. This hurts tinkers indirectly because whereas you can go "all in" as a dex or strength fighter or as an ego esper, getting dramatically more benefits from your heavy investment in that area, you can't really go "all in" as a tinker. The most basic T1 tinker recipies are the ones you'll use the most often; and unlike a fighter's attacks or an esper's mutations, they're not going to scale as you raise your main stat or go up in level.
Compare to Strength, Dexterity, or Ego, for example; a character built around any of those will become dramatically more powerful when they raise them two points, while also getting numerous side-benefits in addition to their core competence. My experience is that any tinker really needs to have one of those as their actual primary focus to survive, which means that in practice tinkering becomes a side-thing that your fighter or esper does for minor benefits, rather than something you'd base your character around.
(I mentioned this earlier, but my thinking when building a tinker is often along the lines of "all right, I'll put 24 points in int, and to survive, I'll put 20 in this other main stat... you know, really, int isn't going to help me aside from getting the high-int preq skills, so maybe I can lower it to 21 and let my level-up stat boosts raise me to the thresholds I need. In fact, I'll just go for 18 int and learn Tinkering 1 eventually, it doesn't make a big difference to this build." There needs to be more of a route to surviving with tinkering as your primary thing, which I think requires some way for it to grow dramatically more powerful as you invest heavily in Intelligence the way that physical combat or mental mutations improve when investing in their relevant stats.)
Another tinkering idea I meant to suggest and just remembered:
It'd be neat if there was a way to 'level up' artifacts, upgrading their core capabilities into superior versions by spending increasingly high level bits. In particular, it'd be nice to be able to upgrade the Mechanical Wings and Helping Hands to provide benefits that correspond to higher-level versions of their respective mutations. Things like Force Bracelets and Hologram Bracelets could be upgraded to improve their energy efficiency. Mods are nice, but some artifacts could benefit from a way to upgrade their unique-to-that-artifact core functionality. This could also be used to let tinker-cyborgs upgrade their cybernetics.
To keep Intelligence vital for Tinkers, the maximum level you could upgrade an artifact to could be capped by your Intelligence modifier. This would let high-level Intelligence-focused tinkers compete with high-level Ego-focused espers by being able to upgrade a wide range of stuff, while requiring a dedicated Intelligence-focused build to get the really powerful upgrades.
I can reinforce compass bracelets.Belatedly, an alternative approach to this:
While it doesn't let me immediately reinforce them a second time, for some reason, if I leave the modding menu and then come back, it allows it.
As a result, I now have a pair of Reinforced Reinforced Reinforced Compass Bracelets, for a total of +6 AV.
I think one reinforce each might be all right (although the balance impact of how much you can raise your AV by reinforcing everything bears looking at), but three per bracelet definitely isn't!
*We improved the game summary (death) screen.
-Made the text more sentence-like.
-Added a 'Chronology' section that displays significant events in your character's life, including:
--storied items you discovered
--named creatures you slew or offered gifts to
--lairs you discovered
--mutations you gained
--cybernetics you installed
--baetyls you appeased
--books you read
--diseases you caught
--diseases you cured
--times you gave a book to Sheba Hagadias
--times your tongue rotted or regrew
--times you wered sucked into a space-time vortex
--times you drank lava
--and others
-Added a 'Final message log' section that displays the last 30 lines of the message log leading up to your death.
-Added a scrollbar to the game summary screen.
-Fixed pagedown not working on the game summary screen.
-Re-enabled the saving of tombstone files with game summary info.
*Added an option to grab the current game's world seed. Press 'Esc' then 'W'.
*Added some color to the overworld jungle tiles.
*Fixed an autosave exception when it was triggered by entering the world map
*Added new tiles for the Barathrumites: Otho, Jacobo, Mafeo, Sparafucile, Dardi, and Aloysius.
*Added new floor tiles to the Six Day Stilt cathedral.
*Added a stand-in zone for the next upcoming region: the fungal jungle.
Quote*We improved the game summary (death) screen.
-Added a 'Chronology' section that displays significant events in your character's life, including:
--times you drank lava.
I feel as though this information should be reported. Just times you drank lava, so that we can have a competition.Quote*We improved the game summary (death) screen.
-Added a 'Chronology' section that displays significant events in your character's life, including:
--times you drank lava.
Important information, that.
*We got basic mouse support working again (it's a work in progress). To turn it on, from Options, enable 'Allow mouse input' under User Interface.
-Left click on a non-adjacent tile to move to it.
-Left click on an adjacent tile to contextually attack, use, or move.
-Left click on yourself to wait a turn
-Right click on a tile to look.
-You can click conversation options.
-You can click a tile when choosing a direction.
*We added a starter UI for mouse and touch-driven controls (it's a work in progress). To try it out, from Options, enable 'Show Overlay User Interface' under User Interface.
*We added preliminary support for a pannable, zoomable view that centers on your character (it's also a work in progress). To try it out, from Options, enable 'Allow map to be zoomed and panned' under User Interface.
*Added character level to the game summary.
*You can no longer mod an item with the same mod multiple times.
*Variables such as '=Name=' are now correctly replaced in conversations.
*Autoexplore will now halt when an enemy attempts to attack you with a missile weapon, regardless of if it hits or not
*Fixed an issue where liquid colors weren't updating after mixing liquids.
*Metamorphic polygel no longer creates bugged item clones.
*Nature's going wild over in the fungal jungle [extremely prototypical].
-A dense canopy of spores makes overworld navigation near impossible.
-A new liquid, primordial soup, is oozing from the ground. When mixed with other liquids in large quantities, it.... reacts.
-3 curious species of lichen were discovered: acid-secreting lichen, honey-secreting lichen, and lava-secreting lic
*Added new barathrumite: Q Girl.
*Tweaked the quest 'Decoding the Signal' to include an extra step. You must talk to Q Girl now.
*Moved Sparafucile across the workshop.
*Added chronology entries for visiting certain named locations.
*You are no longer asked to empty a container if it contains a liquid identical to the liquid you're trying to fill it with.
*We enhanced the prototype UI for mouse and touch-driven controls.
-The overlay message log ['Show overlay message log' option] now includes all the info from the sidebar.
-The overlay UI ['Show overlay user interface' option] now includes a set of clickable buttons to perform a variety of actions.
-Added a new option, 'Show overlay directional compass'. It displays a navigational compass, useful for mouse or touch navigation.
-Added an 'alt' button to the compass that can be toggled for alternate button use. Currently, the only alternate is force-attacking on move.
-Certain overlay buttons are now accessible from menus.
-Added full mouse support for picking a target.
-Added full mouse support for firing a missile weapon.
-Added support for mousewheeling through lists.
-You can now click, drag, and pan while 'l'ooking at something.
-Fixed some popup menus that wouldn't respond to mouse clicks.
*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.
*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.
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 :)
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.
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.
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.
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.
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).
New item: spray bottle. Use it to spray a 2-dram liquid concoction onto items.
Did some structural work toward adding fungal infections. Expect some new entries to the Corpus Choliys soon (*cackles*).
Taught monster AI to use tonics, force bracelets, and a certain artifact shield.
Added a 'floating nearby' slot to the following body types: quadrupeds, fish, oozes, crabs, and turrets.
Consolidated 'watervine swamp' and 'salt marsh' regions.
Added descriptions on the world map for the following tiles: salt marsh, desert canyons, banana grove, ruins, deathlands, hills, mountains, flower fields, and jungle.
Added tiles for the following creatures:
rifle turret
chaingun turret
laser turret
rocket turret
Pax Klanq
In-game tombstone inscriptions are no longer blank when you quit and reload.
Fixed an issue that caused reputation-modifying items to change your rep when they were equipped by NPCs.
Fixed an issue where non-visible hostile creatures would prevent auto-explore from attempting to explore an area.
Fixed an issue with auto-get not working when non-visible hostiles were nearby.
Fixed an issue that caused objects you had dropped to be ignored during auto-explore.
Fixed the bottom status bar inappropriately blocking tile clicks.
Fungi enthusiasts, rejoice! We added fungal infections.
Depending on your disposition, stay clear—or near—puffing mushrooms.
In cases of infection, a certain species of fungus colonizes a region of the body, rendering that body part unequippable but providing some benefit. Naturally, acquiring a fungal infection increases your reputation with fungi. The Consortium of Phyta, however, won't be pleased.
New fungal infection: fickle gill
As Beniyayut Iym, physician to the farmstead Kardis, reports: "In cases of fickle gill, infection culminates in the formation of fleshy, spore-bearing gills in the colonized region. Upon certain stresses, typically under bodily harm, the gills flex and release a cloud of spores, numbering in the thousands, that shower onto adjacent parties, ostensibly protecting their host. The rained spores in turn colonize their new hosts, rating this disease among the most contagious."
New fungal infection: glowcrust
Iym, again: "The appearance of frosty, luminous nodules characterize this colony. As is always the case with symbiosis, the fungus does seem to 'benefit' its carrier by coarsening the skin and providing some protection from the elements. Some patients report gratification in consuming the edible hoarshrooms that sprout from their skin; accounts vary according to the personalities of the afflicted."
Added a new section on fungal infections to the Corpus Choliys, including their procedurally-generated cures.
Added choronolgy entries for getting and curing fungal infections.
Split brooding puffers into two separate creatures, brooding goldpuffs and brooding azurepuffs. They each spew spores, but which type? Who knows.
Added tooltips to the overlay buttons.
Burrowing claws grown from injecting a skulk tonic are no longer permanent.
Effects now properly clear on the world map.
Fixed some map generation issues with maps along the bottom edge of the world map.
Fixed a rare exception with the area of effect targeter.
Fixed an issue where unequipping certain items incorrectly added reputation instead of subtracting it.
Fixed the Yes/No/Cancel dialogs not being properly clickable.
We enabled biomes.
A few weeks ago, we added a prototype for biomes, which alter the flora and fauna of maps and appear procedurally throughout the overworld and underground each game. This week, we enabled them by default and removed the biome option from the Debug menu.
Currently, there's a slime biome, an asphalt biome, and a qudzu biome. Each has 3 grades.
Qudzu symbiotes in the qudzu biome are no longer hostile toward qudzu. Hey symbiotes, qudzu are your friends now.
The qudzu tile's background color is no longer brown when the qudzu is unattached from a wall.
We've started to work on a new population engine for the cave systems that aren't affiliated with the major dungeons. The engine is aware of the geography of the cave. Now you find things like:
a tough monster and its treasure horde in the far reaches of a cave
more artifacts in isolated cave pockets
freshwater pools with glowfish and glowpads
recently departed campsites
tarnished ruins with turrets
sparking baetyls
Expect tweaks and more cave work soon.
Glowcrust was sometimes failing to successfully colonize a body part. That doesn't happen now.
When you contract multiple glowcrust infections, you now properly grow multiple 'fungal outcrop' body parts.
All description text is now obfuscated when you're confused.
Master butchers can now properly harvest black puma haunches.
Fixed some issues where beguiled creatures didn't change their behavior when beguiled.
Fixed an issue causing some valid character codes to be treated as invalid.
Fixed an issue where repeatedly equipping and unequipping an item that modified your reputation would keep reducing your reputation.
Fixed an exception in the area of effect targeter.
Changed the bridge tile.
We added a fungus-based biome.
The biome appears in 3 grades: Fungus Patch, Fungus Grove, and Fungus Forest.
Spotted shagspooks, dandy caps, and brooding puffs appear in varying amounts.
Valuable liquid weeps, which Qud's botanists have identified as lichen, lend their hues to the surrounding mushrooms.
There are two new creature templates for creatures generated in fungus-based biomes: "friend to fungus" and "fungus-ridden".
We spiced up the unaffiliated cave population some more.
"Look! The bear is distracted by all that honey."
"What's this patch of blue fron..?" *poof*
"Jordi, there's a forge here!"
"Is that a pool of... vomit?"
"Kitty."
Reduced the density of all biomes across the world map.
Added chronology entries for fetching an old man knickknacks and stumbling upon flattened remains.
Tweaked the appearance of item weights in the list picker.
Optimized the storage of some map data.
Made the cave populator smarter about cave geography.
Added support for dynamically generated population tables.
Fixed an uncommon map build hang.
Fixed an issue that was causing several effect-on-melee powers, including Qudzu, to not work properly.
Fixed an issue where beguiled followers wouldn't attack their current active target if the player wasn't actively hostile to that creature. They would just sit around doing nothing instead.
Glowcrust infections no longer spew spore clouds. That's exclusive to fickle gill.
Rumors abound of adventurers discovering Mechanimist statue-shrines deep in the caves of Qud. Did the sculptress Petramaia base her Six Day Stilt creations on earlier works?
Added new tiles for these items.
medical locker
nanopneumatic jackhammer
leather and studded leather armor
various plate mails
cloth overalls
leather apron
various energy cells
laser pistol
overloaded laser pistol
plastic tree
Added a few variations to corpse splats.
Added the 'seed: n' wish, which sets the world seed to 'n'.
Quest-based chronology entries actually appear in the chronology now.
When NPCs overdose on shade oil, they no longer recursively spawn infinite shadow selves.
Copies of perennial, named NPCs no longer appear in unaffiliated caves. ("Are those three copies of Oboroqoru, Ape God?")
Fixed an issue that occasionally caused map building to fail, particularly in and around Bethesda Susa.
Fixed some issues that occasionally caused maps to rebuild.
Fixed some map builders that weren't properly tied to the world seed.
Fixed cave layouts being too similar along the Z axis.
Removed some redundant data storage in save files.
Fixed a rare corner case that caused maps to build forever.
Mod support: added 'AdjacentTo:' and 'AdjacentToStartsWith:' population placement hints.
We nerfed Shank. Now, your short blade attacks are modified by half your agility modifier rather the full amount.
Weapon penetration displays now take Shank into account.
We added a few features to the prototype overlay UI, which you can enable in the Options menu (User Interface > Allow overlay user interface elements)
There's a gorgeous, new main menu courtesy of Cyril van der Haegen. An army of torches mounts Tel Qorna crosswise the patina of Qud's aurorae.
The help pages were converted to the new UI.
Added new tiles for these creatures.
chromeling
plated chromeling
electrofuge
worker ant
fire ant
fire ant queen
scrap-clad hermit
leering stalker
Added a new tile for plastifer sneakers.
Added some humanoid corpse varieties to certain encounters.
Added occasional trash piles to the unaffiliated caves encounters. Sometimes there's an extra big pile with some overlooked artifacts. Of course, big piles tend to attract arconauts. You're not the only adventurer in Qud, you know.
Slime puddles were slipping on other slime puddles, causing huge nested slips during the generation of slimy biomes. We fixed that. Qud is a serious place and the image of slime puddles clumsily slipping on each other doesn't belong here.
Fixed an issue causing 'replay most recent character' to fail.
We now allow .png textures from mods to override .bmp core files.
Fixed some issues around the equipment of cloned creatures incorrectly referencing the equipment of the original creature. For example, when your Temporal Fugue clones attempt to reload their weapons, you won't get the reload prompt any longer.
Added Cyril van der Haegen and Laura Bucklew to the art credits.
We added some modding features.
Added a Modding Utilities menu to the overlay UI. It's accessible from the bottom right of the main menu. (To enable the overlay, from Options > User Interface, click 'Allow overlay user interface elements').
Ported the map editor to the new UI and linked it from the Modding Utilities menu. We also removed the F11 shortcut.
Added a modding documentation wiki and linked it from the Modding Utilities menu. Here it is: https://freehold.atlassian.net/wiki/display/CQP/Caves+of+Qud+-+Technical+Guidebook
Added support for true color tiles in mods.
Added tiles for these items.
chain mail
ulnar stimulators
all varieties of metal gauntlets
all varieties of cloth and leather gloves
leather boots
chain boots
all other varieties of metal boots
grassy yurtmat
electric snail shell
forked-horned helm
Added a salty pseudopod to salty sludges. It probably doesn't dehydrate you to death (*nods assuredly*).
Added a honeyed pseudopod to honeyed sludges and a tarry pseudopod to tarry sludges. Tar and honey are sticky, so you figure it out.
When soup sludges spit liquid, the color of the animation now matches the types of liquids spit.
When an NPC tries to eat or drink while full, you no longer get the popup dialog asking you to confirm the decision.
The overlay message log no longer blocks tile clicks, making the overlay 7648% more usable.
Added a draggable corner tab to resize the overlay message log.
Fixed an error that occurred when you used Temporal Fugue with a fungal infection.
Fixed an issue where the main menu displayed while you loaded a game.
Fixed an issue where large message log contents that were causing crashes.
We added Steam Workshop support.
The workshop is now live for everyone.
Added a Steam Workshop uploader, accessible from the Modding Utilities menu.
Added a tutorial mod to the workshop called Blue Ctesiphus. This mod completely alters the Caves of Qud experience by changing Ctesiphus's color from magenta to blue.
Added an Installed Mod Configuration menu, accessible from the main menu when the overlay UI is enabled.
Added workshop documentation to the modding wiki (https://freehold.atlassian.net/wiki/display/CQP/Caves+of+Qud+-+Technical+Guidebook).
Added tiles for these items.
square cap
chainmail coif
all other varities of metal helmets
headlamp
recycling suit
Fist of the Ape God
throwing axe
eigencannon
copper, silver, and gold key
Along the banks of the fungal jungle's primordial soup rivers, gelologists continue to observe the strange congealing of soup sludges.
Lava sludges congeal out of soup and lava mixtures again, and now they're appropriately flaming when they congeal. They no longer instantly turn into shale.
Added slimy, oily, and unctuous sludges. Their pseudopods are slippery, so hold on to your weapons.
Added bloody sludges. They are kind, noble beasts who just want to drain your life essence.
Acid sludges congeal out of soup and acid mixtures again. It hurts when they touch you, because of acid.
We added more modding support.
Added scripting (.cs) support for the following things.
parts
skills
mutations
effects
part builders
zone builders
encounter builders
inventory builders
conversation scripts
quest scripts
Mods that use scripting require manual approval on the Installed Mod Configuration screen. To navigate to that screen, you need to enable the overlay UI.
.rpm maps can now be fully or partially modded by including a map of the same name in the root of a mod folder. A load="Merge" tag combines cell elements instead of overwriting them. You don't need to define all the cells when modding an existing map.
Added two new tutorial mods, "Two Ctesiphus" and "Hued Ctesiphus".
Added a bunch of new modding documentation: https://freehold.atlassian.net/wiki/display/CQP
Added a separate overlay UI option to enable overlay buttons: From the Options menu, choose Overlay UI > 'Show overlay button bar.'
Drinking enough wine or cider gets you drunk again.
Our top sludge researchers have published their new findings.
When a sludge catalyzes a liquid, it now gains some levels, HP, and quickness.
Added lush and spiced sludges. Some arconaut in a hookah tent is telling everyone to let them hit you and you'll get a buzz.
Added sludgy sludges. Sludgy sludges attack with sludgy pseudopods and rust your stuff with sludge.
Added gooey sludges. They're probably poisonous.
Added putrid sludges. Don't fight them on a full stomach.
Added oozing sludges. These guys don't have any sort of negative effect so you should go introduce yourself.
