Bay 12 Games Forum

Other Projects => Other Games => Topic started by: getter77 on December 17, 2010, 01:06:44 pm

Title: Caves of Qud: Now in Open Beta
Post by: getter77 on December 17, 2010, 01:06:44 pm
http://forums.freeholdentertainment.com/content.php

Quote
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!

Game has crazy ambition, solid ASCII work, and will probably be open for Tile doings down the line.   Bay12 folk should find it to be pretty cool, as it is hewing in that direction.   8)

*Not a dev on this, just know something that'll be big when I see it barring no concerted lightning strikes and the like derailing such a project, etc *
Title: Re: Caves of Qud: Now in Open Beta
Post by: Neonivek on December 17, 2010, 01:11:12 pm
Why ASCII instead of graphics?
Title: Re: Caves of Qud: Now in Open Beta
Post by: woose1 on December 17, 2010, 01:16:10 pm
Why ASCII instead of graphics?
:l
Title: Re: Caves of Qud: Now in Open Beta
Post by: Neonivek on December 17, 2010, 01:22:23 pm
Why ASCII instead of graphics?
:l

Of course! The Indifferent face! that totally answers my question in every concievable way!
Title: Re: Caves of Qud: Now in Open Beta
Post by: Hugehead on December 17, 2010, 01:26:19 pm
Sounds cool, but "Open Beta" makes it sound like you'll have to buy the release. :/
Why ASCII instead of graphics?
:l

Of course! The Indifferent face! that totally answers my question in every concievable way!
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: woose1 on December 17, 2010, 01:48:09 pm
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:
Quote
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
Title: Re: Caves of Qud: Now in Open Beta
Post by: Hugehead on December 17, 2010, 02:00:00 pm
Wow, this seems really good, seems like what DF adventure mode is right now minus the dismemberment. Whoops, looks like you can lose limbs, but probably not at the same scale of DF
Title: Re: Caves of Qud: Now in Open Beta
Post by: getter77 on December 17, 2010, 04:52:39 pm
Sounds cool, but "Open Beta" makes it sound like you'll have to buy the release. :/

Don't think so.

Quote
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.

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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Cthulhu on December 17, 2010, 05:21:11 pm
Why ASCII instead of graphics?
:l

Of course! The Indifferent face! that totally answers my question in every concievable way!

Art skill and coding skill doesn't necessarily coincide, and badly done sprites are worse than ASCII.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Cthulhu on December 17, 2010, 06:02:07 pm
Not yet, I can't stop playing Darksiders.  I'll get to it later.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Hugehead on December 17, 2010, 06:12:58 pm
I've played it, but was distracted by Cortex Command, getting back to it now though and it seems fun, even though you get lost every few spaces you move on the world map.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Neonivek on December 17, 2010, 06:21:21 pm
ASCII aside, has anyone actually tried this yet?

I don't know why everyone was so stuck on that point.

I said that indifference face explained everything. Obviously the creator was ambivilous.

Also what does "Modern Quest System" Mean?
Title: Re: Caves of Qud: Now in Open Beta
Post by: Frumple on December 17, 2010, 11:06:23 pm
It is actually somewhat painful to look at -- and I say this as someone who plays DF and pretty much every roguelike where it's an option in ASCII -- but as a game qua game? I'm hooked.

My last dude died to a Snapjaw Firesnarler, who had set about half that cavern level on fire, including the walls. I burnt to death, because not only is shale apparently flammable, so is Jack. Jack was quick, had a beak and burrowing claws, spat electricity everywhere, and had multiple legs. He murdered over a score of hyenabolds (aka Snapjaws) through zappage and bludgeoning of the claws and staff. He slew a number of crocodiles, glowing fish, and what are apparently voracious mutant lilypads. He died to fire.

My next character, also named Jack, has spinnerets, multiple legs, and an exoskeleton. He (or she, I guess. Gender doesn't seem to be defined.) also can regenerate lost limbs. Through a quirk of mutation, Jack has gained the detriment Evil Twin. Somewhere out there, a parallel version of Jack travels through time and space to destroy him.

I have not yet moved more than 2 map squares from the starting town. Despite this, I am impressed.

EDIT: For those looking to get started, travel south two areas and kill some glowfish. Bring the glowfish back to the trader (Press ?, then check the 10 things) to sell for water. Use the water to buy needful things, then go kill more glowfish. Beware the lilypad things, because they apparently hit pretty hard, or something. Also watch out for crocs and more dangerous things as you expand your hunting area.

Starapples sell pretty well, if you've got harvestry. They're the red yen signs =p
Title: Re: Caves of Qud: Now in Open Beta
Post by: Hugehead on December 18, 2010, 12:05:52 am
The biggest bug that I've found is that you can't see enemies at night but it seems they can see you.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Frumple on December 18, 2010, 12:21:05 am
Torches. You'll probably start with them. If not, get one from trader. Wear it in an empty hand. You can light and extinguish them as needed.

You'll also occasionally take swipes at whatever you're attacking with said torch. S'nice.
Title: Re: Caves of Qud: Now in Open Beta
Post by: John Gaden on December 18, 2010, 01:48:15 am
Is there a way to NOT sometimes attack with my offhand? I'd prefer to not go around setting fires to everything i attack, it's a bit annoying.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Gatleos on December 18, 2010, 03:20:28 am
Screen-flipping instead of scrolling; interesting. Or it was interesting until I walked off the edge of the screen and screen-flipped directly onto a pit of acid.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Tarran on December 18, 2010, 03:52:03 am
Wow, those plants in the red rock that grab you really suck. It's impossible to shoot them to death for some reason as every time I fire at them I miss without any message, and getting past them is tricky if not fatal attempting.

Also, water as currency. Heh, now you can't just spend spend spend all your money with no consequences. Fooled me once. Didn't die from it though; died from some ranged enemy in the red rock cave.

Edit: Hehehe, I've got a HE grenade mk I. HEHEHEEEEEE! Oh man, purchasing that random artifact was a great idea. ;D

Edit2: HAH! I found a Freeze grenade mk I in a chest.

Edit3: And a poison gas grenade mk I. Oh my, it'll be fun using these.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Singularity-SRX on December 18, 2010, 06:39:07 am
This is so annoying, I'm trying to play but it freezes the second I open it up.

The initialization window thingy works fine, but the actual game doesn't even start playing :(
Title: Re: Caves of Qud: Now in Open Beta
Post by: Sowelu on December 18, 2010, 07:26:40 am
Oh my, this sounds very much like what I want.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Sappho on December 18, 2010, 10:14:23 am
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...
Title: Re: Caves of Qud: Now in Open Beta
Post by: Hugehead on December 18, 2010, 10:27:30 am
It takes a while to load after starting it, that might be your problem.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Pillow_Killer on December 18, 2010, 10:29:09 am
I'm running Vista
There's your prolem.
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on December 18, 2010, 11:31:40 am
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...

(FYI, I wrote the Caves of Qud software; I didn't realize it would spread outside of SA so fast; I hope you guys have fun with it! It's very early still, and there's still a ton of work do to. This is literally the second day of open beta, so there's alot of issues to work through. It's fully playable though, so I encourage you to try it out and post bugs!)

Try running the console shortcut (or creating a shortcut to xrl.exe with the '-console' parameter), perhaps OpenGL is failing.

At what point during startup does it freeze, can you see anything? If it's just a black/white screen, running in console mode should work.

FYI, I've done a bit of troubleshooting in the SA thread: http://forums.somethingawful.com/showthread.php?noseen=0&threadid=3235469&pagenumber=61#pti12

Basic Troubleshooting:

I get an IOError when saving, or I get a Prognition.SAV isn't found: I'm bad a programming and I'm creating saves under program files in Vista and Windows 7. Run as administrator, or re-install outside of program files (c:\games\coq or whatever)

My screen is all black or all white and nothing happens: Post your video card in the Freehold bug reports forum, and then try the 'Caves of Qud - Console' shortcut, it will probably work till I can fix these issues.

The font is hideous: Try the OpenGL Filtered shortcut.

I resized my screen now it's even more hideous: Download the latest and hit escape once you're in-game. Select the "reset aspect ratio" option and it should automatically resize based on your width to a correct aspect ratio.

How do I run in filtered or console mode from the zip installer?: Make a shortcut to xrl.exe with the -filter or -console argument, respectively.
Title: Re: Caves of Qud: Now in Open Beta
Post by: RichardTheWizard on December 18, 2010, 11:33:07 am
Oh wow, this game is fun.

My first character died because the watervine farmers shot me after I tried to steal from their chest.

Second time I died because I got eaten by beakraptors or whatever they were, there were tons of them.

Does anyone know what the whole 1d4 thing is on weapons? I read the manual but I don't think it says what the 4 relates to, and is there a sneak skill?
I'm going to have alot of fun tonight  :D
Title: Re: Caves of Qud: Now in Open Beta
Post by: Hugehead on December 18, 2010, 11:37:08 am
Never played a P&P RPG then? It's the damage for the weapon if I understand correctly.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Pillow_Killer on December 18, 2010, 11:38:03 am
1d4 means roll a four-sided dice 1 time. 2d6 would mean roll twice the six-sided dice, etc.
-edit-
And yeah, the result is weapon damage
Title: Re: Caves of Qud: Now in Open Beta
Post by: RichardTheWizard on December 18, 2010, 11:39:52 am
Ah thanks you very much, I haven't played a game like this before. The only thing that would come close is DF I suppose.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Sappho on December 18, 2010, 11:55:29 am
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on December 18, 2010, 12:03:25 pm
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.

Yup, we noticed a bunch of people landing at weird places on our site, and realized it was already in a bunch of forums all over the internet! A little faster than we expected, but it's all good, just be aware that there are some bugs, mostly covered in the troubleshooting. Hope you guys enjoy, there's a lot more coming.

FYI, I'm a huge dwarf fortress fan. (but hey who isn't?) :D
Title: Re: Caves of Qud: Now in Open Beta
Post by: Sappho on December 18, 2010, 01:00:25 pm
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?
Title: Re: Caves of Qud: Now in Open Beta
Post by: cerapa on December 18, 2010, 01:01:15 pm
I have actually seen a bunch of developers show up here. I dont remember what the particular games were but I have seen at least 4 others.

I havent gotten very far...only 1 level up. Really should just hunt early and then do the quest I suppose.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Sappho on December 18, 2010, 01:07:09 pm
I jumped straight into the quest, had to run back to town once to let the elder kill off a few tortoises when I got mobbed by them, but other than that I'm doing ok as long as I'm careful. The blood spatter in this game is positively fabulous, by the way. I was standing on a pile of stuff, some kind of chameleon cut me and I started bleeding, and all the items I was standing on (as well as some of the monsters I was fighting) turned bloody.
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on December 18, 2010, 01:25:10 pm
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?

Hold down ctrl and hit a direction to force an attack. You can force attack just about anything in the game in this manner.
Title: Re: Caves of Qud: Now in Open Beta
Post by: cerapa on December 18, 2010, 01:30:58 pm
I am running into some bugs with mutation levels. In one game I randomly got an extra level for 2 mutations and now cryokinesis ate a mutation point without upgrading.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Frumple on December 18, 2010, 01:33:47 pm
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on December 18, 2010, 01:35:08 pm
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: cerapa on December 18, 2010, 01:42:24 pm
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.
Oh yeah, forgot. Still, a point got eaten.

On a different note, flaming hands is the best mutation, the best. Also, bronze swords can burn.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Hugehead on December 18, 2010, 01:57:59 pm
Saltwurm.






Hold me.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Tarran on December 18, 2010, 02:44:23 pm
I'm running Vista
There's your prolem.
Seriously? Blaming the OS? I'll have you know that I've got Vista and the game runs fine.



Anyway, Unormal, the domination mutation is quite powerful. Almost too powerful. It has a low cool down(70 ticks) that cools down while you're dominating. So as you can see you can just continually dominate enemies and almost never get in trouble unless you get surrounded(though you'd be screwed anyway in that situation). I suggest lowering the cool down rate that happens while your dominating to 1/2 the normal speed, or 1/4 the normal speed, or maybe have it not cool down at all while dominating.

Edit: Also, I got a bug while loading my game: Bad binding, BringArgyveWire, Tarran((my guy's name)), Took.

Edit2: Aww, darn goatfolk savage. Killed my best adventurer(level 8) yet. I really should've used my grenades. Oh well, time to try again.
Title: Re: Caves of Qud: Now in Open Beta
Post by: hachnslay on December 18, 2010, 03:27:06 pm
... i played it some time ago ... and bought a license today ...
i never played non-mutant ... the benefits just don't seem big enough.
also: what does the :gonk: in debug do?
Title: Re: Caves of Qud: Now in Open Beta
Post by: Frumple on December 18, 2010, 03:55:22 pm
Non-mutants are actually considerably easier to start off with -- they've got a fairly massive initial stat advantage, much better stat progression, generally considerably more (and more helpful) starting skills, and a very much notable initial equipment advantage.

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. So far, true men have been the easier game for me, while mutants have been the awesome-er game for me :P
Title: Re: Caves of Qud: Now in Open Beta
Post by: Tarran on December 18, 2010, 04:01:52 pm
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

Edit: Unormal, another bug; knowledge of items to create in tinkering carries on between games.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Sappho on December 18, 2010, 04:18:34 pm
Is there a list somewhere of all the mutations and what they do and how to use them? I can't seem to find any in-game description of my mutant abilities, and experimenting with many of them doesn't help me understand what they do or how to use them.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Frumple on December 18, 2010, 04:20:01 pm
x->move cursor to mutation->space

It'll give a description of what the mutation does -- is also how you invest mutation points in them. You can select mutations in the generation screen to see what they do, too.

As for using, if it's an activatable mutation, it's either a or m, I think, in the default keybindings. Select the ability you want to use, press enter, then assign it a hotkey (1, shift+1, etc). Afterwards, just press the assigned key to use.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Tilla on December 18, 2010, 04:21:16 pm
Loving this game a lot, though I'm going slow this time and just reaching level 5 shortly :3
Title: Re: Caves of Qud: Now in Open Beta
Post by: Tarran on December 18, 2010, 04:21:43 pm
God damn, albino Apes are tough. Seriously, don't even think of fighting them in melee unless you are a god of the early game, because that ape just wouldn't give in to domination or melee attacks. Well, time to start another adventurer.
Title: Re: Caves of Qud: Now in Open Beta
Post by: x2yzh9 on December 18, 2010, 04:23:19 pm
... i played it some time ago ... and bought a license today ...
i never played non-mutant ... the benefits just don't seem big enough.
also: what does the :gonk: in debug do?
It's a joke
Title: Re: Caves of Qud: Now in Open Beta
Post by: cerapa on December 18, 2010, 04:36:18 pm
Things are going really well. Level 7, almost 8 and saving up for another mutation. I actually savescummed once though. How was I supposed to know that that corpse was actually in the same square as superheated steam due to of my fireball?

Anyway, I finished the quest but forgot what city the dude pointed at me to go next. Anyone know what it was?
Title: Re: Caves of Qud: Now in Open Beta
Post by: Tarran on December 18, 2010, 04:42:04 pm
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Frumple on December 18, 2010, 04:52:41 pm
... past the rusted archway. Buggery.

That would explain what happened to th'best of my runs, so far. I thought the grit gate was somewhere in the rusted archway. Went all the way to the bottom of the thing, too, before running into a flaming snout on the way back up. Fire, fire, everywhere.

Latest run's doing well, so far. Frozen hands + multiple legs = win. Kite, freeze, murddaaaarrrr.

EDIT: Robots seem to be particularly susceptible to freezing, oddly enough. 250-300 xp per kill isn't a thing to scoff at, at level 4.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Sappho on December 18, 2010, 04:55:17 pm
You can review your quests (all nicely broken down into steps) by pressing q.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Tarran on December 18, 2010, 04:58:53 pm
Wow, I just died to a glow pad when I wasn't paying attention. That's a darn shame since that guy was an excellent choice for a melee character. I blame you guys for distracting me with your posts long enough that I forgot the situation I was in.

Ohh, got a good roll; Precognition Spinnrets Heightened Speed and Flaming Hands with 12st 18 agil 19 tough 19 intel 20 will and 14 ego. This should do quite nicely for a ranged character.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Frumple on December 18, 2010, 05:00:22 pm
I've lost like two guys to those freaking glowpads, man. They're harder to kill then crocs and love to crit for some ungodly reason. Trivial threat my arse.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Tarran on December 18, 2010, 05:07:55 pm
I hate Jilted lovers. I just died to one. You can't attack them with ranged attacks, making life hell for ranged characters, and it is very difficult to get past them in hallways.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Frumple on December 18, 2010, 05:10:57 pm
Freezing hands hits them just fine :P

Most other ranged mutations I've tried seem to, too. For th'non-mutants, I can see how it'd be more trouble, I guess. The jilts seem to be pretty easy to kill in melee, though... I've occasionally had them knock off 15-20 hp, but it's pretty rare. Usually they just die to the first swing, even for critters that haven't been exactly melee spec'd. Heavier armor seems to help, somewhat.

Grenades, maybe?
Title: Re: Caves of Qud: Now in Open Beta
Post by: Tarran on December 18, 2010, 05:13:39 pm
Freezing hands hits them just fine :P

Most other ranged mutations I've tried seem to, too.
...You mean I could've used flaming hands on them? Crap.

Quote
Grenades, maybe?
They aren't worth the grenades.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Frumple on December 18, 2010, 05:24:42 pm
Yes. You could have burnt them from the face of existence (or at least whatever wall they were stuck to).

In other news, Freezing hands + slumberling = hilarity. Most of the time, the thing lapses back into hibernation before it thaws out. That's some hardcore sloth, right there.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Soulwynd on December 18, 2010, 05:29:07 pm
I rolled an amazing character. I called him a light esper. The had the light power that was basically the same as having a torch and a laser pistol. He had psychokinesis -and- created entangling vines, so imagine the fun.... Freaking warrior managed to kill him, despise burning and shooting him madly.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Tarran on December 18, 2010, 05:32:13 pm
Huh, I found a caravan. Neat, never knew there were caravans. And a guard died for some reason. Free weapons for me! Unfortunately, the caravan only sells nuggets, which are worthless to me. Plus, he doesn't have any drams.

Also, domination is the best early game life saver ever. There's no arguing that controlling the enemy that was about to kill you is the best weapon and life saver in the entire game.

Aaaannnd I died to a brute. I really should've not tried fighting him and instead just dominated him and make him leave.

Edit: Started a new guy. Did good. Found a ruin and raided it. Dominated a creature then tried to kill a hermit but failed. Tried meleeing the wounded hermit but despite his wounds and his "average" difficulty he still managed to beat the crap out of me.

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).
Title: Re: Caves of Qud: Now in Open Beta
Post by: DFNewb on December 18, 2010, 08:25:36 pm
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on December 18, 2010, 08:30:27 pm
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.

Sounds like an opengl/video card driver issue.

Make a shortcut to xrl.exe with the "-console" paramater and run that instead. That should fix your issue. Make sure you install to a directory that isn't program files, or run as administrator.
Title: Re: Caves of Qud: Now in Open Beta
Post by: PrimusRibbus on December 18, 2010, 09:13:44 pm
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Hugehead on December 18, 2010, 09:14:30 pm
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?
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on December 18, 2010, 09:15:04 pm
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.

Could try the real console instead, make a shortcut to xrl.exe with "-console" as a paramter. Or try just adding "-filter" to filter (antialias) the opengl graphics.
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on December 18, 2010, 09:15:37 pm
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?

Yes, I really like DoomRL, though the chaingun statistics are a coincidence.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Frumple on December 18, 2010, 09:43:41 pm
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on December 18, 2010, 09:46:45 pm
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.

Using a light and shield in your secondary arms should be just fine. Dual-wield skills apply to your primary arms, your secondary arms have their own reduced change to proc based on your mutation level.

Freezing ocurrs based on your material; as you get colder, it will slow you down.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Tarran on December 18, 2010, 10:18:48 pm
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."



Anyway, unormal, minor question; what kind of items go into the Floating Nearby slot of the inventory? Nothing ever seems to go there.

Also, holy crap saves are big.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Frumple on December 18, 2010, 10:37:04 pm
I found a floating glowsphere, once. Was like one of those ego-type things on the weapons, willowy, etc. Would have been holy-hell useful on something that already didn't have four arms -- it'd let true men wear a shield and not, miraculously, be blind at night.

Glowspheres >> torches. I'm quite curious to see what sort of light comes next...

Edit, argh, game-stopping error:
Spoiler (click to show/hide)
Title: Re: Caves of Qud: Now in Open Beta
Post by: Tarran on December 18, 2010, 11:14:46 pm
Unormal, in the quest where you give Argvye wire, when you give it to him it still stays in your inventory. I think it may be the reason for this error message:
Bad binding, BringArgyveWire, Tarran, Took.

Edit: AAAAAAAAAAAAAAARRRRRRRRRRRRRRGGGGGGGGHHHHHHH, SALT WURMSSSSSSSSSS. GAH, FREAKING 232 DAMAGE!
Title: Re: Caves of Qud: Now in Open Beta
Post by: Frumple on December 19, 2010, 12:07:20 am
Yeah, the no-give quest items is a known thing, slated for fixin' eventually. Saw it mentioned on the main forum. Once you've got the quest complete, you can go sell the junk to someone. The wire doesn't sell well, but the non-tinker joppa fetch quest does.

As to salt wurms, all things fall before freezing hands. All things*.

*except gamestopping bugs.

EDIT: Shout-out to anyone that's having problems with save-game size -- if you compress (Winzip/rar, 7zip, etc) the save folder while you're not using that character, the HD consumption will freaking plummit. Had a ~200 meg folder compress down to 9.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Moogie on December 19, 2010, 12:28:37 am
This game sounds great, but all the talk of headache-inducing ASCII is offputting.

I'm not allergic to ASCII by any means, but if it's so bad that Dwarf Fortress players are complaining of eyesores, then I don't even have to see it to know I couldn't enjoy it. :(
Title: Re: Caves of Qud: Now in Open Beta
Post by: Frumple on December 19, 2010, 12:36:26 am
Supposedly playing in console mode or with opengl filters or something can improve things, but I've not gotten around to trying that. The eyestrain's gone down a bit now that I've been playing it for several hours, but I've still got a low-grade headache burgeoning, mostly 'cause of trying to find those damn crocs in the middle of swamps, and similar stuff.

I think most of the eye-strain's caused by the screen being too busy without sufficient filter... a 'seen creatures' and 'seen items' tab or something (terminal windows, ala *band varients) would probably cut my headache in half, if not outright eliminate it. I've recently noticed pressing alt does something odd that simplifies the map noise for a moment, which has been helping a bit, but you can't move around while doing it.

A lot of the folks playing it aren't even getting pinged by whatever's causing the problems for some of us. Give it a try and see which group you're in -- it's definitely a game worth a lil'pain to get into ;D
Title: Re: Caves of Qud: Now in Open Beta
Post by: woose1 on December 19, 2010, 12:39:07 am
Eh, it's just a bit tough to spot some creatures in certain situations. IE: the above mentioned Crocodiles in swamps.

I personally haven't gotten any headaches or anything like that.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Tarran on December 19, 2010, 12:41:52 am
Tip for when people are just starting the game or are looking for some free loot; stealing from Joppa and getting easy items.
There are six buildings with chests. Argvye's house thing, the house immediately up-left from your starting position, the first house down-right from the elder's house, the house right of it, and the trader's house.

You can only successfully steal from four without doing something smart. Here's how to do each one.
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.

Now, for the elder and trader's house, you have to get them outside. However, that's impossible do without destroying a wall or teleporting since you can't get around them to push them out. Now, when testing, I tried destroying a wall. I destroyed it and pushed the trader outside, then closed the door. As soon as I was done stealing he started attacking me. So either I got spotted by the two watervine farmers to the north, you can't steal from them(or at least the trader, since I'm not willing to try stealing from the elder and possibly die again) at all, you must have all entrances closed(though that conflicts from the fact that Argvye's house has no doors at all and two tiles open), or people must be a certain distance(more than 4 tiles) away.

I haven't got very far in this character yet, but as far as I can tell there are no immediate side effects from stealing from those houses with the above methods.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Tnx on December 19, 2010, 12:51:45 am
Game's pretty cool so far.  Is there a safe place to store all my stuff?  Can I just put it in one of the houses in the starting town? Oh and how are you guys navigating around, 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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Tarran on December 19, 2010, 01:01:06 am
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.

Quote
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Tnx on December 19, 2010, 01:11:22 am
Thanks for answering my questions Tarran.  I've been killing those S guys and selling their stuff to the trader, and the trader now has no money to pay with.  I bought a bunch of stuff off of him but his money stays the same, perhaps this is something that should be changed?  Also, does the trader refresh his money/items every couple of days?
Title: Re: Caves of Qud: Now in Open Beta
Post by: Tarran on December 19, 2010, 01:12:24 am
Also, does the trader refresh his money/items every couple of days?
Yep. Takes a while, but they eventually do.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Frumple on December 19, 2010, 01:19:07 am
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.

Re: Selling junk in Joppa -- you can also get a little extra water out of th'w and f dudes. Just leave them a single vinewafer so you can open up trade to sell to them, later. I don't think their water supply refreshes, but that's still around 200 drams of water to be bartered for.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Tarran on December 19, 2010, 01:25:32 am
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.

Edit: Too bad the only thing it it was a torch... I feel like the RNG is taunting me.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Tnx on December 19, 2010, 01:30:02 am
Wow, a croc corpse nets 197 drams. Craazyyy.  So is everyone training up in the area around the starting town first before venturing north?  What level should I aim for before going up there? I'm a praetorian by the way, I kill lots of things in one or two hits, seems kind of easy.

EDIT: thanks for that info frumple, just in time because I was going to throw this croc corpse away.

EDIT2: I can't trade with them, I tried using space and C but it doesn't do anything, they just say a phrase and that's it.  How do you trade with them?
Title: Re: Caves of Qud: Now in Open Beta
Post by: Frumple on December 19, 2010, 01:40:38 am
I usually net level 2 in the swamp two screens south of joppa, then go to the canyons two screens north of joppa and clear out a couple screens of snapjaws and such, collecting loot and leveling a couple times. Then I go back to town, sell and buy as needed, and go through the tinker's quests before hitting red rock. Red rock itself isn't particularly dangerous unless you happen to come across an unfortunately boss snapjaw, like the fire-spitting one that killed my first or second character. A praetorian would probably be able to just walk in, murder everything, and walk out. You'll probably be fine as-is up to two-headed boars and the most stubborn of hermits, so you could stand not doing much 'training' in the local area. Just be ready to kite backwards to regain some HP if the situation calls for it, and do try to avoid fighting more than one critter at a time. Chokepoints and corridors are your friend.

Clearing out a few ruins or whatnot might not be a bad idea, though. There's some nasty stuff in them there hills, and your true man, while tough and very powerful, isn't particularly quick (compared to, say, a teleporting or multi-legged mutant), so if you run into something that's both stronger and faster than you, you're probably screwed. So doing a little training in the 'safer' areas might make it less likely for you to run into something possessing both those attributes.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Tarran on December 19, 2010, 01:47:02 am
Also, some ruins can be generated in the swamps. I think somewhere directly east of Joppa 2 or more screens away if their position is always in the same place. So far I've got ruins there twice. They usually have high level enemies(I got a turret once, but I blasted it with a sniper rifle), but can have high value loot(like the chaingun I mentioned a while ago). I'm a bit busy clearing out Red Rock at the moment, so if anyone wants to confirm or refute for me, go ahead.

Edit: Nope, doesn't seem like they're always generated in the same area.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Tnx on December 19, 2010, 02:12:51 am
I still haven't figured out how to trade with the watervine farmers.  I went to the game's forums and read around but still didn't find any info on that, can you tell me how you did it Frumple? (Or anyone else that knows how)
Title: Re: Caves of Qud: Now in Open Beta
Post by: Tarran on December 19, 2010, 02:19:01 am
I think you can only trade with Mehmet.

Also, major tip for anyone getting burdened by water; swap your water with nuggets. They are far more efficient on weight and you can sell them back for the exact same price. Of course, it's always a good idea keeping some water to drink. However for excess water, nuggets are much lighter and you can actually carry them on yourself unlike water which weighs a ton.

Note that beads are also good on weight—better than copper or silver—but they aren't as good as gold nuggets. Edit: However, I think selling back to traders makes less money then it costs to buy them, so beads aren't as good as nuggets in that respect.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Frumple on December 19, 2010, 02:31:50 am
Yeah, sorry, only the red-f-head-dude-farmer-thing. Him, th'blue 'w' to the north, and the trader are the only ones you can get water from in Joppa -- tinker dude doesn't keep water on him, so selling to 'im is a bust.

EDIT: Latest abuse trick learned: Burgeoning summoned plants can leave behind corpse-material... such as lover's blossom, which sells for a jack-ton at that point in the game.

EDIT2: Don't try to melee burgeoning summoned pricklers when you're level one. In fact, don't try to melee pricklers at all, if you can avoid it.

E3: Confirmation on thievery, it definitely requires LoS for them to hate you. Just dug a hole into the back of Tam's building and shifted him outta' there, nabbing all his junk immediately thereafter. No one seems to care~
Title: Re: Caves of Qud: Now in Open Beta
Post by: Tnx on December 19, 2010, 02:54:25 am
Wow, the shop just refreshed and I bought a glowsphere off of the trader for 25.  It acts as a super torch, lights 8 squares each way from my character.

EDIT: Wow okay, so I was running from an albino ape, and I crossed two areas, I managed to get him 3 tiles behind me, so then he could not follow me to the next zone.  Now after healing up, I decide to go back to fight him, I go back on the SAME PATH and as I try to travel to the area where I lost him at, I'm actually attacking him, but he cannot attack me back.  It seems like he is stuck in the area over there but cannot see me... This has got to be a bug right?
Title: Re: Caves of Qud: Now in Open Beta
Post by: Tarran on December 19, 2010, 03:25:33 am
Tip for everyone reading; EQUIP YOUR WEAPON ONCE YOU BUY IT. I was fighting Crocs with my fists and a torch without realizing it. Strangely, I survived long enough to realize why I was failing against them.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Pillow_Killer on December 19, 2010, 04:13:25 am
Spoiler (click to show/hide)
Goddamn you, RNG. God damn you.
Then again...
Spoiler (click to show/hide)
Title: Re: Caves of Qud: Now in Open Beta
Post by: Tnx on December 19, 2010, 04:48:03 am
So I went to the ruin directly east of the starting town.  Hard enemies but I managed to get out of it.  I got a carbide longsword, Issachari Banner, slender steel plate, and lots of grenades.  That stuff is probably chump change to you guys but it makes me happy!  Thanks for the tip on the ruins guys.

EDIT: Did quest line to get the Joppa Recoiler, acts like a town portal.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Pillow_Killer on December 19, 2010, 05:07:01 am
Has anyone found a datadisk yet? I cant get my hands on one, even after hours of playing this little gem.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Tarran on December 19, 2010, 05:09:05 am
AARGHGJGHFHFGGFFJG. QUILLIPEDS! You're impossible to beat in melee but I ran out of freaking ammo for my guns. And I had a freaking(broken, though I could've bought a fixing spray from the trader) chaingun AGAIN.

Sigh, another enemy that ruins my good runs.

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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Tnx on December 19, 2010, 05:10:16 am
You can buy data disks off of Argyve for 107.  I just got that quest line too.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Tarran on December 19, 2010, 05:39:23 am
Huh, the ruin generation seems to be random. I searched a large part of the swamp—committing mass genocide against Glow pads, fish, and crocs as I went bumping my praetorian to level 6—and found nothing. However, I found the ruins completely by accident north of the town between red rock and the town in one of the squares. Let's see what kind of loot I can get without dying.

Also, I think I've figured out how many screens are in a world map's tile; 9. Each world tile is a 3x3 screen's worth of area.

EDIT:OH GOD FIRE ANTS WHAT THE HELL?!

Edit2: Oh god fireantdeathflame. Ouch, that hurt.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Pillow_Killer on December 19, 2010, 05:43:27 am
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.
-fakeedit-
Oh my god floating glowsphere
-fakeedit2-
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Tarran on December 19, 2010, 05:46:48 am
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-
Oh my god floating glowsphere
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.

-fakeedit2-
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.
I would answer, but I never got that far due to horrible monsters murdering me non-stop.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Tnx on December 19, 2010, 06:09:56 am
So I attacked and killed one of those neutral E guys, and then all the ones in the level are chasing me.. and chasing... there's about 5 of them on my tail.. My guy is kinda too slow to kite, I take hits if I try to go diagonal.  I'm savescumming this one because I think I'm screwed.  Any ideas on how to handle this?
Title: Re: Caves of Qud: Now in Open Beta
Post by: Singularity-SRX on December 19, 2010, 07:39:54 am
So I got it to work, and it's pretty awesome!

I raided the houses and just stole anything that was useful, then went and killed the zealot guy, but no-one got pissed at me :P

Am I the only one who likes to play true human tinkerer?
I love being able to create my own stuff and actually knowing what these artifacts are is really useful
Title: Re: Caves of Qud: Now in Open Beta
Post by: Sappho on December 19, 2010, 07:47:11 am
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.

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?
Title: Re: Caves of Qud: Now in Open Beta
Post by: cerapa on December 19, 2010, 07:50:42 am
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.

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?
Go to the skills screen, you can buy them there.

Anyway, a mutation point got eaten again, with stunning force. Can I really upgrade only my flaming hands and triple joints?

EDIT: Hahaha, I tried to burn down a wall and ended up setting the whole cave level on fire and now theres so much smoke I cant see the exit.
EDIT2:My save is now 400mb.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Sappho on December 19, 2010, 08:21:05 am
I just found and killed my first named creature: Scurdoubuugoow, the fleet-footed Snapjaw Gutspiller.  Whose guts are spilled now, Scurdoubuugoow? >P

Honestly this game is just about everything I've ever wanted DF Adventure mode to be.
Title: Re: Caves of Qud: Now in Open Beta
Post by: cerapa on December 19, 2010, 08:34:06 am
The game broke now.
Spoiler (click to show/hide)
Apparently my level 11 save is now busted. Dont think Im gonna play another game of this until the next version.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Singularity-SRX on December 19, 2010, 08:45:55 am
Urgh...
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 :(

Edit:
Aaaaannnd I just died. Was going to red rock and there were some ruins, so I checked them out, and got killed TWICE over, first from a something mortar, and a second time (at the same time) by an explosion :P
Title: Re: Caves of Qud: Now in Open Beta
Post by: cerapa on December 19, 2010, 09:32:14 am
Urgh...
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 :(
I assume you are attempting to get items with space? You can pick up items with the g button.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Tarran on December 19, 2010, 03:04:26 pm
Am I the only one who likes to play true human tinkerer?
I love being able to create my own stuff and actually knowing what these artifacts are is really useful
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.

Edit: Or not. Drillbots prevent me from living, thus preventing me from tinkering.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Soulwynd on December 19, 2010, 04:27:06 pm
Do you guys have any good strategy for starting characters? going to the caves seems almost suicide with any character I make.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Tarran on December 19, 2010, 04:40:45 pm
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.

1: Steal from all the town's chests.
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.

2: If your character is REALLY weak, go on a killing spree in the swamps until you're level 3 or so. Otherwise, this is completely optional. The enemies are quite easy. The Glow fish always drops a corpse and it's worth a decent amount if you choose to sell them. The Glow pads are really tough but they're completely immobile. And Crocs may be somewhat more difficult than glow fish, but they're more rarer.

3: Go to the Red Rock. The enemies mostly consist of those s guys and the normal and hunter ones which are quite weak individually. The main threat is the Lovers, seed spitters, and the rare s warriors, shotgunners, brutes, and warlords. Also the rare unique s might be a problem, but it's quite unlikely that you'll find them. The money you can get from the loot in the Red Rock is huge. You may also find something worth wearing if you're lucky. Tip though; once you hit the bottom level(4) don't go down the river too far. If you do go down the river a little, make sure you don't go up any stairs or go too far down the river as the enemies get nasty quite quickly.

4: After you finish the watervine eater quest, go to the Rust Wells and complete Argvye's quest.

After these you should be pretty strong. There's also a ruin generated near the Joppa, likely directly east of Joppa. There, the enemies are quite difficult, but the loot can be great if you're lucky enough(Chaingun comes to mind).
Title: Re: Caves of Qud: Now in Open Beta
Post by: Tilla on December 19, 2010, 04:41:02 pm
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
Title: Re: Caves of Qud: Now in Open Beta
Post by: Sartain on December 19, 2010, 04:43:37 pm
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

Depends on character as well. I made a True Man Praetorian and he cleaned out Red Rock easy-peasy.
On the other hand, a mutant will probably want to get a few levels under his belt in the swamp areas around Joppa before going anywhere else.

Edit: Also, this game is awesome. Really looking forward to the finished product!
Title: Re: Caves of Qud: Now in Open Beta
Post by: Tarran on December 19, 2010, 05:05:21 pm
Tip: Don't buy tinker recipes. I bought level 1 recipes and the game got stuck, forcing me to close it entirely, thus making me lose my in progress game.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Singularity-SRX on December 19, 2010, 06:03:44 pm
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
Title: Re: Caves of Qud: Now in Open Beta
Post by: Tilla on December 19, 2010, 06:07:46 pm
yah I accidentally killed Argyve when he caught me stealing once
Title: Re: Caves of Qud: Now in Open Beta
Post by: Soulwynd on December 19, 2010, 06:16:48 pm
Time to reroll my timelord esper then!
Title: Re: Caves of Qud: Now in Open Beta
Post by: Sartain on December 19, 2010, 07:12:23 pm
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

I killed Argyve without even noticing myself once. Its that easy!
Title: Re: Caves of Qud: Now in Open Beta
Post by: Tarran on December 19, 2010, 08:09:12 pm
I think I'm going to start save scumming now. My latest game just froze and had a Memory leak while it was supposedly generating a new area despite the fact that I was in the middle of the area I was in. Sigh, yet another good game in the dumps.

Edit: Once again, memory leak. Thankfully I saved. Seems like the ruins are causing the memory leaks.

Edit2: HOLY SHIT MISSILE LAUNCHER ON GLOW FISH WHAT THE HECK.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Frumple on December 19, 2010, 09:41:26 pm
Lost another one to that 'object reference not set to instance of an object' message, bleh.

Anyway, mutation synergies. Turns out force bubble and burgeoning is a viciously effective mix: Plants are bloody dangerous, but they're immobile. Force bubble lets you push things around... like, say, back into range of a prickler. My fellow had managed to kill three albino apes in a rustwell cavern =(

As always, though, multiple legs is my MVP mutation. I've not yet tried a mutation that's quite as useful as it is -- being able to kite or just plain flee, reliably, is incredibly helpful thing. Going to try beguiling next, I think. Domination was interesting, but melee ranged and prone to failure. Wings + ranged combat is freaking deadly against anything pure melee -- they can't hit you, you can hit them. Probably going to have to give a flyer with an effective ranged mutation (probably one of th'hands) a chance, character after next.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Tarran on December 19, 2010, 09:55:02 pm
Domination may be dangerous to use, but it's a sort of panic button anyway. It's not something you'd use often. Regardless, it's a good thing to have when that tough(or not so tough) enemy is coming down on you and you've got a few HP and no way of killing that enemy before it kills you.

Also, carapace is very good. Sure, it may not be very good(heck, it sucks) for the starting game, but give yourself good enough dodging to contract it and level it up and you've got a butt load of AV without having to wear heavy armor.
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on December 19, 2010, 10:12:27 pm
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!

http://forums.freeholdentertainment.com/showthread.php?6-Caves-of-Qud-Private-Version-History/page20
Title: Re: Caves of Qud: Now in Open Beta
Post by: DFNewb on December 19, 2010, 10:25:10 pm
the -console worked, and this game is amazing. It is kinda easy though. I haven't played a rogue-like for a while but this seems really easy. I am a regular human, Praetorian, still using the starting sword, but have a shit-ton of guns, grenades and health injectors. A swarm of those buggers (the purple x's) almost killed me because I was damaged from before, pulled out my guns 1 by 1 and raped them. A musket, shotgun, revolver, and the starting rifle.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Tarran on December 19, 2010, 10:26:41 pm
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!

http://forums.freeholdentertainment.com/showthread.php?6-Caves-of-Qud-Private-Version-History/page20
Oh, thanks for linking to that thread.

I must say, this game is quickly taking up a lot of my time.

Quote
*Reduced steam damage
Thank goodness. That was needed. I mean, 24 damage from steam alone instakilled me once.

Quote
*Reduced the quills level of Quillipedes to 3 from 5
...

*Evil laughter* Looks like I'm going to be able to get some revenge soon.

Also, anyone who is trying to steal from Argvye, the elder or the trader in the latest version.
Quote
NPCs will return to their home location if they get bored and have nothing to do
That means it won't work anymore. So you're going to have to skip stealing from them.

Also, the elder is ridiculously easy to kill despite being at impossible difficulty. So you can just kill him while the door's closed and no one will care. I suggest you finish the watervine eater quest first though, otherwise you won't get the reward for finishing it.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Keiseth on December 20, 2010, 05:14:22 am
This game is crazy good, and seemingly came out of nowhere. I've only tried mutant so far, but it has been a lot of fun. Wings let me use my revolvers out of the range of things that would have otherwise wrecked me. Flaming hands is fun. Space-time vortex is... dangerous.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Singularity-SRX on December 20, 2010, 06:03:47 am
Just wondering, but is it a bad idea (for later in the game) to kill argyve?

I know he sells data disks and scrap, and supposing you buy it all, does it restock with different stuff? If so then I may be screwed going on the tinker-path  :o
Title: Re: Caves of Qud: Now in Open Beta
Post by: Keiseth on December 20, 2010, 06:52:18 am
I was wondering about restocking in general. I need more lead slugs, and they are currently at a premium. Irritatingly, the dromad is also out of all food items! I can't find a key to sleep the night away, either, so I'm hunting and foraging to survive despite a massive amount of fresh water to sell. (120 lbs or so of it!)
Title: Re: Caves of Qud: Now in Open Beta
Post by: cerapa on December 20, 2010, 07:58:00 am
Quote
*Reduced steam damage
Looks like its time to have another game with flaming hands.
Quote
*Reduced the weight of raw butchered meat
Hell 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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on December 20, 2010, 10:13:07 am
Quote
*Reduced steam damage
Looks like its time to have another game with flaming hands.
Quote
*Reduced the weight of raw butchered meat
Hell 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.

aMod means your agility modifer, in this case. Not particularly clear wording.
Title: Re: Caves of Qud: Now in Open Beta
Post by: cerapa on December 20, 2010, 10:16:56 am
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Sappho on December 20, 2010, 12:34:16 pm
Ohhhh updates, awesome!

I've found, as far as starting the game goes, that if I take my time, am careful with each step, and clear out all the areas on the way to Redrock, I am strong enough by the time I get to the caves that I can make it through.  It's all about being careful with each action and step, however - I tend to die when I'm walking back to town and don't notice that an enemy is coming towards me, then I get smushed.

As for food, I think the harvesting skill is worth having. You can collect 10 vine wafers at a time from any vine, so you don't have to worry quite so much about food supplies.

EDIT: To download the latest version do we just go to the same download page and re-install, or is there a patch-only file we can download somewhere?
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on December 20, 2010, 12:57:49 pm
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.

Send the primary.sav to support at freeholdentertainment dotcom
Title: Re: Caves of Qud: Now in Open Beta
Post by: Soulwynd on December 20, 2010, 01:02:16 pm
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on December 20, 2010, 01:09:43 pm
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.

Hit F11 to disable animations if CPU utilization is a big concern.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Soulwynd on December 20, 2010, 01:11:34 pm
Oh, I could do that yes, but I don't really want to disable animations. You could perhaps make it update only 10 times a second instead of over 9000? That would help and keep animations up.

It's just a suggestion that would make your game more enjoyable without getting rid of the cool animation feature.