Added luminous sludges. They're also friendly.
Added homogenized sludges. Findings redacted.
Added neutronic sludges. Then all the researchers died.
Added a daily challenge.
We made some more modding enhancements.
Genotypes, castes, and callings are now data driven and can be modded. Check out genotypes.xml and subtypes.xml.
The Steam Workshop Uploader is now scrollable for small views.
You no longer have to restart the game for newly approved mods to take effect.
Changed some misleading language when you're evening up a trade with water.
Cleaned up some of the Skill descriptions.
Eater's flesh now has a special interaction with Mass Mind.
Removed some extraneous debug commands.
Added tiles for these items.
night-vision goggles
spectacles
folding chair
vinewood sap mask and gas mask
telescoping monocle
Added a new book: a scroll bound by a strand of kelp
"I come from the west. My parents sold me into slavery as a babe, though the practice had been formally abolished in Perth years earlier. As a boy I cut my teeth on the reefs of the Shore of Songs, and lulled the Pale Sea to sleep with many a hymn, that she might return our sailors from the Black Stair unscathed. How the melodies whisked inside my skull even then. I was given no name at birth, but the sailors called me Catu."
We added a framework for game sounds.
Added a few basic sounds.
Added an AmbientSoundGenerator part. [modding]
Added support for OpenSound and CloseSound tags on the Door part. [modding]
Added support for ReloadSound tag on the MagazineAmmoLoader part. [modding]
When you get a hunger or thrist warning on the world map, you're now asked if you want to stop travelling. If you choose to continue, you won't be spammed with more hunger and thrist popups.
The following properties are now available as Genotype and Subtype data: BodyObject, BaseHPGain, BaseMPGain, BaseSPGain, Tile, DetailColor, StartingLocation, MutationPoints and Reputation. [modding]
Items with clips and cells are now automatically unloaded when they're disassembled.
Added support for a mutation MaxLevel attribute in mutations.xml. The defaults is 10. [modding]
Added an option to cap keystroke buffering at two commands. It defaults to 'no'. From the Options menu, User Interface > 'Limit the input buffer to two commands'.
Fixed: Fungal infections no longer infect body slots equipped with natural equipment (for example, Carapace).
Fixed: Jewel-encrusted items no longer lose their jeweled display after you save and load. No more fake jewels. (although...)
Fixed: Stats now properly reset when you back up to the genotype selection screen during character creation.
Fixed: You can no longer have multiple 'lost' effects at one time.
Fixed: Priest of All Moons stat bonus are correct again.
Fixed: Liquid-spitting creatures like sludges no longer cause exceptions when they spit.
Fixed an exception that sometimes occured while curing fungal infections.
Reduced sandstone's HP pool.
Fixed: The rusted archway should always generate with stairs down now.
Added a level-up animation for the player.
Mechanimist scholars have resumed their work preparing the library at the Six Day Stilt cathedral for use.
Added a Corpus Generator to the Modding Utilities menu.
As some anonymous Qud author says, "Spittle flies from its bleating mouth into a ploughshare and dissolved his kingdom." [quoted from one of the countless hoary tomes unearthed by the Mechanimists]
I haven't played in some time, has anything changed to make true kins more appealing or on par with mutants? If I'm not mistaken all they had last time I played was some bonus starting stats and access to 4 cybernetics of dubious value compared to mutations.True Men seemed to always be on par with Mutants to me, just because of the large increase in stats. You trade the ability to have a number of powerful gimmicks for greater strength and survivability overall.
I think the main quest is has gotten longer (I have not been to the end of it since pre-steam) and there are lots of additional areas now, some of which have side quests. Patch notes have more details, I think.
No actual "win" condition, and so far as I know the main quest is still not complete even though it is longer. It may never be? Might just be one of those things that grows as long as development continues.
There are something less than 10 "wins" per 15,000+ plays; so really even when we finally build out the back end of the plot, no-one's ever going to see it. :)Is this reporting statistics back to a server somewhere?
There are something less than 10 "wins" per 15,000+ plays; so really even when we finally build out the back end of the plot, no-one's ever going to see it. :)Is this reporting statistics back to a server somewhere?
Nah I was just curious, didn't know about it.There are something less than 10 "wins" per 15,000+ plays; so really even when we finally build out the back end of the plot, no-one's ever going to see it. :)Is this reporting statistics back to a server somewhere?
Yeah, I collect anonymous aggregated gameplay data to gameanalytics.com in the Steam version. There's an option to turn it off if that creeps you out.
The dev is watching you fail @_@
Gotta step it up and improve those stats!
Edit: Out of curiosity though, is that 10 wins and 15k losses or 15k unfinished games. Giving up on a character or getting sucked into another build idea probably happens a lot.
The dev is watching you fail @_@
Made the zone builder more robust. You can now break out of infinite zone build loops as well as report the error to us.
Added some new descriptions to the world map.
The water tiles have been replaced with tiles and descriptions for the River Svy, the River Opal, Opal's duskwaters, the River Yonth, and a mountain stream.
Added a description to salt dunes.
Added a description to the fungal jungle.
Replaced some extraneous graphics quality options in the launcher with two simple options: Standard and No Vsync.
[modding] Mutations.xml now supports a Type paramater on mutations that overrides the default mutation types (physical or mental).
Fixed: Getting dragged through a sticky substance no longer consumes the creature's energy.
Fixed: Baetyls no longer try (and sometimes succeed in trying) to move around.
Fixed: Some faction-to-faction relationship changes weren't persisting into loaded games.
Fixed several items that use multiple slots not properly requiring them.
Fixed: The option picker dialog no longer hides the selection caret. It also scrolls properly now.
Fixed: During character creation, mutation selections no longer stick around around when you back up to the genotype selection screen.
Fixed: Your character's tile graphic no longer lags behind when you move while zoomed.
Fixed a typo in quadruped and fish bodies.
Fixed a typo in the description of Greybeard.
Fixed some issues with the map editor.
We did a lot of backend work to add a framework for graphical effects.
Torchposts and braziers now produce smoke and flame particles.
Six Day Stilt cathedral braziers now burn an appropriately cyan light.
Expect more particle effects in future patches.
Added signs outside the hookah tents in the Stiltgrounds.
[modding] Yau can add a new tag, NoDataDisk, to objects with the TinkerItem part. This tag prevents data disks with that item's blueprint from spawning.
Updated descriptions for the following items.
basic toolkit
pickaxe
hoversled
Added a tile for fused security door.
Changed the background color on security door tiles to make them more readable.
Slog of the Cloaca's corpse is no longer included as a component for fungal infection cures.
Optimized the memory usage of ASCII graphical effects.
Mechanimst scholar monks continue their tireless efforts to construct a library at the Six Day Stilt. Some of the recent texts they've unearthed include:
Instructions for the Rarest of Circumstances
Skin; Accounts Vary Accordingly
Mustachioed Man Wears a Costume, Vol. VII
One sage has even gone so far as to claim that the number of texts in Qud may approach infinity...
Hey, all. The patches this week and next week are a bit light on content since we'll be attending the International Roguelike Development Conference in New York! Both of us (Brian and Jason) are speaking, and the talks will be streamed, so check it out if you're interested: https://www.twitch.tv/roguelike_con
Added a particle effect to campfires.
In support of the pursuit of knowledge, we added some book-related things.
Added procedurally-generated books. Who knows what wisdom is stowed in their pages?
New piece of furniture: bookshelf.
Replaced the table with a bookshelf in Nuntu's hut at Kyakukya.
Added a couple procedurally-generated books to Nuntu's bookshelf.
Fixed an issue with some true kin subtypes not having the proper resistances.
Fixed a formatting issue with Mehmet's dialog.
Fixed an issue with dual wield powers not applying correctly.
Changed the default MP gain for creatures with no subtype to 1 instead of 0.
[modding] We made some updates and fixes to the map editor.
Added a display for the currently selected blueprint.
Added a view for the selected cell.
You can directly edit the blueprints in the selected cell.
You can now delete blueprints from the selected cell.
Right-clicking now removes the topmost object in a cell.
New piece of furniture: candelabra
You may now find the remnants of study alcoves in the caves of Qud. Who knows what fates befell their lettered occupants? Anyway, their valuable books are yours now.
You now get a warning popup when you try to sunder your own mind.
Inanimate objects can no longer spit slime.
You can no longer pick up fused security doors.
When you click on an object in a tile, you're no longer asked to clarify the direction.
Fixed some missing tooltips.
Removed some invalid objects from dynamic population generation.
Fixed the UI not dismissing some screens when you right-clicked.
Fixed an issue with the main menu logo size on very small screens.
Fixed an issue that occasionally prevented clicking on the left side of the screen.
Fixed some exceptions when creating game objects.
Fixed a rare exception when creating force bubbles.
Fixed an AI issue that occasionaly froze the game when descending into Bethesda Susa.
Fixed a rare issue caused by stairs appearing in graveyards.
We did some work on the character generation screens for the new UI. You can enable the protoype UI by checking Overlay UI > "Enable overlay user interface elements" in the Options menu.
Added a character type selection screen.
Added a genotype selection screen.
Added a subtype selection screen.
Added a stat selection screen.
Fixed the brief flicker that occurred when you enabled or disabled the overlay UI.
Fixed Unstable Genome's display name.
Fixed a typo in the Select Arcology & Caste screen title.
Added a new liquid: wax.
Candles now drip wax.
Reduced the rates that soup sludges spawn.
Tweaked and added descriptions for some creatures and natural weapons.
brooding goldpuff and brooding azurepuff
slumberling
seed spit
spark tick
segmented mirthworm
scorpiock
We did some more prep work for the new Mechanimist library. Taking a page from librarians of the past, Mechanimist scholars are busy dusting off marble busts and casting globes from dawnglider eggs. Expect to see them soon.
[redacted main quest information coming out of the fungal jungle] Just listen to everything Pax Klanq says. He'll have a new request for you in a week or two.
Edit, the finale: And so ends the most powerful character I've had, wielder of the sacred swarm rack of the pyramid of chrome. To a swarm of chute crabs that ganged up on me when I went down in golgatha.
Yeah. REally it was my own fault. I went a phasing through the walls, looting everything and ending up in the chute crab path. Should have moved, but I was slaughtering them all and figured it would be no issue to go down that chute, with my force bubble up. I suspect that they all stacked on top of each other for MASSIVE swarmer bonuses, as even without force bubble, 9 around me were having a hard time even touching my armor.Edit, the finale: And so ends the most powerful character I've had, wielder of the sacred swarm rack of the pyramid of chrome. To a swarm of chute crabs that ganged up on me when I went down in golgatha.
Further proof that golgatha is BS
Added tile variants for various farmer NPCs.
Changed Mehmet's tile.
Changed Putus Templar warden name to knight templar.
Added a new tile for knight templars.
Added a new tile for knight templar faction leaders, warmongers amongst the true.
Tweaked the title modifiers on procedurally-generated book. Every book doesn't have a volume or edition number now.
Added more procedurally-generated books to Nuntu's bookshelf.
Procedurally-generated books are now worth various amounts.
Added a new overland tile for the Six Day Stilt.
Updated the tile for Shekhinah's hologram.
Added new overland tiles for the fungal jungle.
Changed Pax Klanq's skill profile. He's a master tinker now.
Changed Pax Klanq's attributes and HP.
Gave Pax Klanq a description.
Added wax blocks and wax nodules. They melt into molten wax.
Molten wax puddles cool into wax blocks or wax nodules, depending on the liquid volume of the puddle.
Molten wax now warms you if you step into it, drink it, or pour it on yourself.
Changed the descriptions of soup sludges.
Removed the fail chance from desalination pellets.
[modding] Added a new part, CommerceRangeValue, that lets you define a range for the commerical value of an item. Example: <part Name="CommerceRangeValue" Range="100-200"></part>
Considering how overpowered i was (maybe 2000 eater nectar injectors and a mutation list longer then the screen could display) you are quite right. Had I not faffed about, I would have won handily. I will say this though. If you get unlucky and have to fight the crabs, its a losing battle.
physical mutant who either succeeds wildly, or gets wiped in moments.
A true man tinkerer, who reliably gets to the bottom of the Wells and dies.
Chimera is a very poor choice in the mutation list. All it does is lock you into physical mutations when getting a random one
Chimera is a very poor choice in the mutation list. All it does is lock you into physical mutations when getting a random one
well, consider that you might want additional mutations and you've dumped ego. chimera isnt a bad choice in this case, especially if you've taken "unstable".
if you have gone heavy on ego, you probably want to pick esper so that you best take advantage of it. dont want to waste mutation slots on things that dont get your best stat bonus.
I think the only reason not to take one or the other, is if you're absolutely certain you have enough mutations and you'll never want another one.
I'm not an expert though and, like you say, it is pretty easy to make a starting build that will never need additional mutations.
So far, I have gotten absolutely nowhere with my greybeard "drummer". I've hit about level 3, usually die to something stupid. Even tried robbing Joppa once to get a little better starting gear. Didn't help.
I think if I can play cautious until about level 10, he will be a contender. But man it is a serious challenge getting anywhere near that.
physical mutant who either succeeds wildly, or gets wiped in moments.
Ha! Sounds like you're doing it right, that's pretty much what those do.A true man tinkerer, who reliably gets to the bottom of the Wells and dies.
This was my favorite build when I started, and ill be honest: they suck.
now that turrets are reusable, they are a bit more viable. But it is a very slow and cautious play style.
can't speak for the mental mutant, way too many possibilities there.
What supplies are you running out of? Are you not able to eat enough bodies of monsters to keep from starving? Are you running out of bandages?
You can just rest instead of using bandages, but that stresses your food supply further.
Extinguish torches when not in use, and they should last basically forever. I usually find them faster than I use them, unless I accidentally rest with one lit or have it lit for overworld travel or daytime.
There are some survival and butchery skills that seem like a good idea early on, but I usually wait until I have a bit of combat specialization first.
You can make a short blade monster by doubling down on agility and not worrying about strength. Otherwise, strength is king for melee fighters.
Wait how do I reuse a turret?
7 - I have for arms and four hands, but only one "hands" slot to equip a single pair of gloves. These mutations are expensive and I would like to stack more tiny bonuses!
"the poetic ramblings of a mad goatman"
Horns, fur, and so on, here's my take on making a goatman mutant. Probably plays terribly.
BCNIOETEAAU2BJBLBPB1CK
I couldn't get them to show up any differently. Are you running mods at all?
You should start the game to see what happens. :D
Added the mutation selection screen to the new UI. Since it's such an important and complicated menu, we expect to iterate on it a bunch.
Added some new encounters to the flower fields. Yonderbrush, forest fires, and bears, oh my!
Molten wax can now catalyze soup sludges.
Added waxen pseudopods.
Fixed soup sludges inheriting from the wrong sludge supertype.
Renamed security turret to the more appropriate "musket turret".
Changed musket turret's tile to a proper turret tile.
Added a new book tile.
Added new tiles for scrolls, some furled and some unfurled.
Gave each handwritten book a proper book or scroll tile.
Gave procedurally-generated books a random book or scroll tile and a random detail color.
Updated the descriptions for yuckwheat and yuckwheat stem.
Updated the description and eat message for canned mystery meat.
You can no longer chat with creatures across dimensions.
Braces ({}), which are used to mark metadata, no longer appear in help topics.
Made a small update to the game credits.
[modding] Added a new part, RandomDetailColor, that assigns a random detail color to an object's tile.
[debug] Added some wish tools for debugging quests and conversations.
How viable would a true kin rifle or pistol tinker be? I'm thinking all those extra skill points could buy some extra tinkering stuff and utility early.
Added a new chromeling to Grit Gate, Shem -1.
We made a few changes to the mainline quest, A Call to Arms.
Removed the optional step for keeping Otho alive.
Added an optional step for keeping Sparafucile alive.
Added an optional step for keeping Shem -1 alive.
Mafeo is no longer replaced by an urshiib merchant if he dies.
Added new art for the inhabitants of Kyakukya.
New tile for Mayor Nuntu. *tips hat*
New tile for Svenlainard.
New tile and color scheme for Yurl.
New tile and color scheme for Kyakukya hunter.
New tile and color scheme for mushroom gatherer.
New tile and color scheme for worshipper of Oboroqoru.
New tile for statue of Oboroqoru.
New tile for Oboroqoru, Ape God.
Changed human child's tile and color scheme.
Changed scrap-clad hermit's tile.
Added a scroll bound by kelp to the human remains in the fungal jungle.
Added new sounds for the following actions.
seed-spitting vine ranged attack
slugsnout and two-headed slugsnout ranged attack
bows & dart guns firing
sparking baetyls sparking
Expanded the quest framework to support a new type of quest, coming soon.
Scouts report that Pax Klanq is genetically engineering a fungal infection to spread himself around Qud. It's resistant to the normal methods of treatment.
[modding]Added a new sound tag, MissileWeaponFire.
Someone else can probably do a little better, but take a look at character build code AGSMOKOG
it is a basic strength focused praetorian, you can start putting skill points into Long Blades
This was my last successful build, which got me to the end of the game's main story content for the first time. :D
AHKUMMKK
It doesn't have any dump stats either, so it's pretty manageable early game before you get to the levels that give +1 to all your stats.
Your pistol is your main penetration weapon at the start of the game, but pistols are a weak weapon type, so don't sink more skill points into it unless you love the gunslinger aesthetic (I always sink my points :-\ )
Daggers and knives quickly out perform it in damage output. You'll want to switch to a carbine or rifle of some kind if you can eventually.
The update is early (and small) this week because we're attending the Roguelike Celebration in San Francisco! Talks from the event should be streamed. Check out https://roguelike.club for info.
Added procedural books to the inventories of some NPCs.
Added firing sounds for musket, borderlands revolver, semi-automatic pistol, and chaingun.
Added combat sounds for missing in melee and blocking with as shield.
Added reload sounds for pump and combat shotguns.
Changed some of Otho's dialog before he offers you the Earl of Omonporch quest.
Fix a few instances of dialog running over its bounding box.
Added a separator to the look, target, and fire selector menus to make the options easier to distinguish.
Snapjaws in Red Rock no longer spawn with high-powered grenades.
Fixed a rare exception when building slime biomes.
(modding) Added a new part, StandaloneMarkovBook, that can be added to a procedurally-generated book object to generate its contents based on a previously generated Markov chain. For example, <part Name="StandaloneMarkovBook" Corpus="LibraryChain.json"></part>
We tweaked some of the parameters around fungal infections.
Have you contracted glowcrust? Are you wondering why you grow a fungal outcrop body part that's always unequipped? It's supposed to periodically grow luminous hoarshrooms that you can eat. Today, we fixed this unfortunate bug. Glowcrust apologizes for appearing like a parasite when it's clearly a symbiote.
Reduced the frequency of brooding azurepuffs and brooding goldpuffs in high-tier fungal biomes.
Ichor merchants now always sell desalination pellets.
Lowered the cost of desalination pellets.
We added a guaranteed apothecary and ichor merchant to the SE corner of the Stiltgrounds.
Slightly lowered the cost of Corpus Choliys.