The second reason would be that, with animations disabled, the screen is soon filled up with tiles that wont go away, like *HIT*... *BLOCK* .. and things like that.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Pillow_Killer on December 20, 2010, 01:55:42 pm
Whatever you do, dont have it hardcoded. I want my animations.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Soulwynd on December 20, 2010, 02:34:35 pm
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: magellan on December 20, 2010, 04:36:42 pm
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!
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on December 20, 2010, 05:00:13 pm
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!

Thanks! I really like prospector, great concept. The other idea for a roguelike that I was considering was a space exploration game (ala starflight, planet's edge, etc), but you had it covered ;)
Title: Re: Caves of Qud: Now in Open Beta
Post by: Keiseth on December 20, 2010, 06:17:33 pm
As fun as the game is, I really have to compliment the writing and setting. It's totally alien, and yet hauntingly familiar at times. The use of mostly unique creatures and the use of fresh water as currency is all very immersive and welcoming-- we have already far too many Roguelikes with Warrior/Rogue/Thief, and kobolds and goblins. I can't wait to see it develop even further.

In short, this is really good!
Title: Re: Caves of Qud: Now in Open Beta
Post by: Grishnak on December 20, 2010, 06:52:55 pm
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. :(
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on December 20, 2010, 07:02:40 pm
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. :(

What is the crash? There's no exception text?
Title: Re: Caves of Qud: Now in Open Beta
Post by: Grishnak on December 20, 2010, 07:26:51 pm
Its different every time, 2 of the crashes had no error messages, just the application completely crashed.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Tnx on December 20, 2010, 11:01:46 pm
The people asking about shopkeepers restocking.. Yes they do restock, I don't understand why you would kill argyle for his stuff... you can easily buy out his shop with like two crocodile corpses.  Getting that is sooo easy.  Anyways, I restarted my praetorian and started with a vibroblade worth 800 and a SOLAR cell.  Awessommee.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Singularity-SRX on December 21, 2010, 01:11:05 am
Thanks for the tip, but it seems nobody actually has enough money to buy a single corpse off me :P
AND IT'S 200 DAMN POUNDS

Btw nice, i started with a vibro dagger with a <low> chem cell in it :P
Title: Re: Caves of Qud: Now in Open Beta
Post by: Tnx on December 21, 2010, 01:23:39 am
Well you should really be using those corpses to trade for useful things.  I always buy all shotgun/lead ammo/artifacts/nades... then I buy out whatever else is relevant (in my case, tinkering stuff).  Any left over you use to buy nuggets.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Ozyton on December 21, 2010, 01:31:49 am
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?
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on December 21, 2010, 01:37:21 am
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Ozyton on December 21, 2010, 01:39:53 am
Hit escape in game and select 'r' to reset your aspect ratio. Also try the "-filter" command line parameter.

I've been trying to do that, but that just makes the window adjust its height. It doesn' make the whole window adjust to make the 10x12 tiles actually 10x12

Also, I'm not sure what you mean by command line. if you mean make a shortcut and add that, it doesn't do anything.

EDIT: oh yes, I hit a button (dunno which one) and it removed the fog of war or something and that seems to be cheating, but I can't get it back to normal. wtf? (it was one of the logitech G15 buttons)
Title: Re: Caves of Qud: Now in Open Beta
Post by: Frumple on December 21, 2010, 01:42:48 am
Whoo, beat me to it. EDIT: Except not. Are you running the stuff from the .exe or the .zip, Ozy? Running right off th'zip's XRL.exe doesn't seem to be giving me trouble, so it might help if the .exe's installation method is making something go wonky.

If you're here, unormal, have you considered putting up an announcement/page on roguebasin or dropping a line at the roguetemple forums? Might get some more playtesters on board.

Also, I got this bug doing silly things with a 100+ level character, after gaining a junkload of skills. Dunno if it'll help, but what the error message spat out is in the spoiler.

Spoiler (click to show/hide)

EDIT: Oz, hit F9. Either that, or scroll down to the bottom of the keybindings (esc->k) and change Explore-somethingZone to whatever's more comfortable. Terribly helpful for finding that bloody glowpod(pad? Bah.) merchant.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Ozyton on December 21, 2010, 01:50:03 am
I'm using the thing that came with the zip, it starts off all dumb and shitty so I don't know what they were thinking when they programmed in the wrong window size. Is there a way to type in the window size value thingy somewhere? that would be awesome.

So, that F9 thing isn't cheating?
Title: Re: Caves of Qud: Now in Open Beta
Post by: Frumple on December 21, 2010, 01:53:50 am
No, it's definitely cheating :P

The swamps hurt my eyes, though, so I don't let it bother me. Technically, the bigger cheat I'm running is the 'indicate overland encounters on the main map' debug option, which is just awesome. I can hunt down caves/ruins/neat junk without having to spend 2-3 hundred megs of zone creation in the process.

Spoiler (click to show/hide)

Dunno about the window-size whatsit. Maybe try the installer, since other posts seem to indicate it comes with a few shortcuts or something that might help out. I'unno, wish I could help yeh more, but it's not giving me any trouble (insofar as looks go. Plenty of crashes and game-stopping bugs :-\).
Title: Re: Caves of Qud: Now in Open Beta
Post by: forsaken1111 on December 21, 2010, 02:30:28 am
How do you butcher a corpse? I have the butcher skill but see no option to use it.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Tnx on December 21, 2010, 02:36:07 am
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).
Title: Re: Caves of Qud: Now in Open Beta
Post by: Frumple on December 21, 2010, 02:36:36 am
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Ozyton on December 21, 2010, 02:37:27 am
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).

Does nothing

Is there a  specific way to enable it? I just make a shortcut of XRL.exe and then add -opengl -filtered at the end.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Tnx on December 21, 2010, 02:38:48 am
Did you do -opengl first then -filter? It works for me.  Makes everything MUCH smoother, I hated the blockiness and this fixed it.  Make sure you are running it with administrator privileges.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Ozyton on December 21, 2010, 02:41:39 am
Figured it out. they say to use 'filtered' but it's actually 'filter'

=/

at least I thought they said it was 'filtered'

Quote
The font is hideous: Try the OpenGL Filtered shortcut. (or add -filtered to the arguments of a shortcut to xrl.exe)
Title: Re: Caves of Qud: Now in Open Beta
Post by: forsaken1111 on December 21, 2010, 02:44:20 am
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.
Ahh thanks.

Also, if you do manage to kill a croc, it is worth dragging the corpse back. I got 200 drams for it. !!
Title: Re: Caves of Qud: Now in Open Beta
Post by: Tnx on December 21, 2010, 02:47:58 am
Yeah crocs are great for buying out merchants..  So does anyone know how to UNRUST an item? my solar cell got rusted when I played in the salty water too much :(
Title: Re: Caves of Qud: Now in Open Beta
Post by: Frumple on December 21, 2010, 02:49:22 am
On a trade screen, move the little arrow-cursor thing to the rusted item in question, then hit r.

You can also do i to identify stuff, and I think c for something else I've forgotten. Most of it costs like a single dram of water.

I can only guess the tinker skill repair or the fix-it-all cans can do something along the same lines, but I've not yet tried either. 1 dram of water is considerably more cost efficient than upwards 200 skill xp or a rare, fairly expensive, item. Especially considering certain builds (burgeoning farmers :P) have access to infinite tradegoods, if they somehow exhaust the entire bleeding world of things they can hawk.
Title: Re: Caves of Qud: Now in Open Beta
Post by: alexpoysky on December 21, 2010, 03:05:17 am
Unormal, if you have recieved a PM from me please let me know, my proxy server is currently backfiring. If you have not, I sent you a proposal of sorts, please send me an email if interested.

Thanks

-Alex

P.s

Best holiday wishes to everyone on the forum
Title: Re: Caves of Qud: Now in Open Beta
Post by: Singularity-SRX on December 21, 2010, 07:54:46 am
So, wondering what the blue money is. So far I can only pay with water, not with the other stuff :P
Title: Re: Caves of Qud: Now in Open Beta
Post by: forsaken1111 on December 21, 2010, 08:04:35 am
I've found its easier to exchange water for the various copper/silver/gold nuggets after a certain point. Water is heavy!
Title: Re: Caves of Qud: Now in Open Beta
Post by: mendonca on December 21, 2010, 10:24:33 am
This looks great, and I'm looking forward to getting some time to download and play it.

In the meantime, I'll post here so don't forget about it, and see how you lot are getting on ... as you were ...
Title: Re: Caves of Qud: Now in Open Beta
Post by: Tarran on December 21, 2010, 12:27:38 pm
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on December 21, 2010, 12:28:48 pm
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Tarran on December 21, 2010, 12:33:02 pm
You have to choose one of those, hit a number, 1 2 or 3.
...Oh.

I feel quite stupid now.

*hides*

Hm, I'm just confused why I never accidentally hit the 1 2 or 3 keys while button mashing trying to find a key that works.
Title: Re: Caves of Qud: Now in Open Beta
Post by: The Merchant Of Menace on December 21, 2010, 01:14:43 pm
Posting to watch + Say this game rules.
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on December 21, 2010, 05:25:10 pm
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)

*NOTE: this patch will invalidate saved games
*Throwing is now much more accurate
*New item: Stasis grenades
*Zone cache is now compresed, added an option to disable compression if you'd rather trade disk space for CPU
*Zone cache is now kept a bit more tidy
*Slightly reduced the amount and quality of starting equipment all true men starting kits
*Praetorian no longer starts with Aim or Charge
*Updated loot tables
*You may now correctly only take mental actions or pass when your carapace is tightened
*Added autoeat prioritization, quest items won't be eaten, and heavier butchered food will be eaten first
*Updated webs to have a higher max weight before ripping, to take into account new inventory weight calculations
*Greatly increased the hitpoints of Baetyls
*Removed the bundled windows installer package, reducing the size of the exe installer from 8mb to about 3mb
*Updated short blades skill descriptions to refer to short blades instead of daggers
1.0.4007.26178
Title: Re: Caves of Qud: Now in Open Beta
Post by: Repulsion on December 21, 2010, 06:02:11 pm
I just discovered a nice challenge. You know the space-time vortex mutation? The one that, if you enter it, transports you to a random location in Qud?

Well, I rolled a character with that mutation, used it, and then walked into the vortex. This made me realize a nice challenge you could do: Roll a mutated character with the space-time vortex mutation, use it, then go inside the vortex and try to make your way back to Joppa from wherever you are in Qud.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Soulwynd on December 21, 2010, 06:09:42 pm
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. :(
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on December 21, 2010, 06:10:48 pm
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. :(

No, but give me a minute.
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on December 21, 2010, 06:18:58 pm
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: TwilightWalker on December 21, 2010, 07:01:46 pm
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.

Man, you guys are really on the ball when it comes to pushing out updates, this puts you way above other indie developers in my book, and I'm considering registering a second game just because of the sheer awesomeness you and your game. You will find, however, a new suggestion in your forums for the one major sore point I have with CoQ.

Now if you'll excuse me, I have more post-apocalyptic survival to get to...
Title: Re: Caves of Qud: Now in Open Beta
Post by: Soulwynd on December 21, 2010, 07:10:47 pm
Thanks man. That drops the cpu usage to 30-40%. It's a bit more bearable for a rogue-like. It's summer and my room is 30c+, I don't want to overheat my cpu while playing a rogue-like. :P
Title: Re: Caves of Qud: Now in Open Beta
Post by: Soulwynd on December 21, 2010, 07:55:57 pm
A story of success.

Just made a consul with 25 ego named Palpatine. I went to collect some copper wire. The first thing I see when I enter the gave is a pink named snapjaw. I did the hand trick on him. "You're not my enemy." Long story short... I left the cave and the stairs burned for days and days.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Tnx on December 21, 2010, 07:58:58 pm
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? 
Title: Re: Caves of Qud: Now in Open Beta
Post by: Tarran on December 21, 2010, 08:07:23 pm
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
I've never encountered it before, and I'm someone who commits massive genocide often.
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on December 21, 2010, 08:07:30 pm
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?

I'm not in the business of answering gameplay questions. Just fixing bugs and answering basic rules questsions we haven't documented yet.  ;D
Title: Re: Caves of Qud: Now in Open Beta
Post by: Soulwynd on December 21, 2010, 08:12:15 pm
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.

I have a guestion about solar power cells. How does their recharge works? Do I have to remove it? Do I have to hold it, or being in my inventory is enough? It doesn't really explain.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Tarran on December 21, 2010, 08:20:17 pm
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
I've never encountered it before, and I'm someone who commits massive genocide often.
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Tnx on December 21, 2010, 08:23:32 pm
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Soulwynd on December 21, 2010, 08:35:19 pm
Wow, floating glowsphere, I want... Sad thing is.. Palpatine has enough, in water, to buy it. But can't really carry it. :P
Title: Re: Caves of Qud: Now in Open Beta
Post by: freeformschooler on December 21, 2010, 08:45:38 pm
I'm posting in this thread to whine about WHY HAVE I NOT SEEN THIS BEFORE. I love all of you for keeping this topic alive which allows me to see it. Roguelike SLASH physics simulation and not even DF? I don't even care if it has any content or not!

Looks really complex. Thanks, guys.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Tnx on December 21, 2010, 08:47:35 pm
Yeah glow spheres are awesome.  I've figured out a nice strategy, I like to carry two, and I throw one into whatever rooms I'm about to go in.  This lights up the room and frees my hand to use a shield with.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Tarran on December 21, 2010, 09:11:31 pm
Unormal, minor bug; after I found the strange glowpad, I automatically knew his position on a different game.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Malicus on December 21, 2010, 09:15:29 pm
There's a thread for this on B12, and the creator of the game already follows it?  ...are we THAT well-known?

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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Tilla on December 21, 2010, 09:20:58 pm
If you search the game on google, this thread actually comes up before the official site, as does the SA thread :P So it's not so strange. He did (If I recall correctly) say he was already a DF fan as well as a goon
Title: Re: Caves of Qud: Now in Open Beta
Post by: Tnx on December 21, 2010, 09:46:41 pm
OK, I downloaded the game again from the website, setup.exe
Is that the most recent version? You said Praetorians don't get aim or charge, but at the character select screen it says they do start with it.  Is there some special place to get these little mini-updated versions?

EDIT: DISREGARD THIS!  It's reflected in the game, you just haven't updated the character select screen to reflect those changes.  Sorry for bothering you.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Tarran on December 21, 2010, 10:09:52 pm
Unormal, steam does 50 damage. I thought you lowered that damage, not increased it(from about 25 damage if I remember correctly).
Title: Re: Caves of Qud: Now in Open Beta
Post by: forsaken1111 on December 21, 2010, 11:24:12 pm
There's a thread for this on B12, and the creator of the game already follows it?  ...are we THAT well-known?

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.
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
Title: Re: Caves of Qud: Now in Open Beta
Post by: TwilightWalker on December 21, 2010, 11:29:07 pm
Relevant. Oh so relevant and full of Lulz


Quote from: Laser Pistol Description
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: forsaken1111 on December 21, 2010, 11:31:40 pm
Needs to menace with spikes of shale. Win.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Frumple on December 21, 2010, 11:40:45 pm
As a fair warning to folks that found the glowpad merchant*... don't try to waylay 'im. Not only can the bugger move, he's probably wearing plate mail and a better weapon than you. To top it all off... he's got like 5000 hp. You're not going to kill him.

One of the various true-human critters either starts or can start with an item that gives you detailed HP info on what you're attacking, which is really nice. Turns out the reason glowpads are surprisingly dangerous is that they've got more HP than a salthopper :P

*
Spoiler (click to show/hide)

*Zone cache is now compresed, added an option to disable compression if you'd rather trade disk space for CPU

Thank you, oh gods, thank you. I only had 2 gigs of free space before I started playing with CoQ, and its eaten like half of that already.

As a last note, freaking confusion, good gods. CoQ has the most absolutely vicious confusion effect I've ever seen. The fact that the confusing dudes apparently show up around the time the trolls with flaming hands mutation does, makes things exponentially worse. My current true human got down to two hp (and surrounded by leeches, oi.) due to those buggers. Telling how powerful non-mutants are that th'fellow survived...
Title: Re: Caves of Qud: Now in Open Beta
Post by: Tarran on December 22, 2010, 12:02:30 am
Spoiler (click to show/hide)
Not true, just for testing I started a new dude and the glowpad merchant was two squares away.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Frumple on December 22, 2010, 12:28:48 am
Guess it's just the surrounding swampland, then... he's usually pretty close, anyway. I haven't noticed 'im more than a zone away from the square entrance points either, so it's only, uh, somewhat over 70-something possible zones to search :P

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?
Title: Re: Caves of Qud: Now in Open Beta
Post by: Tarran on December 22, 2010, 12:36:41 am
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.

Also, started a praetorian and got a nuclear cell. That gave me a smile.

Edit: For some reason the odd glowpad has been aggressive towards me. Maybe it's seeing it's friends getting killed by me and going aggressive? Regardless, he doesn't appear to have any dangerous weapons, so I'm going to try to kill him. Slowly.

Edit2: Hahah! Killed him. Took a while, but it was worth it because there is a LOT of good loot. It was a little strange that he was using a spare piece of armor as a weapon instead of an axe that could've quickly turned me into Sliced Tarran.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Tnx on December 22, 2010, 01:59:01 am
Yeah I killed him in my old game too, all that HP can be whittled down.  I think I'll avoid killing him in my future games though, it's probably more beneficial for him to stay alive and have random crazy items on sale.  I figure that I don't even need all the stuff he drops when he dies.

Oh and yeah Tarran, he goes hostile if he sees you attacking another glowpad.

EDIT: Looks like the days of hauling back croc corpses are gone :(
By the way, I don't see the option to make the glowpad merchant become a $ sign.. Which one is it?
Title: Re: Caves of Qud: Now in Open Beta
Post by: Tarran on December 22, 2010, 02:25:34 am
I have no regret about killing him. He had a laser rifle and an battle axe that one-hit kills most of the early-earlymid game enemies(4d6 damage) in addition to the recoilers and the freaking awesome armor(+8AV -2DV) which would've likely all been extremely expensive and likely unbuyable before he restocks his items. Sure, I won't get awesome stuff anymore, but I'm pretty sure I'm set right now for a large part of the game. Besides, he was aggressive anyway.

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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Frumple on December 22, 2010, 03:05:14 am
That'd be it, the indicate thing. I post not to confirm that, though, but to note that I've finally found a way to deal with freaking confusion, though the method is decidedly non-optimal.

See, my current fellow is wearing a nylon backpack and has mostly a full inventory. He also has a flamethrower, which has been primarily (only, up 'till now) used to deal with twinned leeches. What happens when he takes off the backpack, is that... he can't move. Not being able to move does not take up a turn. It does, however, apparently take up a 'confusion tick', if you will. So hey. Get confused. Take off backpack, suddenly, can't move, can be lead around by the nose via confusion. Confusion wears off, back on goes the backpack, DEAD DIE YOU FREAKING e BASTID I WILL END YOUR CHILDREN RRAAAWWRRGGGHH, etc, etc, etc. I have a degree of dislike for the sightless eye faction, at the moment. Confusion and wall-piercing lasers... a mildly infuriating combination. All of my hate.

Anyway, the flamethrower was tangental, but swapping it in to deal with the twinned leeches in between me and that bloody e bugger is what led to this discovery. Naturally, said sightless eye fellow promptly 'died in a fire'... along with two twinned leeches and a dwarf troll. Flamethrowers are awesome.

EDIT: Does not actually make confusion wear off. It does, however, prevent involuntary movement (and melee attacks), so you can at least shoot/nade/bathe-in-raging-fire the bugger when you get control back. Useful trick if you've got line of fire on the things.

EDIT2: For those entering Bethesda Susa, expect to spend a significant amount of time either ?confused?, on !!fire!!, or ?!!both!!?. Plan accordingly... if you can.

EDIT3: Died to a giant king crab... while confused. Of course. Over 100 hp gone in three allowed actions. RIP, Jack the whatever number you are. Your descendant's going to have mental mirror. And probably carapace. Being on fire sucks :-\
Title: Re: Caves of Qud: Now in Open Beta
Post by: Tnx on December 22, 2010, 03:28:14 am
Anyone take the advanced butcher or harvester skills? Has it come in use or is it better to spend those on weapon skills?
Title: Re: Caves of Qud: Now in Open Beta
Post by: Tarran on December 22, 2010, 03:33:46 am
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Frumple on December 22, 2010, 03:40:02 am
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
Title: Re: Caves of Qud: Now in Open Beta
Post by: Tarran on December 22, 2010, 03:41:48 am
I just found 6 lockers on the same tile... How is that even physically possible?

Oh well, I'm not complaining, more lockers means more loot for me!

Edit: Aw hell yeah, frigging scoped missile launcher in The Grit Gate. Now, all I have to do is find some ammo...

Edit2: Wow, there's a lot of water in The Grit Gate in addition to the Ph@t l00t.
Title: Re: Caves of Qud: Now in Open Beta
Post by: forsaken1111 on December 22, 2010, 03:55:01 am
I found a drum-loaded pump shotgun.

They only hold 1 ammo, and the drum increases that by 20%... which means it still only holds 1. It sold for 50 drams more though, so whatever.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Tnx on December 22, 2010, 05:03:10 am
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?
Title: Re: Caves of Qud: Now in Open Beta
Post by: Pillow_Killer on December 22, 2010, 06:39:40 am
Anyone who has the nullray pistol, can you fire at forcefield? I had it also(I guess it was nullray, since I couldnt identify it)
Title: Re: Caves of Qud: Now in Open Beta
Post by: freeformschooler on December 22, 2010, 09:39:02 am
This might have been asked before, but how do you dig downwards? I can attack in all directions except up and down, and want to go tunneling.
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on December 22, 2010, 09:51:57 am
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?

If you're savescumming, you probably want to check off the "Disable cache cleanup routines" option.
Title: Re: Caves of Qud: Now in Open Beta
Post by: TwilightWalker on December 22, 2010, 09:58:50 am
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

Spoiler: Muahahaha (click to show/hide)
Title: Re: Caves of Qud: Now in Open Beta
Post by: freeformschooler on December 22, 2010, 11:14:27 am
I didn't realize up until now why everybody liked playing mutants. The mutations are over half the fun! Way more interesting than, say, DCSS mutations. Tinkering is crazy fun, too. So is scavenging... and basically everything else. I temporarily solved my "digging down" problem by finding staircases and/or NOCLIPPING which is kind of cheating but who cares!

EDIT: SPONTANEOUS COMBUSTION IS THE WORST MUTATION BUT IT IS HILARIOUS
Title: Re: Caves of Qud: Now in Open Beta
Post by: Soulwynd on December 22, 2010, 11:31:31 am
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.


On other news:

Self-entitled Emperor Palpatine had a first encounter with what I can only describe as a Dune Sandworm. In a moment of despair, realizing his persuasion skills wouldn't work on such wild beast, he activated his personal shield. The thing was so ginormous it started banging against the shield. Nothing had ever done that before. That made me realize they might be indeed dune sandworms, since those are said to really really hate shields and go after them.

Palpatine tried everything, from throwing grenades and shooting at the damn thing with his desert rifle. Nothing could even scratch it. So he did what any sane person would do. Injected a speed booster and ran like crazy before going back into the world map.

Edit:Just testing butchering... Wow... It -is- worth it.
Title: Re: Caves of Qud: Now in Open Beta
Post by: TwilightWalker on December 22, 2010, 12:11:06 pm
Edit:Just testing butchering... Wow... It -is- worth it.

Care to explain it more to the rest of us?
Title: Re: Caves of Qud: Now in Open Beta
Post by: Soulwynd on December 22, 2010, 12:16:46 pm
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: freeformschooler on December 22, 2010, 12:42:22 pm
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.

When does this happen? I got butchering and only very rarely see cool things like pelts and raw meat. Is it something that happens when you kill the animals at random?
Title: Re: Caves of Qud: Now in Open Beta
Post by: Soulwynd on December 22, 2010, 12:47:03 pm
Yup. Pay attention to the log. It doesn't drop to the floor or anything, it goes directly into your inventory. It will show you getting meat, pelts, etc right after you kill the creature.


Meanwhile... Palpatine found a strange artifact. With further investigation, it revealed it was a bunch of tubes... So he kept the examination, afraid of breaking such artifact. He found out he could put bullets in the thing... Lots of then... He now possess a chaingun.
Title: Re: Caves of Qud: Now in Open Beta
Post by: cerapa on December 22, 2010, 01:15:51 pm
Started a new game as chimera. Got electrical generation, quills, photosynthesis, freezing hands and amnesia.

First encounter, crocodile, first combat turn, crocodile impales itself on my spikes and dies instantly. I didnt even see him.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Soulwynd on December 22, 2010, 01:27:14 pm
Stupid question... How do you open those massive doors at the grit gate? I need to find this quest npc.
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on December 22, 2010, 01:45:29 pm
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
Title: Re: Caves of Qud: Now in Open Beta
Post by: freeformschooler on December 22, 2010, 01:49:36 pm
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?
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on December 22, 2010, 01:50:41 pm
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: freeformschooler on December 22, 2010, 01:53:10 pm
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.

Oh, awesome. Thanks a ton for putting these up for free. I hope that you're making some sort of money off of people who register. It's totally worth it.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Tarran on December 22, 2010, 03:54:16 pm
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: mendonca on December 22, 2010, 04:52:03 pm
Level 4 true man, priest of all suns, cornered by a salthopper (nasty things, them) and a two-headed boar. Down to 4hp, throw a thermal grenade at the salthopper and run, down to 2hp, pour my water over myself (the thermal grenade caught me) - unfortunately decide to use a full waterskin instead of the one with 2 drams in, now not burning and running (well, walking) away from danger. They all burn to death, and I have won! go up a level, great! Go back to town, decide to try and rob the elders chest and get hammered by the town warden. Oops.

So I roll a new esper, some nice looking abilities and good ability scores, but spontaneous combustion(d). I burn. I decide I can't go any further than about 6 steps away from a water pool, lest I never recover. I burn. I die.

Any ideas about how to play a character with spontaneous combustion? Is it a joke?

Anyway, on to the new version. This is fun, has a great feeling to it.
Title: Re: Caves of Qud: Now in Open Beta
Post by: TwilightWalker on December 22, 2010, 05:02:19 pm
You can hit Num 5 to pass a turn and beat at the flames. They usually go out in two, three turns. Spontaneous combustion isn't all that bad once you know that.
Title: Re: Caves of Qud: Now in Open Beta
Post by: mendonca on December 22, 2010, 05:21:55 pm
Hey thanks, yeah that sounds a bit more reasonable!


Anybody else have some weirdness with levelling up mutations?

Two characters ago, upon going to level 2, all my mutations became level 2.

Last character, try and level up Teleport Other (at level 3), use up a mutation point, but I don't get the extra level? Am I overlooking a feature, or (as I suspect) does this belong in the 'bug' section?
Title: Re: Caves of Qud: Now in Open Beta
Post by: Tnx on December 22, 2010, 05:49:31 pm
I wish there was a way where you can "lock" one or two attributes on the character creation screen.  Like say I want my intelligence at 22, it'll stay there if its locked and the system can distribute any leftover points accordingly when I reroll.  I think some other RPGs do this system too, it'll probably cut down time on character creation by alot (for me at least).

EDIT: Is there a max level in this game?
Title: Re: Caves of Qud: Now in Open Beta
Post by: Keiseth on December 22, 2010, 06:11:03 pm
I've learned. Anything will die if you burn it long enough. I melted a mountain with flaming hands. I was on the other side of the map and the heat was so strong that it lit me on fire.

I love this game.

Also, watching something scary dig through your forcefield and corner you inside of it is the most horrifying thing ever.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Tnx on December 22, 2010, 06:25:13 pm
So far there seems to be two glowpad merchants.  One who is named "odd glowpad" and the other is "oddly hued glowpad".  The first one is purple and the second one if light blue.  I made them hostile both of the times I've encountered them so I keep going back to an earlier save.  Arghh finding these guys is so annoying.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Tarran on December 22, 2010, 06:46:18 pm
Unormal, there's a visual bug when resting on 1 hp while bleeding and die. When you die it skips the popup that lists what you got killed by and then just shows goes back to the screen with "resting until healed" infinitely going. Leaving the screen makes the game enter the mortem(or whatever the screen is called) screen for a split second before it goes back to the main menu with "resting until healed" still going on the main screen. From there on if you try to do anything it constantly goes back to the main screen.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Tnx on December 22, 2010, 09:22:42 pm
Is tinkering worth it?  I was thinking of getting it to make bullets with, how many bullets can you make from an ingredient/scrap?
Title: Re: Caves of Qud: Now in Open Beta
Post by: Frumple on December 22, 2010, 09:33:49 pm
50 per tinkering, if it's standard. S'how much I got from the one time I had a guy with th'lead slug recipe, the one time he used it. It costs all of one light blue bit (whatever they're called) and you'll be drowning in the things after a pretty short while, so it's effectively infinite ammo for slug throwers.

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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: freeformschooler on December 22, 2010, 09:45:02 pm
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.

Plus, once you start going underground far enough, everything and its two-headed brother has some sort of scrap that can be turned into parts for your tinkering. I haven't gotten Tier 2 tinkering yet (except for when I tried an Artifex), but man, grenades are crazy useful.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Frumple on December 23, 2010, 12:03:44 am
Have just found 'small sphere of negative weight'. I want more of them.

Anyone know when you start running into AI microcontrollers (white bits) regularly?

Also: Ancient Bones. To eat, or not to eat?
Title: Re: Caves of Qud: Now in Open Beta
Post by: Tarran on December 23, 2010, 12:08:25 am
Also: Ancient Bones. To eat, or not to eat?
Eat. FOR SCIENCE!

Edit: Just killed a slumberling and... Wow, 1d12 fullerite longsword. Though I've already got a 2d5 folded carbide longsword. Which one do you guys think I should use until I free up my left hand for the other?
Title: Re: Caves of Qud: Now in Open Beta
Post by: TwilightWalker on December 23, 2010, 12:14:48 am
Is the penetration the same? I'd say go for the one with the higher pen, but if both are equal, 2d5. I prefer minimum, consistent damage over possibly hitting the jackpot.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Tarran on December 23, 2010, 12:21:36 am
The second number on the penetration on the fullerite sword is 2 higher, but the first is the same as the folded carbide sword. I'm assuming the second number is max and the first is max with current strength bonus, so I'm sticking with the carbide sword for now until I get better penetration(Carbide is 9/9, vs fullerite which is 9/11).

Edit: Oh god rustacean. I hate them so much. Please die.

Edit2: Whew, he died. Seriously, their rusting attack is annoying.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Frumple on December 23, 2010, 12:25:41 am
Iirc, fullerite's like a point or so higher pen than folder carbide. I know my hammerman of persistent flaming-confusion (ragehatekillfrenzykillfrenzykillfren...) swapped out his folded carbine hammer for a slender fullerite maul.

And yes, penetration values is what-you-have/what-the-weapon's-max-is. Your penetration (not the weapon's) is based off your strength. Penetration over the weapon's max does precisely jack, near as I can tell.

Fyi on penetration values, the best penetration is cudgels, followed by axes, then everything else (barring vibro weapons, possibly, which I haven't seen yet.). Cudgels seem have the lowest damage, though, which is mostly offset by bonecrusher. As a mid-range weapon, axes seem to be pretty solid, while cudgels will wreck someone's day all to hell (stunstunstunstunstun), and swords are more tactical-like, with their stances and such. Daggers are offhand buggers, and probably not the best of idea for a primary weapon (<Something else>/dagger, yes, especially on a four-arm mutant :P).

EDIT: Ate the ancient bones. Didn't seem to be any different from a bog standard corpse. It hit the spot! ::)

EDIT2: Oh wow, I'm not sure if this is a bug or something awesome...
Spoiler (click to show/hide)
Even in death, the crab struck me down. RIP Jack the Nth.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Tarran on December 23, 2010, 12:53:53 am
That is strangely ironic. I was talking about how much I hate rustaceans and then you died from one.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Tnx on December 23, 2010, 01:28:56 am
Can someone explain to me how the overland map scales with the individual area screens?  I see the gold $ sign on the zone above Joppa, I searched all over the swamps and I can't find the merchant glowpad.  I killed 100s of glowpads by now..
Title: Re: Caves of Qud: Now in Open Beta
Post by: Tarran on December 23, 2010, 01:30:33 am
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.

Also, don't kill glowpads unless you want the merchant to become aggressive.

Edit: Unormal, two bugs; sometimes two downstairs can be generated but there is only ever one upstairs on the level below. Not 100% sure it's a bug, but I think it is. Also, I bought a datadisk from Argvye that allows me to build strange "[energy cell]"s which have no description whatsoever(aside from the usual "A hideous specimen" description) and no color in their name. Pretty sure that's a bug.

Edit2: Unormal, another bug; vendors will sometime sell natural weapons like "bites" or mandibles.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Tnx on December 23, 2010, 02:01:33 am
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. 
Title: Re: Caves of Qud: Now in Open Beta
Post by: Tarran on December 23, 2010, 02:15:00 am
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?

Anyway, does the glowpad merchant restock? Because mine isn't restocking.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Tnx on December 23, 2010, 02:25:30 am
Is your merchant in an area full of those yellow trees? I'm currently cutting away all the trees with my sword... Is there a faster way to do this? How do I set fire to the area?

EDIT: I throw the lit torch and it only burns whatever tree occupies the square, it doesn't spread at all :\
Title: Re: Caves of Qud: Now in Open Beta
Post by: Singularity-SRX on December 23, 2010, 02:26:39 am
throw a lit torch at it?
Title: Re: Caves of Qud: Now in Open Beta
Post by: TwilightWalker on December 23, 2010, 02:31:52 am
There's always the Disintegrate mutation  :P
Title: Re: Caves of Qud: Now in Open Beta
Post by: Tarran on December 23, 2010, 02:33:50 am
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 :p
Or that pyro one.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Frumple on December 23, 2010, 02:36:30 am
Setting fire to a large swath of land? Pyrokinesis, flaming hands, inferno grenades, flamethrower. Acid grenades/corrosive gas can also cut through stuff pretty quickly. Could also lead one of the fire-spitting enemies to the area, if by some miracle you could survive the chase :P

Side effect of all this: Taking down the trees like that will pretty much inevitably tork off the merchant. Some folks are reporting their merchant is mostly a pushover. I've had merchants toting missile launchers. So yeah. Crapshoot, possibly involving a you-shoot.

I find crab stepping (step one north east, one south east, etc.) horizontally across the screen about a third of the way from the top and the bottom is pretty thorough for map searching if you're not willing to hit F9 and speed things up. Having better light sources (glowsphere <3) helps during night time. It's generally easier to find the buggers during the day, of course.

EDIT: I guess disintegration would work too, heh.

EDIT2: Huh. There's a lot of ways to set things on fire in this game... awesome.

EDIT3: Ha! You can shove doors around with force bubble. That's... oddly amusing. Think I saw a door knocked around with a high explosive grenade once, too...
Title: Re: Caves of Qud: Now in Open Beta
Post by: Tarran on December 23, 2010, 03:18:30 am
Tehehe, I've got a single rocket and a bunch of missile launchers. Who or what should I overkill with it?
Title: Re: Caves of Qud: Now in Open Beta
Post by: Pillow_Killer on December 23, 2010, 03:19:03 am
Playing with an esper is ridiculously easy if you have laser pistols, gun skills, and survive beyond certain point... say, level 6. My teleport is currently level 10 with -5 rounds cooldown, meaning I can blink around as much as I want, and my clairoyance, which reveals 1/3rd of the map allows to easily evade and loot stuff. And if you have mind lash or stunning force...
-EDIT-
I believe I sohuld add that it's absolutely not easy to survive like that, unless you get really, really lucky, and it's an absolutely best, most satisfying reward for surviving like this.
(please dont nerf stuff)
Title: Re: Caves of Qud: Now in Open Beta
Post by: Frumple on December 23, 2010, 04:38:05 am
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Tarran on December 23, 2010, 04:48:56 am
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.
Got it. Going to find and blast up a rustacean as soon as I'm done with the More Than Willing Spirit quest.

Also, I doubt I'll be able to take pictures in time while it's blowing up. Sorry. I will, however, take pictures of it staring down the missile launcher in it's last minutes.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Frumple on December 23, 2010, 04:57:46 am
Ah, the More Than Willing Spirit one isn't that bad. Can't remember the worst of things there (probably sunder mind buggers, maybe quillipedes), but a level or two after the hostile waydroids, you start running back into friendly ones, making the remainder of the quest a breeze.

Now, the quest after that, to B.Susa? That one is hell. Confusion (ragehatekill) and fire, everywhere. Expect to be confused at least once a level, and probably set of fire 3-4 times per level at minimum. Fortunately, almost (almost) everything that doesn't set you on fire or confuse you is fairly easy to take down (at least until the king crabs, oi.). Except maybe twining leeches. They're not very dangerous, but they're a massive pain to kill. I recommend bringing a flamethrower, if you can find one. Oh, and the worms that explode into acid gas when you kill them. And the flies, actually, they're pretty dangerous.

Um. Yeah. I have to admit, CoQ has the whole post-apocalyptic 'everything will kill me' feel down pretty well. It's nice.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Tnx on December 23, 2010, 05:00:56 am
I have a flamethrower now in Joppa, is there a place to purchase oil later on in the game?
Title: Re: Caves of Qud: Now in Open Beta
Post by: Frumple on December 23, 2010, 05:08:34 am
I haven't found any, yet. If you find a second flamethrower, you can empty it into the other one the same way you pour waterskins into each other, via the fill command. Just be careful not to empty out the receiving flamer.

That said, both the glowpod merchant, the grit gate merchant, and the jungle village merchant I've seen carrying flamethrowers, so there's always an option there if you can drum up the juke to trade in for it.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Tarran on December 23, 2010, 05:14:47 am
You can also find oil containers sometimes if I remember correctly.

Also, about the rustacean-blowing-up-with-a-missile; I found one in Golgotha but I don't have a missile launcher. Darn, looks like I should've brought a missile launcher.

EDIT: RAREGFFHHFF, HE CRACKED MY ARMOR. THAT ASSHOLE. I AM SO GOING TO ENJOY BLOWING UP A RUSTACEAN WHEN I GET THE CHANCE. Oh well, at least I've got a waydroid now.

Edit2: Are... Are they really going to make me finish the "Decoding the Signal" quest before I can speak to barathrum? Assholes. Oh well, off to blasting a rustacean.

Edit3: Also, is it me or do bucklers don't give AV bonuses but do give DV penalties and shield effects when equipped on your arm? And is that a bug?

Edit4: Argvye had solar cell and chaingun data disks for sale. Woo! And even better; instead of learning how to build a chaingun, I learned how to build a sturdy chaingun. Alright, now I'm really going to go off and blast a rustacean. No more slacking.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Frumple on December 23, 2010, 05:31:11 am
Shield AV bonus only kicks in when you block, be it buckler or shield.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Tarran on December 23, 2010, 05:51:57 am

Well, that didn't work. At least I killed him before he rusted any of my stuff though.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Sappho on December 23, 2010, 10:12:05 am
DAMMIT salthoppers look way too much like harmless insects. I expect it to move out of my way and BAM, I'm dead. I liked that character, too... :(
Title: Re: Caves of Qud: Now in Open Beta
Post by: Repulsion on December 23, 2010, 10:26:18 am
  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?
Title: Re: Caves of Qud: Now in Open Beta
Post by: freeformschooler on December 23, 2010, 10:27:59 am
  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?

Are you playing with -console? If not, I would imagine that would be highly possible.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Repulsion on December 23, 2010, 11:34:08 am
   That worked! Thanks.

Anyways, should I go with a 6/1d6 electrobow, or a 5/1d8 desert rifle?
Title: Re: Caves of Qud: Now in Open Beta
Post by: cerapa on December 23, 2010, 11:59:00 am
Depends on your ammo supply, if you have batteries, use the bow, if you have bullets, use the rifle.
Title: Re: Caves of Qud: Now in Open Beta
Post by: freeformschooler on December 23, 2010, 12:17:28 pm
I believe I may have found a bug. When using the domination mutation (the most fun mutation), there is always an "end domination" power listed among the other powers. However, when using the "metamorphosis" power, the "end metamorphosis" power is listed among your other powers as the original player character, just as expected, but is not there once morphed. This means that, once you've morphed, you can no longer morph back, and are stuck in that form.  :(
Title: Re: Caves of Qud: Now in Open Beta
Post by: Soulwynd on December 23, 2010, 12:36:42 pm
I have a question...

Why is my save game >500mb?

I mean... really?
Title: Re: Caves of Qud: Now in Open Beta
Post by: freeformschooler on December 23, 2010, 12:38:52 pm
I have a question...

Why is my save game >500mb?

I mean... really?

...whaaaat?
Title: Re: Caves of Qud: Now in Open Beta
Post by: Soulwynd on December 23, 2010, 12:41:57 pm
My reaction, indeed.

I guess I will have to drop Palpatine's save game. It has became unplayable. :(
Title: Re: Caves of Qud: Now in Open Beta
Post by: Sappho on December 23, 2010, 12:52:45 pm
Yeah, large file sizes seem to be a persistent problem with this game. It's a real problem for me, since I only have a few gigs of hard drive space left and it keeps filling up.
Title: Re: Caves of Qud: Now in Open Beta
Post by: DFNewb on December 23, 2010, 01:14:11 pm
I tried running this on a friend's computer, but I get this error:

RunSegment:System.IO.IOException: The network connection was aborted by the local system.

   at System.IO.__Error.WinIOError(Int32 errorCode, String maybeFullPath)
   at System.IO.__ConsoleStream.Write(Byte[] buffer, Int32 offset, Int32 count)
   at System.IO.StreamWriter.Flush(Boolean flushStream, Boolean flushEncoder)
   at System.IO.TextWriter.SyncTextWriter.Write(String value)
   at XRL.Core.XRLCore.Start() in X:\Documents\Programming\C#\XRL\XRL Application\Game Core\XRL.Core.cs:line 2117
   at XRL.EntryPoint.Main(String[] args) in X:\Documents\Programming\C#\XRL\XRL Application\Game Core\XRL.EntryPoint.cs:line 64

 :'(

Any solution for this?
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on December 23, 2010, 02:20:54 pm
I've got the last sev1 bugs hammered out with this patch, except for OpenGL issues on slow cards/limited environments. So, we'll start bringing out some new content now!

*Terrain-specific wayfaring skills are now much more effective at preventing you from getting lost, but are somewhat more expensive
*Updated zone cache serialization to correctly re-link instances of the player instead of linking to deserialized 'ghost' copies (This should fix the 'binding' errors, and/or cause horrible new exceptions)
*Item in chests have their tier modified individually, instead of the chest tier moving upwards and downwards as a whole
*Salt krakens should no-longer be hostile by default, and now appear in the proper habitat
*Updated many prices
*Modified some artifacts to have alternate display names for examination
*Overall loot table updates
*Removed a reference to a missing rpm file
1.0.4008.38138
Title: Re: Caves of Qud: Now in Open Beta
Post by: freeformschooler on December 23, 2010, 02:59:14 pm
Man I don't know how you churn out these updates like they're magic that happens when you slam on the keyboard. This is great stuff. Can't wait for new features such as playing as animals etc.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Soulwynd on December 23, 2010, 03:13:37 pm
My only issue now are the gigantic save files. -_-
Title: Re: Caves of Qud: Now in Open Beta
Post by: The Merchant Of Menace on December 23, 2010, 03:16:17 pm
Isn't there an option to compress zone info in order to reduce save size?
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on December 23, 2010, 03:17:44 pm
Isn't there an option to compress zone info in order to reduce save size?

As of a recent update the zone cache is compressed, just make sure you have the latest. It'll still be bigger than your average game's save however, since it's saving a fully dynamic and persistant world, unlike most games that just save the state of a few odd scripts and game objects.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Soulwynd on December 23, 2010, 03:21:39 pm
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on December 23, 2010, 03:23:23 pm
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.