When someone in a party kills a monster, they now gain XP based on their level, not the level of the creature that struck the killing blow. This change means that your lower-leveled followers, like beguiled creatures, gain XP at the correct rate.
Dominated creatures now gain XP.
The unstable genome mutation picker is now scrollable and displays details for each mutation option.
We split the option to allow mouse input into two options: 'Allow mouse input' and 'Allow mouse movement'. This change lets you enable mouse input without worrying about accidentally click-moving.
Gave Phinae Hoshaiah some basic dialog.
Fixed a bug that caused procedurally generated books to be worth nothing.
Fixed an issue causing ruin-based maps to fail to build past level 29 in the underground.
Added a chronology event for cloning yourself.
If you return to the surface from world map, without moving on the world map, you will return to the same location on the surface.
Added an overlay UI for the character confirmation and name screens during character creation.
Added an overlay UI inputting text.
Added an overlay UI for single-button popups.
Added an extra digit of precision to the dram display on the trading screen.
Fixed an issue with unstable genome incorrectly removing mutation points
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.
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.
Jason Grinblat's now working full time on CoQ (and other Freehold games). (https://twitter.com/ptychomancer/status/788077014821384192)
:D
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.
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.
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."
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."
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.
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.
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.
The Sultans of Qud: Part 1
Qud is a layer cake of fallen civilizations. If you've read the Baccata Yewtarch's influential history book, "Frivolous Lives", you know that the past 1,000 years were dominated by minor humanoid kingdoms and Girsh attacks. Before that was the Age of the Eaters, when the mysterious progenitors ruled from lofty spires now buried under shale. In particular, the lives of 5 great sultans have been preserved through cultural artifacts and oral tradition.
We've introduced the first part of our Sultans of Qud feature arc.
Each game now includes a procedurally-generated history from the Age of the Eaters.
There are 4 historical sites located throughout Qud (more to come in future patches), each one at a different degree of difficulty that corresponds to its location on the world map. Their names, descriptions, locations, contents, historical significance, and look & feel are procedurally-generated and different each game.
Historical sites are populated by cults that worship a particular sultan. Each cult is a coalition of members from other factions, most of which favor the sultan due to some event in Qud's history. The 5 cults are different each game, and each one functions as a faction. You can view your reputation with the cults on the Reputation screen.
Historical sites contain relics. Relics are powerful items that were generated during the course of history. Many of their properties are new effects and are based on the circumstances of their creation.
Shrines to the former sultans are located throughout Qud. They depict significant events from the sultans' lives.
New mods: painted and engraved. Painted and engraved items also depict events from the histories.
Sometimes, looking at a shrine, painted item, or engraved item reveals the location of a historical site. If it does, you get a quest to visit that location.
Sometimes, looking at a shrine, painted item, or engraved item reveals the location of a historical relic. If it does, you get a quest to recover that relic. The relic locations aren't revealed on the map; they are individual levels that exist inside some historical site.
We added a guaranteed sultan shrine to the upper right corner of Joppa. Looking at this shrine reveals a nearby historical location that's usually appropriate, though challenging, for the early game.
Added some new creatures, furniture, and traps for the historical sites. We'll be adding more in the coming weeks.
A few additional notes:
The historical dungeon maps are generated via a new method that produces tremendous variety from themed templates. They take longer to generate, and we haven't optimized the algorithm yet. We'll improve its speed in the coming weeks.
There's a lot going on behind the scenes to generate the histories and the historical sites, and there are definitely bugs. Please report them and we'll fix them!
We'll be adding more unique features to the various types of historical sites in the coming weeks. We'll also be adding more sites, mechanics, and a story arc that integrates this into the main quest in Part 2. Stay tuned.
You can now give procedurally-generated books to Sheba Hagadias at the Six Day Stilt.
Tweaked the value of procedurally-generated books.
Autosave now defaults to 'on'.
Fixed an invalid entry in mid-tier gun tables.
Fixed some issues causing double-key entry reads.
Fixed some exceptions causing graphical effects like torch flickering to stick around on screen.
[Modding] Added the ability for skills to have any part, including mutations, as prerequisites.
[Modding] mutations.xml now supports a Stat field to change the level-modifying stat of a mutation.
Added a minimap (Options > Overlay UI > Show minimap). It defaults to off.
Added rarely-occurring, historic-esque ruins to the underground caves.
Reordered the keybinding menu to put useful commands up top.
Removed the extraneous 'Use Mutation' keybind.
Removed the 'search' command. Now you automatically search when you enter a tile. Your chance of finding hidden things is based on your Intelligence.
All 4 historic dungeons are now discoverable via shrines, engravings, and paintings.
Waste, trash, and scum-based historic locations now occasionally contain conveyor belts.
Unstable Genome no longer triggers indefinitely.
Reduced the amount of qudzu in rusty biomes.
Gave Mafeo some plump mushrooms.
Gave apothecaries some vinewafers.
Added a few more sultan shrines to historic locationts.
Added a nice iron fence around sultan shrines in historic locations.
Added an alternate keybind (northeast) to store an item in a container.
Fixed relics sometimes generating in unreachable tiles.
Fixed an issue causing blink-based relics to grant immunity to all damage.
Fixed a rare exception in the Brain component.
Fixed an issue with case-sensitivity on the textures folder in a mod.
Added a missing acid pool type.
Added a missing oil pool type.
Fixed [redacted].
We spruced up and individualized the historic sites.
Added a 'circuitry' element to sultan mythologies. You may start to see references to circuit boards, logic gates, computerization, and horrific soldering projects.
Added an electrical effect to circuitry-based relics.
Added arenas, weapon racks, gun racks, and armor racks to soldier, gladiator, barracks, and arena-affiliated sites.
Added more sultan shrines to sultan-worshipping sites.
Added full pantheon sultan shrines (megashrines) to sultan-worshipping sites.
Added shale walls with various types of mineral deposits to jewel, jeweler, geologist, and dig-affiliated sites. These walls have a small chance of leaving behind a gemstone when destroyed.
Added holographic shale and meteorite walls with peridot deposits to star, astrologist, observatory, astronomer, stargazer, and light-affiliated sites.
Added new piece of high-tech furniture called quantum rippler to chance, gambler, and gambling hall-affiliated sites. Mhm.
Added some new gemstones: sapphires, emeralds, and peridots.
Added a text-mode UI to High Scores for leaderboard browsing.
Added an overlay UI for High Scores.
Added an overlay UI for Options.
Added a UI option to disable full-screen color effects (e.g., skulk and night vision) for accessibility.
Added an overlay UI for conversation.
Added support for sliders and single-select options on the Options screen.
Added sound effect and music volume sliders to the Options screen.
Fewer inappropriate creatures should climb out of space-time vortices.
You now get a popup message when you enter a map with your evil twin.
Fixed the formatting on some books.
Fixed an issue where getting pushed through sticky liquids caused you to lose turns.
Fixed torches auto-lighting if they aren't in a hand slot.
Fixed glotrot messages for other creatures being shown to player.
Fixed a one-pixel gutter appearing around the overlay UI controls.
Fixed security door rendering.
Fixed the minimap not updating after loading a saved game.
Excluded Fist of the Ape God from dynamic encounters.
Turrets chirping in view now terminate autowalk, explore, and wait actions.
We revamped the Long Blades skill! These are the new powers. Check them out in game for the stat requirements and costs.
Long Blade Proficiency. You gain access to two stances.
Aggressive stance: While wielding a long blade in your primary hand, your long blade attacks gain +1 penetration but -2 to hit.
Defensive stance: While wielding a long blade in your primary hand, you gain +2 DV.
Dueling Stance: You gain access to dueling stance. While wielding a long blade in your primary hand, you get +2 to hit.
Lunge. Activated; cooldown 15.
Aggressive stance: You lunge through one empty space at an opponent and make an attack at +2 penetration. You must move through the empty space.
Defensive stance: You make an attack at an opponent then lunge backward 2 spaces.
Dueling stance: You make an attack at an opponent at +1 penetration. The attack is guaranteed to hit and penetrate at least once.
Swipe: Activated; cooldown 15.
Aggressive stance: You make an attack against all adjacent opponents.
Defensive stance: You push all adjacent creatures back 1 space and attempt to trip the ones that are opponents (strength save; difficulty 30).
Dueling stance: You make an attack at an opponent and attempt to disarm them (strength save; difficulty 25 + your Agi modifier). The attack is guaranteed to hit and penetrate at least once.
Improved Aggressive Stance: Your penetration bonus in aggressive stance is increased to +2, but your to-hit penalty is increased to -4.
Improved Defensive Stance: Your DV bonus in defensive stance is increased to +3.
Improved Dueling Stance: Your to-hit bonus in dueling stance is increased to +3.
En Garde!: Activated; cooldown 100. For the next 10 rounds, Lunge and Swipe have no cooldown.
Added some variety to sultan birth events.
Changed the map generation algorithm for overland ruins to be based on the much better historic site algorithm.
When you get the Quills mutation, you now always start with 300 quills.
Fixed a bug causing you to occasionally get less than the documented 80-120 new quills when you level up Quills.
Removed stray '^k' characters from most descriptions.
Gave Pax Klanq a little more HP.
Empty bookshelves are now visually distinct.
When you have a target selected, your target's health estimate is now displayed on the left side of the top status bar.
Historic sites and other dynamic areas are no longer generated on top of important static locations.
When you left-click on an object, you now move up to that object and interact with it instead of trying to swap places with it.
Fixed the overlay conversation UI not respecting variables or random-option dialogs.
Fixed several issues causing failed map builds.
Fixed some issues that caused the middle levels of Grit Gate to not generate.
Fixed some spurious tooltip popups when changing screens.
Give artifact' dialogs are now mouseable popups.
Greatly reduced memory usage during map generation.
Added an overlay system menu.
Added a button for the system menu.
Added support for look mode in the overlay UI.
Added an option to disable blood splatters under Options > Debug.
You can now bind a key to trade while using the overlay UI.
Added better support for navigating options with the keyboard.
Added the ability to escape from several choice dialogs such as 'manually equip' and Klanq infection.
Fixed a bug that caused your character to lose Unstable Genome before you manifested all your mutations.
The minimap no longer blocks clicks.
Fixed a display issue when backing out of a trade in the overlay UI.
Fixed some graphical effects disappearing after loading or thawing a zone.
Fixed the ability descriptions cutting off before the bottom of the window on the ability screen.
We revamped the Axe skill! These are the new & updated powers. Check them out in game for the stat requirements and costs.
Axe Proficiency: You get +2 to hit with axes.
Cleave: Whenever you hit an opponent with an axe, there's a 75% chance you cleave their armor, giving them a -1 penalty to their AV. This penalty can stack a number of times up to your strength modifier.
Dismember: Activated; cooldown 30. You make an attack with your axe at an adjacent opponent. If you hit and penetrate at least once, you dismember one of their limbs at random and they start bleeding (1-2 damage per turn. toughness save; difficulty 35). Additionally, your axe attacks that penetrate have a percentage chance to dismember: 3% for one-handed axes and 6% for two-handed axes.
Charging Strike: When you charge an opponent with an axe and hit, if you cleave their armor, they get an additional -1 penalty to their AV. If you have Dismember, your chance to dismember when charging with an axe is doubled.
Hook and Drag (same as before, but lower cooldown and better documented): Activated; cooldown 50. You grab an opponent's limb with the heel of your axe and pull them toward you. If successful, you pull your opponent with you as you move and make a free attack with your axe. Your opponent is forced to move with you but can attack you while moving. Your opponent gets a chance to resist the move (strength save; difficulty 20 + your strength modifier) and a chance to break free at the start of their turn (same save). This effect lasts for 9 rounds or until you dismember the opponent.
Backswing: Whenever you miss with an axe attack, there's a 25% chance you make an additional attack. You can't backswing off a missed backswing.
Decapitate: Heads are added to the list of possible limbs you can dismember. If you chop off the only head of an organic opponent, they're killed instantly. If they have multiple heads, they start bleeding profusely (2-3 damage per turn. toughness save; difficulty 35).
Berserk!: You work yourself into a blood frenzy, and for 5 rounds your chance to dismember with axe attacks is 100%. To use Berserk, Dismember must be off cooldown, and using Berserk puts Dismember on cooldown.
Made tortoises slower.
The historic relics that are mentioned in the histories and the guaranteed relics on the bottom levels of historic sites now live in clearly demarcated relic chests somewhere on the dungeon level. If you seek them out, expect to find some named cultists who don't appreciate your intentions. Note there's still a small chance to find other relics elsewhere in historic dungeons, such as on tables or wielded by creatures.
Sultan shrines, sultan pantheons, and arenas that appear in historic dungeons no longer block off portions of the map or generate partially off screen.
Tweaked how often sultan shrines, pantheons, and arenas occur in historic sites.
Hotkeys are now preserved between games. If you replay your last character, you get the same hotkeys. Different characters get an approximate hotkey mapping.
You can now two-way trade items with your party members.
Added highlights for static villages & dungeons to the ALT highlight display.
Added highlights for discovered historic sites to the ALT highlight display.
Fixed several issues with the ALT highlight display.
Force fields, statisfields, pyrokinesis fields, and cryokinesis fields are no longer visible in unexplored areas.
Robots now spark instead of bleed, and oozes now bleed slime.
Added more variety to the cognomens given to sultans when they're born.
Added more map generation variety to the historic sites.
The surface level of historic sites now incorporates the terrain of their surrounding region.
The overlay UI ability list now displays hotkeys.
Removed 'test dummy', a really tough beetle used for debugging. Will he make a return???
Removed the occasional cultists who preached loading screen quotes.
You no longer get messages when you walk over different types of floors.
Fixed an issue with save game serialization that caused various bad things to happen, including Argyve refusing to complete his knickknack quest.
Fixed another issue causing historic sites to generate on top of static dungeons.
The default action for empty injectors is no longer 'apply'.
Fixed the rendering issues with the message log history.
Fixed some rare cases where damage destroyed natural equipment like carapaces.
Fixed a few rare cases where the stairs at the lowest level of a historic dungeon lead to dead ends.
Removed a few improper objects from appearing in dynamic encounters.
Fixed some cases where baetyls refused to accept the items they demanded.
Removed a few impossible baetyl demands.
Fixed an issue causing XP to be rewarded for each level of a historic site if you discovered the site without a quest.
Fixed skill color coding to respect purchaseability.
Fixed skill descriptions appearing off the bottom of the Skills screen.
Fixed bookshelves and tables appearing empty until you interacted with them.
Fixed several issues where overlay UI buttons didn't work if their default keyboard keys were mapped to directions.
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.
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 :(
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.
... 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?
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.
psst here's a few steam keys for the old bay12 hands
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.
Hrm. Have to keep an eye out for em, then. Don't think I've actually seen one since I started playing the newer version, heh.I know that the Joppa Warden has one guaranteed. That doesn't mean much though, does it. I would just keep checking the glowpad merchant, and the gritgate merchants.
Axe is definitely worth remembering, though, least if you have some strength bonus squirreled away. Cleave is pretty significantly effective, apparently. Enough that if I've ran up a +3 or more bonus getting that and nothing else starts getting really tempting, even if I'm mainlining rifles or somethin', heh.
... I won't lie, after remembering the glowpad existed, I think I've spent... probably two or three hours real time, just this afternoon, wandering around the marshes trying to find that bloody thing. Over multiple characters. Even after I kicked on overworld encounter display, I still couldn't find the ruddy plant. Even after starting to use the debug map reveal thing, I still couldn't find the pad.The warden spawned with aggression towards Joppa. Or that guy spawned with aggression to wardens. It happens, rarely.
Freaking ninja glowpad. One day, plant, one day. I am going to find you, and then I am going to cordially trade with you, and then I am going to eat you.
E: Uh. Okaaaay. Started a new game, had the unfinished et al content option ticked. Immediately after I clear the start message, Mehmet explodes into a plum of blue cloud effects. "frozen Mehmet dies!" Says the message log. Welp.
Town didn't turn hostile or anything, it just appears Mehmet spontaneously... self-cryocombusted? i have no idea what just happened, and it is mildly terrifying :V
Added a new type of overland encounter: secluded workshops.
Added legendary shoemakers (and their hired guards).
Each legendary merchant has a distinct maker's mark that they use to brand their artisan wares.
Added a new faction: merchants' guild.
You can now give your followers randomly chosen names from their particular cultures.
You can also give your followers randomly chosen names from your character's own culture.
Added unique name generators for the following factions.
insects
oozes
crabs
reptiles
humanoids
fish
worms
baboons
various animal factions
various plant factions
New UI: added a new sidebar for interacting with objects adjacent to you (Options > Overlay UI > Show overlay nearby objects list). Left-click on an object in the sidebar to interact with it contextually, and right-click on it to get a list of options. It's especially convenient for picking up adjacent items.
Each data disks description now includes the Tinker level required to build the item.
Refactored each region's list of creatures that can become legendary and get their own lairs.
Tweaked lair population.
Tweaked the way merchant guards are generated.
Greatly improved the formatting for multiple-choice dialogs in the new UI.
Fixed an issue where the amaranthine prism sometimes [redacted].
Removed 'a scroll bound by kelp' from dynamic encounters.
[modding]You can now specify static reasons for why various factions admire or dislike faction leaders. Use the StaticLikeReason and StaticHateReason tags on a creature with the GivesRep part.
[modding]NPCs now inherit from BaseHumanoid instead of Humanoid.
[modding]Fixed an issue where inherited objects tried to override existing xtags.
Added legendary gunsmiths. You'll find their workshops as new overland encounters.
Added secluded distilleries.
Added legendary ichor merchants and new overland encounters for their distilleries.
Added a new music track "Moghra'yi Remembrance Circle" to desert areas
Legendary creatures guarding the relic chests on the last levels of historic sites are now leaders of their respective cults.
Relic quests now properly complete when you equip or activate the relic directly from a chest.
You no longer get multiple chronology entries for visiting the same historic site.
Fixed an exception when looking at cybernetic credit wedges.
Move Up and Move Down keybinds will now cycle through multiple objects in a cell in look mode
Added UI options to show or hide plants and pools in the nearby items list, defaults to hide
The new UI multiple-choice dialog now correctly supports capitalized hotkeys
Taught the AI to use: bezerk, force wall and the new long blades tree
Updated several NPCs and creatures to the new skills
Reduced the frequency of several items of stacked walls and furniture occuring in a single cell in areas generated by the historic-style dungeon builder
Changed XP Bar to more conventionally display percentage of progress through only the current level's xp
Fixed dismember allowing you to dismember with non-axe weapons
Fixed invisible objects showing up in the nearby items list
Fixed issues with relics with several stat boosts not being properly displayed, applied or removed
Fixed issue with relics applying their boosts in inappropriate slots
Fixed some layout issues with the popup choice window
Fixed some issues with level stacking of mutation power-granting relics
Fixed the trade button in the new ui conversation screen being un-navigable
Fixed XP and HP bars sometimes not resizing properly
Fixed fungal infections dropping as items
Fixed fungal infection items showing up on dynamic tables
Fixed a few rare cases where Calloused's bonuses would stop applying
Fixed some cases where you'd end up with multiple stairs up in a square
Fixed some cases where you'd end up with a missing stairs down
Fixed many effects that were incorrectly rendering in non-active zones
Improved the layout of conversations
Improved the readability of the selection highlight on new ui dialogs
[modding] Added stat:<statid>:<amount> wish to modify a stat basevalue
[modding] Added statbonus:<statid>:<amount> wish to modify a stat bonus
[modding] Added statpenalty:<statid>:<amount> wish to modify a stat penality
[modding] Added xp:<amount> to award a given amount of experience
[modding] Added cureglotrot and cureironshank wishes
[prerelease content] Metamorphosis no longer duplicates inventory and non-natural equipment and transfers your own equipment during transformations.