No, disabling caching would just make it keep it all in memory, probably murdering your computer by running out of RAM, plus flushing it to cache anyway. I'll consider adding an option to not serialize zones, but it's somewhat complicated since some zones still need to be serialized for scripting reasons; plus it would essential be a cheat, since you could scum low level dungeons, since they would repop each time you went there.

Are you using the latest version? (i.e. from today?)

E: Oh actually, I'm not compresing the primary.sav just the zone cache, I should probably compress the primary.sav as well, that'll save hundreds of MB in the .SAV itself. I'll add it in a future patch.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Tarran on December 23, 2010, 03:25:39 pm
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Sappho on December 23, 2010, 03:37:24 pm
Bug report! I was in the middle of a fight when this popped up. Fortunately it didn't crash my game.

RunSegment:System.NullReferenceException: Object reference not set to an instance of an object.
   at XRL.World.GameObject.HasLOSTo(GameObject Object) in X:\Documents\Programming\C#\XRL\XRL Application\World\Game Objects\World.GameObject.cs:line 81
   at XRL.World.Parts.Mutation.FlamingHands.FireEvent(Event E) in X:\Documents\Programming\C#\XRL\XRL Application\World\Game Objects\Parts\Mutations\Physical\World.Parts.Mutation.FlamingHands.cs:line 114
   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.World.Parts.Mutation.Skittish.TryMutations() in X:\Documents\Programming\C#\XRL\XRL Application\World\Game Objects\Parts\Mutations\Defect\World.Parts.Mutation.Skittish.cs:line 55
   at XRL.World.Parts.Mutation.Skittish.FireEvent(Event E) in X:\Documents\Programming\C#\XRL\XRL Application\World\Game Objects\Parts\Mutations\Defect\World.Parts.Mutation.Skittish.cs:line 87
   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
Title: Re: Caves of Qud: Now in Open Beta
Post by: Soulwynd on December 23, 2010, 03:55:13 pm
I explored up to the grit gate. Couldn't find the quest npc in there either. My save was 500mb, but I also had a lot of random dungeons and ruins explored.

I still think that's excessive.

I also don't think just compressing will do, feels more like there's something fundamentally wrong with the way it saves things. Perhaps an option to not save over-world areas and one to purge explored dungeons after a while. As in, delete everything in them except for the layout. Would that save space? Also, it would be understandable for such areas to repopulate after a while, so it wouldn't be exactly a cheat and would save in space.
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on December 23, 2010, 06:32:00 pm
So this one will compress sav files, and allow you to backup from kit selection without nuking your stats.

*Added some exception handling for console exceptions
*You may now go back to attibute rolling from later screens without the stats being re-rolled
*The .sav files are now compressed
1.0.4009.33283
Title: Re: Caves of Qud: Now in Open Beta
Post by: Malicus on December 23, 2010, 09:28:18 pm
First of all, I have a minor bug report.  The number of rounds of cooldown reported when trying to use an ability is one lower than the actual cooldown, which is correctly stated next to the ability.  For example, the ability list of a character I just made (to make sure that this issue is not related to a single ability) says "a) Force Wall [70 rounds cooldown]", but trying to use it says "You must wait 69 rounds to use that ability again."  This leads to "You must wait 0 rounds to use that ability again." when my actual character's harvest skill has 1 round of cooldown left.

And now a feature request.  I'd like a way to designate that certain food should NOT be automatically eaten, except perhaps if it's the only thing left and I'm starving, since certain bits of food have useful properties other than filling hunger (and sometimes also thirst).
Title: Re: Caves of Qud: Now in Open Beta
Post by: Soulwynd on December 23, 2010, 09:55:18 pm
I don't auto-eat or drink... I use bodies and vinewafer... Water is monies. :P
Title: Re: Caves of Qud: Now in Open Beta
Post by: Malicus on December 23, 2010, 10:22:37 pm
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Singularity-SRX on December 23, 2010, 10:26:50 pm
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
Title: Re: Caves of Qud: Now in Open Beta
Post by: Soulwynd on December 23, 2010, 11:06:44 pm
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on December 23, 2010, 11:16:19 pm
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

Whoops posted an update to fix the character creation screen.

*Fixed the ability to view mutations on the character rolling screen
1.0.4009.41841
Title: Re: Caves of Qud: Now in Open Beta
Post by: Singularity-SRX on December 24, 2010, 01:07:41 am
Also, on the screen for true human once you've selected your group thingo, the mutations tag thing still shows up on the right.

And what's the difference between masks? They don't have any visible benefits

edit:
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
Title: Re: Caves of Qud: Now in Open Beta
Post by: Tarran on December 24, 2010, 01:15:24 am
edit:
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
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Singularity-SRX on December 24, 2010, 01:39:19 am
The zealots intelligence must be pretty low... :D

Well, I just died after visiting one of the rust wells, lasting for 1337 TURNS!!
And at the start I accidentally had to kill argyve after finishing his second quest, when he said i could poke around his stuff, so when I went to his chest and opened it, he got pissed :P
Title: Re: Caves of Qud: Now in Open Beta
Post by: Soulwynd on December 24, 2010, 01:39:58 am
And what's the difference between masks? They don't have any visible benefits
Quite a few do.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Sappho on December 24, 2010, 07:45:44 am
I think light manipulation is my favorite starting mutation. No need for torches, and the lase ability can be used anytime with no cooldown.
Title: Re: Caves of Qud: Now in Open Beta
Post by: forsaken1111 on December 24, 2010, 07:49:47 am
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Sappho on December 24, 2010, 08:21:16 am
Aha, I hadn't realized. Still a useful ability I think. The permanent light source alone is great.
Title: Re: Caves of Qud: Now in Open Beta
Post by: forsaken1111 on December 24, 2010, 08:24:55 am
Aha, I hadn't realized. Still a useful ability I think. The permanent light source alone is great.
Agreed, excellent mutation.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Sappho on December 24, 2010, 09:20:45 am
Holy crap, I just went two zones south of Joppa to find some kind of ruins inside of which was a "traipsing mortar" robot which could kill me by sneezing if it wanted to. Where the crap did that come from? Is it worth trying to get rid of it - is it holding or guarding anything good? I ran away and saw an explosion behind me - did the robot blow up?

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?
Title: Re: Caves of Qud: Now in Open Beta
Post by: forsaken1111 on December 24, 2010, 09:30:19 am
That sounds like an awesome bug, like dragonflies have some sort of hive mind.
Title: Re: Caves of Qud: Now in Open Beta
Post by: freeformschooler on December 24, 2010, 10:01:06 am
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?

I believe that the game has reached the point of complexity in which all bugs are now just excuses to cause more unbridled silliness and mayhem.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Nistenf on December 24, 2010, 10:57:19 am
Unormal, what is xrl? And also, what language are you using to program?

Very nice game! THanks for the efforts
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on December 24, 2010, 12:22:05 pm
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#.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Tres_Huevos on December 24, 2010, 12:47:57 pm
Does leaving solar cells lying on the ground (and thus in the sun) allow them to recharge as the description implies?
Title: Re: Caves of Qud: Now in Open Beta
Post by: Soulwynd on December 24, 2010, 01:19:08 pm
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: ToonyMan on December 24, 2010, 03:29:49 pm
I've been trying this game out.  It's pretty good, how and where do you sell the stuff you find in adventures though?
Title: Re: Caves of Qud: Now in Open Beta
Post by: freeformschooler on December 24, 2010, 03:32:41 pm
I've been trying this game out.  It's pretty good, how and where do you sell the stuff you find in adventures though?

It's an obtuse interface in terms of trade. Talk to anyone -- any NPC that you can talk to -- and press tab while on the talking screen to get to the trade screen. You move your selector over to your items or their items, press the + key (or whatever key you've got as the increment key) and then once you've got a somewhat fair deal the trade will be made after hitting the 'o' (offer) key. Whatever monetary value lost for either side in the trade will be attempted to be fill in with certain amounts of fresh water.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Nistenf on December 24, 2010, 04:06:56 pm
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#.

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!
Title: Re: Caves of Qud: Now in Open Beta
Post by: Malicus on December 24, 2010, 04:39:49 pm
I've been trying this game out.  It's pretty good, how and where do you sell the stuff you find in adventures though?

As described by freeformschooler, it's kind of a DFish trade system.  The money in this game, however, is drams of water, and each dram of water weighs a pound, so you may not want to have a bunch of extra profit.  You probably want to convert a sizable amount of water to trade goods so your "money" isn't so heavy (but keep enough for actually DRINKING).  Also, NPCs only have so much water to trade back to you at once, until they restock.
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on December 24, 2010, 04:52:51 pm
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!

Not really; I do console and OpenGL through direct interop calls, though I got the OpenGL interop calls by just yanking them out of a Tao build. So strictly speaking I've got peices of Tao in there, but only to save myself from having to do the definitons myself (though if I did it myself, it'd be exactially what Tao has, since it's just basic interop calls to the opengl dll's)
Title: Re: Caves of Qud: Now in Open Beta
Post by: Vanigo on December 24, 2010, 05:13:50 pm
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Tarran on December 24, 2010, 05:44:37 pm
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.

Did you kill(or just attack) any glowpads or get attacked by any around him? The glowpads are his friends, if they attack, he attacks. If they die, he attacks.

Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on December 24, 2010, 07:04:10 pm
Batch of small bug fixes and balance tweaks.

*Stairs are now much harder, though not strictly impossible, to destroy
*Renormalized rate of solar cell recharge
*Drum-loaded modded missile weapons will have a minimum magazine size of 2
*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 menu
*Added a message to make it more clear what you're supposed to do when given the choice between tinkering recipies to learn
*Beguiling HP bonuses may be applied only once
*Fixed a domination exception
*Fixed an exception when fuging via mass-mind and dominatated clones (Oy vey)
*Fixed an exception when you die by teleporting into solid stone
*Changed the description for desert rifle to better match what it does
*Fixed the oil animation to always have a render string
*Creatures will no-longer be willing to trade their own body parts away
*Loot table changes which will generally reduce the frequency of grenades and injectors and increase the frequency of ammunition
*Updated missile weapons to use icons for penetration and damage display
1.0.4010.33986
Title: Re: Caves of Qud: Now in Open Beta
Post by: ToonyMan on December 24, 2010, 07:18:58 pm
*Creatures will no-longer be willing to trade their own body parts away
Hahaha.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Tarran on December 24, 2010, 08:25:22 pm
*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 menu
Problem 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.

Edit: Actually, this happens whenever there are two items on the ground. Pick up or destroy one, automatically pick up the second. Please fix this, it has the potential to be really annoying.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Vanigo on December 24, 2010, 09:56:13 pm
*Creatures will no-longer be willing to trade their own body parts away
Hahaha.
Yeah. I just ran into this, and apparently if you equip them you can't unequip them afterwards. Is there a fix for this?
Title: Re: Caves of Qud: Now in Open Beta
Post by: ToonyMan on December 24, 2010, 10:10:26 pm
Trade your arm away, create arm ladder.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Vanigo on December 24, 2010, 10:36:11 pm
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: ToonyMan on December 24, 2010, 10:51:22 pm
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on December 24, 2010, 11:43:03 pm
Ok next patch is some new content, so will probably take a couple days. Happy holidays folks.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Malicus on December 25, 2010, 01:44:16 am
Hrm, I killed a beetlebum, tried stepping onto where it was, and got this:

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) in X:\Documents\Programming\C#\XRL\ConsoleLib\ConsoleLib.Console.cs:line 700
   at XRL.UI.Sidebar.RenderCurrentCellPopup(ScreenBuffer _Buffer) in X:\Documents\Programming\C#\XRL\XRL Application\Game Core\UI Elements\XRL.UI.Sidebar.cs:line 906
   at XRL.UI.Sidebar.Render(ScreenBuffer _ScreenBuffer) in X:\Documents\Programming\C#\XRL\XRL Application\Game Core\UI Elements\XRL.UI.Sidebar.cs:line 734
   at XRL.Core.XRLCore.RenderBaseToBuffer(ScreenBuffer Buffer) in X:\Documents\Programming\C#\XRL\XRL Application\Game Core\XRL.Core.cs:line 1439
   at XRL.Core.XRLCore.RenderBase() in X:\Documents\Programming\C#\XRL\XRL Application\Game Core\XRL.Core.cs:line 1478
   at XRL.Core.XRLCore.PlayerTurn() in X:\Documents\Programming\C#\XRL\XRL Application\Game Core\XRL.Core.cs:line 1320
   at XRL.Core.ActionManager.RunSegment() in X:\Documents\Programming\C#\XRL\XRL Application\Game Core\XRL.Core.ActionManager.cs:line 266

...indefinitely, until I switch to the CoQ window and move somewhere and click "okay" on the exception again.  Then it stops coming back.  There's a fair amount of stuff on that tile.  All the stuff it ate?

Edit: After destroying some stuff by attacking from the next tile, I was finally able to step onto the tile without the exception once an iron war hammer was destroyed.

Edit 2: Another issue related to this.  In really long lists of items, the list for getting or using an item on the ground says "(down for more)" after the u) item, but pressing down or page down or > just closes the item list, so either that's not working or I don't understand what it wants me to press.

Edit 3: Also, I think I'd like it if pressing spacebar over a single object brought up the available actions for that object, rather than automatically getting it.  I'd like to eat random food objects from the floor without picking them up first.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Sappho on December 25, 2010, 06:52:40 am
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: hachnslay on December 25, 2010, 07:14:51 am
ok, what i did: i started an esper mutant with blinking and disintegration, i bought a grit gate recoiler, forgot i didn't have a way back and blinked into the area i was not supposed to be in ... i could trade with them anyway ... if i had a way back i would now have a nice starting equipment ... i will now proceed to disintegrate the gate!

ok, the energy field did not disintegrate, the terminal however did ... i can't complete the quest now, right?
Title: Re: Caves of Qud: Now in Open Beta
Post by: teoleo on December 25, 2010, 07:28:03 am
but the quest are random generated?
Title: Re: Caves of Qud: Now in Open Beta
Post by: Malicus on December 25, 2010, 08:13:14 am
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.

Don't savescum that way.  WAY too much effort.  Just turn on "allow load and save commands" and "disable permadeath".  ...just remember to actually save often enough with F6.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Sappho on December 25, 2010, 08:22:03 am
Ha, I never even realized that was an option. Wish I had noticed it earlier... Ah well. Live and learn I guess. I still don't understand why my backup was deleted though...

Edit: I think this is a new bug. I just killed a chameleon and it dropped a croc corpse.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Malicus on December 25, 2010, 11:43:39 am
I think it's just using croc corpses for all reptiles?  I dunno.
Title: Re: Caves of Qud: Now in Open Beta
Post by: freeformschooler on December 25, 2010, 01:20:13 pm
The bugs are fun, except for exceptions. I'm glad that as a developer you have good exception handling.

I gotta say, I have been MOST impressed with the random dungeons. More than anything, the fact that you can just noclip/burrow underground anywhere in the world and get a tangible, interesting dungeon type level (for dozens of levels down, with increasing difficulty!) based on the location is very fun.
Title: Re: Caves of Qud: Now in Open Beta
Post by: hachnslay on December 25, 2010, 02:06:53 pm
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 ...
Title: Re: Caves of Qud: Now in Open Beta
Post by: freeformschooler on December 25, 2010, 02:32:57 pm
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 ...

I don't believe you can dig directly down which is a disappointment, but there are stairs in lots of places in the world and you can just noclip down anywhere.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Smitehappy on December 25, 2010, 05:03:57 pm
Anyone know if you can recover a placed turret?

*Edit*

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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Moogie on December 25, 2010, 08:08:19 pm
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.

That sounds like a very good idea to me. :D
Title: Re: Caves of Qud: Now in Open Beta
Post by: The Merchant Of Menace on December 25, 2010, 08:12:38 pm
Not if you're in front of it.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Malicus on December 26, 2010, 02:47:56 am
Aaaaand a bug.  If a grenade gets rusted, it still stacks with the unrusted ones, so it can be hard to find.  However, if you drop it and pick it back up, it does NOT stack with them.

Edit: There is also a data disk for an "[Energy Cell]", like the inventory category name.  Looking at it gives the non-description of "A hideous specimen."  I somehow don't think this was intended.  It seems to have energy comparable to a chem cell, though I can't tell for sure, and it requires a scrap crystal and a scrap electronics to make, whereas the chem cell requires scrap power systems and a scrap crystal.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Soulwynd on December 26, 2010, 11:38:46 am
Speaking of that bug... When you're examining an artifact, if it's in a stack and breaks, the entire stack breaks.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Sappho on December 26, 2010, 01:27:07 pm
Ha! I found my robot again and managed to kill him! He dropped three HE missiles but not the weapon he was using to fire them. These ruins are full of nice little tinkering tidbits and such as well, but I keep running into tough monsters.

Where the heck are the rustwells, anyway? I went pretty far east and ran into really tough enemies before I found any caves or ruins.
Title: Re: Caves of Qud: Now in Open Beta
Post by: cerapa on December 26, 2010, 01:29:56 pm
They are the red balls against the mountains.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Deon on December 26, 2010, 02:18:01 pm
Wow, this game is quite impressive. I totally love the setting.

What are the colored circles in <..> next to some items' names?
Title: Re: Caves of Qud: Now in Open Beta
Post by: Soulwynd on December 26, 2010, 02:19:59 pm
Those are the components the item has. If you open your craft screen (k), the colored names tell you what each circle color is.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Tarran on December 26, 2010, 02:28:34 pm
Wow, this game is quite impressive. I totally love the setting.

What are the colored circles in <..> next to some items' names?
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.

Fakeedit: Ninja'd. But I still have more information so hah.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Deon on December 26, 2010, 02:57:27 pm
Thanks, guys! I've just discovered you can take quests, so I found that KnippKnapp thing, and also a body of a critter.

But the water is so heavy! I need to find a better item for currency.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Tarran on December 26, 2010, 02:58:43 pm
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: The Merchant Of Menace on December 26, 2010, 03:01:06 pm
Anyone got any tips for surviving more than eight seconds? Also, is there a wiki for this game? Cuz if not, someone should create it.
Title: Re: Caves of Qud: Now in Open Beta
Post by: freeformschooler on December 26, 2010, 03:04:31 pm
Anyone got any tips for surviving more than eight seconds?

Don't roll up a physically fragile character. Sure, having Cryokinesis and Pyrokinesis AND Domination on your 10 Toughness Esper is nice, but you're gonna get ripped up unless you're very good at the game. Start with physical characters first, like Praetorians, Wardens, or just True Men in general.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Tarran on December 26, 2010, 03:06:27 pm
Anyone got any tips for surviving more than eight seconds?
Wait for eight seconds.

...To be serious, just walk to the swamps nearby and kill some glowfish until you level up some. You get 10xp each and you can also sell their corpses for a decent amount. Avoid the glowpads(unless you're decently strong) and crocs(they hurt like heck compared to glow fish). You should survive more than eight seconds easily. If you don't, this game isn't for you.
Title: Re: Caves of Qud: Now in Open Beta
Post by: TwilightWalker on December 26, 2010, 03:10:32 pm
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: freeformschooler on December 26, 2010, 03:12:37 pm
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.

This^2. This is exactly what you should do if you start with artifacts -- level up and then pick out some skills that will help you survive without even leaving town.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Tarran on December 26, 2010, 03:14:28 pm
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, Unormal: A minor bug; when I took damage from the fire from a lit torch on the floor it said I took damage from a fire started by a fire ant.
Title: Re: Caves of Qud: Now in Open Beta
Post by: cerapa on December 26, 2010, 03:34:04 pm
I currently have carapace and flaming hands. I throw my fireball and then retreat into my carapace, becoming practically unkillable. I feel like a boss monster.

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.

EDIT: I just stumbled upon a gathering of 30 pygmys....anyone want cooked pygmy?
Title: Re: Caves of Qud: Now in Open Beta
Post by: Tarran on December 26, 2010, 03:42:45 pm
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: cerapa on December 26, 2010, 03:44:24 pm
Oh, okay then.

EDIT: Damn, the pygmys are punching through my carapace, for low damage, but nonetheless.
EDIT2: Down to 1 health. And with a pygmy blowgunner shooting at me. I am screwed.
EDIT3: Holy crap, more pygmys! Why are there so many pygmys?!
EDIT4: Level up from pygmy slaughter. Mostly I just needed the extra health.
EDIT5: I live! Dare I go a screen south?
Title: Re: Caves of Qud: Now in Open Beta
Post by: Angle on December 26, 2010, 04:03:16 pm
Another thing you can do when starting out? Steal everything that's not nailed down. There are three houses with chests but no people in them. Go in, close the doors, open the chests, grab everything. No one will know... If you didn't start with the artifacts for the quests, you probably have them now.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Tarran on December 26, 2010, 04:40:09 pm
He he he, I now know how to construct HE missiles, so I can use my rocket launcher much more now. Only downside is that it requires phasic power systems, but oh well, still nice to have the recipe. Also, it constructs 5 at a time so I guess it's a good trade.
Title: Re: Caves of Qud: Now in Open Beta
Post by: DFNewb on December 26, 2010, 05:13:15 pm
Wow so I started another character, did the critter quest, on the bottom floor, where they are, I decided to explore, found a river, and went 1 screen to the south with it. I found up stairs there so I went up, and up. Twice because the stairs were so close together, but when I came out the second time, there was no down staircase were I was, part of the level was revealed already because I was there before. and I was trapped in a large room with no way out. I went and 's'earched all around but could not find anything. In an act of desperation I started to attack a wall, hoping I can dig my way out, and after about 100 turns, I broke it and found a hall way out, leading to the stairs.

I just have to say that getting into a situation that I was in, then being able to dig your way out with a sword is awesome, I hope you don't stop working on this :D
Title: Re: Caves of Qud: Now in Open Beta
Post by: Angle on December 26, 2010, 06:19:58 pm
Why does it take 200 turns to recharge harvest, even after you've bought the entire path? That makes the skill almost useless.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Tnx on December 26, 2010, 06:43:42 pm
Yeah butchery is WAYYY better investment of points.  Harvesting gives way too little, you need to eat like 400 wafers just to be full.  I'd be happy with it if it randomly harvested as I walked around or something, that'd be really neat because I always forget to use the harvest skill because I'm too busy killing stuff.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Frumple on December 26, 2010, 06:46:29 pm
Unless it's changed while I was out of town, it's 100 turns, not 200. 100 turns pass quite, uh, quickly, especially if you're ` resting after getting smacked up by things.

Harvest isn't terribly efficient as a survival thing, no. It's better for low-level/risk trade goods (ala starapples) than food. Vinewafers seem useful, but they get ate through very, very quickly. Much better to grab the first level butcher and sell a harvest of starapple to someone or another for water.

I'd guess that the primary reason the cool down is as long as it is, is to prevent, yanno', going out and farming every single bloody watervine in a X radius of Joppa and coming out with 10k+ vinewafers and enough starapple to buy out the glowpad merchant. Unlike butcher, harvest just doesn't take much risk to use, and so has th'cooldown attached to it. Using harvest as an occasional thing to do between battles, I've found it an excellent trade/water/supply supplement even with the cooldown -- I just use it in between fights on passing plants. Most non-cavern maps have at least a half dozen or so harvestable trees.

It would be nice to see more done with it, though. New arrow types, impromptu medicines/poisons/etc, stuff like that. Maybe a skill further down the harvest tree that improves the efficiency of harvested items for you, or something.

Edit: It's around 30-40 wafers to get full from th'auto-eat point, iirc, not 400. Maybe up to double that, 60-80, s'been a few days since I played. Just seems like 400, 'cause each individual one gives so bloody little nutrition. Which is what you meant, o'course, but numbers~ :P
Title: Re: Caves of Qud: Now in Open Beta
Post by: Tnx on December 26, 2010, 07:17:22 pm
Yeah I was exaggerating,  I think even if the cool down were to be reduced to 25 or so not many people would harvest out the zones.  It's much more efficient to just go and kill some things and drag their corpses back if the intention is to make some money.  A boar corpse fetches like.. 40 drams right?  That's way more then what you could harvest in the same amount of time.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Tarran on December 26, 2010, 07:34:40 pm
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 unless you get really unlucky and give them 1 damage. Also, they don't do all that much damage to you 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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: forsaken1111 on December 26, 2010, 07:35:19 pm
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
Title: Re: Caves of Qud: Now in Open Beta
Post by: Tarran on December 26, 2010, 07:39:37 pm
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Malicus on December 26, 2010, 07:44:12 pm
Why does it take 200 turns to recharge harvest, even after you've bought the entire path? That makes the skill almost useless.

I find it much more useful than butchery, at least so far.  Some of the harvested items restore thirst as well as hunger, and watervines are almost, if not completely, weightless -- I once had over 1000 and they still didn't weigh a pound.  ...there is also a harvested item that is basically a potion of cure serious wounds.

Also, it doesn't put items into your inventory and suddenly weigh you down without your permission the way butchery does.  Binding a key to "wait 100 turns" is helpful, if you REALLY want to sit around and gather stuff.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Frumple on December 26, 2010, 07:56:51 pm
So HE rockets are my only option.

HE grenades, of course, or even better... force bracelet. Force bracelets are... incredible. Think force bubble mutation, but the duration equals an energy cell charge (and my starting, used, chem cell, has lasted a combined 50-60 turns already!) and the cooldown is the one-two turns it takes to swap cells.

If there is a downside to this thing (beyond having some trouble getting into melee range which... isn't really trouble, really.), I haven't found it.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Tarran on December 26, 2010, 08:02:05 pm
HE grenades
HE grenades work?

Oh, they do. That's nice to know since I had no other use for my Mk I HE grenade recipe. Too bad they don't work on security doors, though.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Frumple on December 26, 2010, 08:15:38 pm
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.

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.

I'm now wondering if slam or hook'n'drag can move the things, though. Hrm...
Title: Re: Caves of Qud: Now in Open Beta
Post by: freeformschooler on December 26, 2010, 08:52:34 pm
I'm now wondering if slam or hook'n'drag can move the things, though. Hrm...

Hook'n'drag? Is that like some sort of hookshot? Because that would be awesome.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Frumple on December 26, 2010, 08:55:00 pm
Axe skill. You latch on to something beside and then walk away, dragging the target along with you. The target takes damage when you force it to move around.

It's nice~

The skill suggests you like, slide the axe's haft (heel?) around the back of their neck, or something. I like to imagine you slam the blade into their forehead (equivalent) and just start waving them around through the air, hauling them along as you run around cackling gleefully. It's more fun that way.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Tarran on December 26, 2010, 08:59:28 pm
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.

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.
Haven't found a SINGLE one yet to buy or randomly generated in The Grit Gate. Seriously, none at all.

Quote
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.

Also, I just realized my guy could become really, REALLY powerful if I just had some more tinkering levels and a few high level scraps. I can already make enough money to buy a ton of stuff(just make a ton of energy cells), heck I have a huge nugget stash at joppa so money isn't an issue. And I've got access to three(Argvye and those guys in The Grit Gate) data disk sellers(due to the wonderful HE grenade technique), so all I need is some more intelligence(because my guy is too dumb to get tinkering level 2) and some high level scraps and then I'll rock the world with a massively overpowered character, because I have so many good data disks just waiting for my guy to get smarter.
Title: Re: Caves of Qud: Now in Open Beta
Post by: freeformschooler on December 26, 2010, 09:03:05 pm
It was said a while back that Light Manipulation was the best mutation. Well, Flaming Hands is right up there with it. Not only do you have the initial damage, but there's a huge shockwave that doesn't hurt you, and the opponent you aimed at is set on fire. The cooldown at level one? 10 turns.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Frumple on December 26, 2010, 09:14:54 pm
Flaming hands can cause you to ignite, though, via setting other things on fire. Damage wise, though, it's pretty bloody solid.

'Best mutation', though, is pretty subjective. For me, multiple legs or heightened speed have been my MVP mutations, followed by freezing hands. (Stun. Lock.) Quills are g'damn vicious, and wings can make certain tasks (anything aboveground) basically a ridiculous cakewalk. (Hello saltwurm. What? You can hit me 'cause I'z flyinz? Ohohohohoho-insertprojectiledakka) Folks have talked about using fugue (time clones~) to make little artillery brigades (Equip self with grenades and/or missile launchers and/or flamethrowers and/or various!projectile-mutations).

I actually don't really like light mutation. Glowspheres are pretty easy to find (multiple arms means you don't have the 'i-needz-free-hand' issue) and floating glowspheres like to show up in the non-joppa merchants fairly regularly, so the ambient light doesn't really do much for you outside of a bit in the beginning, and laze just doesn't hit very hard. It pierces, sure, but so does flaming (EVERYTHINGISONFIRE) and freezing (stunlock <3) hands. Light manipulation is alright, but certainly not something I aim for when rolling.

Regeneration is awesome (hurrhurrkitekitekite). Carapace can be awesome, especially if paired with one of the thermal mutations. Horns are pretty kickin'. Most of the mental abilities can roflpwn. The gas effects are wicked useful in certain situations (P.S. Security doors. You are tough. The walls beside you, not as much. Also, salthopper? You are asleep. I am two screens away.).

I could keep going. Honestly, pretty much all the fully functional mutations are just great. Makes the *band and Crawl most mutation systems I've seen (in games) look like sick little puppies :P
Title: Re: Caves of Qud: Now in Open Beta
Post by: Tarran on December 26, 2010, 09:24:09 pm
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: freeformschooler on December 26, 2010, 09:28:19 pm
Flaming hands can cause you to ignite, though, via setting other things on fire. Damage wise, though, it's pretty bloody solid.

Yeah, I... I just found this out. I tried to burn a hole to another screen of a dungeon, horizontally, but ended up filling the entire floor with steam and melting myself alive.

There are just too many good mutations. It beats any system. AND SKILLS TOO! Most skills that aren't just upgrades are relevant and interesting. Since the next update was said to be a content update, who knows what's coming next...
Title: Re: Caves of Qud: Now in Open Beta
Post by: Frumple on December 26, 2010, 09:29:56 pm
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.

You have to kill them both more or less at the same time. Chaingun (@->pp), flamethrower, various blast weapons. Presumably, you can move fast enough to kill one before the other can respawn, but I've not managed that. Chaingun or flamethrower.

Or akimbo pistols. That works too, I think. I prefer flamethrowers.

But yeah. SRWJ got translated while I was out of town. I'm saving the CoQ for like, tomorrow. Maybe the next day.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Tarran on December 26, 2010, 09:32:31 pm
Huh, I guess bringing along a chaingun for fun actually has it's uses.

Also, I've killed them together before in melee twice or so. I think you have to kill them both on a swipe attack. Going to have to test that.

Edit: Yep, it works. Use windmill to kill twinning lampreys in melee if you have longswords.
Title: Re: Caves of Qud: Now in Open Beta
Post by: ToonyMan on December 27, 2010, 03:23:46 pm
Typo for the mutation 'Electrical Generation'?
"You acquire electrical change which you may discharge at will."

I think it would look nicer like so:
"You acquire an electrical charge, which you may discharge at will."
Title: Re: Caves of Qud: Now in Open Beta
Post by: boatie on December 27, 2010, 03:30:23 pm
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...)
Title: Re: Caves of Qud: Now in Open Beta
Post by: ToonyMan on December 27, 2010, 03:33:13 pm
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Deon on December 27, 2010, 03:35:40 pm
Which of the shortcuts do you use? Common/with OpenGL filtering/Console?
Title: Re: Caves of Qud: Now in Open Beta
Post by: freeformschooler on December 27, 2010, 06:33:34 pm
Which of the shortcuts do you use? Common/with OpenGL filtering/Console?

Unless you have a supercomputer, console uses approximate 200,000% less processing power. Most people have nice PCs though, and won't notice the lag until they've explored a good bit. I use console.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Frumple on December 27, 2010, 07:57:07 pm
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)
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on December 27, 2010, 08:14:52 pm
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)

It's planned, but not in the game at the moment.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Frumple on December 27, 2010, 08:35:47 pm
Guess I'll have to stretch my arms a bit, heh. In other news, will we ever be able to shoot things in walls with normal (i.e. laser pistols, etc.) guns? Just lost a really promising character because I couldn't shoot a security turret that was in a wall, and didn't survive approach (Chaingun 'ret was giving cover fire, apparently :-\).

E: Re: Th'followin' posta': NE'ER!
Title: Re: Caves of Qud: Now in Open Beta
Post by: forsaken1111 on December 27, 2010, 08:40:52 pm
STOP SHORTENING WORDS ARBITRARILY
Title: Re: Caves of Qud: Now in Open Beta
Post by: Tarran on December 27, 2010, 08:55:43 pm
Oh you two, fight'n for no reas'n. Why can't you two 'et along?

 :P
Title: Re: Caves of Qud: Now in Open Beta
Post by: forsaken1111 on December 27, 2010, 08:57:27 pm
AGH! -dies-
Title: Re: Caves of Qud: Now in Open Beta
Post by: The Merchant Of Menace on December 27, 2010, 09:01:01 pm
Question: I may have accidentaly beaten Elder Irudad to death, are there any major concequences to this?
Title: Re: Caves of Qud: Now in Open Beta
Post by: Frumple on December 27, 2010, 09:09:57 pm
You won't be able to finish a quest and you've blocked off one of three ways (that I know of) into Grit Gate. Fortunately, th'elder isn't really necessary for continuing the main questline, from what I've seen. Just don't kill the tinker, at least until he's given you his data disk. All you've lost out on is a fairly small amount of XP and some autoinjectors.
Title: Re: Caves of Qud: Now in Open Beta
Post by: The Merchant Of Menace on December 27, 2010, 09:18:48 pm
Sweet. I got a level up or two out of killing him anyway.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Tarran on December 27, 2010, 09:21:02 pm
Yeah, just finish the critter quest and then you can kill him with little to no consequences for 1000xp.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Soulwynd on December 27, 2010, 11:03:01 pm
Anyone know if there's a way to hotkey item activation
You can macro it with AHK (http://www.autohotkey.com/).

I've even made an auto-roller for coq with it. >.>
Title: Re: Caves of Qud: Now in Open Beta
Post by: Frumple on December 28, 2010, 03:33:29 am
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.

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.

Also, minor bug: Apparently, when you tinker up something that's powered, you create a cell, as well. Or can, anyway. Just whipped up (heh) a stun whip that came wit' a chem cell. It'd make sense if it was a solar cell, but I don't even know how to make chem cells.

Guess it's not a bad thing, exactly. The cell sells for as much as the whip...

EDIT: Confirmation on a previous inquiry, also minor bug report: Glowpad merchant doesn't restock. It's murderin' time~
Title: Re: Caves of Qud: Now in Open Beta
Post by: TwilightWalker on December 28, 2010, 03:42:34 am
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.

Google time cube and click the first link, I dare you!  :P

Fakedit: Honestly, not a clue what it would do.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Soulwynd on December 28, 2010, 07:49:15 am
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:

F1::Send eda{Esc 3}
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on December 28, 2010, 09:04:24 pm
New patch posted.

*Point-buy for mutations
*New minor mutations: Night Vision, Slime Glands, Thick Fur, Kindle, Sense Psychic, Telepathy
*New morphotype: Unstable Genome
*New missile weapons: 2 new rifles, 1 new shotgun, 2 new pistols, 1 new heavy weapon
*Readable books and papers
*Two-handed weapons of all types
*True man attributes now advance at the same rate as mutants, they now instead gain 20 bonus SP per level, resistance bonuses based on arcology, and the ability to rebuke robots
*Mutant attributes now capped slightly higher
*All natural weapons are now correctly str uncapped, this will make mid-game and later monsters much more deadly, especially to AV-based characters
*The barathrumite enclave entrance is now closer to to the surface of grit gate
*Increased the temperature at which water will instantly vaporize
*Somewhat reduced steam damage
*New option to enable prompting even if only one item is on the ground when you select 'get'
*The get automatically if there's only one behavior now only applies the moment you hit get, not if there is eventually one in a stack due to working with the stack
*Renormalized the charge use of force bracelet
*Rusted items are no longer worth more in some cases
*Chest and loot table updates
*Updated Flaming and Freezing Hands animations
*Flaming and Freezing Hands no-longer penetrate solid objects
*Fixed repeating mutations in the buy-new-mutation popup
*The AI will get angry at the party leader of an object it gets angry at
*Fixed a bunch of out-of-bounds exceptions in the console
*Several defects are now correctly flagged as unable to be leveled
*Tinkering recipies will never be added to your list with mods applied to the name (you may still ocassionally produce modded items when tinkiering)
*Tinkered items may no-longer be disassembled
1.0.4014.37808
Title: Re: Caves of Qud: Now in Open Beta
Post by: Malicus on December 28, 2010, 09:22:34 pm
I started a new character to see how things are now, went to start the two quests, then went to the trader...  went back to Argyve to see what he had to say, and THE ZEALOT HAD KILLED HIM.  Said zealot was standing there, seemingly unharmed, with the stuff Argyve was selling all where he used to be standing.
Title: Re: Caves of Qud: Now in Open Beta
Post by: The Merchant Of Menace on December 28, 2010, 09:32:01 pm
How often is butchery supposed to occur? Cuz I got it a while ago and haven't butchered a single enemy despite having killed dozens. Or am I just doing something wrong =p?
Title: Re: Caves of Qud: Now in Open Beta
Post by: alfie275 on December 28, 2010, 09:34:49 pm
@unormal

Suggestion:

Have a variable which says what caused something to happened, eg what caused steam to appear, and have this variable passed on when stuff happens. This way if I use flame hands to vaporise a load of water which kills enemies, I get XP. Would also be useful for later if you implement stuff like poisoning.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Soulwynd on December 28, 2010, 09:35:11 pm
*The AI will get angry at the party leader of an object it gets angry at
That sucks for ego based characters. Anyway to tell your follower to not attack neutrals/friendlies. Charmed creatures attack everything.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Frumple on December 28, 2010, 09:54:41 pm
New patch posted.
Awesome.

*Point-buy for mutations
Mutants 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~

Interesting that chimera and esper has a cost to it, though. Can see it for unstable genome (which is basically mutation points invested in 'buy mutation', and I guess the way to roll a pure random one now.), but maybe not for those? I'unno, maybe a smaller cost. +3 stats and directed random buy that can't be leveled... Doesn't seem on par with th'other mutations, more along the lines of a minor one. Perhaps 2 points instead of three?

*Readable books and papers
Ahahahaha! 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 bracelet
It did last a while, dinnit it?

EDIT: *stares at Argyve* Mortar... tube? Oh dear.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Malicus on December 28, 2010, 10:02:02 pm
So true men and mutants now have the same stat growth, which was the previous standard mutant growth, right?  That'll make true men not quite as overpowered...
Title: Re: Caves of Qud: Now in Open Beta
Post by: Tarran on December 28, 2010, 10:10:11 pm
Wow, all that stuff without breaking save compatibility? That's really great, since I'm still getting some mileage out of my current guy.

*Tinkered items may no-longer be disassembled
Aww, guess I won't get to constantly reuse my cells now. :P

Edit: Err, I guess it does break save compatibility. Oh well, I was getting bored of that guy anyway(the lack of mutations made it all hack-n-slash with no real flavor).
Title: Re: Caves of Qud: Now in Open Beta
Post by: Malicus on December 28, 2010, 10:16:57 pm
Chem cells are incredibly cheap to make if you know how, though, so that's not a huge problem.  I think it was mostly to prevent rerolling a tinkered piece of equipment's extra attributes by building it and fully disassembling it again.

...speaking of tinkering, would there be (or is there?) a chance to learn how to make something by disassembling it, or would that make it too easy and/or too much like TOME's alchemy system?
Title: Re: Caves of Qud: Now in Open Beta
Post by: Frumple on December 28, 2010, 10:41:21 pm
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on December 28, 2010, 10:43:47 pm
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 is just a temporary stopgap around a ton of various exploits, it's not a final soluton.
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on December 28, 2010, 10:54:08 pm
Couple quick tweaks:

*Added a note that unspent MP will be lost after character creation
*Unstable Genome allows you to pick one of 3 random mutations, rather than giving you an entirely random one
1.0.4014.41011
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on December 28, 2010, 11:33:16 pm
One last set of tweaks:

*Buying a new mutation during play now costs 4mp, up from 3mp
*Esper and Chimera now cost 1 point, but no longer give the stat bonuses
1.0.4014.42310

E:
*Teleportation no longer works on the world map
*Grit gate recoiler goes to the right place
1.0.4015.4061
Title: Re: Caves of Qud: Now in Open Beta
Post by: Dbuhos on December 29, 2010, 01:10:23 pm
This game is pretty awesome.
What does registering your copy do ?
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on December 29, 2010, 01:12:37 pm
This game is pretty awesome.
What does registering your copy do ?

It doesn't unlock any content, it's just a shareware model basically; We do appreciate the support from those who have registered!

VVV Yeah it's a known issue, I thought I had fixed it but it's still around.
Title: Re: Caves of Qud: Now in Open Beta
Post by: mendonca on December 29, 2010, 01:53:17 pm
Hey unormal, don't know if this has been reported before, but what seems to be a bug on the multiple choice 'mutation buy' screen: I had the option of
1) freezing hands 2)freezing hands or 3)heightened speed.

Didn't bother me, freezing hands is great, but wondered if you wanted it to be a distinct choice of 3 mutations.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Soulwynd on December 29, 2010, 01:57:13 pm
Was it at the last version? Cause he said that was fixed.
Title: Re: Caves of Qud: Now in Open Beta
Post by: RichardTheWizard on December 29, 2010, 02:23:07 pm
This is an amazingly entertaining game for how seemly simple the concept is, I've had endless hours of enjoyment in it.

I've found that Burgeoning is a very useful skill, I usually spawn a ton of plants around stairs, lure the enemies to follow me up the stairs and let the seed spitters and young ivories to stab them to death. I even took out a Slumberling at level 2 by letting the seed spitters shoot it to death!

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.

I commend you on a job well done Unormal, a fine piece of work indeed!
Title: Re: Caves of Qud: Now in Open Beta
Post by: The Merchant Of Menace on December 29, 2010, 02:31:10 pm
You don't always get all the scrap, unless you have expert disassembly, I think that's what you mean.
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on December 29, 2010, 02:32:20 pm
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.

Thanks for the kind words, glad you're enjoying it!

Until you have 'expert disassembly' you do not always get the full bit cost when disassembling an item.
Title: Re: Caves of Qud: Now in Open Beta
Post by: RichardTheWizard on December 29, 2010, 02:35:55 pm
Thank you Unormal and Merchant for your help, I understand now. I thought I was suffering some sort of bug!

I misunderstood the message you received upon disassembling something, I thought it said, you recieved these bits. But it actually said you now have these bits.

Thanks again
Title: Re: Caves of Qud: Now in Open Beta
Post by: Deon on December 29, 2010, 02:51:18 pm
My wife is going to hate you :). I haven't played roguelikes for such huge chunks of time for a long time (I think since my ADOM mania had ended).

It has everything I love: world map, big world, many locations, great character generation (mutations are really unique and interesting, they really make DIFFERENT characters), many interesting sites, AWESOME setting (something between post-apocalyptic and fantasy genre).

I still didn't get my credit card, but I plan to register soon because I am getting one just to donate to Toady and support a few awesome indie projects like yours.

I just thought that You deserve MORE praise :).
Title: Re: Caves of Qud: Now in Open Beta
Post by: Angle on December 29, 2010, 04:05:02 pm
When the Analytical Genius mutation levels up from your ego bonus, it doesn't seem to apply its updated stat bonus.
Title: Re: Caves of Qud: Now in Open Beta
Post by: forsaken1111 on December 29, 2010, 08:34:29 pm
For some reason chosing esper disables the Analytical Genius mutation. Intended?
Title: Re: Caves of Qud: Now in Open Beta
Post by: Strange guy on December 29, 2010, 08:40:01 pm
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)
Title: Re: Caves of Qud: Now in Open Beta
Post by: freeformschooler on December 29, 2010, 08:45:17 pm
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)

How to find caves without doing anything:
Go in the options menu
Set keyboard shortcuts for Noclip Down & Noclip Up
Noclip down anywhere, anytime
PROFIT

For the status panel: I don't know, I would like to know this too. However, the reason it does this is because maps ("screens") are approximately the width of the console window, and to show the whole thing they've got to flip the status panel somewhere else.
Title: Re: Caves of Qud: Now in Open Beta
Post by: The Merchant Of Menace on December 29, 2010, 08:45:24 pm
If you're playing a mutant. The wings/teleportation/phasing are all incredibly helpful for running from monsters.
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on December 29, 2010, 08:57:30 pm
Few bug fixes:

*Fixed a field picker exception
*Fixed an exception when removing an equipped book
*The reload command will now work for energy-cell using missile weapons
*Tinkered items with an energy cell slot will no-longer sometimes be created with an already-slotted cell
*You may no longer create a mutant with a negative MP point balance
1.0.4015.37529

VVV Yeah they're just incorrectly categorized, I'll fix it in the next patch
Title: Re: Caves of Qud: Now in Open Beta
Post by: forsaken1111 on December 29, 2010, 08:59:50 pm
Unormal, is it intended that choosing chimera still allows the Analytical Genius and Sense Psychic mutations, and choosing esper disallows them? I am assuming they are simply misclassified.
Title: Re: Caves of Qud: Now in Open Beta
Post by: ThtblovesDF on December 30, 2010, 04:24:37 am
So i made copys of my savegames... lvl 1-3 = 3 mb ... lvl 4 - 6 = 3-10 mb 7 = 20 mb 8 = 30 mb ..... 11 =76.8 mb

Oh my

and then it went down to 12 mb for level 12. What?

** How do I get security doors open?
Title: Re: Caves of Qud: Now in Open Beta
Post by: Frumple on December 30, 2010, 06:34:20 am
The arguably less time consuming method is to buy or find security cards -- they come in different colors, and different color cards can open different colored security doors. Some cards open more than one type of door. The details behind that I'm unsure of, but I was able to open pretty much everything with law and maintenance cards. Once you've got the card in your inventory, you just walk through the security doors like you would any other door.

The arguably more time consuming method is to somehow destroy the door, either by bashing it down via weapon or hitting it with something like acid (fire, etc.). You can only do this fairly reliably if you've got decent strength (and a fair penetration weapon) or access to the necessary utilities. MK I acid grenade is perfect and cheap to tinker, but runs the risk of destroying something valuable on the other side of the door... like a square with four lockers in it (muttergrumble :-\).

The least time and resource consuming method is to knock the door out of the way, either via force bubble/bracelet or explosive effects (HE grenades, missiles, etc.). About the only way that can go wrong is if you push the door on top of something valuable (grumblemutter :-\). Certain mutations (phasing, teleportation, theoretically space-time vortex, but that's probably not going to get you behind the door. A door, maybe, but probably not th'one you where aiming for.) allow you to bypass them.

My favorite way to get around the doors, though, is to do just that. Through the wall, metaphorically yelling "OH YEAH" as you tear through the apoco-crete. Acid or burrowing claws is the quickest way. Hitting it with a hammer (/other weapon) until the wall falls down works, too.
Title: Re: Caves of Qud: Now in Open Beta
Post by: ThtblovesDF on December 30, 2010, 06:46:27 am
Thanks, now just to figure out how to attack a wall... i think my neonmetal metametal sword will do just fine (2d12 dmg, oh yes).

Or not. Hammertime.

Got into a room. 3x3 title of metal bits and goodys, suddenly two drillbots. Barly kill one, "teleport other" the other one away. Puh, safe, right? Resting, back to half hitpoints - wall gets taken down, angry drillbot wants revenge.

Lived though that.

Later:

:D <--- mfw my clone teleports enemys away.


Say can I use acid (filled into canteen) on a wall somehow? I know how to pour it all over myself... but that isen´t really the best use.


Died to chaingun turret-wall. Anyway, throwing a canteen with acid does nothing for one.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Frumple on December 30, 2010, 08:06:57 am
Re: Smacking the wall: ctrl+direction, unless you've remapped it to something else. esc -> k to see and change keybindings. Generally, for damaging walls and doors, penetration is considerably more important than raw damage. Can't give a fair ballpark for what's decent, but folded carbide weapons (Something like 9-11 max penetration, iirc.) have gotten me through security doors, before. Apoco-crete's about as tough, I think. Either way, you're going to be swinging at it for a while before you knock th'thing down. Metametal should be fine, if you've got the strength for a decent pen value.

Re: Acid Canteen: If there's a way to pour things in a direction, I haven't seen it. Attempting to pour out acid would probably end up bathing you in it, with a nice HP devouring puddle created underneath you. Acid grenades or (much better) the corrosive gas mutations are the primary means. You can also get acid generating critters (honey skunk, some of those green 'w's, the acid spitting 'q', etc) to fire off besides the desired wall.

You clones can, and will, use any talent you can use. They'll also fire weapons and throw grenades. And melee and such, o'course.
Title: Re: Caves of Qud: Now in Open Beta
Post by: freeformschooler on December 30, 2010, 08:38:38 am
Really loving the point buy on mutations. Since I've yet to test it out (WAY TOO SCARED), what does "Evil Twin" DO anyway? Does another, hostile you pop out of nowhere sometimes and start tearing you up? Or what?
Title: Re: Caves of Qud: Now in Open Beta
Post by: ThtblovesDF on December 30, 2010, 08:43:22 am
Your evil twin somehow knows just when to show up to fuck up your day.
Title: Re: Caves of Qud: Now in Open Beta
Post by: freeformschooler on December 30, 2010, 08:54:13 am
I GOTTA PUT THAT ON MY NEXT CHARACTER so that I can kill him. With mutations.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Sappho on December 30, 2010, 09:52:40 am
If acid can melt through everything, why doesn't it melt the canteen?

I cannot suspend my disbelief!  :o
Title: Re: Caves of Qud: Now in Open Beta
Post by: The Merchant Of Menace on December 30, 2010, 10:05:44 am
Majick
Title: Re: Caves of Qud: Now in Open Beta
Post by: Frumple on December 30, 2010, 10:09:55 am
It obviously can't melt through everything. Cases in point: Corrosive gas generation mutation, acid spitting slug-thing. Presumably, the canteen (and waterskins, and camel bladders, and...) is made out of whatever material such creatures are constructed from.

The real question is not why it doesn't melt the canteen, but "Why isn't my armor made of this stuff!?" Resource scarcity doesn't quite work. You'd only have to take apart so many waterskins and camel bladders before you'd have enough material to produce a full body covering, and there's lots of waterskins and dromads must breed, somewhere, so camel bladders are self-reproducing. Canteens are nearly as common as waterskins.

My only guess is that the material must be formed into a vaguely spherical shape of fairly small diameter, or suffer a cascading reaction that ultimately culminates in a multi-megaton explosion. Experiments in camelbladder armor is obviously the hidden cause of the apocalypse.
Title: Re: Caves of Qud: Now in Open Beta
Post by: The Merchant Of Menace on December 30, 2010, 10:13:25 am
It could be that your enemy could kill you with a slightly pointy stick if you were wearing it, plus the seams wouldn't be airtight on a suit of armour.
Title: Re: Caves of Qud: Now in Open Beta
Post by: freeformschooler on December 30, 2010, 10:16:50 am
Who cares if acid doesn't melt everything? For everything else, we've got...

-Poison
-Electricity
-Negative 5000 degrees Fahrenheit powers
-Positive 3000 degrees Fahrenheit powers
-MORE ACID
-Nightmare creatures
-probably more stuff too
Title: Re: Caves of Qud: Now in Open Beta
Post by: ThtblovesDF on December 30, 2010, 11:41:35 am
If acid can melt through everything, why doesn't it melt the canteen?

I cannot suspend my disbelief!  :o

Err the canteen does take damage and eventually breaks, you got a limited timeframe to do something with it. At least i get spammed with "the canteen takes 8 damage" messages
Title: Re: Caves of Qud: Now in Open Beta
Post by: Deus ex Machina on December 30, 2010, 12:28:18 pm
Is this based off "The Iron Dream"?
Title: Re: Caves of Qud: Now in Open Beta
Post by: Eagleon on December 30, 2010, 03:14:43 pm
Reminds me of Alphaman, an ancient post-apoc roguelike, in a good way. Loving this. I would love to see a small rebuilding side-game, where you could start to reoccupy the ruins by attracting like-minded individuals and setting up an economy of sorts. The turret ability demands it :D
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on December 30, 2010, 04:07:39 pm
Small bug fix rollup posted.

*Analytical Genius and Sense Psychic are now correctly categorized as mental mutations
*Argyve should now tend to come out on top of zealot encounters
*Fixed exception in Light Manipulation mutation
*Horned chameleon drops the correct corpse
*True Men gain the proper amount of SP
*Abstract base items should no-longer appear as data disk
*Bits for an item will only be displayed if it is fully understood
1.0.4016.28917
Title: Re: Caves of Qud: Now in Open Beta
Post by: Tarran on December 30, 2010, 04:16:46 pm
Did you upload it? I downloaded the zip version twice and mine still says 1.0.4015.37529.
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on December 30, 2010, 04:24:56 pm
Did you upload it? I downloaded the zip version twice and mine still says 1.0.4015.37529.

Yeah, sometimes the amazon storage system takes a bit for it's cache to catch up or something, so just try again in a few minutes.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Deon on December 30, 2010, 04:26:01 pm
If you ever make a version with tiles, I can help with sprites.

A quick example of the stuff I am spriting now:
Spoiler (click to show/hide)
Title: Re: Caves of Qud: Now in Open Beta
Post by: ThtblovesDF on December 30, 2010, 04:31:25 pm
~Nevermind.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Tarran on December 30, 2010, 05:45:28 pm
When entering a ruin I got a message saying "You sense a sinister presence nearby". How ominous.

EDIT: OH GOD MY EVIL TWIN AHHHHH!

Edit2: I killed my evil twin! And I got... 10xp and bloody ashes. WHAT. That's a freaking rip off.
Title: Re: Caves of Qud: Now in Open Beta
Post by: forsaken1111 on December 30, 2010, 06:01:15 pm
Its supposed to be a defect, not a bonus. In fact I bet he comes back again and again.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Frumple on December 30, 2010, 06:01:47 pm
Evil twin is a defect, after all. It's probably not supposed to give you equitable XP and copies of all your loot.

Could definitely see some interesting stuff done with it, though. Maybe a small chance to gain a mutation point or few points of SP or something. Perhaps the ashes could be used for some questline, or as a unique barter tool (ala DQ's small medals :P). Could totally see a whacked out tinker collecting them for some radiation-addled reason.

And yes, the evil twin will appear repeatedly.
Title: Re: Caves of Qud: Now in Open Beta
Post by: forsaken1111 on December 30, 2010, 06:02:42 pm
I want to make out with my evil twin.

Oh, can you use dominate or beguile on it? EVIL TWIN ARMY
Title: Re: Caves of Qud: Now in Open Beta
Post by: Frumple on December 30, 2010, 06:04:55 pm
You could a few versions back. Dunno 'bout now, I've never personally done it, just read of other people doing it (SA thread). I think that sort of thing has been messed around with for bug squelching reasons. All the evil twin is, is a hostile fugue clone, so far as I know.

Things (probably) get fun when you've got fugue and evil twin. Heh.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Tarran on December 30, 2010, 06:11:19 pm
Yeah, I know it's a defect, but you'd expect your guy to learn something from fighting himself. I mean, having to fight yourself is already quite a defect in itself if you think about it; the odds are exactly equal, you'd expect like 10% of your current XP as a reward or something for defeating yourself. Not 10xp from your guy going "Herp derp derp evil twin dead I win herp derp I learned how to pick my nose derp".

Ah whatever, not a big deal. Well, at least until my twin nearly kills me, then it'll be a big deal.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Frumple on December 30, 2010, 07:27:25 pm
Minor suggestion for unormal, if it hasn't come up somewhere else: It would be kinda' awesome to be able to trade at a loss. As is, you have to pony up drams of water to anyone who doesn't have their own store of it (Argyve, ferex.), instead of simply giving them a little bit extra junk. I'd generally rather toss in an extra dagger or something instead of 5-6 drams of water.
Title: Re: Caves of Qud: Now in Open Beta
Post by: The Merchant Of Menace on December 30, 2010, 07:38:41 pm
Has anyone got any tips for getting food? I keep starving to death. I have butchery but it hasn't kicked in once yet. I've already bought out the Joppa shopkeep's stock of food (as well as all of his gold and copper nuggets)
Title: Re: Caves of Qud: Now in Open Beta
Post by: quintin522 on December 30, 2010, 07:41:29 pm
This game really needs a page on Roguebasin to help it spread.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Soulwynd on December 30, 2010, 07:41:43 pm
O.o ... You're just not killing the right creatures. I sometimes find myself carrying 150 pounds of boar meat even before I get hungry.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Strange guy on December 30, 2010, 09:42:18 pm
Aww... This game doesn't work on the PC I do most of my rouge-like playing on. Still at least it works on this one. One thing I found strange was that battle axes were less effective then hand axes- hand axe makes me think of a small tool and a battle axe a large weapon.

And yes, I agree trading at a loss needs to be in.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Tarran on December 30, 2010, 10:28:31 pm
Unormal, after loading a game I get this every action:
Spoiler (click to show/hide)
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on December 30, 2010, 10:35:25 pm
Unormal, after loading a game I get this every action:
Spoiler (click to show/hide)

E-mail me the saved game. Sure it's not from an older version?
Title: Re: Caves of Qud: Now in Open Beta
Post by: The Merchant Of Menace on December 30, 2010, 10:38:06 pm
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)
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on December 30, 2010, 10:48:18 pm
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)

Depends on the version, mostly mutations/items/monsters that don't really work fully yet.
Title: Re: Caves of Qud: Now in Open Beta
Post by: The Merchant Of Menace on December 30, 2010, 10:48:57 pm
Thanks, Just curious.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Tarran on December 30, 2010, 10:51:49 pm
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.

Spoiler: Save game (click to show/hide)
Title: Re: Caves of Qud: Now in Open Beta
Post by: Demonic Spoon on December 31, 2010, 05:54:12 am
Firstly I'd just like to say, awesome game man!

I'm on my third charater, lost one to crocs and one to crocs and one to salthoppers.

My current character, a vinefarmer, has carapace, thick fur, kindle, night vision, unstable genome and toast and the defect spontanous combustion. Burning my enemies is fun!

Also, question, how do you use unstable genome to manifest powers or whatever? And could you make that we get credit for killing creatures if they were killed by steam caused by us? Thanks.
Title: Re: Caves of Qud: Now in Open Beta
Post by: ThtblovesDF on December 31, 2010, 09:02:26 am
It takes a while to settle in. Basically the short version how i understood is that if you buy unstable genome, you may get 1 randrom mutation for each time you bought it.

Normal mutant:
level up 4x times, get 4 mutation points and Buy a new mutation

Unstable genome + mutant
Have 33% chance to use up one of your unstable genomes and get a random mutation for "free" (though it cost you 3 mutation points in the making of the char) instead of having to wait for 4 mutation points.



Also having 10x clones + cheat char = game crashing amount of explosions.

Title: Re: Caves of Qud: Now in Open Beta
Post by: Demonic Spoon on December 31, 2010, 09:42:32 am
Ah, okay, thanks for clearing that up. ^.^
Title: Re: Caves of Qud: Now in Open Beta
Post by: Tarran on December 31, 2010, 06:58:06 pm
Oh good god, I found my clone ONE SQUARE AWAY FROM THE STAIRS and he sets me on fire the first second I get down there. In response, I went up the stairs and set him on fire, which also removed my own fire. Hah! That's for setting me on fire asshole!
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on December 31, 2010, 08:30:45 pm
One last bugfix rollup before the next content patch, which will take a few days.

*Fixed some ocassions when a stairs down would not get a connecting stairs up generated.
*You may now choose to complete a trade which is lopsided in the NPC's favor, if the NPC doesn't have free drams to make change
*NE and NW in the laptop configuration should correctly scroll status pages
*You may no-longer skip the second knicknack quest by closing the conversation
*Disabled a couple incomplete items that were generating data disks
*Data Disks now display the actual item name that is constructed, instead of it's internal blueprint ID
*Trying to learn or build from a data disk you don't have the skill for now displays the friendly skill name, instead of the internal skill ID
1.0.4017.36805
Title: Re: Caves of Qud: Now in Open Beta
Post by: ductape on December 31, 2010, 08:38:33 pm
I wish this ran on my computer, but apparently my graphics card cant handle it. Does it have some amazing graphics?
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on December 31, 2010, 08:39:28 pm
I wish this ran on my computer, but apparently my graphics card cant handle it. Does it have some amazing graphics?

Try the "console" link, or create a shortcut to xrl.exe with the "-console" command line paramater and see if it will run.
Title: Re: Caves of Qud: Now in Open Beta
Post by: ductape on December 31, 2010, 08:49:29 pm
oh that works, is the other version tiled or is it the same?
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on December 31, 2010, 08:50:45 pm
oh that works, is the other version tiled or is it the same?

It's the same, it just has a consistant set of symbols since it's an emulated console. The "real" console version sometimes has messed up symbols if you have weird code-pages on your system/video card.
Title: Re: Caves of Qud: Now in Open Beta
Post by: de5me7 on January 01, 2011, 01:35:36 pm
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on January 01, 2011, 01:41:00 pm
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.

Talk to Argyve in the southwest hut in Joppa, he provides the first main questline that can be 'won' (it's only partially implemented at the moment).
Title: Re: Caves of Qud: Now in Open Beta
Post by: ThtblovesDF on January 01, 2011, 02:38:49 pm
I´ve gotten as far as going to the troll city/camp and searching for the mcguffin there, but the cominbation of troll berserkes and a dozen spells being cast while one clawed monster king crabs rip me a new one is pretty bad news.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Soulwynd on January 01, 2011, 02:53:20 pm
There are some unforgiving things in this game some times. I had this nearly immortal character. But then I went downstairs and it was a Jelly level. There were 5 big green Js right next to the stairs. I didn't even get a turn, I was DOA.
Title: Re: Caves of Qud: Now in Open Beta
Post by: ThtblovesDF on January 01, 2011, 04:43:50 pm
Once you learn how to make some kind of mkIII grenade and have the lay mine skill you can most likly deal with every enemy - given perpetration time.

Swipe and the windmill stance (hit all enemys once) saved me so many times...

Heading into the deadlands to find some rare tinkering bits, my first journey there.
Title: Re: Caves of Qud: Now in Open Beta
Post by: hachnslay on January 02, 2011, 05:17:26 am
beguile might be a bit overpowered, this is my lv 3 character's "companion"
Spoiler (click to show/hide)
Title: Re: Caves of Qud: Now in Open Beta
Post by: mendonca on January 02, 2011, 06:14:26 am
There are some unforgiving things in this game some times.

I just lost a promising 6th level character by walking in to my own generated steam (flaming hands over a stream) and instantly dying. It might be nice if there was the possibility for the game to not let you walk straight in to 'dangerous terrain' without a prompt (it's not unreasonable for an intelligent being to think twice about walking straight in to a boiling cloud of vapour .. )

But then again, I suppose in these things lie the very charms of roguelike gaming ...
Title: Re: Caves of Qud: Now in Open Beta
Post by: forsaken1111 on January 02, 2011, 06:15:24 am
Also: You told him to walk there.
Title: Re: Caves of Qud: Now in Open Beta
Post by: hachnslay on January 02, 2011, 06:53:11 am
am i right in the asumption that you can beguile everything as long as you have the skill on a high enough level?
i just beguiled my evil twin ...
Title: Re: Caves of Qud: Now in Open Beta
Post by: Soulwynd on January 02, 2011, 11:21:24 am
Not everything... And be careful with what your beguiled friend might aggravate. You might not be able to deal with it.
Title: Re: Caves of Qud: Now in Open Beta
Post by: freeformschooler on January 02, 2011, 02:03:10 pm
Argh. Finished the critter quest and my .SAV file is 286MB large, plus saving takes at least four minutes.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Pita on January 02, 2011, 03:56:18 pm
Really wish I could play this! Crashes straight after character creation (console mode).

Crappy intel laptop. Grumblegrumblegrumble.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Tarran on January 02, 2011, 04:46:02 pm
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on January 02, 2011, 05:07:07 pm
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.

Yup I'll fix it up.
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on January 02, 2011, 05:11:55 pm
Really wish I could play this! Crashes straight after character creation (console mode).

Crappy intel laptop. Grumblegrumblegrumble.

Do you get an exception?
Title: Re: Caves of Qud: Now in Open Beta
Post by: Tarran on January 02, 2011, 05:20:52 pm
Unormal, another bug; when I got a bill from the beak defect, the game treats it like horns, with the horn description and the ability to attack with the bill.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Pita on January 02, 2011, 06:17:48 pm
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on January 02, 2011, 06:38:49 pm
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.

That's pretty bizzare. The only things I can think of are to make sure you're running as administrator, and try running "Cmd" then navigating to the game directory: go to the properties...layout of the console buffer and make sure the buffer size is 80x25, and then run xrl.exe - console inside that command prompt window.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Pita on January 02, 2011, 08:32:54 pm
Hmm. No luck! It gives me the same exception error. That error was after typing in the character's name as a mutant, if I choose pure human then it crashes earlier, after rolling stats:

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 2186
   at XRL.UI.CreateCharacter.PickSubtype(ScreenBuffer SB) in X:\Documents\Programming\C#\XRL\XRL Application\Game Core\UI Elements\Character Creation\XRL.UI.CreateCharacter.cs:line 2308
   at XRL.UI.CreateCharacter.ShowCreateCharacter() in X:\Documents\Programming\C#\XRL\XRL Application\Game Core\UI Elements\Character Creation\XRL.UI.CreateCharacter.cs:line 340
   at XRL.Core.XRLCore.NewGame() in X:\Documents\Programming\C#\XRL\XRL Application\Game Core\XRL.Core.cs:line 1531
   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

One quirk I have that might be related is that each key press seems to change the size of the font unless I go into the properties and set it myself.
Title: Re: Caves of Qud: Now in Open Beta
Post by: alfie275 on January 02, 2011, 09:06:22 pm
Does the program require any redistributables? Eg, .NET, vC++ etc?
Title: Re: Caves of Qud: Now in Open Beta
Post by: Frumple on January 02, 2011, 09:41:42 pm
Quote
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++). 

Was in first post of thread :-\
Title: Re: Caves of Qud: Now in Open Beta
Post by: Angle on January 02, 2011, 09:42:52 pm
Is there anything I can do to run this on linux with mono? I'm not very experienced with that kind of thing, but I'd like to try.

edit-Or if mono won't do that, is there some other thing I could try?
Title: Re: Caves of Qud: Now in Open Beta
Post by: Soulwynd on January 03, 2011, 12:15:38 am
Have you tried wine?
Title: Re: Caves of Qud: Now in Open Beta
Post by: Angle on January 03, 2011, 12:19:45 am
Wine can't emulate the .net framework. Mono should be able to, but I have no idea how to do that or even where to go to look up how.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Soulwynd on January 03, 2011, 12:27:42 am
Wine has .net
http://appdb.winehq.org/objectManager.php?sClass=application&iId=2586
Title: Re: Caves of Qud: Now in Open Beta
Post by: Angle on January 03, 2011, 01:07:12 am
So it does. I had tried to run it on wine earlier and it didn't work... Hmm. I shall return after more testing. Thank you.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Mephisto on January 03, 2011, 01:59:44 am
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: jester on January 03, 2011, 05:56:10 am
This game is awsome, I have spent 10 hours playing it in the last 2 days. nuff said.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Angle on January 03, 2011, 12:03:14 pm

Not quite. You have to install the framework just like you do for Windows.

indeed. unfortunately, the installer does not quite function. I found a script, winetricks (http://wiki.winehq.org/winetricks), but I can't seem to get it to work either. I haven't figured out how the wineprefix works, or how to set up a clean one, so that may be the problem.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Kanil on January 03, 2011, 12:52:08 pm
This game isn't too hard... ... until I run out of ammo... ... then I die horribly.

Anyone have a suggestion on how to get more bullets?
Title: Re: Caves of Qud: Now in Open Beta
Post by: Frumple on January 03, 2011, 12:55:03 pm
Tinkering and the non-Joppa merchants -- the grit gate and jungle-town ones usually carry a 150+ stack. Mostly tinkering, though. Lead slug is a tinker 1 recipe and brews up 50 bullets for one bit. There's cell using weapons (Laser pistol, electrobow/laser rifle, higher tier stuff.) as well. Chem and [energy] cells are both tier 1 items, too.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Soulwynd on January 03, 2011, 01:07:47 pm
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...

Eh, I haven't touched linux in years, don't mind me.
Title: Re: Caves of Qud: Now in Open Beta
Post by: alfie275 on January 03, 2011, 01:27:42 pm
I know it seems a bit extreme, but have you considered running windows on a virtual machine?
Title: Re: Caves of Qud: Now in Open Beta
Post by: forsaken1111 on January 03, 2011, 01:31:44 pm
Or simply running windows?
Title: Re: Caves of Qud: Now in Open Beta
Post by: Angle on January 03, 2011, 02:00:39 pm
Ive been playing the game on my mothers computer, which has windows, but that computer is really slow, and i want to run it my computer where i can mess with the settings and such. As for running a windows virtual machine, I have no idea how to do that. I'll look it up though.

EDIT- dreadroots are evil. here i am stringing out a fight with a quillipede until my sunder mind can recharge when...

You are fleeing from the dreadroot!
the quillipede is hitting you!
you are dead! 
ffffffffffffffuuuuuu...
Title: Re: Caves of Qud: Now in Open Beta
Post by: Soulwynd on January 03, 2011, 02:30:41 pm
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Tarran on January 03, 2011, 02:31:40 pm
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Angle on January 03, 2011, 02:38:13 pm
when you press alt, the space with the stairs turns bright pink.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Soulwynd on January 03, 2011, 02:40:13 pm
when you press alt, the space with the stairs turns bright pink.
Yeah, but would be nice to have them bright as default.
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on January 03, 2011, 02:48:24 pm
when you press alt, the space with the stairs turns bright pink.
Yeah, but would be nice to have them bright as default.

Yeah, I can add an option for the next build. Still working on it, should be out this week at some point.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Soulwynd on January 03, 2011, 02:54:15 pm
Cool, Thanks Unormal. :D
Title: Re: Caves of Qud: Now in Open Beta
Post by: Tarran on January 03, 2011, 05:42:29 pm
Wow, I just killed the elder and got a METAMETAL DAGGER. That is definitely going into my offhand.

Edit: Actually, with the damage it does, it's going into my main weapon hand even though my guy is suited for axes.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Soulwynd on January 03, 2011, 06:28:18 pm
Yeah, I had a character with a full ferrite dagger. It was devastating. I like the materials you find after folded carbide(sp?).
Title: Re: Caves of Qud: Now in Open Beta
Post by: Tarran on January 03, 2011, 09:41:39 pm
WOW, the Grit Gate has a HUGE armory. Man, tip for everyone; if you're in the Grit Gate with the force bubble mutation and are desperate for money or equipment just force bubble-push into the armory(the room above the two doors above the force-field entrance). Seriously, it's freaking LOADED with 27 lockers.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Soulwynd on January 03, 2011, 10:33:40 pm
Yup. That's a great spot, but I already find so much stuff I don't usually bother with it. Plus not every character of mine has force bubble or the bracelet.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Tarran on January 03, 2011, 10:35:05 pm
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: forsaken1111 on January 03, 2011, 10:59:10 pm
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Kanil on January 03, 2011, 11:17:47 pm
Got my ammo woes sort of sorted. Figured out that the tinkerer also sells stuff and that both shops restock.

Levelled up a few times, finished the wire quest and was sent out to grit gate. I had a teleporter I bought from the glowpad, so I used that. After getting the quest there, I went to return but accidentally disassembled my Joppa teleporter instead of using it. Horrible death ensued. Oops.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Rakonas on January 04, 2011, 09:12:08 am

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!),
Quote from: me
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-
Title: Re: Caves of Qud: Now in Open Beta
Post by: Pillow_Killer on January 04, 2011, 09:39:42 am
I just pyrokines'd grit gate fulcrete walls. They burned. Then the whole level started to burn. Did you know you can set forcefields on fire? I didnt. You can. They burn and disappear.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Soulwynd on January 04, 2011, 11:34:05 am
A small suggestion:

How about an option to use a point-buy system for stats instead of randomly rolling them? After the 9000th character, rolling for what you want gets a bit annoying.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Mephisto on January 04, 2011, 12:06:04 pm
The tech guy in the starting village was killed by a zealot in my game. That has never happened before. I'm not sure if it was supposed to happen either. I didn't get to finish his quests.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Cheese on January 04, 2011, 12:07:52 pm
Just tried this, it's pretty awesome. I like how it doesn't conform to your usual roguelike things such as warrior/rogue/mage classes.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Tarran on January 04, 2011, 05:42:56 pm
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on January 04, 2011, 05:54:01 pm
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.

Those are legit.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Soulwynd on January 04, 2011, 06:26:11 pm
You can also get the body parts from chopping them off npcs with your axe. One of my late characters had a collection of natural weapons in his bedroom.
Title: Re: Caves of Qud: Now in Open Beta
Post by: forsaken1111 on January 04, 2011, 06:26:43 pm
Yeah I think the bug was them selling their OWN body parts no? Like selling your own arm.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Kanil on January 06, 2011, 05:04:48 am
Hey guys, um... anyone have the Glowpad merchant be hostile upon discovery? This is the second time I've found him and he's been hostile towards me. I'd kinda like to browse his wares... or at least I'd settle for not dying.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Malicus on January 06, 2011, 06:22:21 am
It'll be hostile if it's seen you fighting other glowpads.  So...  be careful about that, if you're looking for said merchant.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Kanil on January 06, 2011, 06:42:58 am
Must have bumped into a glowpad while looking for him. Ah well. Thanks for the info!
Title: Re: Caves of Qud: Now in Open Beta
Post by: Cheese on January 06, 2011, 01:40:32 pm
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: The Merchant Of Menace on January 06, 2011, 01:44:27 pm
If you play a mutant you can have either extra arms or light mutation.
There's also the lanterned helm, which is a leather helmet with a torch in it.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Mephisto on January 06, 2011, 01:52:51 pm
I don't know if glowglobes or floating glowglobes function as torches as I usually find them when I'm playing as a mutant with the mutation that allows you to see in the dark. I would assume a floating glowglobe would fit in the floating slot.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Cheese on January 06, 2011, 01:58:15 pm
I'm playing a true man, so meh. I guess it comes with it's disadvantages.
Title: Re: Caves of Qud: Now in Open Beta
Post by: The Merchant Of Menace on January 06, 2011, 01:59:57 pm
Yeah Lanterned helm then. I've not found a glowball, but that'd probably do it too.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Strange guy on January 06, 2011, 02:36:48 pm
I picked up a glow globe (not floating unfortunately) on one of my characters and it appeared to be an unlimited turns torch. Also surprisingly useful for hitting things with.

But yeah mutants are best with the dark, night vision is cheap, light mutation comes with a laser and extra hands is good for melee as we as torch holding.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Soulwynd on January 06, 2011, 03:18:48 pm
The globe also illuminates further than the torch.

Meanwhile, I've generated an interesting map today, I call it the corridor of death:

(http://i51.tinypic.com/25f3epl.png)
Title: Re: Caves of Qud: Now in Open Beta
Post by: Tarran on January 06, 2011, 03:29:07 pm
Try pressing F9, I think that the rest of the level might've been generated separated from that corridor.
Title: Re: Caves of Qud: Now in Open Beta
Post by: forsaken1111 on January 06, 2011, 03:30:42 pm
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: de5me7 on January 06, 2011, 03:42:24 pm
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.

correct me if im wrong, but cant you equip a sheild to your arm rather than hand?
Title: Re: Caves of Qud: Now in Open Beta
Post by: forsaken1111 on January 06, 2011, 03:46:02 pm
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.

correct me if im wrong, but cant you equip a sheild to your arm rather than hand?
Only a buckler
Title: Re: Caves of Qud: Now in Open Beta
Post by: Soulwynd on January 06, 2011, 03:53:16 pm
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Rakonas on January 06, 2011, 05:32:53 pm
My most recent character was a 4 armed, 4 handed, winged, beaked night vision telepath. Was a marauder wielding 4 axes, 1 level away from getting the dual wield skill which I presumed would intensely increase my power. I died because I held down the wait button and next thing I knew a spark elemental came out of nowhere and killed me.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Soulwynd on January 06, 2011, 05:34:57 pm
Two words:

Twinned Lamprey

Seriously... The most annoying thing... ever...
(Great idea for a npc, btw)
Title: Re: Caves of Qud: Now in Open Beta
Post by: The Merchant Of Menace on January 06, 2011, 05:42:28 pm
I was just thinking, some of the little touches in this game are amazing. Such as the name of the beaded bracelet, and lanterned helmet.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Tarran on January 06, 2011, 05:47:10 pm
Tip for everyone in the early game: ALWAYS pick up two-handed longswords if you aren't already. They fetch one of the two highest dram-per-pound ratio(11 drams for 5 pounds) I've ever seen in all of the common early game weapons(the other being iron longswords) and they're quite common.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Tarran on January 06, 2011, 09:33:26 pm
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?
Title: Re: Caves of Qud: Now in Open Beta
Post by: Frumple on January 06, 2011, 09:35:41 pm
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 :P

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?
Title: Re: Caves of Qud: Now in Open Beta
Post by: Tarran on January 06, 2011, 09:39:57 pm
I'd say that's a bit of a difference :P
It'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.

Quote
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on January 06, 2011, 09:42:48 pm
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Mephisto on January 06, 2011, 09:52:01 pm
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.

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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Tarran on January 06, 2011, 09:53:35 pm
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.
Yep, got it through a disk.

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.

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.
You should've used the Identify option from traders. It would've completely identified that bow straight up for a few drams.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Mephisto on January 06, 2011, 09:55:38 pm
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.

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.
You should've used the Identify option from traders. It would've completely identified that bow straight up for a few drams.

That's awesome. Thanks. Apparently I didn't read the help files enough.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Tarran on January 06, 2011, 10:04:01 pm
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).
Title: Re: Caves of Qud: Now in Open Beta
Post by: Tarran on January 06, 2011, 10:54:24 pm
Spoiler: Srsly? (click to show/hide)
Oh that's just mean.

At least there's a lot of loot...

Edit: Okay, they're killing themselves so it's not that bad.

Edit2: Wow, it was actually kinda easy. Still, the amount of turrets generated was simply insane.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Frumple on January 06, 2011, 10:58:04 pm
Yikes. I'm surprised you survived to peak into that room.

I.... guess you could grow grenades in there to take crap out, if they weren't killing each other? Th'only problem being it'd wreck the chests, too...
Title: Re: Caves of Qud: Now in Open Beta
Post by: Tarran on January 06, 2011, 11:00:44 pm
Look at the picture more closely; the reason I survived to peek is because I just entered the level.

Also, as I've said in my edits, they killed themselves so it actually was quite easy. And the loot was great; a folded carbide dagger and a floating glowsphere(didn't have one before that).

Edit: Unormal, another bug; if you have multiple scrapped waydroids in your inventory and repair one, the rest in the same stack disappear completely. Also, the message saying that you repaired one displays twice.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Frumple on January 06, 2011, 11:05:02 pm
Mm... could have teleported there :P

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...
Title: Re: Caves of Qud: Now in Open Beta
Post by: Tarran on January 06, 2011, 11:07:40 pm
Mm... could have teleported there :P

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...
I think it's random. Sometimes you get to go first, sometimes they do.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Soulwynd on January 07, 2011, 12:04:58 am
I've had turret rooms like that. They're really easy when you can create shields or charm creatures. But without that, only grenades will help ya.
Title: Re: Caves of Qud: Now in Open Beta
Post by: mendonca on January 07, 2011, 08:35:38 am
Could you 'phase' into the wall, and look on imperviously as the guns rattle the wall you occupy?
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on January 07, 2011, 06:27:12 pm
New patch posted:

*Point-buy for attributes
*All-new confusion effect for the player
*1 new utility item
*3 new tier 3 monsters
*New monster subtype Swarmer: This creature receives +1 to its to-hit and penetration rolls for each other swarmer beyond the first who is adjacent to its' target.
*New monster subtype Swarm Alpha: As long as this creature is adjacent to its target, it grants +2 to the swarm bonuses of each other swarmer who is adjacent to its' target.
*Removed some test item data disks
*Made some items tinkerable
*Cells are now tinkered fully discharged
*Tinkering I now grants the 'Recharge Cell' ability, which uses tier 0 red (scrap power) bits
*Tier 1+ scrap is now somewhat more common
*Robots will now ocassionally drop scrap when killed, and the Scavenger power now functions as intented
*Chem cells now require a tier 1 bit, Solar cells now take a tier 2 bit
*Tinkering Lead Slugs and Shotgun Shells now yields 5, down from 50
*Monster buffs: Drillbot drills have a higher penetration bonus, Agolot Cultists have more HP
*Monsters will swap positions with each-other much less often
*Fixed an issue where more than one monster would sometimes stack up in a square
*Slumberlings and Great Saltbacks now have the proper natural weapons
*The time should no-longer overlap the first ability slot in the ability sidebar view
*Statistic boosts should now expire correctly after a save and load (fixes incorrectly permanent boosters and mutations)
*Disoriented will correctly expire after a save and load (fixes incorrectly permanent DV decreases)
*Heightened Speed is now correctly tagged as a physical mutation
*Security Doors are now much heavier
*Mutation generated slime and acid pools are no-longer always perfectly square
*Added an animation for slime and acid spitting
*Many powers will no-longer be incorrectly used through walls by monsters
*Various wall materials are now less likely to catch on fire
*Higher level security doors are now more durable
*Increased the base cost for repairing an item at a merchant
*Increased the cost to identify unknown items at a merchant
*Raised the baseline temperature at which objects vaporize, up to 10k from 4k
*Monsters below the player's tier grant reduced XP
1.0.4024.33026
Title: Re: Caves of Qud: Now in Open Beta
Post by: Soulwynd on January 07, 2011, 06:40:29 pm
Ow... This patch makes a lot of things harder....

Drillbots are already a pain and will be even more now. :V
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on January 07, 2011, 06:41:53 pm
Ow... This patch makes a lot of things harder....

Drillbots are already a pain and will be even more now. :V

On the plus side monsters won't vaporize you from across the dungeon through solid walls! Win some, lose some ;)
Title: Re: Caves of Qud: Now in Open Beta
Post by: Tarran on January 07, 2011, 06:42:19 pm
*Point-buy for attributes
Yay, finally! It was so annoying rolling again and again for a half-way decent starting attribute set.

Quote
*Tier 1+ scrap is now somewhat more common
That's good, since it was quite rare to find even one scrap of tier 2 or so scraps even in Grit Gate+ difficulty areas.

Quote
*Robots will now ocassionally drop scrap when killed, and the Scavenger power now functions as intented
Good, I was thinking that robots were kinda lacking drops despite being high-tech... Well... Robots.

Quote
*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:

Quote
Agolot Cultists have more HP
Good, they were quite weak.

Quote
*Monsters will swap positions with each-other much less often
Good, I found it strange when monsters would just stop at the start of a corridor constantly switching places.

Quote
*Slumberlings and Great Saltbacks now have the proper natural weapons
So now sluberlings will actually pose a threat? Good, I found them way too easy for "Impossible" difficulty.

Quote
*Increased the base cost for repairing an item at a merchant
Aw, I guess 1 dram repairs are done then eh? Well, the discount was good while it lasted.

Quote
*Increased the cost to identify unknown items at a merchant
I can't say I dislike this since items were already way too cheap to identify.

Quote
*Monsters below the player's tier grant reduced XP
I guess that's it for grinding low-level monsters eh?

Anyway, great update.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Soulwynd on January 07, 2011, 06:46:24 pm
Oh, I noticed you forgot to add the option to make the stair colors always bright. (Or perhaps a more noticeable color)
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on January 07, 2011, 06:47:19 pm
Oh, I noticed you forgot to add the option to make the stair colors always bright. (Or perhaps a more noticeable color)

Yeah, wasn't in this rollup, I'll add it soon.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Soulwynd on January 07, 2011, 06:52:24 pm
Thanks. I have another suggestion that might be good:

Saving starting sets. Like saving the character attributes/mutations/calling so people can quickly jump into a character type they like when restarting.

Edit: Another suggestion:

An "Eat until full" option when selecting some food stack in your inventory.

Edit2: Bug:
When you pick sleep gas & corrosive gas, you only get one of the powers. (At least I think that just happened to me)
Title: Re: Caves of Qud: Now in Open Beta
Post by: Tarran on January 07, 2011, 07:28:14 pm
Unormal, may I suggest some more defects? Because the defects seem a bit neglected to me.

Spoiler: Physical defects (click to show/hide)
Spoiler: Mental defects (click to show/hide)

What do you think?
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on January 07, 2011, 07:33:35 pm
Unormal, may I suggest some more defects? Because the defects seem a bit neglected to me.
[/spoiler]
What do you think?

Thanks for the suggestions!

We've got quite a few on our list of to-dos; like most things in the game it's mostly just about time spent implementing than a lack of planned items :)
Title: Re: Caves of Qud: Now in Open Beta
Post by: debvon on January 07, 2011, 07:46:29 pm
Wow this game feels extremely nice. I'm not a big ASCII fan, and I can't get into most roguelikes without graphic tiles, but I had no trouble with this one. Very nice!

I have a question though, is there a way to insert items into chests? I couldn't find anything when I searched the thread.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Tarran on January 07, 2011, 07:49:32 pm
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Soulwynd on January 07, 2011, 07:53:19 pm
(http://i56.tinypic.com/289wjd3.png)

Spoiler (click to show/hide)
Title: Re: Caves of Qud: Now in Open Beta
Post by: Tarran on January 07, 2011, 07:54:22 pm
(http://i56.tinypic.com/289wjd3.png)
:o

Fun with evil twins I suspect?
Title: Re: Caves of Qud: Now in Open Beta
Post by: Tellemurius on January 07, 2011, 07:55:17 pm
................lol?
Title: Re: Caves of Qud: Now in Open Beta
Post by: Soulwynd on January 07, 2011, 07:58:05 pm
Yup... Now there are two 28 ego espers running around the world... working together... Blasting everything to pieces.

I have a huge doubt, sadly. I don't know if I should teleport back to Joppa with him. I don't know if he will attack the neutrals there and piss them off.

Bug while going down a random stairs in the overworld:
Quote
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

And was spammed with this after loading the save gave:

Quote
RunSegment:System.NullReferenceException: Object reference not set to an instance of an object.
   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
Actually, it spams me with that bug whenever I move.

Savefile, if you want to take a look:
http://dl.dropbox.com/u/15858563/ecf34479-7a5f-428b-ab08-248e1f0eca4c.7z
Title: Re: Caves of Qud: Now in Open Beta
Post by: Tarran on January 07, 2011, 11:59:25 pm
That bug's spam messages are EXACTLY the same as mine when my games bugged out along with Evil Twins. I'm 99% sure it's from the Evil Twin defect. I recommend no one uses the Evil Twin defect until it's fixed.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Soulwynd on January 08, 2011, 12:06:40 am
It's what I assumed it was, since you already posted that.

Too bad, that character was fun. I guess I will remake him without evil twin.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Chaoswizkid on January 08, 2011, 12:10:28 am
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: forsaken1111 on January 08, 2011, 12:12:23 am
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...
Title: Re: Caves of Qud: Now in Open Beta
Post by: Tarran on January 08, 2011, 12:12:42 am
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.

Though I guess it makes sense that it came out of the pool considering the underground river(that likely came from the pond or something) and the farmers complaining about girshlings.

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.