E: Uh. Okay, today let's talk swarm racks for a second. It's a nightmare to equip them, but if you've got the bits for a slender mod and convert just about every leering stalker head (and disarmed blast cannon) you can find into negative weight spheres,* it's doable. The fun times begin immediately afterwards.I mean, if you do fulfill all those requirements (combo mental and physical mutant with like 25 willpower, 23 int (and tinker 2), 17 strength, 13 levels is both clairvoyance and teleportation, having the phase mutation), you can use them, but given that its really difficult to actually get there in that it requires very specific builds to kill it, and even once you do what drops is useless aside from the edge case of having 30 spheres of negative weight. Plus if you can kill a chrome pyramid you can murder everything with impunity by that point anyways it doesn't really matter.
Observations on swarm racks:
You cannot load them, nor reload them.
They do not need to be loaded to be fired.
They do not consume HE missiles when fired, loaded or not. Ammo is irrelevant to them.
The 204 lbs of HE missiles chrome pyramids carry are subterfuge.
You can chew through a good third to forth of a map's walls in about two or three shots, if you aim it right.
This is ridiculous, reward for killing chrome pyramids or not.
I mean, if you do fulfill all those requirements (combo mental and physical mutant with like 25 willpower, 23 int (and tinker 2), 17 strength, 13 levels is both clairvoyance and teleportation, having the phase mutation), you can use them, but given that its really difficult to actually get there in that it requires very specific builds to kill it, and even once you do what drops is useless aside from the edge case of having 30 spheres of negative weight. Plus if you can kill a chrome pyramid you can murder everything with impunity by that point anyways it doesn't really matter.Eehh, you don't need 13 in clair or teleport; 10's safest with clairvoyance, since it gives full map and cuts the chance of being ambushed to more or less nil, but less is doable and more is pretty much entirely useless. Similarly, teleport maxes its CD at 10, iirc, and won't go lower than a 5 baseline... and conceptually you can get away with having it higher than I did, so long as it's at least lower than the duration of your phase. The mutation cost is pretty hefty, though, yeah. One way or another you need teleport and clairvoyance (5, 2), you want phasing (4), and two-headed helps a lot with getting your tele CD down low enough it's safe to use (2, plus it effectively bundles in an eventual +3 ego from the second face slot), so if you want to start with it you're looking at an ideal of 13, just shy of fitting in the base 12. Oddly enough, it might be pretty safe to go with hooks for feet for this setup, since you ultimately don't really need to move much and until you reach lowest CD 'port you can still lean on it hard enough to get you out of (or into, heh) trouble. You could also go with skimping on phasing, conceptually, and roll with injectors for your phase -- it'd be a lot more annoying (voiders aren't necessarily the hardest thing in the world to find, but they're not particularly common either, nor is their gland rate the highest in the world) and a bit riskier, but you could do it. Either way you'd have another 3 points to work with,* so that's not that bad. Scry and die's hella' useful anyway, particularly if you're going tinker.
<description>
This level:
<Does level 1 stuff>
Next level:
<Does level 2 stuff>
Otherwise appears normal, though.E3: That said, bug! At least with this hunter that has heightened hearing, if you go to look at the mutation description it readsAlmost every NPC-only mutation looks like that currently; they just haven't had their descriptions implemented yet.Code: [Select]<description>
Otherwise appears normal, though.
This level:
<Does level 1 stuff>
Next level:
<Does level 2 stuff>
We added hatters, glovers, armorers, and haberdashers.
Added hatter, glover, armorer, and haberdasher tents to the Stiltgrounds.
Added legendary hatter, glover, armorer, and haberdashers. You'll find their workshops as new overland encounters.
Descending into a pit or open air while flying no longer grounds you.
Added more variety to the geometry of historic sites.
The Quest screen now has a scrollbar, scrolls smoothly, and properly wraps text.
Added an option to scale the minimap (under Overlay UI).
Added an option to scale the nearby items list (under Overlay UI).
Monster AI now uses the Cudgel powers Conk, Slam, and Demolish.
Monster AI now considers broken and rusted item statuses when equipping gear.
Oboroqoru and rhinoxes now have a few more cudgel powers.
Slam now properly requires a cudgel to use.
Liquid volumes no longer interfere with other smart-useable objects.
'Spread Klanq' quest steps now properly complete when you spread Klanq to the proper targets.
Made the Pax Klanq quest sequence a bit more robust.
You can no longer choose a square without a target when you charge.
Creatures that live on walls no longer spawn in the middle of a solid group of walls.
Fixed some cases where objects spawned on stairs.
Consuming an Eater's fleshcap no longer permanently decreases quickness.
For clarity, we renamed 'Eater's flesh' to 'elcatl' and 'Eater's fleshcap' to 'Eater's flesh'.
If you have burrowing claws and you use a skulk injector, you no longer lose your claws when the effect wears off.
Made it clear that invoking the Chaos Spiel infuriates Asphodel.
Added more messaging for shaking off dazings and stuns.
Fixed some rare cases where commands were being issued twice in the overlay UI.
Fixed some cases where overlay UI elements incorrectly displayed on top of each other.
Fixed an issue causing the selected conversation option not to be highlighted when a conversation started.
Fixed some rare cases where dismembered limbs didn't drop the items they had equipped.
Fixed some rare occurrences of objects cloning themselves when slipping on slime.
Fixed a rare hang during map generation.
Cleaned up the text for becoming afraid.
Fixed a typo in the hulk honey damage message.
Removed <redacted> and <redacted> from dynamic encounters.
We added a new drag-and-drop prerelease inventory screen for the new UI. It's available via the "Prerelease: Use overlay inventory screen." option under overlay UI options. It's work in progress and has some bugs. Feedback is welcome!
Equipment is manageable via a drag-and-drop procedurally generated paper doll based on your character's body
Left click to bring up the item's interaction window
Right click to view an item's tooltip
Filter buttons along the top allow you to quickly filter to specific categories
Updated the stilt well picker dialog
Updated the pour choices dialog
Fixed several issues with screens under the current popup acquiring input or navigation selection
Fixed the AI trying to force prison a target and then shoot it with light manipulation
Fixed Enuch's character creation skill list
Fixed some stair placement issues in bethesda susa
Fixed an issue where phase webs would sometimes leave you permanently phased if you saved while you were stuck in them
Fixed some historic-style areas not having proper tile surface paint
Fixed an issue with move-speed adjusting equipment not properly applying bonuses
Fixed an issue with call to arms that wasn't properly respawning Q Girl in the correct circumstances.
Fixed dynmically mixed liquid volumes not having the proper vapor temperatures
Fixed a stack overflow error when containers disintegrated on the ground from contained fluids
[modding] Merged blueprint changes will now propagate changes to children
We made a bunch of enhancements to the paper doll equipment screen. It's still flagged as prerelease content, but you can enable it here: Options > Overlay UI > Prerelease: Use over inventory screen.
The new overlay inventory is now also used for item pickup and container manipulation.
Item filters now entirely hide the filtered categories.
Item filter buttons now properly respond to the 'use' key.
You can page up and down now.
You can use + and - to open and close item categories.
Items are now properly sorted alphabetically.
Fixed several filter icons in the inventory list.
Fixed some issues with scrolling through the inventory list or the paper doll.
Updated the look and behavior of many graphical elements.
Item selection is now properly restored when the screen refreshes.
If the overlay UI and inventory are enabled, the original equipment screen doesn't appear when you tab through your character screens.
Added tiles for several pieces of natural equipment.
wings
carapace
horns
stinger
quills
burrowing claws
flaming and freezing hands
Added a tile for mechanical wings.
Updated torch tiles.
Sultans now occasionally fake their own deaths or have their deaths wrongly reported.
Added some sultan events involving chariot accidents.
Improved the grammar of sultan history snippets.
Fixed some cases where looking at a painted or engraved item didn't reveal the proper historic site or give the right quest.
Fixed an issue that was causing the secrets about the location of the Ruin of House Isner not to appear in procedurally-generated books. The secrets are back in!
Added a new textbook to the corpus of text that the procedurally-generated books draw from.
Fixed an issue that caused the player to occasionally become a member of the Beasts faction, resulting in neutral NPCs acting hostile toward you.
Added new options to the main Options screen.
Display vignette
Display scanlines
Brightness level
Contrast level
[debug] Added a wish to clear the player's faction membership: "clearfactionmembership". You can use this wish to fix the hostile NPC bug in older saves.
[modding] The look cursor is now more compatible with full-color tiles.
[modding] Display.txt is now moddable. You only need to include the text you want to override in Display.txt. For example, here's the full text of a mod that disables the vignette:
{ "shaders":{
"vignette":{
"enable":"false" }}}
[modding] Display.txt now supports a "tiles" category with "width" and "height" variables. You can use it to reskin the game with an alternate tile aspect ratio.
We added a new input manager that supports gamepads out of the box. It's still prerelease content; we'll be expanding support and tweaking the default bindings in the coming weeks.
Added a new options menu: Controls. You can access key bindings and enable the new input manager from this menu.
The default movement mapping is: left stick to point in a direction + right trigger to move. You can also hold down right trigger and point the left stick around to move quickly.
You can also rebind to direct movement. If you do, the Move North/South/East/West commands tilt 45 degrees right when you hold the Alt button (left trigger by default). So, to move NE, you hold left trigger and move north.
These are the current default mappings on an Xbox controller.
left stick + right trigger: move
A: interact
B: get
X: ability menu
Y: walk (move in a direction until you hit a wall)
left bumper: wait a turn
right bumper: fire missile weapon
dpad up: go up stairs or to the worldmap
dpad down: go down stairs or to the local map
right stick: look
click right stick: reload missile weapon
select: menu
start: inventory
left trigger + B: get nearby
left trigger + Y: autoexplore
left trigger + left bumper: rest until healed
left trigger + right bumper: throw
Added, changed, or tweak tiles for the following objects.
pocketed vest
black, ash-stained, and cloth robes
furs
woven and vine-weave tunics
wool kilt
crude and filthy toga
bark armor
ring mail
basic toolkit
stun rod
box of crayons
Joppa and Grit Gate recoilers
iron mace
grenades
albino monkey braid
Glass bottles now visually respect the liquids they hold. They appear empty when they're empty; otherwise they show the color of the liquid they contain.
Updated the slimy shaft tile.
Added options for fullscreen mode and target framerate (Options > General).
Improved the navigability of the overlay options.
Fixed books and artifact stories not working when accessed from the new inventory screen.
Fixed monsters being able to melee attack you through floors if they were directly above or below.
Fixed very excessive memory use when browsing the contents of a container that contains many items, particularly liquid volumes.
Fixed an exception on the Quests screen.
Fixed several cases of excessive garbage generation.
Removed some baseobjects (basefloat, tool) from dynamic encounters.
We added... well, just read below.
Added a new high-tech item, nano-neuro animator, that makes a nearby wall or door sentient (it'll support more inanimate objects soon).
Added a cheaper, consumable competitor for the nano-neuro animator: Spray-a-Brain.
Added body types and body parts for animated walls and doors.
Added a faction: newly sentient beings.
There's now a very small chance that any given wall or door is sentient.
Updated compass bracelet's tile.
Made some enhancements to the new input manager.
Rebinds are now be properly saved between sessions.
Improved the 8-way directional sensitivity.
D-pad left and right now scroll through your activated abilities.
While scrolling through abilities, 'X' activates the selected ability. Left trigger + 'X' enters the ability screen.
Next page and previous page bindings now work properly.
Menu navigation directions now repeat when held.
You can now navigate to the "buy a new mutation" option on the character screen.
Holding the Alt button while moving now force attacks in that direction.
There are now force attack action bindings.
Added key repeat delay and rate sliders to the Controls options menu.
Trade bindings now work properly.
Fixed canceling causing double input on several screens.
Fixed the pick direction screen not accepting diagonal inputs.
Removed unused 12-gauge shotgun ammo.
Salt dunes tiles now properly animate.
Fixed some memory use issues on the high score screen.
Fixed some rare exceptions in the following parts: AnimatedMaterialSaltDunes, AIPilgrim, Daylight, LiquidVolume, Juke.
Fixed a rare exception with rendering effects.
Fixed cases where the overlay UI stopped responding when you exited to the main menu.
Fixed the mouse wheel not working on the keybind screen.
Fixed controls in the new inventory screen sometimes incorrectly appearing disabled.
Fixed a spurious serialization error.
Fixed a scripting mod compilation error.
You can now use nano neuro animators or cans of Spray-a-Brain to make tables sentient.
There's now a very small chance any given table is sentient.
You can now dominate sentient walls, doors, and tables.
Fixed a bug that caused you to be unable to spray brains onto doors.
Added a new book: From Entropy to Hierarchy by Q Girl.
We replaced the old container storage UI with a much better variant of the trade UI.
Additional trade actions are now grouped under a submenu of the trade screen.
Open shafts drop you directly on top of a wall less often.
Fixed the reload keymind in the new input manager.
Added an option to globally enable or disable mod support.
Fixed the message log and status bar options not working properly without the overlay UI fully enabled.
Fixed option drop-down menus not rendering properly and increased their size.
Vendors no longer repair or recharge items when you don't have enough water to pay for the service.
Fixed some issues with double inputs when escaping screens.
Fixed a rare exception with generic ammo.
Fixed the inventory screen sometimes appearing on top of the new UI.
Fixed loading text not appearing when it should.
Fixed some typos.
We're also working on a journaling system and expansion to the Water Ritual. Stay tuned!
Added a helmet mod, two-faced, that grants an additional face slot.
Refactored helmet tables into and helmets and hats (known collectively as headwear).
Added a rare book mod, illuminated, that increases the book's value.
Added secluded scriptoriums.
Added legendary scribes and new overland encounters for their scriptoriums.
Added a new liquid: ink.
Ink catalyzes primordial soup into inky sludges with inky pseudopods.
Gave phials a new tile.
Phial color now changes based on the liquid it contains.
Reduced the capacity and cost of phials.
Reflavored the jungle pygmies as the Naphtaali tribe.
Updated the description for the various Naphtaali, Naphtaali corpse, Naphtaali limbs, and chrome idol.
Made Dueling Stance a requirement for Improved Dueling Stance.
Increased the chance goatfolk leave corpses behind.
We made a few improvements to autoexplore.
Added a message when there are no available autoexplore paths to the remaining explored areas on the map.
Added a message when autoexplore stops due to a hostile creature.
Fixed some cases where you'd take an extra step after seeing a hostile creature.
Autoexplore no longer factors in unexplored wall tiles into its pathfinding.
Fixed an issue caused by unreachable tiles becoming reachable via terrain modification.
Autoexplore now visits tiles with trash in them if you have the Tinkering power 'Scavenger'.
If your body doesn't have arms and you gain the Multiple Arms mutation, one of your new hands now counts as a primary slot.
Fixed an issue with auto-drink not automatically drinking. You had one job.
Fixed an issue with upward stair generation.
Fixed fake errors when dynamic population tables were referred to blueprint inventory builders.
Six Day Stilt merchants, and other rare merchants, now periodically refresh their wares.
Added new tiles for these artifacts: hoversled and helping hands.
Sultans now occasionally abdicate their thrones or get murdered under mysterious circumstances.
Sultan counselors now occasionally suggest abdication to their sultans. This can result in various outcomes, some of which are not great for the counselors.
Sultans are now guaranteed to become sultans during the course of their lives. We expect as much from them.
Gave the following creatures new descriptions.
bear
barkbiter
all the cragmensch
Gave clockwork beetles more robotic attributes.
You can now use Rebuke Robot to rebuke clockwork beetles.
You're now prompted to stop traveling on the world map if glotrot causes you to start bleeding.
The container UI now lets you store water containers and other objects that are filtered out of the trade UI.
Fixed some issues that improperly caused the player to be destroyed.
The overlay UI scale is now a slider.
Capped the brightness and contrast settings to prevent completely unusable values.
Continued behind-the-scenes work on the journal and water ritual feature arcs.
Added a new fungal infection: waxflab.
Added a new type of fungus puffer: rosepuff.
Removed the max strength cap from cudgel-like fungal infections that colonize your hands.
Added tiles for all the fungal infections.
Updated the Corpus Choliys to include an account of waxflab.
Gave a chat component to the following creature types (their capacity for speech varies).
humanoids
apes
antelopes
most other mammals
robots
crabs
oozes
unshelled reptiles
tortoises
fish
arachnids
birds
worms
plants
Made birds extra chatty.
Fixed some grammar issues with popup messages.
Party members now prefer not to attack things that share a tile with their party leader.
Fixed tinker-trained NPCs not being able to repair items.
Fixed some cases where multiple sets of limbs were given the same name.
Fixed some cases where fungal outcrops weren't removed when you cured glowcrust.
Lairs no longer generate on top of historic sites, wiping the sites out of existence.
Fixed some cases where natural equipment, like bites, ended up on the ground when the corresponding appendage was dismembered.
When you cure ironshank, you no longer have a residual movespeed penalty.
Fixed some cases where plant-based lairs didn't generate properly.
Journal, water ritual, and faction work proceeds behind the scenes.
This week, we're introducing two new feature arcs that have been in development for a few months. The first is the Journal. As you play Caves of Qud, you accumulate a bounty of knowledge. We added a journal that tracks important locations you discover, gossip and lore you come across, historical snippets you learn about ancient sultans, and your character’s chronology. You can also add your own notes to the journal and keep track of interesting places on the world map.
The second is the Water Ritual. The reputation system lets you befriend any of Qud’s sixty plus factions by treating with or slaying faction leaders. We expanded the rewards for earning high reputation and gave more cultural texture to the process by adding the water ritual, a custom based on sharing precious fresh water with a faction leader to secure a bond with their kinfolk. When you engage in the water ritual with a faction leader, you can spend reputation to learn secrets that get logged in your journal, earn rewards specific to that faction, or recruit the leader to your party.
The details are below.
We added the journal. By default, it's bound to 'J'.
The journal has five tabs.
Locations.
The locations tab lists locations you learn about in game, categorized by type.
When you learn a new location, it'll appear in this tab. You can learn locations by finding them yourself or by learning about them via another method, like the water ritual.
When you go to the world map, there's a marker on the worldmap tile that's home to the location. The description of the worldmap tile includes all the location notes it contains.
The alt display on the worldmap shows an alternate icon for locations with notes.
You can toggle off the worldmap markers for a category by hitting Tab on the Locations tab.
When you enter into a category, you see all the locations of that category and their distance in parasangs to the nearest landmark. 1 parasang = 1 worldmap tile.