Edit: Anyone who constantly killed Sluberlings because they were pushovers in earlier versions... Don't try unless you're really strong, since one did 24 damage in one hit. Holy cow they are stronger.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Chaoswizkid on January 08, 2011, 12:30:45 am
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.

Well, damn. I tried going back in the same way I came out, didn't work last time. Seems you're right. It was planned as a feature and not as a bug. I just wiped it though so I didn't spoiler it.

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! Currently running for my life. Successfully evaded. I can only use the Joppa Route now because it's guarding the regular route.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Tarran on January 08, 2011, 12:54:57 am
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! Currently running for my life. Successfully evaded. I can only use the Joppa Route now because it's guarding the regular route.
Yeah, I encountered drillbots in the tunnel system before long time ago. Went up a stairway somewhere in the tunnel and then drillbots EVERYWHERE.
Title: Re: Caves of Qud: Now in Open Beta
Post by: forsaken1111 on January 08, 2011, 01:03:53 am
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Chaoswizkid on January 08, 2011, 01:38:49 am
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?
Title: Re: Caves of Qud: Now in Open Beta
Post by: forsaken1111 on January 08, 2011, 01:51:25 am
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?
Harvestry is the skill category and costs 25sp to unlock. Inside it is Harvest, the action, and it costs 50sp to unlock.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Chaoswizkid on January 08, 2011, 02:02:36 am
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: forsaken1111 on January 08, 2011, 02:13:56 am
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Chaoswizkid on January 08, 2011, 03:37:23 am
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on January 08, 2011, 04:10:08 am
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.

Personal storage is oft requested, and it'll go in sooner than later (weeks not months probably).
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on January 08, 2011, 04:14:29 am
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: forsaken1111 on January 08, 2011, 04:21:46 am
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.
Good to know. :)
Title: Re: Caves of Qud: Now in Open Beta
Post by: Chaoswizkid on January 08, 2011, 05:26:20 am
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.

I figured that. Just seems counter-intuitive is all, like a lack of polish.

Personal storage is oft requested, and it'll go in sooner than later (weeks not months probably).

Awesome.

Thanks for sticking around on these forums and letting us know what's up.
Title: Re: Caves of Qud: Now in Open Beta
Post by: hachnslay on January 08, 2011, 09:24:50 am
somehow my evil clone started using sunder mind every 2 steps i took ... and didn't even know where he was...
Title: Re: Caves of Qud: Now in Open Beta
Post by: DFNewb on January 08, 2011, 12:30:42 pm
Quick suggestion, when you press one of the F keys, for it to give you a prompt of what you are about to do. I had that frame thing come up and it was blocking items on the ground, and I knew it was one of the F keys that removed it, so I started pressing all of them and in the end I got some strange looking screen, with everything revealed. I did find out it was F10 that fixed my problem, but I lost my character.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Frumple on January 08, 2011, 01:59:01 pm
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 :-\
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on January 08, 2011, 02:08:50 pm
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 :-\

Heh, good point, I'll put clearing a binding on the to-do list, at least one other person has asked for it in the past, just for OCD reasons :)
Title: Re: Caves of Qud: Now in Open Beta
Post by: Frumple on January 08, 2011, 07:30:12 pm
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.

E: Slumberlings are hardcore lazy bastids narcoleptics. 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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Tarran on January 08, 2011, 10:08:57 pm
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: forsaken1111 on January 08, 2011, 10:27:53 pm
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Frumple on January 09, 2011, 12:49:22 am
Definitely not: Unequipping and re-wearing the rifle properly uses both missile weapon slots. It's apparently just a bug with th'initial generation.

Now, a high-end skill that lets you one-hand rifles...
Title: Re: Caves of Qud: Now in Open Beta
Post by: Tellemurius on January 09, 2011, 12:54:06 am
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.

E: Slumberlings are hardcore lazy bastids narcoleptics. 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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Tarran on January 09, 2011, 12:56:20 am
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Frumple on January 09, 2011, 01:04:52 am
In other news, dual'd rifle+pistol reacts appropriately to akimbo. Neat.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Chaoswizkid on January 09, 2011, 01:26:08 am
Apprently, dual-lairs exist. "You found a lair. Would you like to explore it?" "Sure." "You found the lair of [name], legendary two-headed boar!" "Okay."

"Do-de-do-de-dooo... killin' some stuff... next z-level.... killin' more stuff... nex z-HOLY SHIT!"

I am confronted by a group of 8 goat savages, 2 are sowers (Seed-grenade guys), and one in purple, which is 'Baraaah Heartbiter, the Goatfolk Shaman of Clan Mnim.' Who is purple. That's all I can see by the way. I'm going to see if I can take them down, because he has a floating glowsphere that I REALLY want.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Frumple on January 09, 2011, 01:36:50 am
Have a care, especially with those sowers; deem goatbuggers are a serious step up from snapjaws :-\

Probably wasn't a double-lair, though. Sometimes you just get a boss monster wandering around where'er. Ran into plenty of purple snapjaws just walking around the worldmap.

While I know th'various boss titles (Gutspiller and firesnarler on snapjaws, ferex.) seem to have set bonuses they apply to critters, I couldn't tell yeh what they all do -- except firesnarlers. Those set you on fire.
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on January 09, 2011, 01:39:40 am
Small update with a couple requests:

*You may now clear a keybinding by pressing delete on the keybinding screen
*Added a new UI option "Always highlight stairs"
1.0.4026.2886

e:
*Stairs have to be explored to be highlighted
1.0.4026.3063
Title: Re: Caves of Qud: Now in Open Beta
Post by: Tarran on January 09, 2011, 01:40:40 am
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.

Seriously, they have so much freaking health.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Chaoswizkid on January 09, 2011, 02:12:20 am
It took me three attempts (Yes, I'm save-scumming, but that's how I choose to play the game). It took me three attempt not because the goatfolks were so hard. I've killed them in small groups before. The problem was the shaman guy.

There are two downstairs entrances to this place. On my first attempt to scout out what happens, I go down the northern stairs, which is where I first spotted the goatfolk group and they are decently close to the stairs.

You are stunned for this round!
You are stunned for this round!
You are stunned for this round!

His stuns do anywhere from no damage to a whopping 17, and for me they lasted up to three turns. Oh, and I'm not really stunned. I run in terror TOWARDS THEM. So instead of being on the safety of the stairs, I'm now surrounded by them. I have 85 max hp (Miraculously on this playthrough I've not had to savescum except once when I mashed down the movement key and watched as the program lagged to keep up. When it stopped I was dead due to 3 salthoppers), and I'm pretty high level. I had around 50 hp by the end of that, and 20-30 by the time I make it back to the stairs fleeing. A goatfolk followed me up and I killed it. I waited for others, none came, so I just meditated and regenned my health. That happened a couple more times in the same fashion with me whittling down their health. The last time it happened I somehow ended up with a few goatfolk between me and the stairs but there was a goatfolk that just stayed on the stairs. Before I could kill him I was blasted again with the terror-stun and died.

So I save-scum and decide to create some grenades in order to take them down. I hop down, getting terror-stunned, but this time I end up like this:
Spoiler (click to show/hide)
With the stairs to the Northwest. I never got the opportunity to lob the grenade.

The third time I used the other set of stairs, made more grenades, and equipped my sniper rifle. It wasn't far from them, but as soon as I saw the shaman I was hit with the terror-stun. Luckily my guy ran into a small hallway (the one leading back to where I came). I decide to guard the hallway, forcing them into a chokepoint. I kill the first two goatfolks, get terror-stunned and run further back. With my life teetering at 20 hp, I fight off the rest of the goatfolk (The sowers didn't firebomb me, luckily), and end up near 10 hp with the last terror-stun which hits me from behind a wall because I'm not running the new version. I try to beat the terror-stun with my regen, but it kept knocking me down until I used meditate and then regenned. I got my health to about 50 then rushed the shaman. I killed him in two hits, got his stuff, and finished another area.

Of note, Goatfolk hornblowers are similar terror-inducers, but I don't think they deal nearly as much damage.


tl;dr: Unless you save-scum or have hp upwards of 60 (upwards of 120 in the case of the group I met) HP, do NOT mess with purple Goatfolk Shamans, even if they have floating shinies that you covet.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Tarran on January 09, 2011, 02:19:53 am
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: forsaken1111 on January 09, 2011, 02:20:42 am
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on January 09, 2011, 02:22:26 am
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.

This isn't really a bug, just some weird encounters possible in that place. The entire dungeon counts as redrock for the quest, so the quest competion is working as intended.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Tarran on January 09, 2011, 02:30:33 am
Unormal, bug; with the highlight stairs option, I can see stairs(or more accurately, pink squares) even though I never even saw them before.
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on January 09, 2011, 02:39:31 am
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Tarran on January 09, 2011, 02:46:21 am
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.
Oh, you ninja-updated. You sneaky thing you.
Title: Re: Caves of Qud: Now in Open Beta
Post by: debvon on January 09, 2011, 03:12:00 am
Ok so I just lost a powerful character to something really stupid. Spoiler is the story of how it happened, don't really need to read it.

Spoiler (click to show/hide)

My question is.. how do I deal with the cloned lampreys (I think that's what they're called)? They're so damned annoying. Couldn't find anything on them in this thread.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Tarran on January 09, 2011, 03:15:25 am
They're called Twinned Lamprey(s). That's why you couldn't find them in the search. To kill them you have to kill both of the pair at the same time. For melee longsword chars use Windmill. For mutants with AoE spells make sure they're both targeted. For everyone else, either chaingun or shotgun.
Title: Re: Caves of Qud: Now in Open Beta
Post by: debvon on January 09, 2011, 04:21:48 am
Ahh that makes sense.. I tried something along those lines by putting them both at critical health, but I never followed it up with a grenade or anything like that. I was dual wielding axes as a strength based character and wasn't using a ranged weapon. Well now I know, thanks for that.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Chaoswizkid on January 09, 2011, 04:56:02 am
Does this game have a wiki yet?

Edit:

Also, finally found that legendary purple two headed boar. It also has a stunning force of doom. I got all really to do battle with it, and I use my movement keys usually to initiate combat (instead of cntrl+).

So I moved on top of the boar.
I'm pretty sure this is a bug, but because I'm not playing the newest version, and there was something about not occupying the same space in the patchlog, I think it's been fixed.

Correction: Not even cntrl+ actually allows me to attack the damn thing. I'm really confused. Using 'l', it shows up as hostile. I think I know what happened: It went invulnerable or something (it began flashing colors), and I couldn't attack it. It also didn't attack me for some reason. I went to go kill a nearby shooting plant, which hit the boar, and then I was able to hit the boar. I think the flashing colors had worn off by then though.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Soulwynd on January 09, 2011, 10:59:51 am
Loving the pink stairs, thanks Unormal.
Title: Re: Caves of Qud: Now in Open Beta
Post by: freeformschooler on January 09, 2011, 11:05:08 am
Does this game have a wiki yet?

I don't believe it does. The game lacks a proper elaborate manual, too. IT NEEDS A WIKI. Who here is willing to start it up? I'm sure there would be contributors. I've hosted wikis before but I'm nowhere near qualified to contribute a lot of fan documentation to an elaborate project made by one person who is not me.
Title: Re: Caves of Qud: Now in Open Beta
Post by: SirStrange on January 09, 2011, 11:39:14 am
Quick question: What is the point of choosing esper and chimera? It doesn't seem to be required to choose one of them during character creation and they don't seem to give any bonuses. Will I not be able to get new mutations if I don't sink a point into one or the other?
Title: Re: Caves of Qud: Now in Open Beta
Post by: Frumple on January 09, 2011, 11:55:35 am
They limit random mutation gain (via unstable genome or purchase) to mental or physical mutations. This can be useful if you're specifically building, say, a high ego mutant and want to take advantage of th'mutation level boost involved by buying several additional mental mutations. Taking esper would make sure there's no chance of getting a physical mutation that wouldn't benefit you terribly. Alternately, a low-ego mutant might want to keep their purchased mutations limited to physical only ones.

Previously, they gave +1 to their respect stat groups.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Angle on January 09, 2011, 01:17:03 pm
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?

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?
Title: Re: Caves of Qud: Now in Open Beta
Post by: forsaken1111 on January 09, 2011, 01:26:48 pm
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?

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?
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Frumple on January 09, 2011, 02:25:57 pm
Have just now learned it's apparently possible to fire your weapons and reload, etc, while frozen.

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.

E: Are there no unfinished/pre-release, non-defect, mutations? Clicking on th'unfinished stuff shows a couple new defects, but nothing else...

E2: Re: Esper/chimera blocking mental/physical defects, respectively: No, that's just started up with th'pointbuy stuff. Previously, you could roll up a chimera or whathaveyou with a mental defect. I'm currently looking at a chimera with blinking tic, back in the first public version.
Title: Re: Caves of Qud: Now in Open Beta
Post by: forsaken1111 on January 09, 2011, 02:58:59 pm
Eh, then I don't really understand them. But no matter, I don't use them.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Tarran on January 09, 2011, 03:06:09 pm
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
Title: Re: Caves of Qud: Now in Open Beta
Post by: SirStrange on January 09, 2011, 06:44:54 pm
Are there any plans to implement some sort of stealth mechanic by any chance?
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on January 09, 2011, 06:46:42 pm
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)
Title: Re: Caves of Qud: Now in Open Beta
Post by: Tarran on January 09, 2011, 08:42:25 pm
Oh how typical; as soon as I pick an axe char (with low dexterity) the glowpad merchant sells a crysteel dagger and a counterwieghted(2) fullerite longsword. I have the feeling the RNG is trying to piss me off.
Title: Re: Caves of Qud: Now in Open Beta
Post by: SirStrange on January 09, 2011, 09:23:38 pm
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)

Looking forward to it. Great game btw!

EDIT: I almost forgot to ask, does anyone else have problems with some lines of text being too long and going "off screen?" Any way to fix it?

Another EDIT: Small suggestion: I think it would be cool if there was some small flavor text/description when choosing your class.

yet another EDIT: I just came across a tortoise and when I "l"ooked at it, it had the same description as a giant amoeba.
Title: Re: Caves of Qud: Now in Open Beta
Post by: enigma74 on January 10, 2011, 04:55:37 pm
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?
Title: Re: Caves of Qud: Now in Open Beta
Post by: Misterstone on January 10, 2011, 05:19:57 pm
Hullo,

I realize this is probably old news, but I found that I can buy skills that are unavailable to me due to stats being too low if I boost my stats with an autoinjector and then learn the skill before the boost wears off.

Also seeing as some skills require crazy high stats, I was wondering how it is even possible to get stats so high?  Do humans get attribute bonuses more often than mutants?  Are there other ways to perma boost my stats without cheating?
Title: Re: Caves of Qud: Now in Open Beta
Post by: Frumple on January 10, 2011, 05:49:44 pm
32, I think, is the highest stat requirement at the moment. That's 8 points from the highest starting amount, which comes out to level 24 or so for being able to unlock them, barring mutations which may allow you get them earlier. You get 1 attribute point every 6 levels starting at level 3, and +1 to all stats every six levels starting at level six. So say Int -- you start with 24. Level 3, you put one point in for 25, level 6 all goes up by one for 26, then 9/27, 12/28, 15/29, 18/30, 21/31, 24/32.

It's certainly possible, heh.

Interesting as to the auto-inject thing, though. I wasn't able to do that, last time I tried it, and it's not working for me now, either.

Re: Non-oddly hued glowpad merchant: I've never seen 'im, personally. Only the light blue/cyan one.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Soulwynd on January 10, 2011, 05:53:41 pm
All your stats go up by 1 every 'spoiler' levels. Plus you get one stat point to put wherever you want every 4 levels or something similar to that.

So if you specialize, by level 15ish you can unlock most skills for that stat.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Tarran on January 10, 2011, 06:09:19 pm
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Tnx on January 10, 2011, 06:19:19 pm
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Soulwynd on January 10, 2011, 07:20:32 pm
I've only found the blue one, which is random. :(
Title: Re: Caves of Qud: Now in Open Beta
Post by: Tarran on January 10, 2011, 08:11:20 pm
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: enigma74 on January 10, 2011, 10:48:43 pm
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.

Where have you previously found the purple glowpad merchant?
Title: Re: Caves of Qud: Now in Open Beta
Post by: Singularity-SRX on January 10, 2011, 11:53:36 pm
Is there going to be a fix for not needing the -console shortcut thingo? Without it the game still doesn't load :(
Title: Re: Caves of Qud: Now in Open Beta
Post by: Tnx on January 11, 2011, 01:38:38 am
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Tarran on January 11, 2011, 01:46:00 am
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.

Edit: I just encountered a "Voider", which has a description of "It's a voider!" and a difficulty of easy. It doesn't seem to be coming towards me to attack for some reason. Will post what happens if something interesting happens.

Edit2: Hey, he teleported me right into a room FILLED with enemies! He is SO dead when I get back.

Edit3: I was just teleported again! There's more than one of them!

Edit4: ARGH, one of them is being an asshole! Hiding at a doorway, making it difficult for me to hit him without being teleported.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Org on January 11, 2011, 12:52:29 pm
Can I fill up my waterskins?
And how.
Title: Re: Caves of Qud: Now in Open Beta
Post by: freeformschooler on January 11, 2011, 01:02:59 pm
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: ToonyMan on January 11, 2011, 03:02:15 pm
What are the consequences of drinking the salt water?  Hallucination then death?
Title: Re: Caves of Qud: Now in Open Beta
Post by: KrunkSplein on January 11, 2011, 03:07:51 pm
Thanks to this thread I downloaded the game yesterday.  After about 5 minutes of confusion (my first guy died when I tried to 't'alk to the first quest-giver) I found myself doing quite well.  Easily one of the more accessible roguelikes.  Based on my experiences, you can be successful with the most basic character types (standard melee fighter), but the complexity is there once you are ready for it.  Being able to see the basic attributes of armor/weapons at a glance is amazingly helpful.  A perfect game to help get me through the early-year game drought.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Soulwynd on January 11, 2011, 03:10:56 pm
You 't'hrew a grenade at him instead. :P

Space is your 'do everything' key. You can use it to open chests, doors, talk to people, select stuff, etc.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Rakonas on January 11, 2011, 03:49:46 pm
(my first guy died when I tried to 't'alk to the first quest-giver)
Same here, we should make a club  :P
Title: Re: Caves of Qud: Now in Open Beta
Post by: Tres_Huevos on January 11, 2011, 03:58:20 pm
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.
Nothing terrible happened when I made my guy drink amoeba slime. I was a bit disappointed.
Title: Re: Caves of Qud: Now in Open Beta
Post by: The Merchant Of Menace on January 11, 2011, 04:09:17 pm
Saltwater makes you puke and become dehydrated. Not sure about others.
Title: Re: Caves of Qud: Now in Open Beta
Post by: SirStrange on January 11, 2011, 07:18:27 pm
Bug: I dominated a farmer and made it walk to red rock and kill a few things. When I ended the domination and returned to my body (in Joppa) the farmer was standing right next to me.

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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Tarran on January 11, 2011, 08:38:42 pm
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.

Also, unormal, bug; after cutting off a scrap shoveler's right arm, I found that I could eat it... You might want to fix that. Because as far as I know there isn't a "metal eater" mutation yet. :P
Title: Re: Caves of Qud: Now in Open Beta
Post by: Misterstone on January 11, 2011, 10:14:34 pm
I've noticed a couple of weird bugs related to doors:

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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Tarran on January 11, 2011, 10:15:57 pm
Also, doors can be closed while you're standing on the same square.
Title: Re: Caves of Qud: Now in Open Beta
Post by: forsaken1111 on January 12, 2011, 04:40:25 am
I've noticed a couple of weird bugs related to doors:

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.
Did one of your hands have a lit torch?
Title: Re: Caves of Qud: Now in Open Beta
Post by: Kanil on January 12, 2011, 09:03:21 am
My first character also suffered issues 't'alking. :)
Title: Re: Caves of Qud: Now in Open Beta
Post by: KrunkSplein on January 12, 2011, 11:49:50 am
Oopsihittee's Disease: It's a rare form of Tourette's Syndrome wherein the afflicted individual occasionally throws grenades at those with whom they intend to converse.


[edited for less repetitious word choice]
Title: Re: Caves of Qud: Now in Open Beta
Post by: Frumple on January 12, 2011, 11:54:19 am
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.

Is that a mutation defect I see?
Title: Re: Caves of Qud: Now in Open Beta
Post by: The Merchant Of Menace on January 12, 2011, 01:30:25 pm
Am I the only user who's used to space being the general key? o_O
Title: Re: Caves of Qud: Now in Open Beta
Post by: KrunkSplein on January 12, 2011, 02:09:43 pm
Am I the only user who's used to space being the general key? o_O

I'm used to it NOW, but I wasn't when I first played.
Title: Re: Caves of Qud: Now in Open Beta
Post by: The Merchant Of Menace on January 12, 2011, 02:27:34 pm
Hehe. Elona conditioned me I guess
Title: Re: Caves of Qud: Now in Open Beta
Post by: baruk on January 13, 2011, 02:23:03 am
I finally got this working - it took me a while since I have no technical expertise whatsoever. It might help if there was a walkthrough for running the game in console mode - spectacular luddites like myself really need all the help we can get. For me, console mode took the game from a horrible 0.3 frames per second to a playable 10 FPS.

  Just because I get the feeling this is needed since everyone else is probably too embarassed to explain something so obvious, here's a screenshot of what you have to do to run something in console mode:
(http://img808.imageshack.us/img808/8696/coqconsolemode.png) (http://img808.imageshack.us/i/coqconsolemode.png/)
That space you need after the target and before -console really flummoxed me for a while. I hate computers.
Title: Re: Caves of Qud: Now in Open Beta
Post by: ductape on January 13, 2011, 03:03:37 am
OR... you could just run it in console mode from the start menu?

(http://i54.tinypic.com/2le2b60.jpg)
Title: Re: Caves of Qud: Now in Open Beta
Post by: baruk on January 13, 2011, 03:15:10 am
I had to download the zip file, had errors with the installer - so nothing helpful in the start menu for me. Tried updating NET framework, but that thing always whines and complains like a little bitch when I try to get it to do anything.
Title: Re: Caves of Qud: Now in Open Beta
Post by: ductape on January 13, 2011, 03:20:59 am
aahhh, yes well that sounds very complicated...

Maybe unormal will have some input.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Singularity-SRX on January 13, 2011, 03:47:31 am
Tip for new people: TRAIN ON EQUIMAX'S
They're super-easy to kill...

Well, maybe not, but they DO give tonnes of exp :D
Title: Re: Caves of Qud: Now in Open Beta
Post by: Tellemurius on January 13, 2011, 10:47:13 am
OR... you could just run it in console mode from the start menu?

(http://i54.tinypic.com/2le2b60.jpg)
eww vista...
Title: Re: Caves of Qud: Now in Open Beta
Post by: Org on January 13, 2011, 11:36:04 am
I think there is something wrong with vinewafers, or maybe my game is messed up.

I ate a vinewafer, and it still said I was famished.
My mutant then proceeded to eat all of my vinewafers, nothing changed.
It should say like, You are now Sated right?
Title: Re: Caves of Qud: Now in Open Beta
Post by: The Merchant Of Menace on January 13, 2011, 11:37:44 am
Vinewafers are bugger all for food. How many did you have?
Title: Re: Caves of Qud: Now in Open Beta
Post by: Org on January 13, 2011, 11:45:35 am
Seven.
Title: Re: Caves of Qud: Now in Open Beta
Post by: The Merchant Of Menace on January 13, 2011, 11:49:41 am
Yeah. Ever wonder why you can buy 98 for two drams? You need a lot in order to have a decent meal. I suggest you invest in butchery if food is a problem.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Misterstone on January 13, 2011, 03:00:37 pm
Also you can kill stuff and eat the corpses.  Some corpses (such as glowfish, bats, etc.) are very filling, but the corpse only weighs like 5 pounds, so it can be a useful source of portable food if you are desperate.

Also harvesting is an OK way to get food too; however it often just gives you a lot of not-so-filling objects.  I think harvest l. 1 gives you 5 or so, ii gives you 10. Supposedly lvl iii lets you find 'special items' but I don't know what that means.

So I was wondering about butchery- does that mean you just sometimes get a meat item when you kill sth?  Can you attack the corpse and expect to get more edibles from it?
Title: Re: Caves of Qud: Now in Open Beta
Post by: The Merchant Of Menace on January 13, 2011, 03:05:08 pm
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Org on January 13, 2011, 03:12:59 pm
How do I savescum? I hate having keep redoing everything when I get ambushed by a bumnch of enemies
Title: Re: Caves of Qud: Now in Open Beta
Post by: The Merchant Of Menace on January 13, 2011, 03:15:18 pm
I think there's a "disable permadeath" option somewhere.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Tarran on January 13, 2011, 03:24:31 pm
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Chaoswizkid on January 13, 2011, 04:10:14 pm
Could just make a save file copy every so often. Troublesome, but it works.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Angle on January 13, 2011, 08:01:46 pm
^^^
That doesn't always, work, if i heard correctly. like if you do it while the games up it will be missing some info, or something.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Chaoswizkid on January 13, 2011, 08:37:55 pm
I do it all the time while the game is up. I hit save, let it go through, and while it's sitting on the main menu I copy-pasta it. Then I load it, play, save, copy-pasta, load, play, save, etc.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Tnx on January 13, 2011, 09:05:02 pm
Yeah savescumming like that works fine.  You have to wait for it to FINISH COMPLETELY (as in, let it finish copying before loading), otherwise problems arise.
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on January 13, 2011, 09:13:31 pm
Posted a little update; just got back from a week of business travel, so I'll be able to get back to a more frequent update schedule.

*Some high-explosives now do additional flat shrapnel damage to things in the area in addition to pressure wave damage
*Presure-wave damage now correctly applies to everything impacted by the pressure wave, not just the objects in the initial cell
*Renormalized the cost of recharging cells at a merchant
*Natural weapons should no longer show up when creatures die or get dismembered
*Natural missile weapons are no-longer droppable
*Slightly reduced the frequency of Twinning Lamprey encounters
*Spectacles are now tinkerable
*The skill description at the bottom of the skill buying screen will now automatically accomidate skills with descriptions longer than 3 lines
*Fixed text wrapping on water merchant calling description
*Updated EULA to remove the non-dislosure clause, and added EULA.rtf to the install package
1.0.4030.38049
Title: Re: Caves of Qud: Now in Open Beta
Post by: Misterstone on January 14, 2011, 02:09:57 pm
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.

Yes, another bug I noticed is that if you kill a creature with a mutant power from a distance you can still get food off of them with butchery.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Angle on January 16, 2011, 01:05:37 am
I think it would probably just make more sense for butchery to be something you do to leftover corpses as a menu item. the current system is confusing and doesn't really make sense.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Sappho on January 16, 2011, 04:29:38 am
Yeah I would prefer if my inventory didn't automatically fill up with meat once I have that skill as well. I think doing it manually after a kill makes a lot more sense and would be more convenient.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Frumple on January 16, 2011, 09:32:52 am
Make it toggled, ala th'light mutation. All problems solved.
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on January 16, 2011, 06:31:17 pm
I added an on/off toggle for Butchery in the next build.
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on January 16, 2011, 07:26:04 pm
New patch:

*1 new creature in Golgotha
*1 new robot in the deathlands
*Updates to Golgotha encounter tables
*Updates to encounter tables for medium-depth cave systems
*Updates to encounter tables for deathlands
*Updated Voider description
*Butchery now has an on/off toggle
*You may now 'l'ook at liquid volumes
*Updated the display names of liquid volumes to be more english-like
*Greatly reduced the trade multiplier
*Vendors no-longer carry many nuggets by default
*Currency-like items now have a different color of $ in the trade window
*Doubled the carrying capacity of most water containers
*Liquids now weigh 1/4 lb per dram, down from 1 lb per dram
*Recoilers now require an energy cell
*Fixed various small display issues
*Domination is now a hostile act
*You may no-longer dominate or beguile copies of yourself
*Drinking slime is now worse for you
1.0.4033.34834
Title: Re: Caves of Qud: Now in Open Beta
Post by: Tarran on January 16, 2011, 07:35:49 pm
*Vendors no-longer carry many nuggets by default
Aww. No more goldsies?

Quote
*Doubled the carrying capacity of most water containers
*Liquids now weigh 1/4 lb per dram, down from 1 lb per dram
Yay! Now I can actually pick up a bunch of filled water containers without becoming overburdened and unable to move.

Quote
*Recoilers now require an energy cell
Welp, guess I won't be using them as often now.

Time to get back into this with this new update.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Singularity-SRX on January 18, 2011, 07:09:23 am
THANK YOU for the update making water less heavy.

Sad that this thread partially died though :(
Title: Re: Caves of Qud: Now in Open Beta
Post by: forsaken1111 on January 18, 2011, 08:13:55 am
THANK YOU for the update making water less heavy.

Sad that this thread partially died though :(
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.

That said, the update is awesome. I went back yesterday and started a new mutant, loving the changes.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Angle on January 18, 2011, 08:48:23 am
I, for one do ot like this update. the trade multiplier was set WAY to low. I'm playing a high ego esper, and I STILL cant get anything from the shops.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Singularity-SRX on January 18, 2011, 09:33:59 pm
I just noticed things started to cost more... a musket for over 100 drams?
Title: Re: Caves of Qud: Now in Open Beta
Post by: Frumple on January 18, 2011, 09:39:01 pm
May be the new update, which adjusted the pricing somewhat. Can also be that you're playing a character with a different ego score than normal -- ego impacts the trade costs of things pretty significantly, at least when you're comparing low to high ego.

There seems to either be some sort of compared ego check or different merchants sell things for different prices -- an easy way to see this in action is to hunt down the glowpad merchant and sell a bronze dagger to it and th'Joppa merchant, then compare prices. The glowpad one'll sell for more.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Grek on January 18, 2011, 09:40:01 pm
So, what do people think of phasing? Worth it, or not?
Title: Re: Caves of Qud: Now in Open Beta
Post by: The Merchant Of Menace on January 18, 2011, 09:41:59 pm
I prefer burrowing claws.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Angle on January 18, 2011, 11:59:42 pm
Having a high ego lowers the amounts that merchants will charge you for things and raises the price that they will pay for your things. The amount that the price was adjusted by was majorly decreased in the latest update. The problem, for me at least, is that I'm playing a high ego esper with tinkering. Now I cant afford to pay for those data disks, which makes things even more difficult for me.
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on January 19, 2011, 12:12:14 pm
Couple minor things:

*Fix for butchery not butchering items correctly
*Slightly increased the effect ego has on the trade multiplier
1.0.4036.21844
Title: Re: Caves of Qud: Now in Open Beta
Post by: Angle on January 19, 2011, 01:01:45 pm
Yay! thank you.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Tarran on January 19, 2011, 01:43:59 pm
Just wondering, how bad are the Brittle Bones and the Hooks for Feet defects? Not really patient enough to try them.
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on January 19, 2011, 01:44:41 pm
Yay! thank you.

It's still alot more brutal that in has been since open beta started. This was much more like earlier versions of the economy, and shortly before open beta we switched to a much more lenient economy to test it out. It ended up being way too easy to buy everything imo; this may yet be too restrictive, but it's likely never to go back to quiet as easy-money as it used to be.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Tarran on January 19, 2011, 01:49:42 pm
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Soulwynd on January 19, 2011, 01:53:29 pm
Hooks for feet means you cannot wear shoes. Not sure if there are movement penalties, but I could try some time.
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on January 19, 2011, 02:03:40 pm
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Angle on January 19, 2011, 02:04:43 pm
those two defects are not to bad. I've been using hooks for feet for a while now.

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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Tarran on January 19, 2011, 02:10:27 pm
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.

And there could also be special kinds of chests or lockers; CD cases, which can contain 1-4 CDs. That would also work.

Also, this too:
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Soulwynd on January 19, 2011, 02:16:07 pm
Disks should be proportional to the item's cost. Perhaps 5-10x the price of the base item?
Title: Re: Caves of Qud: Now in Open Beta
Post by: Tarran on January 19, 2011, 02:26:09 pm
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.

Also, holy crap, I just noticed, the selling prices for shops compared to the buying prices are utter rip-offs! Let me compare:
14.29 drams for buying a bronze dagger...
1.7 something drams for selling a bronze dagger.

I don't even know if I should even buy anything from them anymore. Heck, even selling things doesn't even seem to be worth it anymore.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Angle on January 19, 2011, 02:32:48 pm
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.

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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Tarran on January 19, 2011, 02:35:21 pm
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Soulwynd on January 19, 2011, 03:32:33 pm
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.
And they should be... It was stupid to have extreme things like launchers and mega powerful weapons for 200 drams.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Angle on January 19, 2011, 03:47:20 pm
but how are you supposed to get and carry 1000's of drams worth of stuff? gold nuggets are rare, and thats still a lot of silver nuggets.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Soulwynd on January 19, 2011, 04:13:29 pm
I think there should be more valuables with a higher price, to compensate.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Frumple on January 19, 2011, 04:58:42 pm
While not a suggested solution -- it's basically a workaround -- what you do in-game, now, for items that would take a ridiculous amount of water/tradegoods to buy is to simply make a huge pile of them right beside the trader.

When it's time to make the deal, you pick them all up and initiate conversation -- you can talk and trade even if you're carrying multiple times your carry weight.

As for the getting, lower-depth dungeons carry plenty of junk that sells (or sold, but quantity has a quality all its own~) for plenty. 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. It's a matter of patience (presuming that you're not at risk of death at the depths you're "farming") more than anything else.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Angle on January 19, 2011, 05:01:01 pm
I think there should be more valuables with a higher price, to compensate.

yeah, that makes sense.

Also- Can the temporal fugue clones be programmed not to use disintegration when you're next to them? Especially when there are no enemies in range. Grrrr.

also also- I just got Confused. So thats what an acid trip is like.
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on January 23, 2011, 11:23:22 pm
New patch:

*Raising Indrix is now complete; with many updates and additions from the old, preliminary version of the quest
*All mental mutations should now correctly scale above level 10
*Rasing a mutation will now indicate the new base (unmodded) level, instead of the resultant (modded) level
*Somewhat increased the trade price of bracelets and nuggets
*Aim should now correctly be usable with Bows
*Using smart use to talk to someone on a body of water will no longer cause you to try to fill your container after the conversation
*The Lase power of light manipulation now correctly makes penetration rolls vs. AV
1.0.4040.41076
Title: Re: Caves of Qud: Now in Open Beta
Post by: ToonyMan on January 23, 2011, 11:24:32 pm
I would just like to say watching you update this almost daily is a delight to see.
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on January 24, 2011, 09:42:43 pm
Bugfix patch:

*Some minor bugfixes to the overland generation and monsters of Raising Indrix
*Raising Indrix quest reward items are now modded
*Salthoppers no-longer have Run, but now have Endurance
*Sunder Mind now correctly scales above 10
*Picking a new mutation will no-longer give you duplicate choices
*Teleport Other will no-longer teleport the player into un-escapeable areas
*Horns properties should now correctly match the description text
*Fixed an exception when walking on a tile with too many items
*Jilted Lovers should correctly release their hold if they die due to a counter-attack on the same turn they grab you
*Jackhammers are now Cudgels
1.0.4041.38988
Title: Re: Caves of Qud: Now in Open Beta
Post by: Angle on January 25, 2011, 09:12:01 pm
*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?
Title: Re: Caves of Qud: Now in Open Beta
Post by: Tarran on January 25, 2011, 09:19:01 pm
*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?
A walled off room surrounded by Fullcrete. That stuff is extremely hard to get through if you don't have acid or something similar.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Chaoswizkid on January 25, 2011, 11:02:03 pm
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.

I've completely looted Red Rock. It took me at least twenty trips with my str-focused char. I have a REALLY high amount of drams.

A technique I use is to buy all the trade items I can before I accept drams. Trade items cost more than their weight in drams, so it's useful for investing in. I've got maybe 700 drams in water and perhaps 2000 in trade goods + random junk on my last save. I probably have a lot more than that, I'm just guesstimating.
Title: Re: Caves of Qud: Now in Open Beta
Post by: BackgroundGuy on January 25, 2011, 11:11:37 pm
So I want to play this, but when I try and use the .exe, it just goes to the startup window and freezes.  I've already run the setup thing, how long should I expect it to take before the game actually starts up?  Under 6 minutes, or over? 
Title: Re: Caves of Qud: Now in Open Beta
Post by: ToonyMan on January 25, 2011, 11:12:29 pm
Shouldn't take longer than a minute.  You're using that file called XRL right?
Title: Re: Caves of Qud: Now in Open Beta
Post by: BackgroundGuy on January 25, 2011, 11:15:27 pm
yeah, XRL.exe, all the files are in the CoQ folder.  If I had to guess what the problem is, I'd say that my computer might not be able to handle the game.
Title: Re: Caves of Qud: Now in Open Beta
Post by: ToonyMan on January 25, 2011, 11:23:14 pm
It uses quite a bit of RAM, but if you can handle Dwarf Fortress then I'm not sure how to help you.
Title: Re: Caves of Qud: Now in Open Beta
Post by: BackgroundGuy on January 25, 2011, 11:26:49 pm
:/ Thanks anyway.
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on January 25, 2011, 11:39:32 pm
:/ Thanks anyway.

Try making a shortcut to xrl.exe with the -console parameter.

"xrl.exe -console"

If you're having trouble starting up in OpenGL mode it might work better for you.
Title: Re: Caves of Qud: Now in Open Beta
Post by: BackgroundGuy on January 25, 2011, 11:46:29 pm
Um.  How exactly do I do that?  I know that right-clicking on the xrl.exe icon will give me a list that includes the "make shortcut" option, but what do I do from there?  I don't just rename the shortcut do I?
Title: Re: Caves of Qud: Now in Open Beta
Post by: ToonyMan on January 25, 2011, 11:52:09 pm
Go into the properties and add that -console tag to the end of the file path.
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on January 26, 2011, 10:57:52 pm
Bug fix patch:

*Missile weapons are now able to hit monsters that appear 'inside' walls (jilted lovers, for example)
*Updated tortoise description
*Heightened Strength should correctly display the next level's statistics in the level-up dialog
*Fixed a memory leak in the pathfinder
*Fixed a memory leak in the river builder
*Fixed a mutation-related exception in deep object copies (evil twins, fugues, etc.)
*Fixed an evil-twin specific exception
*Added a batch file to launch caves of qud in console mode
1.0.4043.41148
Title: Re: Caves of Qud: Now in Open Beta
Post by: Tellemurius on January 26, 2011, 10:59:12 pm
memory leak? how big was it?
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on January 26, 2011, 11:00:51 pm
memory leak? how big was it?

None of them are particularly massive, but there are still some floating around that cause the game size to grow over time. This fixes a few. I'll eventually nab them all, but it's just a pain to track them down.

Since it's .NET it's not really a 'memory leak' in the true classical sense, though it means the same thing in real effect, game sizes and memory usage that grow over time.
Title: Re: Caves of Qud: Now in Open Beta
Post by: BackgroundGuy on January 26, 2011, 11:15:54 pm
Bug fix patch:

*Added a batch file to launch caves of qud in console mode
1.0.4043.41148
Wait so this means...?  Thank you if this means the game will run!
Title: Re: Caves of Qud: Now in Open Beta
Post by: Tarran on January 26, 2011, 11:19:10 pm
*Fixed a mutation-related exception in deep object copies (evil twins, fugues, etc.)
*Fixed an evil-twin specific exception
Yay! Now we can actually pick that defect without worrying about the game becoming unplayable.

*Added a batch file to launch caves of qud in console mode
Really? I don't see a .bat file in the zip download.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Tellemurius on January 26, 2011, 11:37:38 pm
wait i thought there was a console mode shortcut already?
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on January 26, 2011, 11:50:28 pm
Whoops I messed it up, just posted a new build that should have the new .bat file in it.
Title: Re: Caves of Qud: Now in Open Beta
Post by: forsaken1111 on January 27, 2011, 11:10:32 am
Just a thought: It would be neat if the future copies of you summoned by fugue could be observed with random mutations if you paid for random future mutations at character creation and haven't gotten to select them yet.
Title: Re: Caves of Qud: Now in Open Beta
Post by: freeformschooler on January 27, 2011, 11:36:25 am
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.  :)
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on January 27, 2011, 12:47:57 pm
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.  :)

Yeah, we'd like a much more complex crafting system, but like alot of the fantasy stuff it'll be awhile probably.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Angle on January 27, 2011, 05:45:22 pm
What kind of crafting system do you eventually want? can you describe it to us?
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on January 27, 2011, 09:06:34 pm
What kind of crafting system do you eventually want? can you describe it to us?


Well, we haven't run full designs on any of it, and this doesn't really include my colleague's thoughts on the matter, so take it all just as random chatter; but some assorted rambling:

1. Tinkering - We added tinkering as our first 'craft' because it's really core to the flavor of the world, as well as the first major plotline. We would like to add the ability to apply modifications to exist equipment as well, and I'd expect this in the medium term (sooner than 'actually never'), because we think it's pretty core to the value of tinkering. The overall balance and UI for tinkering is still really rough, so I wouldnt' be surprised if it changed quite a bit once or more as time goes on.

2. Smithing/Tailoring - Tinkering lets you create artifacts, but I'd like to provide crafting based on drops from butchery and ore you can dig up to create and maintain the rest of the gamut of items in the game. This would probably be recipie driven like Tinkering, with drops from plants, animals and walls to allow a different subset of items and mods than tinkering to be created. This would come after tinkering in the grand scheme of things, but I wouldn't expect it until after our '1.0' release. As it was added, we'd probably add more brutal degredation/breaking of items.

3. Medicine/Healing - Tinkering lets you create injectors of various sorts, but I'd probably want to branch the 'drugs' category off into a seperate craft, perhaps using 'autoinjector blanks' you can tinker up and filling them with stuff crafted by healing instead. It would utilize harvested drops from plants and organs from butchery. This would probably come after smithing/tailoring.

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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Tnx on January 28, 2011, 05:10:48 am
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Mr.Person on January 28, 2011, 02:58:16 pm
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?
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on January 28, 2011, 05:48:43 pm
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?

Yeah, no great shock that the Bay12 community would find the city-builder the most interesting of the proposals.  ;D
Title: Re: Caves of Qud: Now in Open Beta
Post by: Tnx on January 28, 2011, 06:22:32 pm
Yeah I totally forgot about DF too.  Now I feel stupid -_-
Title: Re: Caves of Qud: Now in Open Beta
Post by: enigma74 on January 28, 2011, 11:24:25 pm

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.

Oh please pleaseeee do this.  Optional, of course.  It should be a very, very difficult quest to complete though.
Title: Re: Caves of Qud: Now in Open Beta
Post by: forsaken1111 on January 29, 2011, 12:32:09 am
I don't see why it should be a difficult quest to complete or something. Why not just a different game mode? Or have it as one of the starting builds.
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on January 31, 2011, 06:58:29 pm
Couple fixes and a couple new goodies.

*2 new artifact melee weapons
*Fixed the display of melee weapon penetration above strength cap
*Slightly rebalanced all melee weapon penetration values
*You should no-longer be given mutations you already have when picking a new mutation
1.0.4048.33883
Title: Re: Caves of Qud: Now in Open Beta
Post by: beorn080 on February 01, 2011, 12:49:28 am
This game is excellent. Quite entertaining, and the setting is quite fun.

Is it just me, or is flaming hands really powerful early on?
Title: Re: Caves of Qud: Now in Open Beta
Post by: Vanigo on February 01, 2011, 01:14:35 am
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on February 01, 2011, 01:36:28 am
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.