You can hit Tab or Space on a specific location to track it on the worldmap. When a location is tracked, it appears green and flashing.
You can enter your own notes on the Locations tab by typing +. Your notes appear under the Miscellaneous category.
You can delete notes with -.
Gossip and Lore. Currently, this tab contains any gossip you learn through the course of the game. Gossip is a type of secret that you can learn during the water ritual. See notes on the water ritual below.
Sultan Histories. When you reveal a secret about a sultan, it appears in this tab categorized by the sultan's name. As you reveal more secrets, they'll appear in chronological order.
Chronology. This tab tracks the narrative of your character's life. This is the same chronology that appears in your death summary. You can add or deleted player-added entries by typing + or -.
General Notes. Use this tab to add any additional notes you'd like. Example: "I hate the crab."
As part of the conversion of character knowledge to journal entries, we refactored world generation and the location discovery process. When you discover a special location, such as a ruined site, historic site, goatfolk village, lair, merchant, pig farm, super secret location, etc, it'll be added to your journal now.
If you descend from the worldmap to a tile with a location note, you have the option to descend directly to that location.
Added procedurally-generated names for goatfolk villages and ruined sites.
We added the water ritual and removed the Offer Gift power.
You begin the water ritual through conversation with a faction leader. You'll know faction leaders by the backstory relationships they have with other factions when you look at them.
You start the ritual by sharing 1 dram of (usually) water with the faction leader. If you do, you gain 100 reputation with the leader's faction, and you gain or lose reputation with factions that like or dislike the leader, respectively.
Once you're engaged in the water ritual, you have several options. Here are some of the common ones.
Share a secret.
Depending on the types of secrets this faction is interested in, you may be able to share a secret with the leader. Check out the right column of the Reputation screen to see what types of secrets each faction is interested in trading. Potentially sharable secrets include anything in the Locations, Gossip and Lore, or Sultan Histories tabs of your journal. If a leader is interested in your secrets, you'll get a choice of a few to share. If you share one, you get reputation with the faction leader. Each leader only has a certain amount of bonus reputation they can give you toward their faction.
You can only share each secret once. Once you do, it's out in the world.
You can't share a secret with the faction you learned it from. Who you learned each secret from and who you shared it with are listed in your journal.
Learn a secret. The leader shares a secret with you. The type of secret depends on the faction.
Share gossip. Factions tend to want to hear gossip about themselves. If you have some, they'll reward you with extra reputation.
Learn a skill. Faction leaders can teach certain skills in exchange for reputation.
Join the party. In exchange for a lot of rep, most leaders are willing to join your party.
Special (oooo). Some factions have special rewards.
Added a new skill: Customs & Folklore.
Tactful (150 sp, 19 int): Whenever you start the water ritual with a new creature, you get an extra 25 reputation.
Trash Divining (150 sp, 21 int): Whenever you rifle through trash, there's a 5% chance you piece together clues and discover a random secret.
Lowered starting reputation with the villagers of Joppa and Fellowship of Wardens.
Some other notes:
Changed the logic for finding directions. Now, only humanoid creatures can give you directions if you're lost.
Fixed an issue with the new input manager not detecting gamepad stick x-axis movement properly.
Fixed an OSX launch issue.
Fixed a rare exception instantiating Sheba Hagadias.
There are countless details; we're sure we're forgetting to mention a few. Play around and explore for yourself. Live and drink!
Added and updated some sound effects.
open and close wooden door
open tech door
hover over UI element
acquire a fungal infection
Added procedurally-generated names for starapple farms.
Added procedurally-generated names for pig farms.
Made some gossip more interesting and specific.
Initiating the water ritual is no longer ever the default dialog option.
Sleep immunity from Sleep Gas Generation no longer applies to Narcolepsy or exhaustion from Adrenal Control.
Myopia is working as intended again.
Smart use no longer interacts with party members.
Fixed a typo in the option to initiate the water ritual.
Fixed a few grammatical errors in the chronology.
Removed Yempuris Phi from dynamic encounters.
Graphical elements like the map note indicators no longer disappear after a textbox appears over them in look mode.
You can no longer initiate the water ritual with clones.
Clones of containers are now empty.
Clones of items with ammos slots are now empty.
Fixed some blank popup messages during merchant encounters.
Fixed the default Journal keybinding when J is in use as a secondary keybind.
Gave Golgotha a small visual makeover when tiles are enabled.
Added a tile for conveyor drive units.
Added a tile for conveyor belts.
Animated conveyor belt tiles.
Added a tile and description for the Hook for Feet defect.
Added a tile and description for the Beak defect.
'Pour' is now the default action for water containers in your inventory rather than 'drink', making it less likely to accidentally drink from canteens full of acid.
Merchants no longer restock their inventories if they belong to your party.
Removed the double chat popups from most creatures.
Sultans no longer insist that cities be named after their regnal numbers (for example, 'III City').
You may no longer trade with your Temporal Fugue clones.
Items thrown by clones now immediately fade from existence in the player's dimension.
You can now properly read books that you donate to Sheba Hagadias.
Stairs should now always be properly linked between levels.
Cave systems, watervine patches, desert canyons, and historic sites are now more consistent when using the same world seed.
Made some big memory improvements.
Reduced baseline memory usage by about 25%.
Fixed several memory leaks.
Slightly reduced saved game file sizes.
Fixed some incorrect pronouns in text generation.
Fixed some rare infinite loops during history generation.
You can interact with the world in a few new ways.
You can sit on chairs.
You can smoke from hookahs.
You cat light fires at campfire remains.
You can put out campfires.
You can now sleep in bedrolls.
Sultans now occasionally get married, cementing alliances with various factions and guilds.
At sultan weddings, guests occasionally give gifts to the sultan.
Depending on the course of a sultan's life, you now occasionally find their wedding gifts at historic sites.
Stopsvalinn no longer shows up in dynamic encounters.
Creatures (including you) now walk over non-damaging liquids, like slime, while auto-pathing.
Creatures (including you) now try to avoid walking through acid while auto-pathing.
You should now always be able to remove two-faced helmets.
Helmets with terrifying or serene visage and gesticulating gauntlets no longer occupy multiple heads or hands slots, respectively.
Improved baseline memory usage by an additional 20%.
Fixed some rare exceptions with history text generation.
Fixed an issue that sometimes caused too many zones to remain in memory.
Fixed a rare exception when find an encounter from the world map.
We tightened up the logic governing which bonuses you get from equipment that's equipped on secondary appendages, such as a second head or second pair of arms.
You don't get AV or DV from equipment that's equipped on a secondary appendage, but you do get other bonuses, such as +resistances or +stats. This is the same logic as before, but it works more consistently now.
Secondary appendages are now marked with a grey 'x' on the equipment screen in the original UI (but not yet the new UI).
Almost always, a secondary appendage corresponds to a second (or third, or fourth) copy of an existing appendage, denoted with '(2)' in the appendage name. The exception is if a creature with no arms, say, gets its first set of arms; those arms will be secondary.
Hands (2) no longer appears before Hands in the new equipment screen UI.
Updated the display names of animated walls, doors, and tables.
Added the possibility of encountering legendary animated walls, doors, or tables.
Gave legendary animated furniture appropriate proper names based on whether they're walls, doors, or tables.
Newly sentient beings, such as animated walls, doors, and tables, can now remind you what it's like to be a child when you share water with them.
Found and fixed a major contributor to late-game memory issues.
If you somehow end up as a merchant, your inventory no longer restocks with merchant wares, obliterating the items in your existing inventory as a side effect.
Removed the mod tier from the display names of flaming, freezing, and electrified mods.
Clarified that flaming, freezing, and electrifying effects happen on hit, not penetration.
We fixed some issues with melee combat.
Charge now properly applies its penetration bonus.
Horns now uses its mutation level to determine its to-hit bonus instead of your Agility modifier.
When you have Helping Hands equipped and you attack with empty robo-fists, they use Helping Hands' flat Strength score of 23 instead of your own strength score.
Fixed an issue where sprinting didn't properly apply melee to-hit penalties.
Removed the vestigial HitDice property from melee weapons.
Fixed some issues causing flickering between fullscreen and windowed mode when the in-game options and the launcher options didn't match.
We made some additional changes to melee combat balance in a beta branch on Steam. If you'd like to help us test these changes, right-click on Caves of Qud in Steam, select Properties, click the Betas tab, and switch to the 'beta' branch. (Thanks!) The changes are listed below.
Some penetration bonuses on weapons were bugged, such as the +1 and +2 bonuses axes and cudgels got, respectively. We fixed these bugs, but we removed the axe and cudgel bonuses since they're part of an older design. Instead, we replaced them with different critical hit behavior for each weapon class.
Cudgels now get +1 penetration and daze on critical hits.
Axes now get +1 penetration and cleave on critical hits.
Long blades now get +3 penetration on critical hits.
Daggers now get +1 penetration and cause bleeding on critical hits.
We tweaked all melee weapon stats to account for these changes.
The sharp melee mod works again.
Gaslight kris and gaslight flyssa work properly again.
Added a new music track for Golgotha.
We incorporated the combat changes from the beta branch into this week's main-branch patch. Here's a summary of all the changes.
Some penetration bonuses on weapons were bugged, such as the +1 and +2 bonuses axes and cudgels got, respectively. We fixed these bugs, but we removed the axe and cudgel bonuses since they're part of an older design. Instead, we replaced them with different critical hit behavior for each weapon class.
Cudgels now get +1 penetration and daze on critical hits.
Axes now get +1 penetration and cleave on critical hits.
Long blades now get +3 penetration on critical hits.
Daggers now get +1 penetration and cause bleeding on critical hits.
We tweaked all melee weapon stats to account for these changes.
Two-handed weapons now grant a flat +1 penetration bonus instead of having a higher strength mod cap. Their damage was also shifted up a tier.
The sharp melee mod works again.
Gaslight kris and gaslight flyssa work properly again.
We also tweaked some of the melee weapon skills.
Axe: The Cleave penalty is now capped at half your strength mod, rounded up.
Short blade: Shank's cooldown is now 10 rounds if you shank from your primary hand. It's still 20 otherwise.
Short Blade Proficiency now grants +1 to hit and you make primary-hand short blade attacks as if your quickness were 25% higher. This means you make five attacks for every four that your normal-speed opponents make. These faster primary-hand attacks can trigger offhand attacks.
Long Blade: Reduced Improved Aggressive Stance's to-hit penality from -4 to -3.
New weapon mod: masterwork. Masterwork weapons score critical hits twice as often.
Added a new tile and flame animation for great magma crabs.
Glowfish can effectively bite now.
Chitinous puma can once again equip their natural claws.
If you use psychometry while confused, identified artifacts are no longer named things like 'Uhummwuhwah'.
While on the world map, you can now 'l'ook at the tile you're standing on.
Fixed a bug that caused the critical hit target to change from 20 when you were charging.
Fixed a bug that caused the critical hit target to sometimes change when using a missile weapon.
Fixed some cases where NPCs' strength modifiers were used to determine the difficulty of dodging their projectiles.
Fixed an issue where creature AI wouldn't get mad at you when you used a combat power and missed with it.
Fixed the journal getting unbound when you reset to default keybindings.
Fixed an issue that caused the system menu to pop up when you escaped the inventory screen in the new UI.
Fixed some cases where abilities allowed you to attack phased creatures.
[modding] Changed the event parameter names for PerformMeleeAttack to "Attacker" and "Defender".
[modding] Refactored the 'PenHitBonus' parameter in Combat events to use the 'PenCapBonus' and 'HitBonus' parameters instead.
[modding] Moved the chance to trigger Jab (the Short Blade power) into an attacker based event.
[modding] The AttackerGetWeaponPenModifier event now allows modification of the attack's PenBonus and CapBonus.
[modding] Refactored melee combat so that the chance to perform an offhand attack with robo-hands or the Multiple Arms mutation resides in the AttackerQueryWeaponSecondaryAttackChanceMultiplier event, allowing for similar behavior via mods.
Added new tiles for the following creatures and items.
elastyne skin suit
elastyne skull cap
starapple
apple farmer's daughter
Added a chronology entry for falling in love.
Shields can no longer be wooly.
Light sources no longer give off light while equipped in the thrown weapon slot.
Spring-loaded shoes now work properly when you mod them via tinkering.
Villagers of Joppa are now properly interested in secrets about all salt marsh locations.
Ironshank now has a maximum movespeed penalty of 80.
Added some new descriptions.
great saltback
great saltback corpse
honey skunk
great magma crab
Added some new functionality to the new inventory UI.
Added item weight to inventory item lines and category tabs.
Added an indicator for current weight and total carry capacity.
Scroll positions now properly stick after manipulating an item.
Ctrl+D now drops the currently selected inventory item.
Ctrl+A now eats the currently selected inventory item.
Ctrl+R now drinks the currently selected inventory item.
Ctrl+P now applies the currently selected inventory item.
Fixed the thrown weapon slot not being equippable by clicking.
Added an icon for meds.
Changed the icon for tools.
[coming soon]If you drink deeply of the psychic well, beware what may find you at the bottom...
We made some tweaks and additions to tonics.
Added a new tonic: love tonic.
Currently, overdosing on a love tonic causes you to erupt into flames. This may change soon.
Added platinum as an unidentified tonic color.
You can now stab people with injectors during melee combat. You must penetrate their armor to successfully inject.
Chronology entries logged while you're in love are now much sappier.
Added a chronology entry for losing the lovesick status effect.
Autoexplore now ignores freshwater if you don't have room to carry it.
Natural missile weapons now require ammo once they're dismembered.
If you go to the worldmap and immediately return to a noted location in the same worldmap tile, you now properly appear in that location.
Fixed some severe memory usage issues during long-running games with thousands of items (mostly ammo stacks).
Fixed Temporal Fugue lag issues in long-running games when there are thousands of items in your inventory (mostly ammo stacks).
Fixed an issue when you canceled out of the pour dialog where you were still asked how many drams to pour.
Fixed an issue preventing you from escaping out of string-entry dialogs (for example, entering the amount you want to pour out of a container).
Fixed an issue causing buggy behavior in the new UI after certain direction selection dialogs.
Fixed an issue where some screens didn't display controls if the new UI was enabled but the new inventory UI wasn't enabled.
Fixed some bad interactions between zoom and panning popups in the old UI.
Fixed an issue that prevented you from clicking on items in the nearby items list.
Two-point mutations are now included in the mutation choices when you buy a mutation or when your genome destabilizes.
If an immobile creature gains flying, it can now move.
If an aquatic creature gains flying, it can now move over land.
Added new liquid weeps that produce much smaller puddles.
The smaller weeps now inhabit fungal biomes instead of their larger cousins. The original weeps still inhabit the Rainbow Wood.
Renamed the original weeps from "__ weep" to "giant __ weep" (for example: "giant acid weep").
When you discover a weep in a fungal biome, you now log it as a secret in your journal.
Added an overlay UI option to prevent full screen effects like scanlines from applying to the UI elements
Chests now render on top of corpses.
Domination's cooldown timer now doesn't start counting until domination is broken.
Fixed "SultanCult[n]" faction names appearing in the backstory descriptions of legendary creatures.
Fixed some autoexplore issues where you'd repeatedly try to access objects that you don't own.
Fixed a rare issue with mushroom growth.
You can no longer trade temporally unstable objects.
Added some architecture and design for longer-term feature arcs: [redacted], [redacted], and [redacted].
Mid-week patch notes:
You no longer fall in love with every sign you read.
Espers are now being watched.
[redacted]
[redacted]
[redacted]
[redacted]
[redacted]
New item mod that shows up in very particular circumstances: extradimensional.
[redacted]
[redacted]
[redacted]
[redacted]
You can choose to watch the psyches of your enemies radiate into nothingness.
[redacted]
[redacted]
[redacted]
[redacted]
[redacted]
[redacted]
[redacted]
New food item: humble pie. Why be full of yourself when you can just be full?
Get-item dialogs now display your total weight.
Fixed some issues while displaying some non-standard ASCII characters in the new UI.
Circuitry-obsessed sultans now wire things to other things instead of just wiring things to themselves.
Fixed an occasional exception in combat.
Extradimensional items now have a very small chance to appear anywhere.
Changed faction encounters with the Seekers of the Sightless Way. Instead of traveling in mind-melting esper packs, legendary seekers now travel with various kinds of psychic thralls.
Added new book: Disquisition on the Malady of the Mimic.
Added a new note on a sheet of paper, lost to its owner, gathering dust somewhere in Qud.
You can now properly learn mental mutations during certain water ritual encounters if you're an esper.
You can no longer learn mental mutations during water ritual encounters if you're a chimera.
You can no longer equip a light torch from the ground into your thrown weapon slot and have it remain lit.
Tinkering directly from a data disk now properly uses any required ingredients
Staircases and pathways between maps are now more common in cave systems.
Changed the value of the bloodstained goatskin parchment sheaf and excluded it from dynamic encounters.
Fixed some issues caused by gaining a new mutation that had already been granted to you by a relic.
Bookshelves will now be auto-looted during auto-explore.
Added a new user option to enable or disable auto-loot of bookshelves.
[modding] Added a new part, HasThralls, that can be added to a creature to give them psychic thralls of around their level.
[modding] Added a new part, UniqueWithAlternative. An object with this part only spawns once. If it would spawn again, instead another object spawns in its place. You can define the alternative object in the part property named "Alternative".
[modding] Added a new JukedObject and WasJuked events, which are fired on the juker and the jukee when juke is used to swap with combat objects.
[modding] Added a new ChargedTarget and WasCharged events, which are fired on the charger and the target
Added framework for new cybernetics system (coming soon).
Equippable painted and engraved items now grant bonus reputation with the cult that worships the depicted sultan.
Added a prototype trade screen to the new UI that's mouseable/touchable.
Switch the tiles for tanglewood tree and swarmshade tree.
Added a new tile for humble pie.
Added new descriptions for the following plants.
urberry
brinestalk
tanglewood tree
swarmshade tree
Removed Pax Klanq from dynamic encounters.
You can no longer absorb the psyches of clones.
Negative reputation values now always display as negative numbers on the Reputation screen.
Fixed several issues that caused item-granted reputation bonuses to remain after the items were unequipped.
Fixed some grammar issues with the worldmap tiles.
Fixed an issue where system objects would gain status effects (e.g., "CanyonMarker falls asleep").
Fixed an issue that caused forced secondary attack to not occur when you used abilities like Flurry.
Creature AI now responds better when friendly creatures are blocking its path.
Fixed mod uploader popups being blank.
[modding] .cs files are now loaded from subdirectories in the mod folder in addition to the root folder.
[modding] Added "TemporalFugueCopied" event hook.
[modding] Added "GetPsychicGlimmer" event hook.
Doing pretty well, got a level 11 apostle going. His shtick is Beguile and Dominate. The idea is I thrall somebody, then as the thrall gains experience, I can Dominate them to give them the opportunity to use the attribute points, mutation points, and skill points that the AI doesn't normally spend. The end result for me: Snapjaw warrior/warlord(not sure which), two cal... whatever that blue stuff... hammers, Charge, opening Cudgel skill tree bits, and of course level 6 Adrenaline Manipulation or whatever it's called. With amazing results. Mainly because the AI doesn't fall asleep because of adrenaline overdose(pretty sure this is a bug), and it never ever decrements adrenaline level, keeping it at 5 all the time. The end result being ridiculously fast smashy-smasher killing enemies all over the place and netting me and him loads of EXP. Also it can charge huge distances when the max for the player is 2-3. Another possible bug.
But hey, it's fun!
Meanwhile, I support with a desert rifle(and on occasion a shotgun), my many apostle scary scary powers(Berate, Intimidate, Menacing Stare, helped by my steel helmet with terrifying visage), Confusion and Clairvoyance(the first of which I haven't even used yet) and other stuff.
It's worked so far.
Now only if I knew where that magical time bracelet I learned about was(well, I know where it is, I just don't know where it is... but such is life).
We're trying out a change to how Willpower works. It now modifies the cooldowns of all activated abilities, not just mental mutations. Each point of Willpower above 16 decreases cooldowns by 5%, down to a minimum 20% of the original cooldown or a minimum 5 rounds. Likewise, each point of Willpower below 16 increases cooldowns by 5%.
We reduced the power level of Freezing Hands and (to a lesser degree) Flaming Hands.
Freezing Hands: reduced the magnitude of the temperature decrease and reduced damage from (level)d4 to (level)d3+1.
Flaming Hands: slightly reduced the magnitude of the temperature increase and reduced damage from (level)d6 to (level)d4+1.
New liquid: sap.
Added sap to the list of potential cure ingredients for diseases and fungal infections.
Creatures now bleed appropriate blood types.
Robots now bleed oil.
Plants now bleed sap.
Oozes now bleed slime.
Fixed an issue that caused shields to not apply their AV bonuses when you blocked an attack.
Made the Berate messages more sensible.
Fixed the reputation formatting on the Reputation screen for factions that love you.
Fixed engraved and painted items occasionally spawning with no historical events depicted.
You no longer get "x pours out all over you" messages when other creatures get liquids poured on them.
Fixed an issue causing cloned liquid volumes to share the source volume's liquid mixture.
[modding]Added the following tags to specify what blood type a creature uses.
BleedLiquid, ex: <tag Name="BleedLiquid" Value="sap-1000"></tag>
BleedColor, ex: <tag Name="BleedColor" Value="&W"></tag>
BleedPrefix, ex: <tag Name="BleedPrefix" Value="&Wsappy"></tag>
Pretty sure the elemental weapon mods only affect melee weapons and the ability to add them to ranged weapons is a bug; considering you can't load an energy cell to power the mods.
Yeah, stunlock is a pain. It isn't a big risk with only a single ape hitting you, but two or more can stunlock you forever. The only two things I have found that work are never being hit by more then one at a time in the first place or having the skill that gives you a small passive chance to break out of a stun (note that this chance *is* fairly small (5% with 15 toughness and 10% with 20), so unless you have loads of armor they will probably kill you before it triggers).Pretty sure the elemental weapon mods only affect melee weapons and the ability to add them to ranged weapons is a bug; considering you can't load an energy cell to power the mods.
Ah, I figured. I could load an energy cell, though, it simply didn't drain.
Either way, I've discovered the terror of ogre ape stun-locking. Goodbye sweet run.
Unrelated: so are shields working now? They don't show your AV increasing, of course, but I figure if you actually get higher AV for blocking all is fine. Also, does the engraved/painted items spawning with no history apply to spawn items? Occasionally a character starts with an engraved/painted item, and it always seems like those items don't have any events either.
I strongly recommend always getting the skill, because otherwise your first stunlock will result in your death basically 100% of the time.
Added a new item: phase-shift grenade. It shifts the dimensional phase of everything in its area of effect.
Added a new geological transition in very deep caverns.
Added a UI option to display a message in the message log whenever you're in combat and your turn starts.
Added a debug option to disable the limit of one defect per character.
Missile weapon descriptions now display additional statistics, including weapon skill type, number of projectiles per shot, ammo use, and accuracy rating.
Added a new debug wish: curefungus. It removes all fungal infections.
Fixed an issue that prevented non-phased creatures from passing through phased walls.
Fixed an issue that caused your character's color not to properly change based on HP and status when the new message log was enabled.
Fixed an issue with Mark Target's cooldown.
Fixed an issue causing monsters to fail to properly melee attack across map boundaries.
Fixed an issue that caused baseline neutral monsters not to attack you after you've provoked them.
Helping Hands no longer adds additional arms when you equip it to the thrown weapon slot.
Fixed some engraved items still not depicting a historical event.
You can now avoid steam damage by phasing or flying over it.
Changed the default rendering API to DX9 on Windows, which should fix some issues with low-spec machines reporting DX11 support but crashing on launch because they didn't fully support it.
Added more support for upcoming Cybernetics patch: coming very soon!
You can now take notes on the world map. If you recently left a particular map from the worldmap tile you're standing on, the note is added to that map. Otherwise, the note is added to the worldmap tile's center map.
Added a control for saved game management to the new UI.
Added an autoget option for books.
Reduced rocket turrets' quickness from 100 to 50.
Oil and sap-covered items can now be washed off.
Items inside containers carried by fugue clones now properly disappear eventually.
The names of items created by Psychometry-generated data disks no longer contain improper prefixes and suffixes.
Fixed an issue causing the "your skin itches" message to appear in the player's message log when NPCs were infected with spores.
Fixed an issue in the character build library UI that caused character builds to overlap with the Back button.
Fixed an issue in the character build library UI that caused builds selected via keyboard navigation to not always be scrolled into view.
Fixed an issue where the "Continue" option was displayed even when no saved games were present.
We replaced the old cybernetics system with a newer, much more elaborate one.
Cybernetics are still only available to true kin.
We added dozens of new cybernetic implants.
Implants are installed onto body parts at cybernetic terminals called 'becoming nooks'. Potential body parts include: head, face, body, back, arm, hands and feet. Unlike old implants, these new implants do not occupy equipment slots.
A few implants actually do occupy equipment slots.
You can view your installed implants on the new Cybernetics tab of the Equipment screen. The tab doesn't appear if you have no implants installed.
Implants must be identified before you can install them.
Only one implant can be installed per body part.
Some implants can be installed on one of several body parts.
Each implant has a license point cost associated with it. The total number of license points across all your installed implants can't exceed your license tier.
True kin start with a license tier of 2. You can upgrade your license tier at a becoming nook by spending cybernetic credits.
You can install and uninstall implants freely at a nook, as long as you remain at or below your license tier.
Uninstalled implants go into your inventory. Some implants are destroyed when uninstalled, however. Other implants can't be uninstalled. All this info is in the implant's description.
When installing implants at a becoming nook, the implants must either be in your inventory or the nook's rack.
There are some preset becoming nooks in the game. They also have the chance to appear in certain types of procedurally-generated ruins. Becoming nooks usually have implants in their nook racks.
Implants themselves can also appear as rare loot.
Per the Eaters' architecturally tastes, becoming nooks are usually found along side statues of implanted Eaters.
Most cybernetic credit wedges are now placed in preset locations throughout the world, but they also can appear as very rare loot.
True kin can pick one implant from a subset of the implants to start with at character creation.
The list of starting implants includes generic ones and a unique implant for each arcology only available to characters from that arcology.
Added a new journal category: Ruins with Becoming Nooks.
Some factions, but especially the Putus Templar, now share the locations of ruins with becoming nooks as secrets.
Balanced the Templar's water ritual credit wedge gift for the new system.
Reduced true kin's starting attributes by 2.
Added a whole bunch of minor stuff in support of this patch.
Made the night-vision visual effect more playable.
Fixed an issue with Sense Psychic and Heightened Hearing not properly showing identified object tiles.
We made a few enhancements and fixed a few issues with cybernetics.
Added a new implant: force modulator.
As a true kin, you can now choose to start without cybernetics and license tier 0 in exchange for +1 Toughness.
Randomly generated true kin now occasionally start with no cybernetics.
Reduced the movespeed bonus from motorized treads from +100 to +50. The new bonus means you'll move twice as quickly as you do with 100 movespeed (each point above 100 reduces the energy cost of moving by 1%). This was the intended behavior all along.
You no longer prefer to attack with an equipped hand over your fist if you've cybernetically upgraded your fists.
You can no longer pick up becoming nooks and cybernetics racks.
Implants are no longer improperly installed when you cancel out of the installation menu.
Fixed an issue during implant installation that caused the implant to be installed on the first body part listed regardless of which body part was selected.
You now properly automatically ID artifacts when you have optical technoscanner installed.
Matter recompositer now properly teleports you to explored tiles only.
You should no longer get "the way is blocked" messages when using matter recompositer.
You no longer get a blank popup when you share secrets with Putus Templar.
Unidentified implants should no longer have "[implant]" in their names.
Fixed an issue building the new Cybernetics Ward in Bethesda Susa.
Fixed an issue causing some maps to fail to build on OS X and Linux.
Putus Templar now occasionally spawn with cybernetic implants. When one does, they have the "implanted" moniker, their detail color is change, and their implants are listed in the equipment section of their description.
With Masterful Butchery, you can now butcher cybernetic implants from corpses and limbs. You usually succeed, but occasionally you rip them apart in the process.
Added human corpses.
Skillful Butchery is now a prerequisite for Masterful Butchery.
Skillful Harvestry is now a prerequisite for Masterful Harvestry.
Fixed a bug that was introduced when we changed Willpower to affect all cooldowns: Mass Mind now properly refreshes mental cooldowns instead of reducing them to 20%.
Previously, when you equipped (not installed) a cybernetic implant that took up an equipment slot when installed, you couldn't unequip it. Now you can.
Cybernetic implants no longer appear grey on the equipment screen when you simply equip them.
Fixed a bug that caused a dig power to remain in your ability list after the skulk tonic's effect wore off, if you had prerelease content enabled.
Fixed some issues with certain world seeds causing crashes.
Fixed some cases of the new cybernetics UI screens not responding to Enter or prerelease input manager mappings.
[modding] Added a new part for augmenting a creature with cybernetic implants: Cybernetics2HasRandomImplants. Its properties are ImplantChance, ImplantTable, and LicensesAtLeast. ImplantChance specifies the percentage chance the creature spawns with implants. ImplantTable specifies the population table to roll the implants from. LicensesAtLeast specifies the minimum number of license points worth of implants the creature will be generated with. Ex: <part Name="Cybernetics2HasRandomImplants" ImplantChance="25" ImplantTable="Cybernetics4" LicensesAtLeast="6"></part>
Added an overlay UI screen for cybernetics selection during character creation.
Removed the guaranteed credit wedge from Mafeo's inventory; we meant to remove this wedge when we gave Q Girl one, but we never did.
Autoequip no longer equips multiple torches.
Fixed an issue where fungal infections would knock cybernetic implants out of their equipment slots.
Fixed NPC templars not being recognized as True Kin by becoming nooks.
You can no longer install cybernetic implants on non-natural body parts, like the additional face slot created by two-faced helmets.
Fixed an issue serializing objects with butcherable cybernetic implants.
Fixed an issue causing autoget to not pick up closed containers of fresh water.
Fixed some issues causing autoget to cycle through fresh water puddles forever if the player didn't have room to carry more water in their inventory.
Fixed some issues causing 'w'alk and autoexplore to differ in their decisions about what hostiles they stopped for.
Fixed some issues causing autoexplore to swap with enemies, particularly turrets.
Fixed some issues causing autoexplore to not recognize hostile turrets as hostile.
Fixed some issues causing autoexplore to not recognize hostile turrets as hostile.
A new design starts to brew... mmmm.
Added a new cybernetic implant: fullerite hand bones.
Changed the tile color of the carbide hand bones implant.
Sultans now marry spouses from the cultures they're trying to curry favor with. For example, when a sultan cements her friendship with crabs via matrimony, she'll appropriately marry a crab now instead of, say, a robot.
The names of historic relics are now much more varied.
The names of historic relics now have procedurally-colored ANSI text.
The Charge target picker no longer locks onto objects that can't be charged (like dreadroot).
Named creatures now have a slightly higher render priority than their non-named counterparts.
[modding] Added a blueprint browser to the Modding Utilities menu. This'll let you more easily view the object blueprint hierarchy.
Unseen creatures are now more active on the map. This means more dynamic behavior: creatures will often fight and kill each other before you find them.
Added a new artifact: spiral borer.
Added a new type of artifact: recoilers bound to one of the procedurally generated ruins or historic sites.
A bug introduced around the time of the water ritual update caused Oboroqoru's lair to fail to generate. We fixed the bug. The ape god is a myth no longer.
Added a new type of relic curio (for use when you are very angry at a faction).
Added a new effect for jewel-based historic weapons.
Added a new effect for glass-based historic armors and shields.
Rewrote the base item descriptions for historic relics from the fifth period sultanate. They now better convey what life was like for this late generation of Eaters.
Might-based historic relics now appropriately grant bonus strength.
Added a new sultan domain: Travel.
Updated the history generator to incorporate travel-minded sultans.
Added new effects for travel-based historic relics.
Added new sultan professions: explorer and nomad.
You can no longer wear a glowsphere on your body. How did that even work? Did you just jump inside the glowsphere? We don't know.
Photosynthetic Skin now correctly gives you bonus reputation with trees, vines, and roots, in addition to the Consortium of Phyta.
Photosynthetic Skin now correctly gives you 200 bonus reputation with the Consortium of Phyta instead of 300.
You can no longer tinker ruin recoilers.
Rewrote the base item descriptions for historic relics from the late-fourth period sultanate. They now better convey what life was like for this mid-to-late generation of Eaters.
Fixed an issue with sultan histories not being deterministic for a given world seed.
Reduced saved game size and improved compatibility between versions.
Fixed an uncommon issue when loading saved games.
[modding] The 'sticky' and 'stuck' effects are now public instead of internal.
[modding] Added support for CarryBonusPercent and CarryBonusFlat game object int properties.
Helping Hands no longer adds additional arms
We added our first batch of achievements, 30 in total. Expect many more as development continues.
The Laws of Physics Are Mere Suggestions, Vol. 1
Violate the Pauli exclusion principle.
Eat an Entire Bear
Kill a bear and eat it. Just eat an entire bear.
To Thine Own Self Be True
Wear your own severed face on your face.
Friend to Fungi
Host three different fungal infections at once.
Goat Simulator
Project your mind into a goat's body.
The Spirit of Vengeance
Recover the Ruin of House Isner.
Knight Conical
Recover Stopsvalinn.
Love at First Sign
Fall in love with a sign.
Pyramid Scheme
Kill a chrome pyramid.
Dark Tidings
Foresee your own death.
Love Thyself
Fall in love with yourself.
A Bond Knit with Trust
Become loved by a faction.
The Woe of Joppa
Become hated by the villagers of Joppa.
Peekaboo
Become loved by newly sentient beings.
Jawsnapper
Kill 100 snapjaws.
Starry Demise
Be crushed under the weight of a thousand suns.
Quiet This Metal
Speak to the alchemist.
Your Thirst Is Mine, My Water Is Yours
Perform the introductory water ritual 100 times.
Proteus
Have 10 mutations.
Welcome to Qud
???
On the Rocks
???
Your Better Half
???
You Are Becoming
???
You Became
???
Say No More
???
Metal Pedal
???
You Are What You Eat
???
Shoot.
???
Litteratus
???
So Powerful is the Charm of Words
???
If you helped us test the achievements, you can wish for "clearach!!!" to clear your achievement progress.
You can fall in love with signs again.
Moved userprefs.json from the game data directory to the save directory.
"The Hell? Why are all the trees in this one patch devoid of leaves? They look dead... Wait, another one! And another... Huh. They're all headed westward, in a roughly straight line. What gives?"
"Oh that's just some crazy mutant screwing with sleeping gas. They'll wake up come Winter, groggy and confused, and probably hungry. Dunno,
might do 'em some good to change things up a bit."
"Under this loose definition, amoebas actually do sleep. They stop moving, ball up, and become unresponsive even when prodded. They do this for hours at a time, normally at night, and they exhibit rebound if kept on the move and deprived of this restful state. Insects, fish, and amphibians also sleep." -The Secret World of Sleep, Aug 15, 2013
Added a new fungal infection: mumble mouth.
"The mouths on your skin begin to mumble coherently, revealing the wisdom of a trillion microbes."
Added a new type of fungus puffer: brooding jadepuff.
Brooding jadepuffs now appear in fungal biomes and the Rainbow Wood.
Added a new type of book: advertisement flyers for legendary merchants.
Mayor Nuntu now starts with an advertisement flyer for a random legendary merchant.
The locations of legendary merchants are now properly included among the possibilities for secrets shared during the water ritual.
Added a new tile for starapple trees.
Historic relics that bestow Clairvoyance now work properly.
Fixed a zone build crash that occasionally occurred during the Raising Indrix quest.
Added much more behind-the-scenes support for the upcoming cooking system. Soon, soon...
Which is infuriating when a brooding puff blocks a corridor you need to go through.
Some kind of anti-fungal cure artifact would be wonderful...
We added seven new achievements.
Mutagenic Mastery
Advance a mutation to level 15.
Biographer
Learn the complete history of a single sultan.
Cubic and Wisest Human
Activate a time cube.
Go on. Do it.
Wield the amaranthine prism.
Tongue in Cheek
???
Footloose
???
Oathbreaker
???
Fixed a bug that caused merchant advertisements to occasionally be blank.
Greetings, wayfarers.
We wanted to take a moment to communicate our patch schedule for November, which will deviate slightly from our weekly patch cadence due to behind-the-scenes work on the Cooking feature arc[www.cavesofqud.com] and some time spent traveling. Here's our plan:
Nov. 3rd (this friday): small patch
Nov. 10th and Nov. 17th: no patches
Around Thanksgiving (Nov. 22nd): big patch with cooking and the revamped hunger system
We don't have an exact date for the Cooking patch since it's a work in progress, but it'll be around Thanksgiving time.
So see you this Friday... and then until Thanksgiving:
Live and drink.
Added an Active Effects screen for viewing the details of your active status effects or the effects of other creatures or objects.
Renamed 'Status' screen to the more appropriate 'Character Sheet'.
To access your active effects, either navigate to 'active effects' on your Character Sheet, or bind the 'Open Active Effects' command in the Keybindings menu.
To access the active effects of another creature or object, hit 'e' while looking at it.
Added descriptions for all 100+ status effects.
Changed the name of the 'spectacles' effect to 'corrected vision'.
Changed the name of the poison gas effect to 'poisoned by gas'.
Changed the name of the stun gas effect to 'stunned by gas'.
We made some changes to the turn costs of managing your inventory.
Equipping an item in your thrown slot no longer costs a turn.
Automatically unequipping an item when you equip another item no longer costs an extra turn.
Splitting a stack of items into multiple stacks no longer costs a turn.
Removed snailmothers from the list of possible fungal infection cure ingredients.
Added an entry for Mumble Mouth to the Corpus Choliys.
Installed cybernetic implants that occupy an equipment slot no longer add to your encumbrance.
Molting basilisks now properly inject a stony poison when they bite.
The full message log viewer now uses the much better book UI.