There are still some memory issues, obviously. I'll work them out eventually! Your save isn't jsut the .SAV, it's the .SAV plus every zone in the zone cache :)

There should only be 8-10 zones in memory at once (400-500mb), but it gets a little wanky at times when something leaves a dangling reference and goes nuts.
Title: Re: Caves of Qud: Now in Open Beta
Post by: beorn080 on February 02, 2011, 02:32:55 am
Why do you have to make such an addicting game?
Title: Re: Caves of Qud: Now in Open Beta
Post by: Astral on February 02, 2011, 08:32:55 am
Great game. I've had issues with DF in a non-tileset environment, but this one is fairly intuitive and easy to pick up.
Title: Re: Caves of Qud: Now in Open Beta
Post by: alfie275 on February 02, 2011, 12:28:42 pm
but it gets a little wanky at times
I think you mean wonky, or cranky.
Title: Re: Caves of Qud: Now in Open Beta
Post by: beorn080 on February 02, 2011, 04:40:28 pm
I found an issue. Quests dont clear when you restart a game with the same file. Probably causes some memory bloat problems.
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on February 02, 2011, 04:47:42 pm
I found an issue. Quests dont clear when you restart a game with the same file. Probably causes some memory bloat problems.

What do you mean restart a game with the same file?
Title: Re: Caves of Qud: Now in Open Beta
Post by: beorn080 on February 02, 2011, 05:18:09 pm
Save scum. Copy the save folder, then copy it back in if you get a bad result. I discovered this when I had a Mutant tinker with unstable genome and I was attempting to get a quick level off the find some artifacts quest. Turned in the parts, got a level, didnt get the mutation, quit, copied the folder back in, and when I attempted to do it again, the quest system was bugged unless I completely closed out of the game first. Also, it wouldn't advance past the first part of the quest, even though I was giving him more grenades.

Edit: I should mention that this bug doesn't come up in normal play, but I think the game may save ALL quest markers regardless of if its the current character or not, which would explain why when you hit 500 characters made, died, and saved in a chain it bloats the footprint a bit.
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on February 02, 2011, 06:29:56 pm
New patch of assorted stuff:

*1 new creature in Tomb of the Eaters [and elsewhere]
*1 new plant in Omonporch [and elsewhere]
*1 new robot in Tomb of the Eaters [and elsewhere]
*Generally increased the difficulty of monsters in Omonporch
*Light Manipulation will no-longer cause the AI to wait around for lase to be available
*Lasing has a slightly lower AI priority
*Reduced the weight and price of bandages
*Messages from sweepers will display the short display name of the object, not the blueprint name
*Manual equip will now show the short display name of the objects equipped, not the blueprint names.
*Manual equip will no longer show the internal type of each slot, only the name
1.0.4050.32852
Title: Re: Caves of Qud: Now in Open Beta
Post by: beorn080 on February 02, 2011, 07:14:03 pm
A question. How do the recycling suits work. So far, all I've seen it collect is salt. Granted, I might be missing the collection as it may be drunk before I notice, but I can't be sure.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Ivefan on February 02, 2011, 07:17:29 pm
Where can i find other towns than the starting town? I've been to rust wells & grit gate but I haven't seen anything other than hostiles there(that I quickly dispatch with my mind).
Title: Re: Caves of Qud: Now in Open Beta
Post by: beorn080 on February 02, 2011, 08:36:38 pm
Alright. Some tips I've discovered from playing as mutants.

Don't go north initially. South, east, or west, all those paths lead to the salt pans which feature much weaker enemies, mostly fish and dragonflies, occasionally crocs, and rarely sandjaws. Admittedly, the loot is much lower, but its also much safer and you can get a good deal of xp killing fish and dragonflies.

If you have harvest, every time it cools down, harvest from the watervines. A good stockpile of their plant product can be useful, since it both hydrates and fills. However, you need quite a lot of it in order to get anywhere, but its extraordinarily light. Likewise, if you have Dominate, you can get 100 free wavers from each of the farmers.

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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Tarran on February 02, 2011, 08:40:38 pm
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: beorn080 on February 02, 2011, 08:46:53 pm
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.

Additional request, the ability to look at a world map view without leaving the current square you are in.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Tarran on February 02, 2011, 09:13:45 pm
Oh HELL YES. I just killed the Glowpad merchant(he was aggressive after I was attacked by a croc) after a long and brutal battle. Thankfully, after he used his only acid grenade he had no more ranged weapons. I am now completely out of ammo. Whew, I am now very proud of myself. :P

One think that I think is disappointing is that he only gives 10 XP.
Title: Re: Caves of Qud: Now in Open Beta
Post by: beorn080 on February 02, 2011, 09:18:22 pm
Very impressive. I finally got my unstable genome mutation after 5 levels, and I got Time Dilation, then I got Disintegration from the random pick. Since I started with Cryokinesis and Light Manipulation, I've got a very nice variety of attacks and retreat mechanisms now.

Also, I think the Recycling suit might not work. The only thing it ever fills with is straight up salt. Though I might be drinking from it already and just not noticing.
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on February 03, 2011, 08:14:59 pm
Couple small bugfixes:

*It should no-longer be impossible to identify complexity 6+ items
*Recycling suits now correctly fill with fresh water
*Aim-based skill documentation updated to indicate the correct number of turns to achieve a maximum bonus
*Fixed a few minor description bugs
1.0.4051.28059
Title: Re: Caves of Qud: Now in Open Beta
Post by: Farseer on February 03, 2011, 08:24:02 pm
but it gets a little wanky at times

Best mispelling ever.

You'll only get it if you're British, though.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Frumple on February 03, 2011, 09:35:04 pm
Wank's escaped the island, good sir. More'n brits get that'un these days :P
Title: Re: Caves of Qud: Now in Open Beta
Post by: beorn080 on February 03, 2011, 09:52:31 pm
YAY I can keep trying that nomad mutant now.

Edit: Can I request that data discs get some sort of label on what level they need to learn?

Edit: Bug. The Two Head mutation increases the "casting" delay of mental mutations by 20%, rather then decreases it.Not a bug, two heads does something different.

Also, try out burgeoning. Its a VERY interesting mutation, and seems VERY useful.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Angle on February 06, 2011, 10:26:41 am
yeah, burgeoning is pretty useful. especially because you can switch places with those plants to move them around.
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on February 08, 2011, 01:32:38 am
*Updated a bunch of descriptions
*Reduced Quills penetration by 1
*Reduced worm of the earth's breeder rate and hitpoints
*Missle weapon penetration display is now correctly scaled to match melee weapon, so they are directly comparable (no power level change)
1.0.4056.1716
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on February 08, 2011, 08:56:13 pm
Nice tweak to the OpenGL display, making fullscreen (alt+enter) much nicer to use:

*The OpenGL display will now 'letterbox' instead of stretching when resized to a mismatched aspect ratio
*Tweaked penetration mechanic so that differences in AV are less severe
*Non-combat objects won't spam the log when they're taking damage
*Two-headed should now reduce the energy cost of mental actions by the correct amount
*Light Manipulation's energy is use now correctly tagged as Mental
1.0.4056.37602
Title: Re: Caves of Qud: Now in Open Beta
Post by: amjh on February 09, 2011, 02:22:35 pm
Quick question: Do new enemies and/or items spawn, if you're away from a location for long enough?
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on February 09, 2011, 03:29:41 pm
Quick question: Do new enemies and/or items spawn, if you're away from a location for long enough?

No, areas are static, so you'll have to move on to find more stuff.
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on February 10, 2011, 10:10:52 pm
*There's now a background image when letterboxing. You can replace the background.bmp, and there's an option to toggle it off.
*You may now throw grenades "through" targets, so you can more easily hit groups of creatures without endangering yourself
1.0.4058.39788
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on February 14, 2011, 09:18:50 am
*Fixed 'overland lag' issue (This was caused by force bubble not clearing it's list of field squares, so it'd get slower every time you used force bubble.)
1.0.4062.16615
Title: Re: Caves of Qud: Now in Open Beta
Post by: LeoLeonardoIII on February 14, 2011, 03:01:30 pm
I noticed with a somewhat recent update (I'm now using the latest) that a True Human 16 INT character going from level 1 to 2 gains under 100 skill points when before the same starting character gained 120-something. It looks kind of like the True Human skill point bonus of 20 per level evaporated. Anyone else? Am I doin it rong?
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on February 17, 2011, 12:25:27 pm
*Added some consistancy checks to the action queue, to prevent bad objects from retaining references to old zones
*Added some guards to prevent active creatures from being added to the queue in a non-active zone
*Fixed some bugs that was preventing some zones from getting suspended from the zone cache, causing it to grow in an unbounded manner over time

Note: Overall this should fix many (maybe even most) of the ballooning-game-size issues. This may or may not break the game's active object management in horrible new ways I didn't find in my very quick test, so keep on the lookout.

Currently oversized (1+ gig in memory) games may be somewhat deflated by loading them, going into options and checking off 'Flush zones to cache early'. Then go to a couple nearly empty zones like the ones just outsite of Joppa, and walking back and forth across a zone boundry until it stops saying 'freezing zone' every time you cross a border.

1.0.4065.21943


*More efficent console bitmap loading
*Fixed an issue with spurious 'action queue inconsistancy' messages
*Background image is now filtered in filtered mode
*Changed game loading to load from a memory stream rather than chunk by chunk from disk
1.0.4065.35868
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on February 20, 2011, 06:49:00 pm
*New item: Flashbang Grenade
*New tinkering skill: Reverse Engineer, giving you a small chance to learn a recipe when disassembling an item
*Rebalanced INT requirements for several Tinkering skills
*Lowered the cost of merchant identify for highly complex artifacts
*You must now have the required amount of drams to identify an item
*The ability to repair and identify items is now on an NPC by NPC basis, not all traders will be able to repair or identify any item
*Changed Domination attack roll, removing hard level-cap and limiting the maximum ego-based penalty based on mutation level
*Changed Beguiling attack roll, removing hard level-cap and limiting the maximum ego-based penalty based on mutation level
*Changed Sunder Mind's attack roll, limiting the maximum ego-based penalty based on mutation level
*Changed Confusion's attack roll, limiting the maximum ego-based penalty based on mutation level
*Domination is now a hostile action
*Beguiling is now a hostile action
*Changed Syphon vim attack roll, limiting the maximum ego-based penalty based on mutation level
*Reduced Sunder Mind's damage dice
*Fixed some issues in the latest AV penetration code
*Fixed a crash with twinning lampreys
1.0.4068.33692
Title: Re: Caves of Qud: Now in Open Beta
Post by: Soulwynd on February 20, 2011, 06:56:03 pm
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on February 20, 2011, 07:02:27 pm
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.

Now that it's a little more restrictive, I'll take a look at the faction presentation of beguiled creatures. It was just totally game-breaking when there were no possible repercussions for beguiling/dominating every merchant.
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on February 23, 2011, 05:04:04 pm
*Witchwood bark autoeat priority set to 0 (never eat)
*Tinkering screen should now correctly scroll
*Metal, Crysteel and Stone will generally no-longer catch fire
*Added specific heat (water shouldn't generally instantly turn to steam if you put yourself out in a pool, unless you're very hot)
*Added a few phase changes (i.e. shale to lava)
1.0.4071.30301
Title: Re: Caves of Qud: Now in Open Beta
Post by: Tarran on February 23, 2011, 05:06:09 pm
*Metal, Crysteel and Stone will generally no-longer catch fire
Good. 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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: bobbylantine on February 23, 2011, 08:08:22 pm
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.  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. 

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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Tarran on February 23, 2011, 09:41:14 pm
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.

Quote
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.

Quote
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:
Humans may be easy in the early game, but they lack mutations, which can generally be good from early to late in the game.

I wouldn't pump my stuff up to 19. I'd recommend you instead use those four points (starting at 18, each point in a attribute costs two points instead of one) for other things, like agility and intelligence.

Do you use ranged weapons? Because ranged weapons are almost completely vital at all stages of the game, considering there are a lot of enemies you do NOT want to get into melee with.

Do you steal from the 3 chests in town that you can steal from as long as the door is closed? I.e the one in the building immediately north-west of you, the building immediately south-east of the elder's, and the building immediately north-west of the merchant (I forget his name). Those are free for the taking so long as you remember to close the doors.

After you finish the watervine eaters, kill the elder (BUT REMEMBER TO CLOSE THE DOOR OR YOU WILL HAVE TO FACE THE WARDEN). Last I checked he was a total pushover, and he gives 1000 XP and I'm pretty sure a random Metametal weapons that are REALLY powerful. Also, you get to loot his chest.

The Glowpad merchant sells lots of expensive awesome stuff. Just remember not to attack or be attacked by ANYTHING while in his LOS or you will be glowpad food in a little bit.

Be careful around ruins, they usually contain many high level enemies.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Soulwynd on February 23, 2011, 10:03:00 pm
The skill point boost from being human is usually fairly good, enough to compensate for your lag of mutation power. Even tho the mutations help, they don't replace weapons and skills.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Deon on February 26, 2011, 08:12:17 pm
Was a bug reported where you die when you "rest until healed" and it never stops?

You can see it in the end of this video:
http://www.youtube.com/watch?v=06f_myilcu8
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on February 26, 2011, 11:44:48 pm
*Items will properly disassemble when they are reverse engineered
*Returned sunder mind's damage dice back to 2dX from 1dX
*Slightly reduced the encounter numbers for worms of the earth
*Added a new option to disable the taking of corpses when you take all items with Tab
*Added a seperate option for autogetting primitive ammo (arrows)
*Fixed a stuck message caused by dying while resting until healed
*1 new ape
1.0.4074.42568
Title: Re: Caves of Qud: Now in Open Beta
Post by: Singularity-SRX on February 27, 2011, 02:46:51 am
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
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on February 27, 2011, 03:16:44 am
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

We'd like to, but it'll be awhile. We're gonna get the core main plotline finished first.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Singularity-SRX on February 28, 2011, 07:34:32 am
Thanks, also, it's been a while since I played, and grit gate is starting to really piss me off.
It's like a damned maze, but there's NOTHING THERE. Except for a bunch of waydroids, security doors and assorted enemies. But no talk-to-able people.
It's driving me insane.

[edit]
Just found the main entrance, it's just really low down :P

[edit 2]
OK, so I just gained entrance to a small part of Grit Gate, but now there are these massive doors that won't let me through.
And apparently I have to recover a waydroid, and repair it.

Also, do I have to keep the copper coil? Right now it just seems like a dead weight
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on March 01, 2011, 04:38:54 pm
^^ You can toss the copper wire after turning in the quest.

*Merchants will now correctly recieve drams from you if you pay in 'cash'
*Witchwood bark heals 30, down from 40
*You may no-longer fire missile weapons or throw items while frozen
*Slightly increased the power of mark 1 freeze grenades, and slightly reduced the power of mark 2 and 3 freeze grenades
*Most biological creatures now have some level of darkvision, depending on creature type
*Fixed an issue that was preventing some indirect kills from granting XP (mines, grenades, fires)
1.0.4077.28978
Title: Re: Caves of Qud: Now in Open Beta
Post by: breadbocks on March 01, 2011, 05:13:19 pm
So is this an MUD, a Roguelike, or a DF style game?  If it's a DFlike, is it adventure mode, dwarfmode, or both?
Title: Re: Caves of Qud: Now in Open Beta
Post by: Tarran on March 01, 2011, 05:13:52 pm
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: MetalSlimeHunt on March 02, 2011, 12:08:59 am
I have a big problem. One of my characters has finally gotten off to a good start, but....

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?
Title: Re: Caves of Qud: Now in Open Beta
Post by: beorn080 on March 02, 2011, 12:10:46 am
If you have a recoiler, you can use it to get out. Otherwise, huh, the stairs shouldn't disappear.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Tarran on March 02, 2011, 12:11:34 am
I have a big problem. One of my characters has finally gotten off to a good start, but....

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?
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.

Ed:
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: MetalSlimeHunt on March 02, 2011, 12:22:00 am
Otherwise, huh, the stairs shouldn't disappear.
It's a very jagged cave. I think it's representing the stairs dropping off, or somthing.

I have a big problem. One of my characters has finally gotten off to a good start, but....

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?
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.
Good News: I've gotten back to the second level, and there's a staircase to the surface.

Bad News: The motherfucking staircase leads into freaking shale. I can't attack it with Ctrl+Subtract like it says I should.

Better/Worse News: I have yet to run into the Legendary Horned Salamander that supposidly lives somewhere in this schizophrenic cave complex. I can deal with normal Horned Salamanders easily now, but you never know what it might be like...
Title: Re: Caves of Qud: Now in Open Beta
Post by: Tarran on March 02, 2011, 12:28:58 am
Bad News: The motherfucking staircase leads into freaking shale. I can't attack it with Ctrl+Subtract like it says I should.
...

Uh, how about you kill the Legendary Horned Salamander (or not if you can't find it) and then Ctrl+w (wish) a joppa recoiler when you're ready to leave?
Title: Re: Caves of Qud: Now in Open Beta
Post by: MetalSlimeHunt on March 02, 2011, 12:34:16 am
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?)
Title: Re: Caves of Qud: Now in Open Beta
Post by: Singularity-SRX on March 02, 2011, 12:35:46 am
....I died....
*smashes keyboard wildly*

I accidentally attacked one of those hibernating creatures :P
Title: Re: Caves of Qud: Now in Open Beta
Post by: Tarran on March 02, 2011, 12:38:06 am
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....
*smashes keyboard wildly*

I accidentally attacked one of those hibernating creatures :P
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: MetalSlimeHunt on March 02, 2011, 12:43:13 am
Ah, Slumberlings. I remember going to Red Rock and freaking the hell out when I went down the first staircase, and lo and behold, there sat an Impossible monstrosity one square away. It does make me wonder if their discription is just fluff, or if they really do wake up one day a year?

Anyway, I got the Joppa Recoiler to work, thanks be to Tarran.

....I really shouldn't keep this thing, given how I obtained it. But I think that I will.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Tarran on March 02, 2011, 12:46:31 am
....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. ;)
Title: Re: Caves of Qud: Now in Open Beta
Post by: MetalSlimeHunt on March 02, 2011, 12:48:51 am
....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.

EDIT: And now I am appaerently expected to fend off killer robots with a jury-rigged scrambler so I can go talk to/kill off (I'm not really sure) a bunch of Mutant Albino Quilled Cave Bears. This game just hates the people who play it, doesn't it?
Title: Re: Caves of Qud: Now in Open Beta
Post by: Tarran on March 02, 2011, 01:53:21 am
Unormal, bug: The Warden has a "waterskin 0 drams of fresh water" worth 11.90 drams for sale on his trade screen.
Title: Re: Caves of Qud: Now in Open Beta
Post by: LeoLeonardoIII on March 02, 2011, 01:14:24 pm
Is that a bug? I don't understand ... should it just say empty waterskin? Did you buy it and see if you could pour anything out, etc. or if it changes when you add liquids to it?
Title: Re: Caves of Qud: Now in Open Beta
Post by: Tarran on March 02, 2011, 03:49:52 pm
Is that a bug? I don't understand ... should it just say empty waterskin?
Yeah, empty waterskins are just called empty waterskins.

Quote
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.

Also, your sig is severely outdated man. Might want to change that.

Edit: Can't pour anything out, goes straight to salt when filled up. Basically, it's a empty waterskin, just with a screwed up name.
Title: Re: Caves of Qud: Now in Open Beta
Post by: MetalSlimeHunt on March 02, 2011, 04:31:25 pm
I managed to kill a Slumberling at level 10, but just barely. The friendly security bots in the Grit Gate saw fit to awaken the sleeping monstrosity in an attempt to "help" me. Nearly all of my healing items, the totality of the level's droid population, several lead slugs, and 525 XP later I just barely managed to take the thing down. Not doing that again anytime soon if I can help it.

Title: Re: Caves of Qud: Now in Open Beta
Post by: Tarran on March 02, 2011, 10:08:07 pm
Wow, witchwood bark is EXTREMELY effective at healing. Saved me many, many times. I highly recommend anyone with harvestry gather some, and anyone without harvestry get it and gather some, because they can save you from the brink of death easily.

Edit:
Title: Re: Caves of Qud: Now in Open Beta
Post by: beorn080 on March 03, 2011, 04:06:34 am
If you really want to survive, take Force Bubble and Force Wall. Yes, both of them. Force bubble shoves enemies away from you, and Wall stops them from following you. Around level 15, you can keep force wall up permanently, and at 22 you can keep Bubble up permanently. At least in theory. I haven't managed to get someone that high legitimately, but it sounds like a solid plan.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Aqizzar on March 03, 2011, 05:32:14 am
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.

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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Singularity-SRX on March 03, 2011, 06:23:06 am
Even while aiming, I still miss quite a bit
Title: Re: Caves of Qud: Now in Open Beta
Post by: Repulsion on March 03, 2011, 09:03:46 am
Apparently I started with a data-disk of a 'Corrupt Banana'. Anyone know what that is?

Also, what does a telescoping monocle do?
Title: Re: Caves of Qud: Now in Open Beta
Post by: Deon on March 03, 2011, 09:04:44 am
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.

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.
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Aqizzar on March 03, 2011, 09:30:20 am
I was using the two starting six-shooters.  The fundamental problem is that I don't see how it's possible to survive long enough to get any fancy new stuff.  Killing deadly monsters is worth barely any experience, and surviving such an encounter leaves one extremely vulnerable.  Following the first given quest, I managed to gun down a snapjaw warlord, only to die in two steps to seed-spitting plants upon leaving the room.  "Loot" appears to be virtually nonexistent at any reachable area, and there's hordes of deadly foes around every corner.

I guess my overall question is, how the Hell are you supposed to survive long enough to improve, when surviving even a one-on-one Average fight is an expensive crapshoot?
Title: Re: Caves of Qud: Now in Open Beta
Post by: The Merchant Of Menace on March 03, 2011, 09:32:22 am
Buy a shortbow, go to Red Rock, mass murder snapjaws, profit!

And make sure to loot the three chests in town, and do the quest for artifacts, you should start with a few grenades, which you can hand in, that usually gives me a level.
Title: Re: Caves of Qud: Now in Open Beta
Post by: jester on March 03, 2011, 01:13:58 pm
sounds like you are starting with 24 agility.  This is a big fail in this game, you are going to get hit, alot.  Toughness should probably be your highest stat for a starter, also start off as a true man, forget the mutations and get meditation for healing.  Much easier for learning.  Rip points out of ego if you are going to do anything, with mutations it is important, not really for a true man.  At this stage 2 handed swords weigh as much as daggers, so they are viable trade loot.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Tarran on March 03, 2011, 04:11:53 pm
Here's three mutations I found to be really good at improving your survival: The regeneration, force wall/bubble, and disintegration mutations. The former for making health regeneration without using instaheals worthwhile within a reasonable time frame, even while running away from enemies. The middle two for allowing you to block yourself away from any enemies (this is ESPECIALLY effective with ranged weapons since they can go through the force wall/bubble, just remember that it works both ways). And the latter for giving you an EXTREMELY powerful panic-button even in the mid game, just be careful of the 3 turn exhaustion timer.
Title: Re: Caves of Qud: Now in Open Beta
Post by: beorn080 on March 03, 2011, 04:39:29 pm
From what I've seen in testing, at least with force wall, the only one who can shoot through it is you. At least, my allied seed spitter plants can't shoot through the forcewalls I throw up.

Also, a bug, or at least unintended behavior. When utilizing force bubble, you can shove walls around. It seems to have very specific requirements, but its possible.

Requirements seem to be that there can't be a wall behind the direction its going to be pushed. Aside from that oddity, its a very powerful skill, especially combined with force wall.

Apparently I started with a data-disk of a 'Corrupt Banana'. Anyone know what that is?

Also, what does a telescoping monocle do?
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.

Oh yes, can data disks have the description of the item they're making on them as well?

Edit: As an addendum to my last mention of the force bubble/wall combo, it seems they last long enough to always keep them up, assuming high willpower, by alternating them, even at level one. Should prove powerful, if slow.
Title: Re: Caves of Qud: Now in Open Beta
Post by: MetalSlimeHunt on March 04, 2011, 05:50:23 pm
FLOATING. GLOWSPHERE. HELL. YES.
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on March 04, 2011, 06:22:15 pm
*A new unique lair
*Added proper weights to many items
*Made Mutant the first genotype choice instead of true man
*Sunder mind will now display the penetration multiplier
*Limited the minimum strength-modifier penalty for throwing distance to 0
*Party members now reflect the faction membership of their party leader while in a party
1.0.4080.32960
Title: Re: Caves of Qud: Now in Open Beta
Post by: Tellemurius on March 04, 2011, 08:04:37 pm
cool
Title: Re: Caves of Qud: Now in Open Beta
Post by: Singularity-SRX on March 04, 2011, 11:45:37 pm
Ok, so I just learnt something cool and kind of possibly a bug.

If you stand over town chests (ANY chest, even with people in your line of sight) and 'g'et it, you can open it so long as no-one is watching you, and loot every chest in the town :D

[edit]
Ok, so knowing I cheated a bit, I shot at the warden, and he came along, threw a freeze grenade at me, and everyone in town wanted me dead.
So then something weird happened.
I don't know if I teleported, or if the game bugged out, but whenever I moved everything seemed to change, but it looked basically like joppa.
I checked the thingy to see what killed me, and it was: "Ummumumum-it" who killed me with his: "Duhduhuhchucalum"
Up a little further in the log (which was obscured by my stats) was something to do with a "Wuhcalcal"

So it was pretty funny but pretty weird at the same time.
Oh and I WAS confused somewhere along the line
Title: Re: Caves of Qud: Now in Open Beta
Post by: beorn080 on March 05, 2011, 12:24:09 am
Booze does that, as does drinking slime.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Rooster on March 05, 2011, 08:35:26 am
Confuze does that.
Elder has this ability.
You all can't imagine my frustration:
I'm playing the game for the first time after I was plumphelmetpunk's lets play.
It was a horticulturist Maxed out Int at 27, average fighting skills (For most people it would seem stupid and weak)
But, being a hardcore roguelike player I knew to proceed slowly, and this character leveled up to lv 10.
First char ever and I went far. And then I died. Because a neutral animal turned hostile and I forgot to use auto injector.
I raged.
And from that point onward every character I make dies before killing a girshling
Title: Re: Caves of Qud: Now in Open Beta
Post by: Tarran on March 05, 2011, 12:13:50 pm
Confuze does that.
Elder has this ability.
Really? Huh, he didn't use it on me while I was meleeing him to death for his phat loot.
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on March 05, 2011, 03:34:44 pm
*Jilted Lovers should now correctly grab passers-by
*Reduced the amount of witchwood bark harvested per tree
*Slightly reduced salthopper AV
*Slightly reduced croc AV
*Slightly reduced chameleon AV
*Reduced horned chameleon DV
*Reduced croc and salthopper pack numbers
1.0.4081.27908
Title: Re: Caves of Qud: Now in Open Beta
Post by: Deon on March 06, 2011, 09:52:09 am
Hey, unormal:
http://www.youtube.com/watch?v=HjWLjyLnRz0&feature=feedu
What is at 1:03 and later? Some unloaded areas?
Title: Re: Caves of Qud: Now in Open Beta
Post by: MetalSlimeHunt on March 06, 2011, 09:55:27 am
Hey, unormal:
http://www.youtube.com/watch?v=HjWLjyLnRz0&feature=feedu
What is at 1:03 and later? Some unloaded areas?
The same empty areas also appear on the second floor of the Six Day Stilt, and continue endlessly in every direction.
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on March 06, 2011, 01:40:02 pm
Yeah, they're just areas where I haven't finished the zone definitions.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Deon on March 07, 2011, 06:04:35 pm
http://www.youtube.com/watch?v=qp7roWd2ia0&feature=feedu
Around 26:30 when he kills a puma it says that he "butchers vinewafer". Shouldn't he butcher puma meat instead?
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on March 07, 2011, 09:25:53 pm
^^ Yes!

*All characters now start with Sprint (movement buff like old Run, but with a DV penalty)
*Run has been replaced by Hurdle, which removes the DV penalty from Sprint
*Unique, named monsters are now more rare, but have better loot
*Witchwood is now has a chance to cause confusion
*Monsters will now sometimes break pursuit
*Fixed the message for a master butchery proc
*Fixed some monsters incorrectly butchering into vinewafers
*Fixed some issues causing permanent confusion
*Fixed a few minor typos
1.0.4083.38478
Title: Re: Caves of Qud: Now in Open Beta
Post by: Tarran on March 07, 2011, 09:29:35 pm
*All characters now start with Sprint (movement buff like old Run, but with a DV penalty)
*Monsters will now sometimes break pursuit
Yay! Now running away is actually an effective strategy.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Deon on March 07, 2011, 10:06:26 pm
Something strange happened.

I am not a mutant. I am a human who starts with an axe skill and +15 fire resistance.

I've entered rust wells, there was a lich and baboons.
Then I get this message:
(http://img.ie/1a42b.png)
Why do I drain baboon's life force?
Title: Re: Caves of Qud: Now in Open Beta
Post by: MetalSlimeHunt on March 07, 2011, 10:11:07 pm
Did you devour the lich beforehand?
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on March 07, 2011, 10:53:41 pm
I'll fix this bugged message next patch.

E:
*Fixed an incorrect message when NPCs life-leech other NPCs
*Fixed an exception when expanding endurance
*Fixed an exception in the AI pursuit code
1.0.4083.42138
Title: Re: Caves of Qud: Now in Open Beta
Post by: Deon on March 08, 2011, 02:17:25 am
Wow, I feel like witchwood is really GREATLY nerfed :). I like it though.

Even with a good memory for map layouts and understanding of mobs' pathfinding it's still extremely confusing and led to many deaths :).

A little suggestion: maybe you could add another skill to self-discipline which would greatly reduce the chance of such stuff? Or tie it to something like Iron Will? And why not to make more stuff with similar effects? It's an extremely fun mechanic. Having more drug-like consumables which affect your perception and show you something which is not there is really cool :). Maybe even add some illegal products of witchwood or chemistry to the game, with black market traders?
Title: Re: Caves of Qud: Now in Open Beta
Post by: Deon on March 08, 2011, 02:46:05 am
1) I somehow manage to harvest 2-5 times from a tree from time to time (rarely).
2) Autodisassemble scrap doesn't seem to work.
Title: Re: Caves of Qud: Now in Open Beta
Post by: beorn080 on March 08, 2011, 02:49:50 am
I imagine witchwood got nerfed because it was a 40 hp instant heal in the middle of combat, whereas the fairly expensive, at least early on, medical injectors are something like 4-12 health or something like that. Regenera injectors are evidently massively powerful midgame, but early, witchwood was THE choice to heal, and it was free.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Deon on March 08, 2011, 05:04:37 am
Another problem: when YOUR deployed turret shoots an enemy and cannot penetrate its armor, it says "the turret cannot penetrare YOUR armor" instead of the critter's name.

I also see a lot of blank names in combat log (" _ hits someone for 6 damage") where _ is nothing.
Title: Re: Caves of Qud: Now in Open Beta
Post by: beorn080 on March 08, 2011, 05:17:50 am
I'm more annoyed with burgeoning. Mutation is horribly broken twice over. Kills your plants make don't give you xp, but at the same time the cooldown is only 6 turns even with 10 willpower at level 1. At 26 willpower, its 1 turn, and it spams out a ton of plants including a ton of seed spitters, jilted lovers, young ivory, and other nasty things, all allied to you. I've killed the warden once at level one with judicious use of force wall, force bubble, and burgeoning.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Deon on March 08, 2011, 05:27:30 am
Another issue: fish and amoebas drop hands and legs with dismemberment. I guess it's a lot of work to check for creature types, but couldn't you try to make "bodyparts" at least for a "type" of creature in the future so they drop appropriate ones?
Title: Re: Caves of Qud: Now in Open Beta
Post by: Deon on March 08, 2011, 09:12:09 am
Fire ants: new horned chameleons of Qud!

Short summary: now when witchwood is much harder to get, and it makes it almost impossible to fight a group in labyrinths, there's no good counter to fire ants on their level.

They are around Grit Gate, a hell lot of them. The problem is that their fire effect essentially kills the regeneration boosters, and the explosion damage is quite strong by itself (around 15 points for me). Characters at that level have 50-80 hp. When you meet 2-3 ants, it means more than half of HP is gone at once. Also if you use witchwood you cannot dodge their fireballs in ruins and you burn to death.

I've managed to survive them, but only with extreme luck. Many good characters died to them.
It was too easy back when witchwood was abundant though. Now it's VERY hard.

The question is why do they shoot (in fact) a rocket launcher missile and set you on fire after that? They don't give that much XP, they are MUCH more frequent than goatfolk sawers or guys with explosive weapons, and they are all around the quest location where you head almost immediately.

My suggestion is to either reduce the initial damage significally (they throw a fireball, not a grenade, right? why does it deal much more damage than a lazer turret?) or make them much less frequent.

Or give them a bigger cooldown on fire projectiles.

I am not whining, but they are just not worth the reward, and the fact that they ignite you in groups makes them quite hard to dodge (and with the lack of stealth skill it's almost impossible in some cases).

The only good way to deal with them is to level the skill which makes you to learn recipes, then destroy a few instaheal boosters and spend all your limegreen scrap on them. I didn't find a better way to heal. And yeah, it's very expensive this way.


On another note, now when witchwood is not a good combat healing, mutants are pretty much screwed there. You have to either go "mass instaheal" way, it means that you have to put many points in INT and END at once, which makes builds much less flexible.

If there was a healing power for mentals which would remove negative effects like fire or frost, it would be great :).



About "regrowth" or how is it called, with TONS of plants on early levels which do not net XP for kills: it's cheap and at the same time not too rewarding for leveling skill. I'd suggest to reduce the amount of plants, make the skill cost more in mutation points and make plants to give XP for their kills (like turrets do).
And don't reduce the cooldown if you do this please, mutants already have big pauses between "spells", so it's almost impossible to play a "full mage" unless you want to wait  a lot, and it's quite boring :).



P.S. My main reason of whining about fire ants is the fact that I've lost three 10-11 lvl characters by going down a stairway and catching a few fireballs in my face without getting a turn :). It's a "fake difficulty" for me, when you can't actually do something in a place where you're supposed to be.
Title: Re: Caves of Qud: Now in Open Beta
Post by: beorn080 on March 08, 2011, 09:18:47 am
I'd settle for one plant, you can pick what sort similar to how you can pick what stat with the stat boost mutation. That would give it a great deal of utility while not being blatantly overpowered and spammy.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Deon on March 08, 2011, 09:19:39 am
Well, leveling a power SHOULD give more plants though, because you will level it maximum 3 times by level 12, when you usually have an instakilling axe-juggernaut for normal humans :).
Title: Re: Caves of Qud: Now in Open Beta
Post by: beorn080 on March 08, 2011, 09:24:31 am
Increase the variety cooldown as it levels. I think that 1dLevel plants, 20 round cooldown base, with a variety of plants to pick with a new one each level, would be quite powerful. As it stands, just one plant a cast, if it was choosable, gets you an unlimited number of turrets/fear producers/grabbers. As it is NOW, you get all of that every other turn in mass quantities.

Title: Re: Caves of Qud: Now in Open Beta
Post by: Deon on March 08, 2011, 09:30:07 am
Well, when you start to fight AOE enemies, it's not a problem :). A single sower can kill all your plants at once.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Soulwynd on March 08, 2011, 01:31:59 pm
Yes, they're fairly weak and even at the beginning the enemies quickly become too strong for them. They're great to use as a distraction or extra annoyance tho.
Title: Re: Caves of Qud: Now in Open Beta
Post by: MetalSlimeHunt on March 08, 2011, 04:05:15 pm
If you want to talk about fake difficulty enemies, then try the Chrome Pyramids. Although, to be fair, it's pretty obvious no one is actually supposed to reach the Deathlands at this point of development, but the CPs are just unfair in the extreme. I mean, they alter reality. I can't compete with that!
Title: Re: Caves of Qud: Now in Open Beta
Post by: handofluke on March 08, 2011, 04:21:50 pm
I just wanted to talk about a couple of these things.

We know a lot of the content that's being discussed is unfinished or broken. We're going to be redoing most of the major dungeons and the creatures around them will be overhauled as well (fire ants haven't been touched since they were first put in the game, which was a long time ago). Burgeoning's cooldown decreases as you increase its mutation level; this was designed before we added the Willpower cooldown and Ego mutation level mechanics. All those things work together to push down Burgeoning's cooldown to ridiculous levels.

So, basically, we know this stuff is broken and we'll be fixing it :)

Title: Re: Caves of Qud: Now in Open Beta
Post by: ToonyMan on March 08, 2011, 04:22:52 pm
Oh crap don't let the Space-Time Vortex touch you.  :P
Title: Re: Caves of Qud: Now in Open Beta
Post by: MetalSlimeHunt on March 08, 2011, 04:47:45 pm
Oh crap don't let the Space-Time Vortex touch you.  :P
But it...it's so pretty.....
Title: Re: Caves of Qud: Now in Open Beta
Post by: Deon on March 09, 2011, 02:25:21 am
Another report: I am exploring salt dunes, and in caves there are a lot of bones... You can eat those bones and they are VERY filling, which is weird.

And about eating: dismemberment makes ANYTHING to drop bodyparts, as I said. And they ALL are edible. It's weird to eat "lazer turret right hand".

P.S. On another note, I would really like to see The Six Day Stilt finished. I was kinda sad when I spent most of my water and all my food to travel there through the salt dunes, and found that it has nothing and an endless second floor :(. It looks like a great place for temple-city (with an oasis inside? Or maybe even better a water desalinator, an ancient technology artifact? they have to survive there).

P.P.S. I've just met a caravan in a desert canyon near saltdunes and was overjoyed! Yay people outside of towns! But the dromad trader had nothing to trade....
Title: Re: Caves of Qud: Now in Open Beta
Post by: Deon on March 09, 2011, 02:48:11 am
An error with cooldowns: it says "you have to wait 0 turns more" when you have to wait 1 more turn to use the skill and try to do it, and up from there (it says the actual duration minus one).

What is "masterful harvestry" for? I didn't find anything but starapples and witchwood to gather, and they don't give anything special with this skill.

P.S. Another error: I have a green "boar jerky" which is called "a smoked stip of croc flesh". Maybe it came from a legendary boar.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Deon on March 09, 2011, 04:10:49 am
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: The Merchant Of Menace on March 09, 2011, 04:12:55 am
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.

:o *Rushes off to investigate*
Title: Re: Caves of Qud: Now in Open Beta
Post by: Deon on March 09, 2011, 04:20:34 am
Why? They do not let you pass, they just flash.
Title: Re: Caves of Qud: Now in Open Beta
Post by: The Merchant Of Menace on March 09, 2011, 04:25:31 am
I'm intrigued as to exactly what other things affect them. And at the very least I would be able to claim that I once tripped a wall with my axe :P
Title: Re: Caves of Qud: Now in Open Beta
Post by: Deon on March 09, 2011, 04:57:58 am
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?
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on March 09, 2011, 01:06:29 pm
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?

For the moment it's to prevent a number of abuses, which I hope to fix more elegantly later, including, for example, the ability to craft, disassemble, and recraft an item until you get whatever mods you want; I'll update the stacker code to not stack crafted and uncrafted for an upcoming patch.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Deon on March 09, 2011, 01:38:51 pm
A better solution: allow the skill which gives you ALL materials to let you disassemble your crafted items.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Ahra on March 09, 2011, 01:53:18 pm
how the fuck do i get the console version to fullscreen?
Title: Re: Caves of Qud: Now in Open Beta
Post by: ToonyMan on March 09, 2011, 01:54:19 pm
how the fuck do i get the console version to fullscreen?
Alt+Enter
Title: Re: Caves of Qud: Now in Open Beta
Post by: Ahra on March 09, 2011, 01:57:21 pm
thx

edit: *twitch* *twitch* JILTED LOVER!!!!!!!!!!!!??????????
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on March 09, 2011, 03:53:40 pm
how the fuck do i get the console version to fullscreen?

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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Ahra on March 09, 2011, 04:13:11 pm
.............
Title: Re: Caves of Qud: Now in Open Beta
Post by: Tarran on March 09, 2011, 04:16:27 pm
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.
You mis-quoted. Fixed it for you.

Yeah, the ability to disassemble and reassemble stuff until you get the mods you want indefinitely is a bad thing.

Though... it wouldn't hurt to have mods be generated on random weapons more often. As it stands mods are about 1/100 or something like that. What's worse is that it's usually the low level (for the area) weapons getting the mods. I don't think I've ever used modded weapons that much.

.............
Dude, if you're going to post, post something more than just "............". Also, unormal mis-quoted. Nothing to get raged about.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Deon on March 09, 2011, 04:35:11 pm
What are the mods? I think I am missing something. Probably I didn't get it once.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Soulwynd on March 09, 2011, 06:29:00 pm
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: beorn080 on March 10, 2011, 12:11:41 am
The mods are things like Slender, Sturdy, Sharp. They change the weapon in a small but noticeable way. And I agree, they are really rare. How about upping their rate to something like 25% or more, and adding equivalent negative mods which cancel out if it modifies the same thing? For example, Bulky, Flimsy, and Blunt, and if you get Bulky and Slender it just cancels it out.

To carry this into crafting, and to make high intelligence characters more powerful, as you tinker, you have a 100% chance of adding at least one mod, but its based off intelligence the ratio of bad to good. I'm not sure if it should be absolute intelligence or a ratio based on the tinkering level of the item, but high intelligence does nothing when tinkering so far other then open it up. Perhaps a single tinker skill for everything, and an additional skill that lets you get a new data disk every time you drop say 50-100 skill points into it. Possibly let you choose categories for the new disc, and certain categories cost more skill points to get, like learning how to make a new grenade is just 25 skill points, but learning to make a sniper rifle is 100.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Deon on March 10, 2011, 08:26:56 am
I don't really like the idea of disks from points, mostly because I view them as rare artifacts you have to search for, not get for killing X glowpads.
Title: Re: Caves of Qud: Now in Open Beta
Post by: beorn080 on March 10, 2011, 08:29:51 am
Then just learn how to make it straight and skip the disk stage. Your a tinkerer. You should be able to figure things out. The disks would still be left for those types who can't afford to spend the skill points to get new items, while tinkering as a distinct option would be strengthened.
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on March 12, 2011, 06:09:08 pm
*1 new ant
*1 new fish
*1 new creature in Bethesda Susa
*1 new liquid
*All overland traders will now be properly stocked
*Overland water zones are now properly generated
*Increased the variety of the canyon builder
*Increased the variety of the marsh builder
*Troll Fireslingers will now appear in smaller groups
*Increased the number of troll berserkers
*Trolls are now better equipped
*Reduced the level of the fire ant fire blast
*Fixed some issues with the noise-map generator
*Fixed some liquid effects that were being incorrectly applied to creatures entering their cell, even if they were in a container
*Freezing, Flaming hands and Grandfather Horn animations will now only play when the current zone is the active zone
*Fixed several instances of undefined zones
1.0.4088.31846
Title: Re: Caves of Qud: Now in Open Beta
Post by: adwarf on March 12, 2011, 06:12:05 pm
How do I download this ?
Title: Re: Caves of Qud: Now in Open Beta
Post by: Tarran on March 12, 2011, 06:13:34 pm
How do I download this ?
First post. Follow the link. Public builds. Next time put more effort into finding the download.
Title: Re: Caves of Qud: Now in Open Beta
Post by: adwarf on March 12, 2011, 06:14:27 pm
I meant is there anything I need to download with it for it to work.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Tarran on March 12, 2011, 06:20:43 pm
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.