Energy cells can now be recharged directly from the cell's action menu.
Baetyls no longer ask for objects you can't pick up.
When you uninstall the optical bioscanner, optical technoscanner, or huge hands implants, you no longer retain their effects.
You no longer attack yourself when you try to sleep in a bedroll that's in the same space as you are.
Fixed a bug that caused slender and willowy nylon backpacks not to have their weights reduced.
Fixed an issue that caused the player to gain reputation when an NPC equipped an item with a reputation-granting item mod.
Fixed autoexplore attempting to pick up objects embedded in walls.
Fixed an issue that caused various bonuses to be improperly applied twice during character creation when replaying your last character. These improper characters would also generate invalid character codes.
Fixed an issue that caused certain subtype attributes, like increased heat resistance, to not be applied to characters created via the build library.
Fixed an issue causing outdated true kin character codes to crash the game.
Fixed an issue that caused a clone of Otho to be created when it shouldn't have been.
Fixed an issue with achievements that prevented books from being read.
NPCs with multiple cybernetic implants installed now only have their names modified with the 'implanted' adjective once.
Fixed an issue that caused all merchants to improperly be able to recharge cells, instead of only those with the ability to.
Fixed a rare exception that occurred when objects with energy cell sockets were generated.
Fixed a rare issue that caused a 'too many heap sections' error while building jungle maps.
Fixed an issue causing zones to stay active in memory longer than intended.
Fixed an issue causing ocassional heap allocation errors during game saves.
Rusted Archway no longer incorrectly fills a full 3x3 world map title.
Lowered the amount of memory that must be in use before an out-of-memory warning is displayed.
[modding] Made the 'Dormant' class public.
[modding] Fixed an issue where .RPM files that weren't mods to existing RPM files would fail to load.
We did a bunch more work on the cooking framework and design. We plan to put a version up on the beta branch, probably next week.
Saved games are now output to a temp file until the save is complete. This means that save files are much less likely to get corrupted if there's a crash while saving.
You can no longer perform the water ritual with an NPC via telepathy or any other means that allows you to talk to them from a non-adjacent space.
Auto-explore and walk now stop for fungus puffers.
Fixed the Ego penalty on items displaying as "--X".
Fixed soup sludges not tracking their state across saves properly.
Fixed an issue causing some effects not to get properly removed.
Fixed an issue causing hidden effects to be counted on the character sheet.
Fixed an issue that caused you to spend a turn when you were pushed around by an explosion.
Fixed an issue causing molting basilisk's poison to be permanent.
Roguelikes have a tradition of using survival mechanics like hunger and thirst to egg the player onward. The cultural importance of water in Qud makes thirst an interesting mechanic, but our previous hunger mechanic didn't quite meet our standards. We redesigned the hunger system and added a procedurally-driven cooking system. Our goal is to evoke the unique cultural role food plays in civilization and how that role is manifested in the strange and biodiverse world of Qud.
Hunger has completely changed.
After a day without eating, you become hungry (no penalty). After another day without eating, you become famished (-10 Quickness). Thirst is unchanged.
The primary way to sate hunger now is to cook at a campfire. You can interact with campfires with the use key.
As long as you aren't in combat, you can make camp (see your abilities screen). This starts a campfire.
As long as you aren't in combat, you can whip up a basic meal at a campfire. This costs no resources and sates your hunger, even if you're famished.
Occasionally, the meal you whip up is especially tasty and grants you a small bonus for the rest of the day.
If you have special ingredients in your inventory, you'll occasionally use them when whipping up a meal. They grant dynamically-generated effects.
You can eat up to three times before you are too full to eat, but only the first meal has the chance to be tasty. This three-meal cap is relevant for the Cooking and Gathering skill, described below.
You can still eat food out of your inventory to supplement campfire cooking.
Most foods are now snacks, which sate a few hours of hunger.
Corpses count as full meals, but you can no longer bring yourself to eat them unless you're famished (or a carnivore...).
If you eat corpses or raw meat, your hunger is sated, but you become ill for 12 hours.
We removed auto-eat.
Fresh food spoilage is coming later.
Hunger status is ignored while traveling on the world map, as we assume you're cooking meals along the way.
However, if you travel more than one world map tile, you'll be hungry when you come back down to a local map.
Traveling overland is a bit more difficult now; lost rates have increased.
Crossing the salt desert on the overland map takes much longer now in game time (and water consumption).
We adjusted food quantities throughout the world to account for the new hunger system.
We added Cooking and Gathering, a skill that lets you do more sophisticated cooking.
You can learn Cooking and Gathering from the Kyakukyans.
If you have Cooking and Gathering, you get three new options in the campfire menu: cook with ingredients, cook from a recipe, and preserve fresh foods.
Cook with ingredients:
Cooking a meal with ingredients bestows a dynamically-generated effect for the rest of the day.
You can cook with up to two ingredients (three if you have the Spicer skill power).
Cook from a recipe:
We added handwritten recipes and procedurally-generated recipes.
We added procedurally-generated cookbooks with procedurally-generated recipes.
Cooking a meal from a recipe bestows a particular effect. You learn recipes from cookbooks or by performing the water ritual with NPCs.
You can share recipes during the water ritual.
Each village has a signature dish that its residents are willing to share in the water ritual. For example, share water with Mehmet or Elder Irudad to learn to cook Apple Matz.
Preserve fresh foods:
We added a whole bunch of cooking ingredients, with tiles and descriptions. In general, you create them by harvesting and butchering food, then preserving it at a campfire.
We converted some existing foods and liquids into cooking ingredients. Some foods can be cooked fresh. (limbs? heads? faces?)
We added kippers to the Stiltgrounds who sell preserved cooking ingredients. There's always a kipper tent in the southeast corner of the Stiltgrounds.
We changed the sign used for Stiltgrounds honey merchants (it's a bee now) and made the old one (a bottle) the sign for kippers.
The final Cooking and Gathering skill power is Carbide Chef.
With Carbide Chef, whenever you gain a level or 5% of the time you explore a new map, you become inspired to cook a meal (lasts for two days). While inspired, the next time you cook a meal by choosing ingredients, you get a choice of three dynamically-generated effects to apply. You create a recipe for the chosen effect.
Each village has an oven where you can cook food or eat its signature dish for free.
We simplified Harvestry and Butchery. They're now each a single power under the Cooking and Gathering tree.
Harvest Plants is now a toggleable passive power like Butcher Corpses.
Plants, meat, and organs you harvest and butcher can now be preserved at campfires and turned into cooking ingredients.
We adjusted all the harvestable and butcherable item frequencies to account for these changes.
You'll occasionally harvest or butcher items that previously required the Master skills at a low rate.
Ripe plants now appear as a different color than their non-ripe counterparts.
Ripe plants now appear on the alt overlay if you have the Harvestry skill.
We added some new harvestable and butcherable items.
Added a new 1-point mutation: Carnivorous.
Carnivores can eat raw meat without getting sick.
Carnivores don't need to be famished to eat meat.
Raw meat and meals cooked with meat are especially tasty to carnivores (increased chance for small bonus).
Carnivores get no satiation from non-meat foods and may get ill from eating them.
Carnivores can't cook with plant ingredients.
Here's a list of other cooking and hunger-related changes we made.
Removed the Ravenous defect.
Updated the Fasting Way and Mind over Body skill powers to work with the new hunger system.
Reduced the cost of Fasting Way, Conatus, and Mind over Body.
We tweaked the caste and subtype starting skills to account for new cooking, harvestry, and butchery.
Added a bunch of detail to the Wayfaring skill power descriptions.
Made harvestable witchwood rarer.
Added an option for auto-drink threshold.
Gave Svenlainard some preserved cooking ingredients.
Updated dreadroots' tile and harvest properties.
Updated the following UIs: turret selection, mine selection, recharge cell selection, book depositing, cell replacement, and pick-one-item quest reward selection.
Like with all our other systems, we'll be expanding this one as time goes on by adding new ingredients, recipes, and effects!
Apostles now start with Tactful.
Energy cells of the same charge level now stack in your inventory.
Fixed a bug with bleeding resist.
The textbox for most of the game's option dialog menus now properly resizes to account for long titles.
Added a Saves subfolder to the Caves of Qud's AppData folder. Saved games are now stored there.
Fixed an issue where energy cells didn't properly unstack when loading one of them into a cell slot.
Fixed an issue where slotted cells occasionally appeared duplicated in your inventory.
Mutations that protect you from sleep effects no longer prevent you from sleeping in bedrolls.
[modding] The ReloadSound tag now works with items that use energy cells. The sound plays when the cell is reloaded.
Below is the log for the changes from last week's beta patch.
Added campfire sounds and music.
Ripe plants now appear properly in the alt overlay if you have Harvestry.
Updated the Fasting Way and Mind over Body skill powers to work with the new hunger system.
Reduced the cost of Fasting Way, Conatus, and Mind over Body.
Added procedurally generated cookbooks.
Traveling overland is a bit more difficult now; lost rates have increased.
Crossing the salt desert on the overland map takes much longer now in game time.
Mutations that protect you from sleep effects no longer prevent you from sleeping in bedrolls.
You can properly cook with all limbs, faces, and heads now.
Added descriptive information to liquid containers that contain liquid cooking ingredients.
Procedurally generated recipes now have very varied names.
Added ovens to villages where you can cook or eat the signature dish for free.
When you cook an inspired meal, the three effect choices are more varied now.
Reduced one of the effects for eating meat from +40-50% HP for an hour to +30-40% HP.
Added tiles and descriptions for all cooking ingredients.
Added signature dishes to the Six Day Stilt, Grit Gate, and Kyakukya.
Added a new 1-point mutation: Carnivorous.
Removed the Ravenous defect.
Updated the old UI to better display cooking recipes in the campfire menu.
You're told why you can't go to the worldmap when you're famished now.
Added message log entries for a bunch of cooking effect triggers.
Gave Svenlainard some preserved cooking ingredients.
Added a new cooking ingredient: fermented yuckwheat stem, preservable from yuckwheat stems.
Added honey and convalessence as proper cooking ingredients.
We changed the sign used for Stiltgrounds honey merchants (it's a bee now) and made the old one (a bottle) the sign for kippers.
Changed kippers' inventories.
Added back a bunch of harvestable and butcherable master targets as low-frequency harvest/butcher drops.
Scholar actually starts with Harvestry now.
Made witchwood rarer.
Lowered the jerky yield from most raw meats.
Mutations that protect you from sleep effects no longer prevent you from sleeping in bedrolls.
Apostles now start with Tactful.
You can now cook with lava.
Canned Have-It-All is now a preserved food that you can cook with.
Scorpiock meat not properly exists.
Removed the Bludgeon power from Equimaxes and Naphtaali runts, which means they'll no longer stun lock you. Be warned, though: albino apes and ogre apes still bludgeon.
If you have Butchery, you can once again butcher cybernetic implants from corpses.
Creature AI now takes combat actions less deterministically. That is, sometimes they'll use a mutation before throwing something at you, and sometimes they'll do those things in the opposite order.
Creature AI no longer attempts to confuse creatures who are already confused or robots.
Falling asleep now clears a creature's goals.
When you talk to the temporal fugue clones of other creatures, you no longer get the message, "You make small talk with yourself."
Temporary and non-temporary objects of the same type no longer stack together.
Fixed an issue that occasionally caused whole stacks of cooking ingredients to be consumed when cooking from a recipe.
Fixed an issue that occasionally prevented monsters from attacking up stairs.
Fixed an issue that caused monsters to attack through floors even when no stairs were present.
Fixed the Escape key not working properly on the recipe details popup menu.
Fixed a rare exception with Clairvoyance.
Fixed an issue that caused only the top solar cell in a stack to recharge.
Fixed an issue that caused hotkeys to be improperly assigned in the cell picker.
Fixed an issue that caused cells to disappear while they were being swapped.
Fixed an issue that caused the looker to bug out when passing over liquid volumes.
Fixed some small grammar issues.
Fixed an issue that caused particle effects to remain on screen after quitting a game.
Fixed some missing ingredient text in the Rust Wells.
Fixed an issue in the Tomb of the Eaters.
Fixed a memory leak.
Fungus improvements: I like the idea. I despise how easy it is to be infected at present.
~~~
The new culinary system is awesome, though the ability to cook without any ingredients seems unbalanced.
We refreshed the Photosynthetic Skin mutation to account for the recent hunger changes.
You can bask in the sunlight instead of eating a meal to gain a special metabolizing effect: +(20 + mutationLevel*4)% regeneration and +(mutationLevel + 3) / 2 Quickness.
This effect doesn't stack with other metabolizing effects and lasts for a limited time. If you're underground, you'll have to return to the surface to bask in the sunlight again.
Level 1-4 duration: 1 day
Level 5-8 duration: 2 days
Level 9+ duration: 3 days
You accure starch and lignin that you can use as special ingredients in meals you cook. You accrue 1 serving of each for every six hours in the sunlight, up to a maximum based on your mutation level.
Level 1-4 max servings: 1 serving of each
Level 5-8 max servings: 2 servings of each
Level 9+ max servings: 3 servings of each
The potency of your starch and lignin increases with mutation level.
Instead of becoming famished when you haven't eaten or basked in the sunlight for a while, you wilt (-10% regeneration, -5 Quickness).
+200 reputation with roots, trees, vines, and the Consortium of Phyta
Added a new music track to the village of Kyakukya.
Added new keybindings to zoom in and out (Options > Key Mappings > Display).
Renamed Heightened Speed to the more accurate Heightened Quickness.
Fixed several rare issues causing soft-locks during map generation.
Made some small improvements to the memory footprint.
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?
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.
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.
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.
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.
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) : /
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
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'.
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.
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.
Warden Indrix no longer occasionally takes a sabbatical to another goatfolk village.
Clonelings no longer clone inorganic creatures.
You can now harvest yondercane from yonderbrush even if it's hostile as long as it's visible.
Extradimensional psychic assassin templars with cybernetic implants now have their names appear correctly.
Added new descriptions for acid gas, stun gas, sleep gas, blinding gas, and stinking gas.
Jewelers now occasionally stock figurines.
The left-most tile of the Edification relief is now correctly labeled.
Charge is now a prerequisite for Charging Strike.
Renamed 'pentacips' to 'pentaceps'.
Gave the tunnels beneath Grit Gate a more appropriate name.
Gave the 'tar-encrusted bones' tile a more appropriate color.
Removed the prompt to save the game before abandoning a character.
Added an option to disable smoke.
Did some restructuring of the object hierarchy.
Fixed a broken branch of Wardens' Esther dialog.
Fixed an issue causing some achievements and quests to not properly trigger when equipping an item directly from the ground.
Fixed an issue causing zone names to incorrectly persist across games played in the same session.
Fixed an issue causing energy cells to show the wrong options in their dialog menus after one was loaded into a weapon.
Fixed a bunch of typos.
Albino ape hearts now count as meat.
Ogre ape hearts are now properly treated like other organs and corpses.
Watervine farmers now wield iron vinereapers like their descriptions say.
Sentient walls, doors, and tables now appear in more creature contexts. (Examples: as figurine models, Mechanimist converts, and esper assassins).
Cleaned up the logic around dynamic encounters and expanded the dynamic encounter framework.
Fixed an issue that caused improper options to occasionally appear in the item action menu of cybernetic implants.
Fixed an issue that caused occasionally caused zone building lockups while exploring very deep caverns (depth 30 and below).
Fixed a rare issue that caused historic sites to fail to build.
Fixed another issue that caused slotted solar cells to multiply indefinitely.
Fixed a slew of typos.
Extradimensional psychic hunters are now vulnerable to mental attacks regardless of their base creature types. (after all, they somehow acquired minds in their native dimensions...)
When you look at an extradimensional creatures or item, you now inscribe a note about its native dimension in the Gossip & Lore page of your journal.
Walls in other dimensions no longer block visibility unless your mind is appropriately altered.
You can now fly and jump over gates, fences, stakes, and rubble.
You can now shoot missile weapons through arrow slits, gates, fences, and over rubble.
Flaming jets, freezing jets, acid jets, electrical jets, and light beams now pass through arrow slits, gates, fences, and over rubble.
Gas and light seep through arrow slits, gates, fences, stakes, and over rubble.
The Pauli exclusion principle now properly applies to NPCs.
Turning off autoget on artifacts now takes precedence over other conflicting option flags.
Water ritual participants no longer offer to teach you blueprints you already know.
Fixed another issue that rarely caused energy cell duplication.
Fixed some more typos.
You can now cook with acid.
Added descriptions for late-mid period sultanate historic relics made from the slag deposits of ursteel blast furnaces.
Added some more textual flare to gossip.
Shield slam now works only on targets in the same phase as the attacker.
When you fall down an open shaft, it's now much rarer that you end up in a small chamber without access to the rest of the map.
You now properly get XP if you kill something with a resonance grenade.
Painted and engraved items in your inventory at the start of the game now properly depict historic events.
Fixed an issue causing manual cell recharging to improperly handle stacked cells.
Fixed an issue where sphynx salt injectors weren't consumed when you reverted to the start of your vision.
Fixed an issue causing windows and menu keys to issue spurious commands.
Fixed a rare issue causing infinite zone generation, leading to out-of-memory errors.
Extradimensional psychic assassin templars with cybernetic implants now have their names appear correctly.
Albino ape hearts now count as meat.
Walls in other dimensions no longer block visibility unless your mind is appropriately altered.
Glass bottles and phials now shatter when you throw them.
Cloning draught no longer clones inorganic objects.
You can now trade with your followers freely via conversation.
Changed the stun logic. You should get chain stunned much less often.
Added a visual effect to extradimensional items.
Added a sound effect for closing security doors.
Added a sound effect for page turning when reading a book.
Normalized the volume for a few sound effects.
When you engage in the water ritual with someone who offers to teach you blueprints, the blueprint options are no longer greyed out if the speaker has no more secrets to share.
Inorganic objects now have appropriate pronouns.
Baetyls no longer request troll axes.
Removed troll kings from dynamic encounters.
Changed the status icon for "Precognition - End Vision" to "?".
Achievements no longer spam the log.
Fixed a bunch of typos.
Added some descriptions.
Improved the use of indefinite articles and pluralization in generated text.
Fixed an issue with the salt desert visual effect that caused some tiles to disappear or smear across the map.
Fixed an XML issue with steel vinereaper's color definition.
Fixed a rare issue where liquid containers asked your permission to explode if they weren't owned by you.
Fixed a rare issue where liquid containers poured into themselves before being destroyed and thus vanished completely.
Fixed burst-style pickers allowing the selection of tiles beyond the range limit.
Added a new gas type: normality gas. It has various space-time stabilizing and inhibiting effects on forcefields, vortices, teleportation, phasing, temporal fugue clones, time dilation, and psychic twinning.
Added three tiers of normality gas grenades.
Added a rare normality gas-emitting vent.
Added a new heavy weapon: normality gas pump.
Added a new creature: anomaly extinguisher.
Added a confirmation dialog when world generation completes (so you can finish reading the on-screen quote).
Eating a raw dreadroot tuber now causes fear.
Eat and disassemble are no longer the default actions for equipped severed faces.
Sleeping in bedrolls, sitting in chairs, lunging, and slamming no longer trigger teleport-based cooking effects.
Rebuked robots no longer become grazing hedonists.
Emission vents are now subject to electromagnetic pulses.
When you shake off confusion with Iron Mind, you now get an appropriate message in the message log.
Widgets now equip their whackers.
Missile weapons with unidentified energy cells no longer report their charge level.
Made the reload command work for liquid-loaded missile weapons.
Improved creature AI when out of missile ammo.
Spiffed up missile weapon status display in the sidebar.
Fixed an issue that let you use Temporal Fugue without spending energy.
Fixed an error in the amount of bonus reputation displayed as a baetyl reward.
Fixed some issues with stacking confusion effects.
Fixed several typos in the following text: Warden Indrix's description, Agyve's mumblings, Aggressive Stance's description, two-handed ursteel battle axe's description, icy vapor's description, rubbergum tonic's description, a Beak defect variant's description, merchant identification, some procedural histories and cooking descriptions, defensive lunge's failure message, boomrose arrow plurality, nocturnal apex's description, and Stopsvalinn-related text.
Added a bunch of modding functionality.
[modding] Added a FearOnEat part that applies a fear effect to the eater at an attack strength and duration specified by the Strength and Duration properties.
[modding] Made ConfuseOnEat allow the specification of the following properties: Strength, Duration, Level (die roll: confusion per mutation level), and BuildupTimeout (integer: number of turns before the effect overrides older ConfuseOnEat effects).
[modding] Added a new part, TreatAsSolid, for projectiles. If projectiles encounter an object in their path matching TreatOnSolid's criteria, they treat it as impassable. Supported criteria are TargetPart (the object has this part) and TargetTag (the object has this tag), the latter with an optional TargetTagValue (the object has TargetTag tag with this value). The Hits property specifies whether the projectile hits the object and has a chance to damage it (defaults to true).
[modding] Added a new part, DestroyContiguous, for projectiles. If projectiles encounter an object in their path matching DestroyContiguous's criteria, they roll to destroy it, and if successful, they roll to destroy objects matching the criteria in adjacent cells. Supported criteria are TargetPart and TargetTag, the latter with an optional TargetTagValue. The Chance property specifies the percentage chance for destruction (defaults to 100). The ChanceDegradation property is a cumulative reduction in the effective chance of destruction per hop to adjacent cells (defaults to 0).
[modding] Added new parts GasOnHit and GasOnEntering for weapons and projectiles. Weapons that hits and projectiles that traverse through cells, respectively, spawn the gas specified in the Blueprint property at a density specified in the Density property (die roll specification). GasOnHit also includes the OnWielderHit property.
[modding] Generalized GasAcid into GasDamaging. This new part includes the properties GasType (basic type tag like "Acid"), Noun (specifies the damage type in messages), ColorString (for tile rendering), MessageColor (applied to Noun in messaging), DamageAttributes (same as Attributes in MissileWeapon), TargetPart (only affects objects with this part), TargetTag (only affects objects with this tag), TargetTagValue (only affects objects with TargetTag and this value), TargetEquippedPart (only affects objects that have an item equipped with this part), TargetEquippedTag (only affects objects that have an item equipped with this tag), and TargetEquippedTagValue (only affects objects that have an item equipped with TargetEquippedTag and this value).
[modding] Generalized StasisGrenade into DeploymentGrenade. This new part includes the following properties: Blueprint (the blueprint of the objects it creates), Duration (how long the objects last, defaults to permanent), Radius (integer radius it fills with objects), Chance (the percentage chance a given cell spawns an object, defaults to 100), AtLeast (a minimum number of objects to try to deploy when Chance is in use, defaults to 0), UsabilityEvent (an event that must be successfully broadcast to the cell it lands in in order for the grenade to work, defaults to null), AccessibilityEvent (an event that must be successfully broadcast to a given cell in its radius in order to deploy an object there, defaults to null), ActivationVerb (the verb used to describe the grenade activating, defaults to "detonates"), RealRadius (whether to deploy in a circular radius rather than the usual engine "square radius"), BlockedBySolid (whether solid cells block deployment, defaults to true), BlockedByNonEmpty (whether cells must be "empty" for deployment, defaults to true), Seeping (whether BlockedBySolid uses "seeping" logic, defaults to false), DustPuff (whether the grenade emits a dust puff when it activates, defaults to true), DustPuffEach (whether each deployed object emits a dust puff, defaults to false), and NoXPValue (whether deployed objects lose their XP values, defaults to true).
[modding] Added a new CooldownAmmoLoader part, which makes a missile weapon require cooldown between shots. Supports the usual ProjectileObject property for loaders, a Cooldown property specifying the number of rounds, and a Readout property specifying whether the weapon shows a display of its remaining cooldown time (defaults to false).
[modding] Added architecture to try to make multiple ammo loaders on a missile weapon coexist peacefully. Only one loader should be given a ProjectileObject. Use this to add the CooldownAmmoLoader with other loaders for weapons that need both ammo and a cooldown time.
[modding] Added an AIShootCooldown part for missile weapons. Its Cooldown only applies when creature AI uses the weapon.
Creature AI now better copes with being in the same tile as something it's trying to kill or flee from.
Blood splatter no longer sticks to gases and holograms.
Gases no longer physically damage you if they're out of phase with you.
Sultan shrines and becoming nooks now show up on the alt display.
When you autoequip a weapon, it now defaults to equipping in an empty hand instead of replacing your primary hand's weapon. It still replaces your primary hand's weapon if all your hands are full.
Acid now eats through organic containers.
Eyeless crab shells and salthopper mandibles are no longer tagged as metal.
Corrupt bananas are no longer subject to electromagnetic pulses or rusting.
Corrupt bananas can no longer be laid as mines.
Scrap shovelers now have Dual Wield.
NPCs now take more care in avoiding fracti, campfires, torch sconces, torch posts, and arc sconces.
Oozes, snailmothers, ickslugs, snailmother eggs, and broken snailmother eggs no longer slip on slippery liquids.
NPCs no longer charge at things they shouldn't charge at.
Ovens are placed on top of doors less often (and so less frequently set them on fire).
Gases no longer shield things on the ground from being attacked.
Excluded merchant advertisements from baetyl requests.
Made items described on gravestones usually show up identified.
Made Hurdle, Longstrider, and Conatus grant the ability to sprint if you don't already have it.
Gave acid, oil, gel, and slime commerce value.
Made acid eat through organic containers it's poured into.
Hook and Drag and madpole latching no longer work if the target is out of phase with the attacker.
Dismembered limbs now have proper descriptions.
Specified that carnivores can't eat fungi.
Fixed the organic vs. inorganic statuses on several items.
Fixed a bug where pouring the entire contents of a container into another container prevented liquid effects from occurring in the second container. This allowed lava to be carried around by transferring it from one waterskin to another.
Fixed various instances of NPCs only wielding one of their natural weapons instead of both.
Fixed a bug that caused gases of different types to merge as if they were the same type.
Fixed a typo in gravestone text.
Fixed a typo in dismemberment notification.
Fixed a run-on sentence in Precognition messaging.
Updated credits.
[modding] You can now remove parts from an inherited blueprint by using the <removepart> element in objectblueprints.xml.
[modding] The object blueprint XML now supports no-close-tag form. For example: <part Name="Metal" />.
[modding] Creatures with the 'slimewalking' tag can now properly walk over sap, wax, and honey without impediment.
[modding] The xtagGrammar element now supports the IsPlural property. IsPlural="true" specifies that the object should be treated as plural for purposes of text generation.
[modding] Added the Except property to the NoDamage part. Damage of the excepted type bypasses the NoDamage logic and does damage.
[modding] Separated plants and fungi more thoroughly in the object inheritance structure, with new 'Fungus' and 'BaseFungus' blueprints, and added 'LivePlant' and 'LiveFungus' tags where appropriate.
New item: telemetric visor.
Autoexplore and creature AI now avoid spacetime vortices.
Applicators no longer work when broken or rusted.
Sense Psychic now has a chance to identify psychics every time you move closer to them instead of only when they move.
Generalized artifact attunement for items like ganglionic teleprojector into a standard boot sequence and applied it to a few artifacts.
Refreshed bio-scanning bracelets. They are now tinkerable, require an energy cell, are subject to EMP, have a boot sequence, and have new name ANSI.
Gave Horticulturalists a solar cell to power their bio-scanning bracelets.
Twinning lampreys are now considered psychics.
Twinning lampreys are more proficient with their bites.
Energy cells loaded in items you start the game with are automatically identified.
Cybernetic implants you start the game with are automatically identified.
Homoelectric wrist warmers can no longer be modded with the full range of armor mods.
Fixed an issue that made phase webs stickier than intended.
Fixed occasional cases where Precognition appeared to malfunction on NPCs.
Fixed several instances where zones were built when it wasn't necessary to do so.
[modding] The gases produced by the billowing conch of the Aji are now controlled by the tag DynamicObjectsTable:AjiConch.
[modding] The interaction of gases with the Gas Generation mutation is now data-driven. See the gas object blueprints for details.
[modding] The color of gas objects is now based on the ColorString attribute of the Gas part. The GasDamaging part no longer has a ColorString.
[modding] The SensePsychic mutation part can now be configured with Levelable="true" if you want to make it levelable, in which case its level is added to its detection radius and the chance of identification. Specify BaseRadius="n" if you want to make its base detection radius something other than 9. You can also use the intproperty TreatAsPsychic to force Sense Psychic to sense an object even if it doesn't have mental mutations.
[modding] Generalized the BioScanner and Inspector parts into IntPropertyChanger, which supports these properties: AffectedProperty (the name of the property on the item's wielder that gets manipulated), Amount (the amount added to the property when the property is changed; defaults to 1), ChargeUse (an amount of charge to use per turn the item is active; defaults to 1), WorksWhenHeld (works if you wield the item in a slot other than its designated armor slot, defaults to false), and MustBeUnderstood (only works if the wielder understands the item; defaults to true).
[modding] Added a BootSequence part for adding a delay between wearing an item and being able to use it. If the item has an EnergyCellSocket, changing the cell reboots the item. EMP, Broken, and Rusted statuses also reset the boot sequence and prevent it from proceeding while they're active. Supported properties are: BootTime (the number of turns booting takes; defaults to 100), VariableBootTime (die roll, if specified then the higher of this and BootTime will be used), ReadoutInName (specifies whether to add a precise indication of remaining boot time to the item's name; defaults to false), ReadoutInDescription (specifies whether to add a precise indication of remaining boot time to the item's short description; defaults to false), TextInName (a text string to add to the item's name while booting), TextInDescription (a text string to add to the item's short description while booting), VerbOnBootInitialized (defaults to "beep"), VerbOnBootDone (defaults to "ding"), and VerbOnBootAborted (defaults to "bloop"). Right now, the BootSequence part integrates with IntPropertyChanger, Teleprojector, and DecoyHologramEmitter.
This thread deserves a bump. Anyone else enjoying the latest beta of this game?
The devs have expressed continuing commitment to the game post release and the game is now more varied, more fun, and even weirder.
I just noticed that if you successfully accuse the guard (Kesehind?) of the theft, they will end all conversations with "live and drink piss." Good times.
Also, it looks like Tinkers should probably still start in Joppa for the guaranteed tinkering store, but what other starting locations do people go with. The reputation bonuses seem important, but I don't think I care about most of the factions you get bonuses for (fish for madpoles might be good, and...I think that's it).
Also, I found Stopsvallin for the first time in years. I'm playing an agile character, so shields don't see much use, but +1 ego is good.
Picked this up again, and what turned from a quest to explore Qud became a culinary adventure.
Has anyone found any useful effects? I know that sun-dried bananas give temporary psychometry; so bullet-based-builds are no longer stuck behind a luck-wall.
Has anyone found any useful effects? I know that sun-dried bananas give temporary psychometry; so bullet-based-builds are no longer stuck behind a luck-wall.There's a lot on the wiki (https://cavesofqud.fandom.com/wiki/Cooking_and_Gathering) (see here (https://cavesofqud.fandom.com/wiki/Cooking_Recipes) for detailed effects.) Several things of note:
For players wanting an easy start, create a character and use the 'Salt Desert' option for the starting villages. These desert villages are always populated by neutral Isschari raiders, who sometimes carry desert rifles. If you venture into the outskirts of town, you can find a lone raider w/ a rifle and murder the poor bastard and take his rifle. With a couple hundred bullets from the trader, you can have a fairly high dps weapon to save your sorry ass.
Anyone know some good starting strats like this one?
I don't know if it works well anymore, but I used to take flaming/freezing hands+wings and just murder everything landbound. You can get a lot of resources early on this way
Anyone know some good starting strats like this one?
Watervine farmers (the background) gives access to farmers' markets (access is a farmer's coin). Where are these markets? What do they contain?
Also, as a 2-headed axe-wielder, where do I get good (+2 ego or higher) faces?
Is there a way to reveal the map if you start in a random town? I think the mayor is stuck in a wall.
I don't know, the ability to just look at and then build grenades out in the field can be pretty crucial to survival early on. And lead slugs can definitely be a limited resource early on if you don't get lucky.
So I'd say that it feels about right to me. Useful and can help you considerably early game but hardly overpowered most runs. It *can* be OP, but mostly with luck. And luck is the most OP thing in Caves of Qud anyway.
Sure, but you have to both find and kill them.I don't know, the ability to just look at and then build grenades out in the field can be pretty crucial to survival early on. And lead slugs can definitely be a limited resource early on if you don't get lucky.
So I'd say that it feels about right to me. Useful and can help you considerably early game but hardly overpowered most runs. It *can* be OP, but mostly with luck. And luck is the most OP thing in Caves of Qud anyway.
Lead slugs haven't been rare in a long time, except in the early game where you don't normally have a gun. Killing any gun-based turret gives you a pile of ammunition.
Sure, but you have to both find and kill them.I don't know, the ability to just look at and then build grenades out in the field can be pretty crucial to survival early on. And lead slugs can definitely be a limited resource early on if you don't get lucky.
So I'd say that it feels about right to me. Useful and can help you considerably early game but hardly overpowered most runs. It *can* be OP, but mostly with luck. And luck is the most OP thing in Caves of Qud anyway.
Lead slugs haven't been rare in a long time, except in the early game where you don't normally have a gun. Killing any gun-based turret gives you a pile of ammunition.
Which is not a big deal later game, but early game you're both not guaranteed to find them and definitely not guaranteed to kill them.
I've had characters get up to at least level 8 before ever seeing a turret, despite looking around ruins and whatnot.
And it's not uncommon for me to have guns pretty early on, at least revolvers or desert rifles. Heck, on game recently I even managed to find a semi-auto pistol in one of the chests in Joppa.
Not to mention the Gunslinger, who definitely benefits from having Psychometry to start out with since those pistols are pretty much the only thing they have going for them to start.
I'm not arguing that the ability to guarantee getting the lead slug recipe makes it worth while on its own, of course. I just don't find it to be a waste points given some of its other benefits. Grenades and Salve Injector recipes are both also very valuable early on. And anything that helps you survive past the starting area is a good pickup in my book.
Just... it was hard not to stay quiet for the lulz, but the scrambler works on (grit gate) waydroids specifically. It doesn't do anything to your rep with robots, so, like. Most other things will still be cheerfully hostile, and it probably won't help any with the critter in question.
Edit: And I've never heard of this, which might make a good option for right after getting the robot scrambler from Joppa (before I kill as many robots for xp and parts as possible): https://cavesofqud.fandom.com/wiki/Graftek
Seth's review has almost motivated me to give this a shot.
Air rubbed's probably like those air fryers they have running around these days. Rubbed with seasoning, cooked with post apocalyptic air fryer. Sounds fine to me, those things cook alright.You eat the air-rubbed meat pancake.
Bigger question would be what makes the rub, Qud ingredients get weird. Or the meat, for that matter. Occurs to me there should be a small chance on trying to eat something the food starts screaming and tries to escape.
E: Yeah... yeah. I'mma just go make a feature request on that one. Here's hoping :P
No luck with !cold gear though, so I'm collecting coldshrooms and 420 injectors for the inevitable trip through Todd Howard's cryosleep chamber.
I just bought this on Steam and it seems pretty interesting. I especially like the futuristic setting.
Without knowing anything, I just made a esper apostle with 24 ego, 19 something strength, with light manipulation, force wall, force bubble, and the evil twin defect. Some questions:
1.I equiped a musket but when I tried to fire it the game tells me "you have no projectile weapon". Its in the main hand and loaded and all.
2. Where do you spend mutation ,skill, and attribute points?
3.How do I get good at melee?
4.How do I get food?
5.What exactly, like, am I suppoesed to do? I guess I can grind out a few levels in the nearby marshes, but then what?
6.Several of the key bindings have 0em(something). What exactly does this mean?
I just bought this on Steam and it seems pretty interesting. I especially like the futuristic setting.
Without knowing anything, I just made a esper apostle with 24 ego, 19 something strength, with light manipulation, force wall, force bubble, and the evil twin defect. Some questions:
3.How do I get good at melee?
4.How do I get food?
5.What exactly, like, am I suppoesed to do? I guess I can grind out a few levels in the nearby marshes, but then what?
6.Several of the key bindings have 0em(something). What exactly does this mean?
1.How do you guys chose melee weapons?
2.I'm assuming the flaming and freezing hands that everybody is talking about is acutally flaming and freezing ray?
3.How important exactly is ego?
4.What are the possible materials for melee weapons and how do I determine if they are better or worse?
5.I'm having some problems earning money.
I've got a question for you guys, as somebody who played a little Qud in the past and is looking to get back into it: whaddaya do if you ain't got numpad? My old laptop used to have one, but when I moved up to a newer one out of necessity, I ended up without. I could get an attachable usb numpad, but it seems like quite a length to go just to play traditional roguelikes. Are there any non-numpad control schemes that A) feel comfortable and B) don't overwrite important hotkeys?
This is quite a novel solution, and if it works, probably the most comfortable one. I'll give it a try. Thanks!I've got a question for you guys, as somebody who played a little Qud in the past and is looking to get back into it: whaddaya do if you ain't got numpad? My old laptop used to have one, but when I moved up to a newer one out of necessity, I ended up without. I could get an attachable usb numpad, but it seems like quite a length to go just to play traditional roguelikes. Are there any non-numpad control schemes that A) feel comfortable and B) don't overwrite important hotkeys?
There may be other solutions, but a friend of mine ran into exactly this problem when attempting to play Tales of Maj'Eyal, and solved it by creating an AutoHotKey script that allows you to move diagonally using only the arrow keys. It should be possible to use it for other roguelikes as well.
Here it is on GitHub if you want to try and play around with it: Tales of Ar'Okés (https://gist.github.com/obskyr/fd7271b9abe8c376a46436c10c4ee3d2)
I haven't used it myself and can't vouch for it for Qud in particular, but it might be worth a shot.
Going to necro this: who else is digging all the recent additions to Qud, from revamped early dungeons to two new late areas? Or the chill exploration mode where all the XP comes from seeing new sites and doing water rituals?
I’ve been playing around with the body-stealing exploit/feature and having a blast