Quote
You may need the .NET 2.0 redistributable:
http://www.microsoft.com/downloads/details.aspx?FamilyID=0856eacb-4362-4b0d-8edd-aab15c5e04f5&displaylang=en
Title: Re: Caves of Qud: Now in Open Beta
Post by: adwarf on March 12, 2011, 06:21:48 pm
Dang I can't download that I have a 64-bit browser.
Title: Re: Caves of Qud: Now in Open Beta
Post by: freeformschooler on March 12, 2011, 06:23:31 pm
unormal, I missed several versions. Has anything been done to lower the file size of saved games after you've explored a lot of areas? Thanks for the update anyway.
Title: Re: Caves of Qud: Now in Open Beta
Post by: forsaken1111 on March 12, 2011, 06:26:24 pm
Dang I can't download that I have a 64-bit browser.
  ::)
Title: Re: Caves of Qud: Now in Open Beta
Post by: adwarf on March 12, 2011, 06:31:30 pm
Dang I can't download that I have a 64-bit browser.
  ::)

What ?
Title: Re: Caves of Qud: Now in Open Beta
Post by: Megaman on March 12, 2011, 06:45:12 pm
I recently tried it, however after fixing Joppa's problem I find it difficult to find what to do next.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Tarran on March 12, 2011, 06:46:45 pm
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Deon on March 14, 2011, 04:00:32 pm
http://www.youtube.com/watch?v=cdWzquHmh40&feature=feedu
I think at 7:00 Jef just got free 100 xp many times.
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on March 14, 2011, 04:05:05 pm
http://www.youtube.com/watch?v=cdWzquHmh40&feature=feedu
I think at 7:00 Jef just got free 100 xp many times.

Looks like it was just a screen buffer rendering issue, it was re-rendering the popup over and over while displaying the resting spinner. Must have grabbed the buffer with the popup on it as it's "clear" buffer. He only got 100xp from it.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Aklyon on March 14, 2011, 04:58:03 pm
Why do you have to make such an addicting game?
Its still awesome, though.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Taco Dan on March 14, 2011, 05:31:58 pm
This game plays at about a frame per second on my computer. Any idea why?
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on March 14, 2011, 05:39:14 pm
This game plays at about a frame per second on my computer. Any idea why?

I would try console mode, or disabling animations with F11.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Soulwynd on March 14, 2011, 05:40:21 pm
Toggle the lower cpu usage thing.

I still think it uses too much CPU, even with that toggled on.
Title: Re: Caves of Qud: Now in Open Beta
Post by: adwarf on March 14, 2011, 06:19:04 pm
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
Title: Re: Caves of Qud: Now in Open Beta
Post by: Repulsion on March 14, 2011, 06:24:33 pm
May I suggest something? To be more specific, a skill.

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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on March 14, 2011, 06:27:41 pm
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

I'm surprised any 64-bit OS you would be running would actually need .NET. Have you actually just tried running Caves of Qud? What error do you get?

http://www.microsoft.com/downloads/en/details.aspx?FamilyID=b44a0000-acf8-4fa1-affb-40e78d788b00&displaylang=en

Here's the 64-bit .NET redistributable.
Title: Re: Caves of Qud: Now in Open Beta
Post by: beorn080 on March 14, 2011, 06:30:18 pm
May I suggest something? To be more specific, a skill.

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.
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Aklyon on March 14, 2011, 06:33:45 pm
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
Which Browser?
Title: Re: Caves of Qud: Now in Open Beta
Post by: adwarf on March 14, 2011, 06:35:13 pm
I have windows 7,
Title: Re: Caves of Qud: Now in Open Beta
Post by: lemon10 on March 14, 2011, 06:39:29 pm
I have windows 7,
Thats a operating system, he is asking if you use IE/Firefox/Chrome/Other
Title: Re: Caves of Qud: Now in Open Beta
Post by: Aklyon on March 14, 2011, 06:44:26 pm
*facepalm*
An OS is not a browser.

I can download the file just fine, running Win7 64-bit.
Title: Re: Caves of Qud: Now in Open Beta
Post by: adwarf on March 14, 2011, 06:45:52 pm
Oh woops I use IE
Title: Re: Caves of Qud: Now in Open Beta
Post by: Ivefan on March 14, 2011, 06:46:23 pm
...Metallurgy.

Furnace for melting things, this should not be a portable item for both balance and that its not feasible to have a furnace small enough to bring.
Perhaps with a fire mutation strong enough you could do without a furnace, but then you probably rather apply the fire to the faces of enemies instead of a metal item.

A forge can be portable, and should probably be assumed to include the required tools. By using energy cells in a torch you heat the metal ingot/nugget/rod and then craft whatever.

Question is, how useful would this be? You'll only be able to make blades, spears, arrow points, possibly blunt weapons. Perhaps its needed for crafting components to other items.
I never used melee weapons but unless you get modifiers on them the skills is kinda worthless i think.
Title: Re: Caves of Qud: Now in Open Beta
Post by: adwarf on March 14, 2011, 06:54:40 pm
I had to run it as admin
Title: Re: Caves of Qud: Now in Open Beta
Post by: adwarf on March 14, 2011, 07:06:32 pm
Dnagit I can't see the other callings becausse I have no Pg up or down buttons
Title: Re: Caves of Qud: Now in Open Beta
Post by: Aklyon on March 14, 2011, 07:08:14 pm
Dnagit I can't see the other callings becausse I have no Pg up or down buttons
Didn't do anything for me. But make sure you switch to Laptop keybindings if you lack full keyboard.
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on March 14, 2011, 07:27:27 pm
Dnagit I can't see the other callings becausse I have no Pg up or down buttons

Everything fits on one screen now, the text on the bottom is a holdover from older versions. I'll remove it.
Title: Re: Caves of Qud: Now in Open Beta
Post by: adwarf on March 14, 2011, 07:31:54 pm
K. Anyway that was hilarious I took the first Quest went north, and got killed by three Dragonflies
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on March 14, 2011, 09:34:12 pm
*F1 on any character creation screen will select a random choice or distribute your remaining points randomly
*Removed some extraneous text on some character creation screens
*Attempting to use more charge from a cell than it has will no-longer flatline the cell
*Somewhat reduced the charge cost of recoiler usage
*Minor tweaks to the stats of a few creatures
1.0.4090.38722
Title: Re: Caves of Qud: Now in Open Beta
Post by: debvon on March 14, 2011, 11:26:02 pm
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on March 14, 2011, 11:29:06 pm
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: adwarf on March 15, 2011, 03:22:26 pm
May I suggest a class. The Scavenger.
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on March 15, 2011, 03:24:11 pm
May I suggest a class. The Scavenger.

The mutant 'Arconaut' calling is a Qud scavenger.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Tarran on March 15, 2011, 03:31:33 pm
May I suggest a class. The Scavenger.

The mutant 'Arconaut' calling is a Qud scavenger.
Also, the Tinker class could also be considered a scavenger since they're quite similar.
Title: Re: Caves of Qud: Now in Open Beta
Post by: MetalSlimeHunt on March 15, 2011, 03:36:01 pm
I'd be very happy if you added more Arcologies, and thus more Castes. Even though we never actually see them, I find that the archologies are one of the most flavorful parts of the setting, especially with the starting equipment.
Title: Re: Caves of Qud: Now in Open Beta
Post by: adwarf on March 15, 2011, 03:36:48 pm
Lol. I just got owned by a goat. I ran out of quills, and corrosive gas. Let me think of some mutations.
Title: Re: Caves of Qud: Now in Open Beta
Post by: adwarf on March 15, 2011, 03:49:15 pm
Ok I think I have some mutations.


Physical:
Bone manipulation - You can manipulate your banes, and use them as weapons ( Your bones jut out in all directions striking eneimies surronding you )

Mental:
Control of Earh - Can create a earthern made Soldier it is friendly, but can not attack just distracts them long enough for you to run.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Tarran on March 15, 2011, 03:56:31 pm
Physical:
Bone manipulation - You can manipulate your bones, and use them as weapons ( Your bones jut out in all directions striking eneimies surronding you )
*Cough*

Anyway, wouldn't that hurt you in return? The bones are going through your skin, you know. Also, I highly doubt there would be enough bone in your body to get to the enemy without completely removing all your bones from your arms or legs (which would make you drop everything you're carrying in the former, and make you fall over in the latter) unless he was literally just hugging you.
Title: Re: Caves of Qud: Now in Open Beta
Post by: adwarf on March 15, 2011, 03:58:46 pm
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, and yes you would take some damage but your skin would quickly heal. The down side is that when it is used you can't use it for 1000 rounds.
Title: Re: Caves of Qud: Now in Open Beta
Post by: The Merchant Of Menace on March 15, 2011, 04:03:13 pm
I think a decent amount of damage to the player would be a nice tradeoff for such a skill. I think it should be in a specific direction though.
Title: Re: Caves of Qud: Now in Open Beta
Post by: adwarf on March 15, 2011, 04:04:24 pm
That or the bones could form a weapon around your hand
Title: Re: Caves of Qud: Now in Open Beta
Post by: Tarran on March 15, 2011, 04:09:16 pm
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?

Quote
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.

Quote
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Aqizzar on March 15, 2011, 04:18:40 pm
It's so goddamn easy to die in piddly ways.  This has led me to some general criticisms-

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.

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.

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.

This leads to my general criticism that the game seems to actively punish any but a small group of character builds.  Beefy True Man warriors and hulking Mutant warriors are the only characters with a reliable chance of surviving any but the smallest of creatures.  Melee is unavoidable and unforgiving, so any character that isn't geared to for melee is going to die, in pretty short order.
Title: Re: Caves of Qud: Now in Open Beta
Post by: adwarf on March 15, 2011, 04:22:31 pm
I find that as long as I have the quills mutation I am fine.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Tarran on March 15, 2011, 04:22:48 pm
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.

Quote
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.

Quote
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Soulwynd on March 15, 2011, 04:33:37 pm
The thing is, if you make a character that isn't all geared towards combat, you need to waste your time with small critters to level up quite a bit before going to deal with the big stuff.

For example, Palpatine, my egocentric character build (24 ego, 24 wil) has to run quite a lot because he doesn't melee or use ranged weapons, only mental powers.

My crafter builds start with max int and then either str, agi, or both.

You can't go all int and wil and expect to survive easily in a combat game like this.
Title: Re: Caves of Qud: Now in Open Beta
Post by: beorn080 on March 15, 2011, 04:43:46 pm
There are some mental esper builds that can effectively NEVER get into melee, but they are so slow offensively that it isn't funny. Namely, force bubble + force wall can make you untouchable by anything but sunder mind and other smite targeted attacks, but you move VERY slowly due to force wall and offensively your quite limited.

Basically, 24 +2 willpower makes force bubble and wall last long enough with a short enough cooldown to always have one or the other up. Offensively, at least for the first few levels, either flame/ice hands, sunder mind if you pick up a defect, stunning force, light manipulation, disintegration, or a gun are best. If you go strict esper, you can pick up some extra powers pretty early. Oh, or burgeoning, but that is horribly broken and lag inducing. Works great if you can get one of the kinesis abilities though.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Soulwynd on March 15, 2011, 05:13:23 pm
My current Palpatine built (because of luck) currently has: Beguiling, stunning force, cryo & pyro, and sunder mind.

It was hard at first, but now it's going a lot better. Robots still give me some trouble and I gotta get him a decent weapon, now that his stats have grown a bit due to leveling.
Title: Re: Caves of Qud: Now in Open Beta
Post by: adwarf on March 15, 2011, 05:18:42 pm
I am going to make a Esper mutant myself.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Ivefan on March 15, 2011, 05:31:45 pm
Unless you get swarmed with enemies or can't run at all(for starters), Using Cryo blast will freeze anything making it easy to kill it and at high levels it will be frozen for a long time or dead.
Title: Re: Caves of Qud: Now in Open Beta
Post by: adwarf on March 15, 2011, 05:33:17 pm
That was bull**** I was walking north, and ran into 15 snapjaws I just started I mena that is Bull****
Title: Re: Caves of Qud: Now in Open Beta
Post by: Tarran on March 15, 2011, 05:43:28 pm
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: adwarf on March 15, 2011, 05:45:09 pm
I just meant i was no expecting it. Lol still I died hilariously I tried to run away, and slamed into a wall stunning me. Oh well it was worth it
Title: Re: Caves of Qud: Now in Open Beta
Post by: Aqizzar on March 15, 2011, 05:58:40 pm
So, is there any good word on how long items persist at any particular location?  I've got some stuff than I want to carry around with me, but there's no way to put items back into chests.  I know there's creatures that eat items, and I bet intelligent creatures will pick stuff up, even if there isn't an actual unused-items vaporization mechanic.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Tarran on March 15, 2011, 06:02:58 pm
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: ThtblovesDF on March 15, 2011, 08:34:01 pm
My stuff vanished, so be careful!
Title: Re: Caves of Qud: Now in Open Beta
Post by: Deon on March 15, 2011, 11:52:09 pm
I stored ingots in a room with a chest in Joppa and it was there for a long period of time.

It may be a nice idea to give player a "rented house" in Joppa (for no real money, maybe some minor fee or a one time purchase) with a chest to store items; it would make people much less paranoidal about losing their stuff :).
Title: Re: Caves of Qud: Now in Open Beta
Post by: Deon on March 15, 2011, 11:57:53 pm
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 :).

And ammo is plenty, most of traders in the world sell 300+ at once.
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.
The only thing that ANY of my character has is a minimum of 20 toughness. It's just needed to get lots of HP. Othewise other stats may be ANY.
Title: Re: Caves of Qud: Now in Open Beta
Post by: beorn080 on March 16, 2011, 03:12:23 am
Can I ask that your borrow something from Gearhead 2?

Character profiles.

Basically, in GH2, you make your character, then you select the character to start story mode. Makes it really nice if you REALLY like a build but are having issues early with it, since you can just restart it without having to regen it. Plus it lets you use the same profiles for other modes, if you chose to implement anything like that.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Gunner-Chan on March 16, 2011, 10:19:19 pm
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!
Title: Re: Caves of Qud: Now in Open Beta
Post by: Tarran on March 16, 2011, 10:23:20 pm
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?).
Title: Re: Caves of Qud: Now in Open Beta
Post by: Gunner-Chan on March 16, 2011, 10:29:55 pm
Acid. Got it. Lets hope this doesn't fail and I need to get all Murdery again.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Gunner-Chan on March 17, 2011, 01:33:52 am
Sorry to doublepost... But I think my save corrupted... Dammit. Does anyone know if it's possible to fix them?
Title: Re: Caves of Qud: Now in Open Beta
Post by: Deon on March 17, 2011, 03:31:10 pm
A bug report: http://www.youtube.com/watch?v=8pgnl3cnPqA&feature=feedu
33:50 Being killed by a fire ant is registered as "from a fire started by %O".
Title: Re: Caves of Qud: Now in Open Beta
Post by: Mephansteras on March 17, 2011, 04:10:52 pm
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Darvi on March 17, 2011, 04:12:49 pm
There's a grit gate?
Title: Re: Caves of Qud: Now in Open Beta
Post by: Tarran on March 17, 2011, 04:15:36 pm
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Deon on March 17, 2011, 04:50:14 pm
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 :).
Title: Re: Caves of Qud: Now in Open Beta
Post by: nenjin on March 17, 2011, 04:51:29 pm
Have you tiled this one yet Deon? :P
Title: Re: Caves of Qud: Now in Open Beta
Post by: Mephansteras on March 17, 2011, 04:51:37 pm
Heh. Every time I get a good character going something random and brutal kills them. Typical Rougelike. But I'm getting better.

Currently having fun with a new Mutant who focuses on converting enemies to his side. I let them take all the hits. :P
Title: Re: Caves of Qud: Now in Open Beta
Post by: Aklyon on March 17, 2011, 04:52:46 pm
Have you tiled this one yet Deon? :P
Title: Re: Caves of Qud: Now in Open Beta
Post by: Tarran on March 17, 2011, 05:00:50 pm
Have you tiled this one yet Deon? :P
I don't think tile support exists yet, guys. Let me find the quote...

Ah, here:
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: MetalSlimeHunt on March 17, 2011, 05:04:26 pm
You type that like it could actually stop Deon.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Tarran on March 17, 2011, 05:08:13 pm
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Aqizzar on March 17, 2011, 07:45:16 pm
So, damn, I'm doing better than ever before.  But now I'm in a situation where a QudWiki would really come in handy.  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.  And I've got a Scrap Shoveler trying to run me down.  Any veteran tips?

Unrelated questions: Do glowspheres ever run out of juice?  Is the "basic toolbox" actually used in any way?  And will I kill myself if I try to use a rusty (thermal) grenade?
Title: Re: Caves of Qud: Now in Open Beta
Post by: MetalSlimeHunt on March 17, 2011, 07:53:03 pm
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.
Quote
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).
Quote
Do glowspheres ever run out of juice?
No, you can ditch the torches.
Quote
Is the "basic toolbox" actually used in any way?
Doesn't look like it.
Quote
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).
Title: Re: Caves of Qud: Now in Open Beta
Post by: Aqizzar on March 17, 2011, 07:58:56 pm
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.
Quote
And I've got a Scrap Shoveler trying to run me down.
If you're a True Human, Rebuke Robot.

I already tried to Rebuke him twice, and got shoveled in the face for it.  I imagine it's a test, probably Intelligence or Ego, but it's not guaranteed.  I tried holding the Scrambler in one hand when I started fighting him, but it didn't seem to do anything.  Do I actually need to be holding it?  Because he was close to me for quite some time, and just having it in my inventory certainly didn't accomplish anything.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Gunner-Chan on March 17, 2011, 08:00:57 pm
The droid scrambler appears to only work on waybots. And the toolkit seems to be a flavor item at best. I keep it around anyway. Tinkering doesn't feel right without just having it at least.

Robots should be shot. Rebuke robot is iffy, probally works off Ego. A gun or powers are the best bet. Though the saw ones should simply be avoided. Nasty things.

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. To prevent anyone else from getting pissed off either try to take stuff from his chests when he's the only one that can see you. Or shoot him until he dies from a dark corner of the map. That last one works on Caravan guards and masters too if you want their stuff.

I should also mention, Saw bots seem to have dismember and decapitate. Oh the things I've seen them do to hapless hermits... It'd turn your asshole purple.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Deon on March 17, 2011, 08:26:40 pm
A tip against robots. Get a shield and a fullerene axe. Get cleave. Profit :).
Title: Re: Caves of Qud: Now in Open Beta
Post by: Tarran on March 17, 2011, 08:27:49 pm
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.

Personally, I don't think it's worth it killing them: You'll have nowhere to dump the junk you don't want but the junk is worth quite a bit, thus it goes to waste. And as I said before, you won't ever get any new stuff.

Though there are two people I do recommend killing: The elder and the Strange Glowpad. The Elder because he's extremely weak and tends to drop good loot. The glowpad because it never gets any new stuff, though it's hard to kill.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Gunner-Chan on March 17, 2011, 08:39:09 pm
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. And the plant in the mushroom village and the other grit gate merchant both stock too much good stuff too much to be worth killing. Not that you SHOULD be buying anything if you can help it until you can secure some ego booster blueprints.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Deon on March 17, 2011, 08:45:40 pm
I personally find it easy to obtain nuggets, so I never kill merchants because I buy all I want :).

And isn't Argyve needed for the further quest line? I didn't go further than Golgotha in quests.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Tarran on March 17, 2011, 08:48:31 pm
Though you won't get any new data disks.

Wrong. There's another merchant at the grit gate.
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.

Quote
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.

Quote
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Aqizzar on March 17, 2011, 08:59:29 pm
Okay, what the fuck is this.  I'm in this random unnamed cave, and a couple levels have several up staircases, including right next to each other.  I tried going up one set, and it put me in an enclosed room on a previous floor... with no attendant down-stair.  So I'm in a room with no exits, trying to bash my way through the shale wall with a mace.  Did the RNG just go crazy on me, or are random caves with staircases you can climb but not descend a normal thing?
Title: Re: Caves of Qud: Now in Open Beta
Post by: MetalSlimeHunt on March 17, 2011, 09:03:56 pm
No, it does that sometimes in unnamed caves. If you have a Joppa Recoiler, it's your only way out. If you don't have a Joppa Recoiler, then [Ctrl+W]ish one up and use it to get out. There's really no other option.
Title: Re: Caves of Qud: Now in Open Beta
Post by: DFNewb on March 17, 2011, 09:05:44 pm
I once got out by simply bashing the walls with a sword, worked pretty well actually.
Title: Re: Caves of Qud: Now in Open Beta
Post by: fatherjimbo on March 17, 2011, 09:07:15 pm
Edit* Question already answered 1 page back
Title: Re: Caves of Qud: Now in Open Beta
Post by: Aqizzar on March 17, 2011, 09:08:19 pm
Yeah, since the walls are objects like any other object, you can actually hammer your way through them.  I just pulled it off with a bronze mace, although it did take a minute or two of leaning on the attack key.  I totally forgot about the debug commands, figures they're freely available to the player of a reason.  At least I'll know to watch myself in unnamed caves.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Blackray Jack on March 17, 2011, 10:09:27 pm
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Tarran on March 17, 2011, 10:15:25 pm
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Gunner-Chan on March 17, 2011, 10:26:45 pm
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Tarran on March 17, 2011, 10:36:28 pm
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.
Empty batteries.

Quote
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...

Also, I just thought of it: three merchants=three times as much chance to get a data disk for something you want. And remember it takes a long time for merchants to restock.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Gunner-Chan on March 17, 2011, 10:38:05 pm
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Tarran on March 17, 2011, 10:39:50 pm
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
Title: Re: Caves of Qud: Now in Open Beta
Post by: Gunner-Chan on March 17, 2011, 10:41:30 pm
Well I'm just a big ol survivor with badass armor and a sniper rifle I guess. :P
Title: Re: Caves of Qud: Now in Open Beta
Post by: Tarran on March 17, 2011, 10:44:45 pm
Well I'm just a big ol survivor with badass armor and a sniper rifle I guess. :P
You've got a snipe?!

Damn, lucky. The last time I remember having one is many, many versions back (you can check if you search). It was sooo awesome.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Gunner-Chan on March 17, 2011, 10:47:15 pm
It is. All thanks to murdering that one guy. He was loaded with useful recipes. And with THAT rifle I plinked a caravan guard right out of his group in the middle of the night undetected. So then ARMOR! :D
Title: Re: Caves of Qud: Now in Open Beta
Post by: Tarran on March 17, 2011, 10:54:31 pm
Huh, I started a new tinkerer game with a data disk for Semi-automatic pistols. Apparently they're really good being worth about 200 drams at the merchants. Hopefully my guy will live long enough to make some. I doubt he will, though, since he's nearly dying in melee against glowpads.

Ed: Aaaannnnddd I died at the first level of Red Rock. Welp, too bad, I won't be getting any semi-automatic pistols.

Edit2: hahahahah, my next guy had a data disk for MkIII freeze grenades. Wow, they are extremely powerful. Negative thousands of degrees three squares from the impact zone.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Koja on March 18, 2011, 06:49:55 am
You know, I've always wondered: what are merchants/farmers token for?

Are farmers markets or settlements implemented?
Title: Re: Caves of Qud: Now in Open Beta
Post by: Darvi on March 18, 2011, 08:11:19 am
I dunno, the RNG kinda likes me.

Until he decides to take it all away from me that is T_T

So how do I survive beyond, well , anything?
Title: Re: Caves of Qud: Now in Open Beta
Post by: Soulwynd on March 18, 2011, 08:26:03 am
Play combat characters for a while, start true human with:

STR 24, AGI 20, TOU/INT 18, WIL/EGO 12

And pick either:
Praetorian, child of the heart, or child of the wheel.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Deon on March 18, 2011, 10:01:21 am
1) Joppa is closer to salt dunes than Grit Gate, and it's full of guns, recipes and legendary items. Argyve is useful.

2) Darvi, witchwood is still plenty, remember where everything is and eat it like mad. You will NEVER die.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Darvi on March 18, 2011, 10:03:53 am
I usually die before I get anything to eat xP

Except in nethack where all food inevitably is rotten
Title: Re: Caves of Qud: Now in Open Beta
Post by: beorn080 on March 18, 2011, 10:59:20 am
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.

Head south initially. 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. The worst you'll hit going south are crocodiles and the occasional snapjaw group.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Tarran on March 18, 2011, 12:39:45 pm
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.

Quote
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: beorn080 on March 18, 2011, 12:47:59 pm
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.

Quote
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.

Quite right on both accounts, but confusion can be dealt with fairly easily, and ruins can be found randomly everywhere. However, its much easier to tell if you find ruins in the salt marshes, since LoS tends to be clearer then the mountains.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Deon on March 18, 2011, 01:35:01 pm
Confusion is really easy. Just remember the weights of items you may want to use while you are under it, the position of enemies and map layout. Find a chokepoint, lead your enemies through it and start attacking them one at a time while eating witchwood. I killed whole populated villages like that.
Title: Re: Caves of Qud: Now in Open Beta
Post by: MetalSlimeHunt on March 18, 2011, 02:55:34 pm
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Aklyon on March 18, 2011, 02:56:46 pm
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Tarran on March 18, 2011, 03:03:16 pm
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.

Of course, if it's night, you're screwed.
Title: Re: Caves of Qud: Now in Open Beta
Post by: beorn080 on March 18, 2011, 03:04:36 pm
Clearly I need to go there some time soon.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Tarran on March 18, 2011, 03:06:27 pm
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: MetalSlimeHunt on March 18, 2011, 03:07:10 pm
Clearly I need to go there some time soon because I am suicidal.
Just make sure it's day, unless You like !!Fire!!.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Aqizzar on March 18, 2011, 03:08:40 pm
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.

Every character since has bought it just trying to get to Redrock, although the Time-Vortex gamble is certainly a lot of fun.
Title: Re: Caves of Qud: Now in Open Beta
Post by: MetalSlimeHunt on March 18, 2011, 03:10:17 pm
Yeah, be wary of the Slumberlings. Most characters can take them down with near-death injuries around reaching Grit Gate for the first time.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Tarran on March 18, 2011, 03:11:03 pm
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.

At least you won't make the same mistake again... right?
Title: Re: Caves of Qud: Now in Open Beta
Post by: Aqizzar on March 18, 2011, 03:16:17 pm
Actually, I had gotten high enough that it only rated as "Very Tough".  It occurred to me that I had acquired so many grenades and energy-using weapons that I was leaving them in storage because I knew I'd never use them.  Well, said I, finally a foe that actually needs all this heavy firepower.  I laid a poison trap and shotgunned it in the face.  It moved one tile before falling asleep.  How hard can this be?  Shoot-sleep-shoot-sleep.  Then I happened to step into a tile next to it, while it was sleeping, and it did like 30 damage in one hit.  Goddammit.
Title: Re: Caves of Qud: Now in Open Beta
Post by: MetalSlimeHunt on March 18, 2011, 03:19:17 pm
Slumberlings don't always fall asleep after one tile, their rehibrination is random. In fact, they can move five spaces at once if they charge, and then you are even more screwed.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Soulwynd on March 18, 2011, 03:21:58 pm
Ahh, those narcoleptic killing machines.. I remember setting one on fire accidentally. It wasn't pretty.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Rooster on March 18, 2011, 04:07:47 pm
Ok something is either wrong with my characters or with this game.

I made a syzygigor once, didn't even care if he died or lived, and made a speedrun through all the quests. (I searched for stairs only and as soon as I found the girshling and later the wire I always backtracked to stairs, and didn't bother searching the rest of the area)

Went to grit gate, speedrun to entrance, then slash my way in golgotha no problem. Died at bethesta susa.

Then later a mutant character with all stat enchancing mutations (the stats of a mutant are actually higher than true humans because of that)
He has real trouble surviving now. Getting confuzed from witchwood and small amounts of it for healing don't help.
I had to cheat to get the scrapped waydroid, since everything killed him so easily.
I think True humans even with actually lower stats (stat enchancing mutations are OP btw) have hidden bonuses or something.

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.

Also on defects:
Plenty of them are actually beneficial/not that harmfull.
Amphibious says that you need submersion in fresh water. What it actually does is let you stand around in water and "drink" it. When you drink water when amphibious you "pour" it on yourself. You also can go longer periods of time without water. "P"ouring salty and brackish water on yourself will fully fill you up. This way you can use fresh water for trading, and use the common salty water for drinking instead. See? Advantage labeled as defect.

Other beneficial/not harmfull defects:
Brittle bones - never seen a broken bone and you can buy a skill to fix them
Hooks for feet - even with fullerite boots you are only losing 3av tops
Ravenous - food is plenty
Blinking tic - looks like random teleporting in ADOM. While annoying it should in theory actually help you escape danger
Socially repugnant/albino - seems to only be a negative ego while trading

Title: Re: Caves of Qud: Now in Open Beta
Post by: Tarran on March 18, 2011, 04:14:54 pm
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 them
When I tried it with a melee charicter, I died horribly much quicker than without it. It's pretty bad.

Quote
Hooks for feet - even with fullerite boots you are only losing 3av tops
You also loose 10 points (1/10th) of your speed, though, making running away harder.

Quote
Ravenous - food is plenty
Only if you remember to pick corpses up. I often find myself low on food.

Quote
Socially repugnant/albino - seems to only be a negative ego while trading
Makes it hard to trade, though. And often the traders will have something worthwhile, especially the glowpad.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Niveras on March 18, 2011, 04:16:37 pm
Brittle Bones reportedly, from the game's forums, actually causes you to take extra damage from blunt attacks (probably punching, hammers, pretty much anything that reports "you feel your bones breaking").

3AV doesn't sound like a lot but even 1 point of AV can make a huge difference, especially early on until you become nigh-unkillable (usually because of having high AV). A lot of this has to do with ranged attacks completely ignoring DV. My mutant had a hell of a time in Golgotha with all the glowmoths/apflies or whatever until I went from 5AV to 8AV. The flies went from doing 7-14 damage multiple times from outside my (night vision) LoS to doing nothing at all.

All that said, I agree that certain mutations and defects probably need some balancing. It is a beta, after all. Amphibious probably shouldn't be sustained by salt water, for example.
Title: Re: Caves of Qud: Now in Open Beta
Post by: beorn080 on March 18, 2011, 04:26:19 pm
3AV can be the difference between life and death. The way AV vs Penetration works, any loss of AV is nasty. Any penetration past the AV value acts as a multiplier to damage. Thus, 3 AV can be the difference between taking zero damage, or 30.

The evil twin defect should be worth 5 points, though oddly it would just make the defect stronger. It's really fricken nasty.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Tarran on March 18, 2011, 04:29:55 pm
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: MetalSlimeHunt on March 18, 2011, 04:36:20 pm
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: beorn080 on March 18, 2011, 04:44:40 pm
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 powerful
Title: Re: Caves of Qud: Now in Open Beta
Post by: Aqizzar on March 18, 2011, 04:45:54 pm
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.

He does that all the freaking time.  I have no idea what it is, he just starts running around and suddenly twigs to attack Argyve.  He naturally dies immediately, but it's fun to watch, and you can get his book.

I think it's also a bug that you can sometimes hear him shouting verses from several maptiles away.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Tarran on March 18, 2011, 04:49:43 pm
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: beorn080 on March 18, 2011, 04:55:35 pm
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 figured it was a defect. Like, Uncontrollable Shouting(10)

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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Rooster on March 18, 2011, 05:26:33 pm
I always kill the zealot for the 25xp and the book
Title: Re: Caves of Qud: Now in Open Beta
Post by: Tarran on March 18, 2011, 05:38:18 pm
I always kill the zealot for the 25xp and the book
Ditto. The book is worth quite a bit for that point in the game.
Title: Re: Caves of Qud: Now in Open Beta
Post by: blackmagechill on March 18, 2011, 05:51:23 pm
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on March 18, 2011, 05:52:10 pm
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.

Don't try to open it directly, just use the help command in the game's main menu. The manual is integrated.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Darvi on March 18, 2011, 05:52:23 pm
Huh, I didn't even bother checking that. Can't be your fault though since I don't see anything either.




Ninja! Die!
Title: Re: Caves of Qud: Now in Open Beta
Post by: Aklyon on March 18, 2011, 06:01:03 pm
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Mephansteras on March 18, 2011, 06:05:23 pm
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.

It's a roguelike. What do you think is going to happen?
Title: Re: Caves of Qud: Now in Open Beta
Post by: Aklyon on March 18, 2011, 06:09:00 pm
:(
Title: Re: Caves of Qud: Now in Open Beta
Post by: beorn080 on March 18, 2011, 06:15:05 pm
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.
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.

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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Darvi on March 18, 2011, 06:28:29 pm
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on March 18, 2011, 06:37:13 pm
*All spire dungeons are now somewhat smaller
*Removed an extra stairs down in the Rusted Archway
*Reduced the encounter density in the Rusted Archway
*Somewhat reduced the encounter density in Bethesda Susa
*Increased the difficulty of the NPCs in the temple of the rock
*Swarm Rack is no-longer buildable
*Hoversleds are no-longer a light source
*Fixed an exploit allowing you to continue with negative mutation points
1.0.4094.33459
Title: Re: Caves of Qud: Now in Open Beta
Post by: Mephansteras on March 18, 2011, 06:45:01 pm
Cool, an update!
Title: Re: Caves of Qud: Now in Open Beta
Post by: Aqizzar on March 18, 2011, 06:46:20 pm
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

Hey, Rooster... (http://www.sadtrombone.com/)
Title: Re: Caves of Qud: Now in Open Beta
Post by: MetalSlimeHunt on March 18, 2011, 06:58:04 pm
*Swarm Rack is no-longer buildable
And 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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Gunner-Chan on March 18, 2011, 07:08:21 pm
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Tarran on March 18, 2011, 07:09:47 pm
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
Title: Re: Caves of Qud: Now in Open Beta
Post by: MetalSlimeHunt on March 18, 2011, 07:11:28 pm
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....
Title: Re: Caves of Qud: Now in Open Beta
Post by: Gunner-Chan on March 18, 2011, 07:12:00 pm
It's actually about as accurate on a per fire use standard. Anyone aimed at usually gets at least ONE shot hitting them. And it's just slightly weaker than the rifle. So yeah. Goatmen slaughter everywhere.
Title: Re: Caves of Qud: Now in Open Beta
Post by: beorn080 on March 18, 2011, 07:13:03 pm
Shouldn't pump shotguns be able to have multiple shells in them? Maybe a better description would be Breech Loaded Shotgun, or add a breech loaded shotgun as the basic level shotgun, similar to a muskets base level rifle status.

Incidentally, latest character, 24 will and ego, 18 int, tinkerer job. Started with light manipulation, force bubble, and force wall, picked up disintegration at level 5. I picked up the ability to make speed injectors from Argyve, a pump shotty from a unique croc, a carbide long sword from another croc, and haven't even started on the watervine quest yet. This is looking good.

I had a chaingun early once, it is indeed a powerful weapon. Even with no skill or agility, the sheer fact that you throw 20 pounds of lead at the target each shot ensures you'll hit it.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Tarran on March 18, 2011, 07:16:52 pm
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....
Reminds me the time I found a scoped rocket launcher.

Seriously, why would someone put a scope on a rocket launcher?

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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Gunner-Chan on March 18, 2011, 07:18:06 pm
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.

The reloading seems to simulate the pumping. Though that means you have an infinite magazine? Hmm...
Title: Re: Caves of Qud: Now in Open Beta
Post by: beorn080 on March 18, 2011, 07:20:21 pm
Except pumping such a shotgun is much faster then loading a shell by hand.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Aqizzar on March 18, 2011, 07:20:58 pm
I'm using an almost ludicrously powerful combination of mutations right now: Burgeoning, Photosynthetic Skin, Light Manipulation, and Siphon Vim.  Burgeoning especially is a barrel of laughs, after being infuriated by all those cave plants so many time.  Now I get to drop a tar pit on tough enemies, but I don't get any experience if I don't kill them myself.  Siphon Vim is incredibly useful against Average quality foes - just whack them a couple times, throw on Siphon, and run for it.  But Light Manipulation really takes the cake - it's a moderately damaging, almost unerring, no-cooldown pistol with regenerating ammo.  Oh yeah, and I don't have to eat, or even see sunshine more than once every few days.

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?

If I hit the "Random Mutation" button, and don't like any of the choices, do I get to cancel?

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?
Title: Re: Caves of Qud: Now in Open Beta
Post by: Tarran on March 18, 2011, 07:24:03 pm
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.

Quote
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.

Quote
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: MetalSlimeHunt on March 18, 2011, 07:31:01 pm
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

seeyou

Title: Re: Caves of Qud: Now in Open Beta
Post by: Aqizzar on March 18, 2011, 07:32:13 pm
Moot point now anyway.  I got ganged up on by two-headed boars.  I killed them all, but I got overconfident fighting one of those grishling cultists... and got shot to death by the seed-spitters that I spawned.  That is the one pot-hole with Burgeoning, those things have hideous accuracy when you're trying to melee someone.
Title: Re: Caves of Qud: Now in Open Beta
Post by: beorn080 on March 18, 2011, 07:33:43 pm
Note, and this is fairly major, negative ego PREVENTS leveling up your mental mutations, even with mutation points, until you have made up for the deficit. Thus, with a low ego character, mental mutations aren't very useful in the long run. Physical mutations are not subject to this, but also receive no bonuses from stats. In theory, mental mutations are far superior to physical in the long term, since the standard limit to mutations is 10 ranks, but mental mutations can go beyond that. However, early on, physical mutations have significantly more power and can fit into any build.

If you hit random mutation on the character screen, no you can't go back.

Edit: Where is this strange glowpad merchant anyway? I hear about em, but can't seem to find it.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Tarran on March 18, 2011, 07:55:22 pm
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.

In other news, I started a high Ego non-esper. He he, it's fun toasting things and running while they're still burning.
Title: Re: Caves of Qud: Now in Open Beta
Post by: beorn080 on March 18, 2011, 07:58:58 pm
A bug with force bubble.

Even if you are in the middle of 200 snapjaws, throw up a force bubble and you can retreat to the world map instantly. Enemies also stop pathing to you, and you can shove them around, meaning you can push em around a corner and hide to heal easily.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Blackray Jack on March 18, 2011, 08:46:18 pm
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?
Title: Re: Caves of Qud: Now in Open Beta
Post by: Tarran on March 18, 2011, 08:51:19 pm
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Mephisto on March 18, 2011, 08:52:10 pm
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Tarran on March 18, 2011, 08:53:41 pm
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.
And possibly leaving you face to face with angry enemies.
Title: Re: Caves of Qud: Now in Open Beta
Post by: beorn080 on March 18, 2011, 08:55:22 pm
Acid gas. Stuff eats through everything but doesn't do TOO much damage to puny organics like the PC character.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Gunner-Chan on March 18, 2011, 08:58:19 pm
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Tarran on March 18, 2011, 09:00:22 pm
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.

And yes, those are really rare. They're never around when you need them most.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Gunner-Chan on March 18, 2011, 09:01:46 pm
Ooh. Okay. Wasn't sure. But yeah acid gas works wonders. It's not so good on mobs but it's vital adventuring equipment.
Title: Re: Caves of Qud: Now in Open Beta
Post by: beorn080 on March 18, 2011, 09:04:25 pm
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.
Wait, we're NOT supposed to just smash through any barrier in our paths rather then figure out or find the proper path around?
There's also actually color coded keycards. But those are really rare.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Blackray Jack on March 18, 2011, 09:16:55 pm
I should have specified, sorry. I'm a True Human, and it seems like my only choice is to huck grenades at the doors.
Title: Re: Caves of Qud: Now in Open Beta
Post by: beorn080 on March 18, 2011, 09:30:54 pm
Or just hold ctrl + direction for a bit. Assuming your in a safe area at least, don't do that with enemies in the area.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Aqizzar on March 18, 2011, 09:45:54 pm
Trying again with my plant-person build (Burgeoning, Photosynthesis, etc, with Vine-Farmer class to boot).  While heading to Redrock, I found a random lair - Guzduz, Legendary Seed-Spitting Vine!

Seriously?  Seriously.  I'm fucking Poison Ivy, and the first legendary I find is a goddamn plant.  It turned out to have a nasty combination of Frost Blast and Teleport Other powers, on top being a seed-spitter which is really annoying.  I got a whopping 12 XP.  Woo.
Title: Re: Caves of Qud: Now in Open Beta
Post by: adwarf on March 18, 2011, 10:35:57 pm
When playing a mutant do you get more mutations when you lvl up ?
Title: Re: Caves of Qud: Now in Open Beta
Post by: Blackray Jack on March 18, 2011, 10:37:40 pm
When playing a mutant do you get more mutations when you lvl up ?

A new mutation costs 3 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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Tarran on March 18, 2011, 10:40:29 pm
When playing a mutant do you get more mutations when you lvl up ?
Nope. You have to buy them.

A new mutation costs 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.
4, 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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: beorn080 on March 18, 2011, 10:46:27 pm
I'm 99% sure you always get a mutant point when you level up. Likewise, it costs 4 points for a random mutation. It's selected from the full list, unless you chose the esper or chimaera mutation genotypes at the mutation screen, in which case the random mutations are limited to mental or physical respectively.

Note that if your using physical mutations, its better to just level them up rather then spend the 4 points getting a new one, since they have no stat bonuses attached. With mental mutations, you'll almost always pick up at least one new mutation early on since, even with only a +2 ego bonus, you can't put points in till after lvl 7. Plus, the new mutation starts preboosted.

Another thing to note is that if you are willing to deal with randomness, the random genome mutation can net you cheaper 5 point mutations, at the cost of not getting to pick them. However, it can take a LONG time to get them all, but if you have 3 points left over and don't want light manipulation, it might be worth it.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Tarran on March 18, 2011, 11:08:26 pm
Unormal, I got this while stacking things near the glowpad.

Spoiler (click to show/hide)

...aaaannnnddd now it's stuck eternally with that error. *sigh*, there goes my game. I really need to learn to start saving my games when playing betas...
Title: Re: Caves of Qud: Now in Open Beta
Post by: MetalSlimeHunt on March 18, 2011, 11:18:48 pm
So. I've encountered a twining lamprey. How exactly do I, uh....make it stay dead?!
Title: Re: Caves of Qud: Now in Open Beta
Post by: Tarran on March 18, 2011, 11:19:55 pm
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: MetalSlimeHunt on March 18, 2011, 11:22:24 pm
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: adwarf on March 18, 2011, 11:25:30 pm
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.

Run. RUn very fast.
Title: Re: Caves of Qud: Now in Open Beta
Post by: beorn080 on March 18, 2011, 11:29:36 pm
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: MetalSlimeHunt on March 18, 2011, 11:31:38 pm
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.

TERROREDIT: OH MY FUCK IT TELEPORTED ME INTO THE DEATHLANDS. I have to get away from this side of the map, ASAP.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Niveras on March 18, 2011, 11:39:48 pm
When playing a mutant do you get more mutations when you lvl up ?

As covered, you can buy a new mutation if you save up enough mutation points. You can also choose the Unstable Genome at character creation and get a 33% chance each level to choose a new random mutation from a selection of three. Presumably this will happen once per the number of times you took unstable genome. It is not very efficient, since it costs 3 of your starting 12 mutation points to select each Unstable Genome, but I suppose you can get lucky and get to choose an expensive mutation (like Regeneration or Force Bubble, which cost 5 each) for cheap.

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.

Use a stronger grenade. Baring some bug that you might have, you pretty much have to kill them both in an explosion. Since they keep pace with you quite easily it's tough to get to a safe distance to use it. Maybe if you have some reliable way of stunning or freezing them you can try that: bring them low, freeze them, hope they don't unfreeze while you kill the one, and hope the other doesn't unfreeze while you kill it. But I don't know if it'll work; they're not affected by my sleeping gas, and I haven't tried many of the esper powers.

Remember to bring both of them to low health before you blow them up: both at badly wounded if you can manage it. If you accidentally kill one while trying to whittle it down, just try again on the fresh spawn.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Tarran on March 18, 2011, 11:41:46 pm
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
Title: Re: Caves of Qud: Now in Open Beta
Post by: beorn080 on March 18, 2011, 11:43:55 pm
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.

TERROREDIT: OH MY FUCK IT TELEPORTED ME INTO THE DEATHLANDS. I have to get away from this side of the map, ASAP.
On the bright side, there is a small but possible chance there isn't much in the deathlands. Though your probably gonna die.

Stealth edit: Actually, stop moving. Look at your inventory. Got a recoiler?
Title: Re: Caves of Qud: Now in Open Beta
Post by: MetalSlimeHunt on March 18, 2011, 11:54:26 pm
I have two different recoilers, but I already hiked my way back to the cave I was at before. I saw a Chrome Pyramid in the Deathlands. Having learned my lesson about them last time, I frigging booked it. Very close call. Unfortunately, those lampreys are probably still in my quest cave, along with whatever the hell managed to teleport me from one side of the world map to the other, much more hazardous side.
Title: Re: Caves of Qud: Now in Open Beta
Post by: beorn080 on March 18, 2011, 11:58:30 pm
Have you considered a shotgun/chaingun for the lampreys? Either get them next to each other and open up with the shotty to hit them both at once, or line em up and unload with the chaingun and hopefully kill em both in one burst.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Angel Of Death on March 18, 2011, 11:59:35 pm
Before I play this game, can someone tell me how hard it is?
Title: Re: Caves of Qud: Now in Open Beta
Post by: MetalSlimeHunt on March 19, 2011, 12:01:00 am
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Tarran on March 19, 2011, 12:04:14 am
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.

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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on March 19, 2011, 01:07:05 am
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.

Just for you bro:

*Line of sight calculations are now radially symmetrical
1.0.4095.1737

Title: Re: Caves of Qud: Now in Open Beta
Post by: beorn080 on March 19, 2011, 07:20:47 am
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.

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.
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.

Although, searching for the glowpad merchant and finding a ruin with a spitting slug and a traipsing mortar hurts too.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Deon on March 19, 2011, 07:34:53 am
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.

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.
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.

Although, searching for the glowpad merchant and finding a ruin with a spitting slug and a traipsing mortar hurts too.
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.

Against twinning lampreys: use freeze mines to run away if you need. Snipe them to low health. Use a high damage grenade (mkII or mkIII). Profit.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Rooster on March 19, 2011, 08:06:47 am
Anyone tried the "extra content" debug option?
It seems to give 2 new mutations and new defects but besides that I don't know what it does.

Also cudgels are god
Title: Re: Caves of Qud: Now in Open Beta
Post by: Deon on March 19, 2011, 08:18:03 am
Yeah, I was a fan of axes, but now I see that decapitation has a VERY low chance to happen, while ALWAYS 2x damage and flurry of strikes are the skills which make you to kill Everything :). I just miss the "cleave" the axes have.
Title: Re: Caves of Qud: Now in Open Beta
Post by: blackmagechill on March 19, 2011, 08:21:10 am
How do you cook stuff?
Title: Re: Caves of Qud: Now in Open Beta
Post by: beorn080 on March 19, 2011, 08:22:24 am
Meh. Give me a good pistol, lase, force bubble, and force wall any day.

No clue on the cooking.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Aklyon on March 19, 2011, 09:00:37 am
What weapons count as cudgels?
Title: Re: Caves of Qud: Now in Open Beta
Post by: shaihulud on March 19, 2011, 10:22:02 am
hello all, i just wonder is this game playable in console mode at all or is it just me. I was facing this wierd problem once i got into the main title screen, everytime when i try to press a buttom the console box just kept resizing itself, and when i actually trying to start a game it just keep resizing till it crashes...

anyone knows why? thanks
Title: Re: Caves of Qud: Now in Open Beta
Post by: Niveras on March 19, 2011, 10:25:26 am
On difficulty: I'd say it is pretty easy. It's still a roguelike and there are still some "gotchas!" until you learn it twirks*. Beta is beta, so some things don't work or need tuning. AV is king, raise it at the expense of everything.

Cooking: doesn't exist, you eat food raw. You can also eat corpses and it looks to me like there is no side effect in most cases (not like DCSS where you might get Sick, for example), unless you're eating while you're already full/quenched. Supposedly with the Butchery skill you'll collect way more food than you ever need.

Cudgels: any blunt weapon. Staves, hammers, clubs.



*Example, use the world map to get to Redrock for your first quest, don't walk there via the regional map: you might run into creatures that you just can't deal with yet, and if you do't have any means of sleep/freeze/stun you pretty much can't escape them, and I don't think the guys at Joppa will help you kill them if you can even get there in time.
Title: Re: Caves of Qud: Now in Open Beta
Post by: beorn080 on March 19, 2011, 10:33:05 am
Actually, I'd walk to the rust caves first and ignore redrock initially. Much safer.
Title: Re: Caves of Qud: Now in Open Beta
Post by: MetalSlimeHunt on March 19, 2011, 12:03:18 pm
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....

I thought I was joking when I typed this post. I just built a scoped chaingun. Nothing is real anymore.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Aklyon on March 19, 2011, 12:10:23 pm
You'd think they'd freak out if a crazy mutant dashed through Joppa digging through all walls in his path, but no.
Hehe.
Title: Re: Caves of Qud: Now in Open Beta
Post by: beorn080 on March 19, 2011, 12:36:47 pm
Figures. I dive a rust cave, run out of ammo on the 3rd floor, and start gathering up items to do a bulk recoiler back to joppa to buy out the data discs, and I stupidly get an overflow from stacking too many items. I think it may be time to double the size of the array.

That character was doing amazing too, just picked up burgeoning as 5th power.

Edit: Speaking of burgeoning, I took that unwanted germination defect to test it out, killed Tam accidentally after about 5 turns. Fortunately, no one turned hostile to me, and the plants don't seem to attack me, but that might be because I also have burgeoning.
Title: Re: Caves of Qud: Now in Open Beta
Post by: MetalSlimeHunt on March 19, 2011, 12:58:51 pm
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Tarran on March 19, 2011, 01:44:08 pm
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: MetalSlimeHunt on March 19, 2011, 01:51:58 pm
Interestingly enough, wishing for Girsh Mother I-can't-remember-how-to-spell-the-last-part gave me an empty cage.
Title: Re: Caves of Qud: Now in Open Beta
Post by: hachnslay on March 19, 2011, 01:59:56 pm
swarm racks seem to be a bit overweight ... 150 would be ok, but 1500?
Title: Re: Caves of Qud: Now in Open Beta
Post by: MetalSlimeHunt on March 19, 2011, 02:07:20 pm
I don't think you're ever intended to use swarm racks as anything more than a stationary weapon, if that. The only things that I've ever seen carrying one are Chrome Pyramids, which should probably be a hint to their intended use.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Blackray Jack on March 19, 2011, 03:10:33 pm
So where do you all usually find merchants at? I just got an incredible luck-out and found a dromad merchant two screens north of Joppa. He sells some really interesting items including one that costs around 1100 drams. I can only spectate as to what the hell that is.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Tarran on March 19, 2011, 03:12:36 pm
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Aklyon on March 19, 2011, 03:18:40 pm
How do you tell the merchant apart from the other glowpads?
Title: Re: Caves of Qud: Now in Open Beta
Post by: Tarran on March 19, 2011, 03:21:17 pm
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Blackray Jack on March 19, 2011, 03:35:08 pm
One quick question; what does the bio-bracelet do? Does it actually memorize the layout as I walk around or is it just a useless decorative piece?
Title: Re: Caves of Qud: Now in Open Beta
Post by: MetalSlimeHunt on March 19, 2011, 03:49:29 pm
The bio-bracelet gives you an exact hitpoint layout of everything in the game world, rather than an aproximation (Perfect, Fine, Injured, Wounded, Badly Wounded...).
Title: Re: Caves of Qud: Now in Open Beta
Post by: Blackray Jack on March 19, 2011, 05:21:35 pm
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?
Title: Re: Caves of Qud: Now in Open Beta
Post by: Darvi on March 19, 2011, 05:25:03 pm
Finally managed to find the critters for the first quest, then I get sniped by a seed spitting vine <_<
Title: Re: Caves of Qud: Now in Open Beta
Post by: Deon on March 19, 2011, 05:42:23 pm
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Tarran on March 19, 2011, 05:44:04 pm
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.

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.
Yeah, 100 points is too much for a infrequent 10 minutes of being lost.
Title: Re: Caves of Qud: Now in Open Beta
Post by: blackmagechill on March 19, 2011, 05:45:15 pm
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...
Title: Re: Caves of Qud: Now in Open Beta
Post by: Deon on March 19, 2011, 05:45:37 pm
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.
Also there're a few merchants in the plant village (south from a big body of water to the east from rust wells).

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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: blackmagechill on March 19, 2011, 05:49:23 pm
Has there been a wiki created for this yet?
Title: Re: Caves of Qud: Now in Open Beta
Post by: Blackray Jack on March 19, 2011, 05:49:28 pm
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...

Be careful, despite it being a semi-easy area, you can still get something ridiculous from time to time that can kill you easily and quickly.

Also, stay away from red qudzu and attack from a distance, they don't call that area the rust wells for nothing.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Tarran on March 19, 2011, 05:54:56 pm
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Niveras on March 19, 2011, 06:04:18 pm
I started a new character, an esper this time to see how it survives compared to my four armed regenerating freak that's powered by the sun. I haven't gotten very far so far but I picked up Tinker I and was offered a choice of three schematics:

spectacles (useless fluff item)
high explosive mk3 grenade (very nice, very inexpensive to make as well)
and
corrupt banana.

Now. The grenade is definitely the first choice here. But c'mon. I have to take that corrupt banana just to see what the hell it does. I can't not take it.

Now I need to get some parts.

Edit: Looks like it's functionally just an acid gas grenade. Not sure how the damage compares.
Title: Re: Caves of Qud: Now in Open Beta
Post by: beorn080 on March 19, 2011, 06:20:00 pm
A wiki would be useful, with an organized bug list and and readouts of all the mutations and such.

Title: Re: Caves of Qud: Now in Open Beta
Post by: Soulwynd on March 19, 2011, 06:29:56 pm
Btw, small annoying bugs:

Your friendly beguiled pets get angry at fire. They don't complain about any powers, but if you have spontaneous combustion or catches on fire accidentally, they get pissy and start hitting you.
Title: Re: Caves of Qud: Now in Open Beta
Post by: MetalSlimeHunt on March 19, 2011, 06:31:57 pm
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.

Well, it's not the type of wiki you all are talking about, but I wrote up the beginings of a Caves Of Qud TvTropes page. (http://tvtropes.org/pmwiki/pmwiki.php/Main/CavesOfQud)
Title: Re: Caves of Qud: Now in Open Beta
Post by: Darvi on March 19, 2011, 06:38:23 pm
Bluh can't edit the page D:
Title: Re: Caves of Qud: Now in Open Beta
Post by: MetalSlimeHunt on March 19, 2011, 06:39:26 pm
I officially canceled my editorial status of the page, try again.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Darvi on March 19, 2011, 06:41:01 pm
'kay. Added Roguelike as trope and am thinking for some others. Unfortunately I'm not knowledgeable enough about the game D:


Does it still count as an obvious Beta?
Title: Re: Caves of Qud: Now in Open Beta
Post by: Tarran on March 19, 2011, 07:03:27 pm
Some tropes that should be on there:
Monsters Everywhere.
Trial And Error Gameplay.
Random Number God.
Yet Another Stupid Death.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Darvi on March 19, 2011, 07:07:02 pm
'kay.

Also moved Goddamn Bats to YMMV.
Title: Re: Caves of Qud: Now in Open Beta
Post by: beorn080 on March 19, 2011, 08:33:43 pm
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: MetalSlimeHunt on March 19, 2011, 08:35:12 pm
It'll gain popularity from being on TvTropes. What possible harm could come from that? If unormal doesn't want it there, I'll delete all trace it ever was on the site, but I don't see how there could be a problem.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Blackray Jack on March 19, 2011, 08:57:39 pm
Moving back to the game itself, I believe I found a sweet spot for grinding, provided you can make it there. The rivers south of the ruins are home to extremely nasty monsters call madpoles. They love to swarm, hit hard, and disembowelg you pretty fast. My first encounter consisted of me entering a water tile via world map, only to find myself surrounded by the little bastards and becoming dismembered in seconds.

There's a wonderful catch though; madpoles can not walk on land; so all you need to do is run the range with a decent ranged weapon, wandering near the shore to draw the madpoles near, stepping back when they close in, and then fill them full of holes; they are amazingly weak and go down in a few shots. I'm currently level 20 and earning 270 XP per madpole, so just imagine the XP you would get on lower levels.
Title: Re: Caves of Qud: Now in Open Beta
Post by: forsaken1111 on March 19, 2011, 09:00:11 pm
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".
Title: Re: Caves of Qud: Now in Open Beta
Post by: beorn080 on March 19, 2011, 09:23:08 pm
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Darvi on March 19, 2011, 09:24:30 pm
There is no such thing as notability.


Also, DF itself is only Alpha and also has a page so...
Title: Re: Caves of Qud: Now in Open Beta
Post by: adwarf on March 19, 2011, 10:02:55 pm
There is no such thing as notability.


Also, DF itself is only Alpha and also has a page so...

Its DF. Its more complicated than every game every made combined
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on March 19, 2011, 10:40:39 pm
Anyone with a 9xx intel or similar low-end chipset where the OpenGL console didn't work before want to try this build out and see if it works now?

*Rewrite of the OpenGL console to better support lower end machines
*1 new liquid
*Added a new 'Set Bomb' activated ability to the Lay Mine skill
*When flying you may exit to the world map even if hostiles are nearby
*Added a somewhat more noticable animation to electrical discharge arcs
1.0.4095.40678

(You guys are welcome to post TVTropes or Wikis or whatever you want)
Title: Re: Caves of Qud: Now in Open Beta
Post by: Tarran on March 19, 2011, 10:47:05 pm
Unormal, I'm just curious, but what's the "RoguePaint" program for? Is it some sort of creature tile changing tool?

Ed: And what purpose does world.bmp have?
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on March 19, 2011, 10:49:33 pm
Unormal, I'm just curious, but what's the "RoguePaint" program for? Is it some sort of creature tile changing tool?

It's a development tool, we use it to game maps and ascii screens with it. I include it so it's easy for the other dev to grab a copy that matches the current version :)

I'll take it out of a 'real' release; and use it at your own risk, since it'll happily overwrite your game data files.

World.bmp shouldn't be in newer builds, you can (try to) dump a bmp screenshot of the entire surface world at 1px per cell by wishing for "worldbmp", but I'm not sure it can make it all the way through atm.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Tarran on March 19, 2011, 10:51:12 pm
And what purpose does world.bmp have anyway? It's HUGE, yet nearly empty.
Title: Re: Caves of Qud: Now in Open Beta
Post by: The Merchant Of Menace on March 19, 2011, 11:29:35 pm
Is there any way to find out detailed stats about a non player character? Cheaty ways.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Deon on March 19, 2011, 11:36:23 pm
I wonder what is the "new liquid"? Also do you plan to make missing locations (6 day stilt, that spire I don't remember the name of) in a near future?
Title: Re: Caves of Qud: Now in Open Beta
Post by: beorn080 on March 19, 2011, 11:43:12 pm
I saw honey earlier, but this is even newer. Should be fun to find out.
Title: Re: Caves of Qud: Now in Open Beta
Post by: MetalSlimeHunt on March 19, 2011, 11:47:03 pm
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....

Temptation can be hard to resist somtimes, but I never thought I'd be tempted to willingly jump into molten rock.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Tarran on March 19, 2011, 11:49:41 pm
Magma, maybe? Prepostedit darn.

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....

Temptation can be hard to resist somtimes, but I never thought I'd be tempted to willingly jump into molten rock.
Why? Are you scared?

Hmmm... maybe it's tar? Glue? Something like that?
Title: Re: Caves of Qud: Now in Open Beta
Post by: The Merchant Of Menace on March 20, 2011, 12:17:04 am
Well, because there wasn't one I contracted a friend to start a wiki, so here (http://cavesofqud.wikia.com) is is, it's very bare at the moment, being that it's only an hour old.
He'll do more work on it tomorrow, but it's late now.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Tarran on March 20, 2011, 01:44:20 am
I just typed out all the dialogue from the What's Eating The Watervine quest onto the wiki. Goddamn that took a while. It may be a little crude, but it took waaay too long to type in anyway. That's enough editing today. Man.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Darvi on March 20, 2011, 08:57:57 am
The fuck? I tried to talk to Mehmet and ended up killing the dude. Huh?


Ok, creating the skills page. Feel free to correct it when I screw it up.


This will be my template:

[-]Acrobatics [100sp]
Title: Re: Caves of Qud: Now in Open Beta
Post by: Deon on March 20, 2011, 09:24:24 am
You surely do it slowly :). Good job at starting it though!
Title: Re: Caves of Qud: Now in Open Beta
Post by: Darvi on March 20, 2011, 09:29:43 am
I'm at endurance now.


Do the skills you start with as a mutant depend on what mutations you have?
Title: Re: Caves of Qud: Now in Open Beta
Post by: freeformschooler on March 20, 2011, 09:33:48 am
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  ???
Title: Re: Caves of Qud: Now in Open Beta
Post by: Aklyon on March 20, 2011, 09:39:53 am
How do you wish?
Title: Re: Caves of Qud: Now in Open Beta
Post by: MetalSlimeHunt on March 20, 2011, 09:50:04 am
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?

EDIT: Oh yeah, try wishing for "Salt Kraken". That's Fun.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Aklyon on March 20, 2011, 09:57:15 am
The man who didn't read the entire command list.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Darvi on March 20, 2011, 10:01:47 am
Eh, krakens are neutral.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Darvi on March 20, 2011, 10:16:02 am
Ok, done with making the page. (http://cavesofqud.wikia.com/wiki/Skills) I guess pages for the individual Skill trees would be appropriate?
Title: Re: Caves of Qud: Now in Open Beta
Post by: MetalSlimeHunt on March 20, 2011, 10:18:48 am
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.

EDIT: I think all my screwing around is starting to break the game. I'm a True Human who has somehow gotten an unusable "Immunity" mutation, Adrenal Control, and an Evil Twin (whom I just killed).

EDIT2: And now I somehow have Level 11 Analytical Genius for no apparent reason.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Mephisto on March 20, 2011, 11:22:52 am
For those of you who don't watch the How did you last die? (http://www.bay12forums.com/smf/index.php?topic=70414.msg2092699#msg2092699) thread. Hand-held nukes. I'll take five.
Title: Re: Caves of Qud: Now in Open Beta
Post by: MetalSlimeHunt on March 20, 2011, 11:29:17 am
Spoiler: The Amaranthine Prism (click to show/hide)
Title: Re: Caves of Qud: Now in Open Beta
Post by: Niveras on March 20, 2011, 11:39:50 am
Glass cannon mutants go!

The item is actually the goal of a quest from the goat in the mushroom village. He doesn't want you to equip it. I didn't think to save before handing it in, to see what happens if you do (but he probably attacks you). As it is, even with 28 ego (+6 modifier to esper powers) my cryo- and pyro-kinesis are so powerful that they frequently destroy items dropped by the enemies they kill. Sad panda face.

Quote
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  ???

The new liquid must be something else, since oil was already in. It is used as fuel for flamethrowers, though flamethrowers and oil both are so rare that I have only seen maybe 50 drams total across ~50 levels (not all of them the same character, the farthest I've gotten so far is level 28 and a new quest to destroy some plantation). Maybe they become more common as you move east. Now that I think of it, maybe you'll get a lot so you can burn down the plantation?
Title: Re: Caves of Qud: Now in Open Beta
Post by: Darvi on March 20, 2011, 11:48:46 am
Added the start of the Argyve Questline to the wiki.
Title: Re: Caves of Qud: Now in Open Beta
Post by: The Merchant Of Menace on March 20, 2011, 11:53:45 am
Gonna crosspost for sheepbiter here - To be honest, I don't think typing out the dialogue for the entire quest is necessary, for the longer quests this could become very tiresome to read through.

The layout I was thinking of was the quest summary first, which contained the ingame objective list, and a detailed walkthrough, which contained a more in depth run of the quest. Thoughts on this? The Biter of Sheep 16:09, March 20, 2011 (UTC)
Title: Re: Caves of Qud: Now in Open Beta
Post by: MetalSlimeHunt on March 20, 2011, 11:56:21 am
I have encountered a Great Magma Crab. Yes, it is exactly what it sounds like. Yes, I am still screaming in terror as I type this post.

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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: freeformschooler on March 20, 2011, 12:29:05 pm
Acid isn't the new liquid, is it? I doubt it. I just died gloriously by trying to fill a waterskin with delicious acid. But I think I remember it from previous versions when I went underground.

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.

I found this out the hard way when I tried to burn my way to another screen of the underground with super duper flaming hands. Protip: don't touch a billion degrees hot steam.

EDIT: unormal I was trying to load a character file and I got

Quote
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 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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on March 20, 2011, 12:36:42 pm
I'll take a look, but wishing voids your game's warranty.  :D
Title: Re: Caves of Qud: Now in Open Beta
Post by: freeformschooler on March 20, 2011, 12:37:58 pm
Ahaha, okay. The only things I had wished for were a "greatsword" which game me some sort of super sword and then something else that gave me a bat to fight and then kill. Thanks for responding though. I think I might still have the save file if you want it.
Title: Re: Caves of Qud: Now in Open Beta
Post by: MetalSlimeHunt on March 20, 2011, 12:49:10 pm
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 later the Swilling Vast...I can't remember the name. 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?
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on March 20, 2011, 12:53:07 pm
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?


I'm never going to comment on content, only actual bugs and mechanics questions that should be in the manual but aren't. You guys are on your own to figure out what's in the game, how far it goes, and what it does. :D
Title: Re: Caves of Qud: Now in Open Beta
Post by: freeformschooler on March 20, 2011, 12:59:24 pm
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: MetalSlimeHunt on March 20, 2011, 01:01:36 pm
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Mephisto on March 20, 2011, 01:04:56 pm
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.

It's in the debug section of the key config. Changing levels isn't assigned to a key. Assign up/down to some keys and you can use them.
Title: Re: Caves of Qud: Now in Open Beta
Post by: freeformschooler on March 20, 2011, 01:07:46 pm
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.

Aww man :D Scroll all the way down to the bottom in the key mapping menu (from the escape menu). You should see two unassigned keys for noclip down and noclip up. They're cheaty, but less cheaty than wishing I guess. Enjoy descending any number of levels from anywhere in the world!

...NINJAS, NINJAS EVERYWHERE
Title: Re: Caves of Qud: Now in Open Beta
Post by: TwilightWalker on March 20, 2011, 01:58:35 pm
Would the new liquid be honey? The dromad in Joppa seems to have a waterskin with some in it...
Title: Re: Caves of Qud: Now in Open Beta
Post by: Tarran on March 20, 2011, 02:04:22 pm
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Blackray Jack on March 20, 2011, 02:46:26 pm
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?
Title: Re: Caves of Qud: Now in Open Beta
Post by: Aklyon on March 20, 2011, 02:47:52 pm
How does butchering actually work? I'm surrounded by dead snapjaws with Butcher Corpses [Toggled On] in the abilities menu, and nothing is happening.
Title: Re: Caves of Qud: Now in Open Beta
Post by: The Merchant Of Menace on March 20, 2011, 02:48:54 pm
Snapjaws can't be butchered, go kill some bears or something and you'll see it in effect
Title: Re: Caves of Qud: Now in Open Beta
Post by: MetalSlimeHunt on March 20, 2011, 02:51:23 pm
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Tarran on March 20, 2011, 02:56:57 pm
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: beorn080 on March 20, 2011, 03:01:51 pm
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Niveras on March 20, 2011, 03:06:05 pm
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Paul on March 20, 2011, 03:10:23 pm
I started a mutant tinkerer with 4 unstable genomes, figuring I'd get what I get.

I got surprisingly good ones. I'm level 9 and I already got all four of them. I can't remember what the first one's choices were, but I ended up with multiple legs. Second one was a choice between regeneration, carapace, and burrowing claws. I took the regen. Third one was horns, quills, or night vision. I picked night vision (a cheap one, but useful - and I didn't want horns or quills.). Fourth choice was pyrokinesis, phasing, or force bubble - I got force bubble.

So here I am with three abilities worth 5 points each, and all really useful ones, for an initial investment of 12 points. And the 1 point night vision, but you can't win em all - and even that one is handy, if not expensive.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Aklyon on March 20, 2011, 03:18:58 pm
I decided to wish for a data disk to see which one it gave me, and you know what I got?
Hand-E-Nuke.
even though I can't use it due to lack of tinker III, that wasn't what I was expecting to get :)
Title: Re: Caves of Qud: Now in Open Beta
Post by: beorn080 on March 20, 2011, 04:00:55 pm
Do not take Temporal Fugue and Burgeoning. It seems as though copy summoned plants are hostile to each other, and your copies abuse the heck out of casting it.
Title: Re: Caves of Qud: Now in Open Beta
Post by: adwarf on March 20, 2011, 04:04:16 pm
What is the attack button ?
Title: Re: Caves of Qud: Now in Open Beta
Post by: freeformschooler on March 20, 2011, 04:05:52 pm
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Tarran on March 20, 2011, 04:07:54 pm
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Blackray Jack on March 20, 2011, 04:10:38 pm
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.

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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Tarran on March 20, 2011, 04:13:48 pm
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.

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.
Or killing neutral or friendly NPCs, like the Zealot or Elder.
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on March 20, 2011, 04:16:00 pm
   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

Quote
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.

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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: shaihulud on March 20, 2011, 04:16:27 pm
why cant i attack flies with ctrl+dir? works fine with others like tree and plants
Title: Re: Caves of Qud: Now in Open Beta
Post by: Tarran on March 20, 2011, 04:17:12 pm
why cant i attack flies with ctrl+dir? works fine with others like tree and plants
Maybe they're flying in the air? You can't melee flying enemies.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Aklyon on March 20, 2011, 04:18:43 pm
why cant i attack flies with ctrl+dir? works fine with others like tree and plants
Maybe 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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Aklyon on March 20, 2011, 04:27:28 pm
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: cerapa on March 20, 2011, 04:28:14 pm
why cant i attack flies with ctrl+dir? works fine with others like tree and plants
Maybe 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.
Or blast them out of the air with mutant laser powers.

In one game I didnt have any ranged attacks and somehow aggrod the flies. I couldnt go to the overland map, so I had to buy running(older version) so I could outrun them.
Title: Re: Caves of Qud: Now in Open Beta
Post by: MetalSlimeHunt on March 20, 2011, 04:29:08 pm
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: freeformschooler on March 20, 2011, 04:30:57 pm
   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

Quote
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.

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.

Unfortunately, no. The save game was from the newest version at the time of writing, trying to be opened in the newest version. Unless save files somehow carry over between extracted zips of the public builds, that is.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Deon on March 20, 2011, 04:37:45 pm
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.

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.
Or killing neutral or friendly NPCs, like the Zealot or Elder.
Or to dig walls. It's a really neat feature I appreciate :P. You can basically make your own dungeons.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Niveras on March 20, 2011, 05:06:03 pm
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.

Actually, having done this on a second character, it looks like the stream's path varies, but you can still follow it to eventually get to the guy. The quest location is a pink g on the world map.
Title: Re: Caves of Qud: Now in Open Beta
Post by: beorn080 on March 20, 2011, 05:30:55 pm
I hate playing low ego tinkerers. Just start a new game as a pack rat tinker with massive strength and physical mutations, and Argyve has a Timecube datadisk. Absolute curiosity as to what this is got the better of me, so I wished for one, which I would have had to do anyway to make since it needed 2 of every top material to make. The end result of using it was, befuddling, lets go with that.

I have to know. Is there a hidden purpose to it? Don't need to know what it is, merely if there is something beyond the obvious.

Edit: Oh my. I think I found the answer. Wow. Quite a nifty item.
Title: Re: Caves of Qud: Now in Open Beta
Post by: MetalSlimeHunt on March 20, 2011, 05:33:25 pm
I think it's just an Easter Egg item overall, one big reference to the Timecube site.
Title: Re: Caves of Qud: Now in Open Beta
Post by: beorn080 on March 20, 2011, 05:38:18 pm
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: adwarf on March 20, 2011, 07:43:06 pm
Where can I sell stuff ? Is there a place in Joppa ?
Title: Re: Caves of Qud: Now in Open Beta
Post by: Darvi on March 20, 2011, 07:44:35 pm
There's a merchant, but I haven't been able to buy or sell anything yet.
Title: Re: Caves of Qud: Now in Open Beta
Post by: The Merchant Of Menace on March 20, 2011, 07:47:21 pm
*Ahem*wiki (http://www.cavesofqud.wikia.com)*ahem*
Title: Re: Caves of Qud: Now in Open Beta
Post by: adwarf on March 20, 2011, 07:52:17 pm
Nvm I found him, and sold him a couple of corpses, weapons, and shields I got 7 Vinewafers, and 69 Drams of water.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Deon on March 20, 2011, 08:01:19 pm
Nuggets are the best currency. They weigh less than water and always cost the same value.
Title: Re: Caves of Qud: Now in Open Beta
Post by: MetalSlimeHunt on March 20, 2011, 08:02:21 pm
But you can't douse fires with money if you exchange your water for metal.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Darvi on March 20, 2011, 08:02:56 pm
And you can't eat money!
Title: Re: Caves of Qud: Now in Open Beta
Post by: Deon on March 20, 2011, 08:04:21 pm
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Tarran on March 20, 2011, 08:08:22 pm
But you can't douse fires with money if you exchange your water for metal.
You can grab some salt water. It works too.
Title: Re: Caves of Qud: Now in Open Beta
Post by: adwarf on March 20, 2011, 08:09:30 pm
I can carry 390 LBS so I good for now.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Deon on March 20, 2011, 08:10:22 pm
I wonder why do you do it at all, I mean one or two turns of idling, and you still remove the fire. You still lose a turn to splash water on yourself, so it's MAXIMUM an advantage of one or two turns.

Quote
I can carry 390 LBS so I good for now.
Yeah but I prefer to stay underweight to use the dodge bonus.
Title: Re: Caves of Qud: Now in Open Beta
Post by: MetalSlimeHunt on March 20, 2011, 08:10:57 pm
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.
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-

...

More ruin. I've never seen a stillsuit, and what's this about spending a turn to stop fires?

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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: adwarf on March 20, 2011, 08:12:30 pm
That was crazy stupid bloody salthopper.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Deon on March 20, 2011, 08:15:14 pm
Quote
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).

Quote
I've never seen a stillsuit
You can start with one if you pick Nomad background, and I've found a few.
Title: Re: Caves of Qud: Now in Open Beta
Post by: MetalSlimeHunt on March 20, 2011, 08:16:46 pm
I've waited for hundreds of turns in a single spot without my character's very slow inceneration stopping.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Deon on March 20, 2011, 08:19:31 pm
Do you play the recent version? If I press "numpad5" the fire stops in 2-3 turns. I constantly fight those fire lizards in salt dunes, so I know what I am talking about :).
Title: Re: Caves of Qud: Now in Open Beta
Post by: Tarran on March 20, 2011, 08:37:27 pm
And? I want to put out fires by pouring money on them.
...You're crazy.
Title: Re: Caves of Qud: Now in Open Beta
Post by: MetalSlimeHunt on March 20, 2011, 08:44:42 pm
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Repulsion on March 20, 2011, 08:57:42 pm
Anyone got any tips for getting past that super-fly with barbed legs in Golgatha?
Title: Re: Caves of Qud: Now in Open Beta
Post by: Deon on March 20, 2011, 09:08:41 pm
This video shows how to do it:
http://www.newgrounds.com/portal/view/63227
Title: Re: Caves of Qud: Now in Open Beta
Post by: Niveras on March 20, 2011, 09:41:37 pm
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.

It doesn't always take one turn. The game actually tracks temperature (the T:# reading in the sidebar where your stats are also listed). If you are very hot, it takes longer to put out the fire. If you are very, very, very hot, you get flash fired and insta-die.

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.

Money is pretty useless anyway. Maybe if your ego is low (very possible if you're playing a melee character) but loot is generally better lbs:value than water anyway. A container of 64 drams is 17 lbs (the container is 1lb, so 4 drams is 1lb), but at ~24 ego a 5lb steel weapon might be worth 25 or 30 drams, you can quickly buy out everything useful on a vendor, until they get restocked, and they rarely have anything that is highly useful and very expensive. I think the most expensive thing I bought was a 5 AV fullerite flake armor, but it was 90 lbs and severely cut into what I could carry around. I opted to use a 5AV -5DV carbide plate instead, which was only about 30 lbs.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Deon on March 20, 2011, 10:37:20 pm
Quote
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Tarran on March 20, 2011, 10:54:39 pm
Quote
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: MetalSlimeHunt on March 20, 2011, 11:04:59 pm
I've never been harmed by extreme cold. I don't know if there's a cold counterpart to Vaporization, but -1000 degrees is past absolute zero in both Fahrenheit and Celsius, so....
Title: Re: Caves of Qud: Now in Open Beta
Post by: Tarran on March 20, 2011, 11:07:43 pm
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
Title: Re: Caves of Qud: Now in Open Beta
Post by: Niveras on March 20, 2011, 11:23:50 pm
I wouldn't mind seeing a bonus for hitting frozen things (or a penalty for being hit while frozen). Maybe a blunt damage bonus, equivalent to brittle bones, but with an extra point or two of AV? (Maybe the AV scales based on the temperature difference?) Or maybe just more penetration? Chance to dismember?

It is also likely that the few turns they spend stunned (a lot of turns if they are extremely cold) is enough of a bonus compare to fire damage's residual damage over time.
Title: Re: Caves of Qud: Now in Open Beta
Post by: TwilightWalker on March 21, 2011, 01:26:12 am
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!
Title: Re: Caves of Qud: Now in Open Beta
Post by: silhouette on March 21, 2011, 02:55:11 am
Haha, holy shit, just only realised (While right near the end of the quest for the jungle village) that it was basically a giant reference to 'Apocolypse Now' The whole following the river, being swamped by natives, talking to the guy JUST before you get to the guy you have to kill (The guy you talk to says similar stuff to what the hippie does in the move).
And i'm hoping that the goatman you have to kill does the same stuff in the movie.


Fire Ants can be a bitch, but you learn just to bum rush them as they're pretty weak in melee, worker ants however, now THOSE can be annoying, average in melee with gas to boot, though they soon become easy aswell.


So how far has everyone got to?
Title: Re: Caves of Qud: Now in Open Beta
Post by: Tarran on March 21, 2011, 03:02:20 am
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Darvi on March 21, 2011, 03:08:45 am
So how far has everyone got to?
Found the critters in the Red Rock.
Title: Re: Caves of Qud: Now in Open Beta
Post by: hachnslay on March 21, 2011, 03:42:34 am
my furthest character just found a rainboweave cloak in the 2nd or 3rd level below the waydroids floor in Golgotha.
My WIZARD went to the spire and is at it's 40th - 45th life thanks to some uniques and fireants. 
Title: Re: Caves of Qud: Now in Open Beta
Post by: silhouette on March 21, 2011, 07:24:55 am
Just beat the jungle quest, damn mamno (sp) is annoying, especially as my characer (level 20) is a crazy tinker decked out in heavy armour with -7 dodge. Offensive skill being Cudgel (I love this folded carbite hammer i have now).
Damn crazy bastard flies sometimes. Not a match for a few mk 2 HE grenades.

That quest gives a great reward for all aswell... Unless you are way too high level for it.

For all you tinkers out there, and those dabbling in it, what kinds of stuff can you make?
Mine currently are:
Spectacles
Acid gas grenade MkIII
Instaheal injector
Freeze grenade mkII
Regenera injector  (Where in blazes do i get Photonics anyway, never found a place that sells them or anything that has them in it)
High Explosive grenade MkII
Poison Gas grenade MkIII
Desert Rifle
Pump Shotgun
Borderland Revolver
Sleep Gas Grenade mk III
Semi-automatic Pistol
Grenade launcher

All in order.
Don't ask why i picked spectacles...


p.s.
Hachnslay, how the hell do you kill twinlampreys?
Title: Re: Caves of Qud: Now in Open Beta
Post by: hachnslay on March 21, 2011, 08:10:40 am
p.s.
Hachnslay, how the hell do you kill twinlampreys?
Disintegrate and other AOE stuff. - this far only my WIZARD has encountered them.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Niveras on March 21, 2011, 08:13:16 am
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!

It actually only takes a few hours game-time. You can drop them on the ground and just lean on numpad 5 for a few seconds and they'll be fully recharged fairly quickly.

However, they don't contain as much charge as chem cells. For example, recoilers completely deplete solar cells in a single use, while chem cells can power 3 or 4 uses of a recoiler before they need to be recharged. If you're a Tinker I (and have Recharge Cell), chem cells might be less of a hassle. Although it costs resources, it is one of the most common types and even Argyve and the grit gate pattern dealer frequently scrap that can be disassembled into them.

I wouldn't mind seeing the ability to recharge solar cells by travelling on the world map. I also wish you could recharge cells without removing them from their object.

...

Regarding the jungle quest's loot:

Spoiler (click to show/hide)

...

The only way I've gotten photonics has been with a lucky roll when disassembling regenera boosters. Similar thing with pure alloy, and I haven't seen anything that gives pristine electronics or nanomaterials yet.
Title: Re: Caves of Qud: Now in Open Beta
Post by: beorn080 on March 21, 2011, 08:27:35 am
A pair of solar cells would negate 99% of costs of recoilering though. Leave one at Joppa, dive with the other, recoil, swap cells, and you'll save dozens of materials in the long run. Lots of healing or explosives.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Repulsion on March 21, 2011, 08:29:44 am
I've gotten as far as the second or third level of Golgotha right before-as I have mentioned before-a super-fly with barbed legs absolutely murdered me.

Anyways, does anyone know how to get a rending mandible from a salthopper? Do you have to have masterful butchery and kill one to get a rending mandible (IE 'special item') or do you have to dismember one from a salthopper? Just curious since an enemy in Grit Gate (hermit or spark tick, I dunno) dropped one, and well, it was pretty awesome, with it's 1d10 damage.

Edit: Also, in my mainly true human tinker-character games, I frequently find myself with a crap-load of the low-tier scrap bits (scrap crystal, power system, etc.) and a decent bit of some higher-tier stuff, such as pure alloy (which I had around 7 of last game) and flawless crystal (of which I had around 3). The trick for me is that I bum-rush my way up the tinker skill tree until I can get expert disassemble, which is pretty nice since any spare technological items you find yourself with (pump shotguns, unneeded revolvers, etc.), you can disassemble them and usually they'll have something special like pure alloy or flawless crystal. Still not that good, though.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Rooster on March 21, 2011, 08:40:15 am
HUGE spoiler, do not open
Spoiler (click to show/hide)
Title: Re: Caves of Qud: Now in Open Beta
Post by: hachnslay on March 21, 2011, 10:15:28 am
wishing for
"scraps"
gave me The Ultimate Scrap ... is that in the game or only obtainable in Wizardmode ?
also: the bit list breaks the boundary off the item description window while looking at it.
Title: Re: Caves of Qud: Now in Open Beta
Post by: cerapa on March 21, 2011, 12:44:10 pm
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?
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on March 21, 2011, 12:52:25 pm
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?

Medication Autoinjectors are a base object type that shouldn't be buildable. i.e. a dud.
Title: Re: Caves of Qud: Now in Open Beta
Post by: cerapa on March 21, 2011, 01:04:03 pm
So, the best starting data disk ever huh?
Title: Re: Caves of Qud: Now in Open Beta
Post by: Mephansteras on March 21, 2011, 01:04:46 pm
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on March 21, 2011, 01:08:57 pm
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.

Yeah, I'll make him take it at some point, it's just an :effort: thing.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Frostbite on March 21, 2011, 01:15:06 pm
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 ?

Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on March 21, 2011, 01:32:31 pm
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 ?

Not sure why it's popping up over and over, but you could try copying a different .zone file into that directory with that file name. It'll be a copy of whatever zone that is though, so you may need to noclip up or down from there.
Title: Re: Caves of Qud: Now in Open Beta
Post by: blackmagechill on March 21, 2011, 01:36:51 pm
Is there a development tree one could look at, or is most of this stuff private until release?
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on March 21, 2011, 01:38:43 pm
Is there a development tree one could look at, or is most of this stuff private until release?

It's not open source, and won't likely be. It's unobfuscated .NET though, so if you're curious and know what you're doing, you could always poke around with reflector.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Niveras on March 21, 2011, 01:42:30 pm
I've noticed that when you get "could not find file" spam, it still eventually loads, but the zones that it could not find will have reset. Somewhat annoying if the zone was a village (like Jopppa or Grit Gate) that you were using as a dumping ground for items/unneeded water, but at least the save still works.

It seems to happen if you try to quit without saving, then reload the save. I think unormal mentioned that earlier (maybe in relation to a slightly different but similar issue) since the save/quit system is expects permadeath and the inability to reload a save from a previous time period.

...

Sweet, grit gate was selling a maintenance (yellow) security card. Also looks like it can open lower security doors (in this case, laborer/red doors).
Title: Re: Caves of Qud: Now in Open Beta
Post by: blackmagechill on March 21, 2011, 01:46:17 pm
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.)
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on March 21, 2011, 01:50:03 pm
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.)

Ah :)

I post here whenever I post a new build: http://forums.freeholdentertainment.com/showthread.php?6-Caves-of-Qud-Private-Version-History

I try to work in a highly iterative fashion, which means we post a couple builds a week in normal circumstances. There's usually not alot of 'pending' changes that haven't already been published.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Paul on March 21, 2011, 02:31:57 pm
My lucky mutant with really good random powers ran out of luck...

I was running to finally do the copper wire quest in the rust wells (already had a joppa recoiler from the glowpad merchant) and came across a lair of a legendary salt hopper. Figuring it should be no big deal, I decided to go and kill it (I was level 15, no problem for me and my sniper rifle). First level is just a bunch of weak stuff, super easy. I find 2 diff stairs going down, so I figure one is false, but I don't think much of it - after all, im level 15, and this place is weak....

I go down the stairs and am immediately blasted x3 by fire ants, which seriously hurts. Looking around I find that I'm surrounded by robots (scrap shovelers and drill bots) with the 3 fire ants on the sidelines just waiting to burn me some more. I try to go back up - no go, theres no stairway back. I pop my force bubble and make for the stairway up (which was across the map, I was heading to the other stair down I saw on the level above). I make it through a few rooms and get a bunch more bots on my tail, but I'm finally in sight of the up stair in a small room past a 3 tile hallway from the room im in when my force bubble fades. I dash into the short hallway and a drill bot hops out of the stairway room to block the tile in front of me. Behind me theres a dozen bots closing in and probably 5 or 6 fire ants I passed that were hot on my trail, and in front this drill bot is blocking my only way out.

Wishing I had brought some grenades or something, I start reloading and firing away at the drill bot. Things are looking up, I used a bunch of healing injector items and I'm a bit over half health and the drill bot is near death, with the scrap shovelers and such behind me being blocked by a relatively harmless critter that stepped into the hallway last second (I can't remember what it was, but it wasnt doing any damage). A few more shots and im home free... Suddenly a bunch of fire ants flood the room behind me and let loose right through all the bots... and im burnt to death by fire ants. One or two more shots would have killed the drill bot blocking me and let me escape through the stairs.


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.

Oh well. Time to start up a new guy.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Aqizzar on March 21, 2011, 02:35:08 pm
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.  Around level 9, I stumbled across a random unnamed hole in the ground two map-tiles from Joppa, with three drillbots and a shoveler standing around picking their noses.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Mephansteras on March 21, 2011, 02:40:38 pm
Suggestion: The tinker recipe to make lead slugs seems a bit off. First, only making 5 per bit is kind of useless. You can buy slugs dirt cheap from merchants but scrap costs more than $10 (depending on your ego). I can buy out 50 slugs from a merchant for maybe $1 or $2. Making them myself is not just inefficient, it's ridiculous unless I'm in the middle of a cave, run out of slugs, and have plenty of bits to burn on making them. Making 25 or so per bit used would make it a much more useful skill. Still a nasty cost ratio (at least 10x more expensive than buying them) but at least it'd be enough to be worthwhile.

I can burn through slugs easily just with two revolvers. I can't imagine how fast I'd go through them if I had a chaingun.

Also, it uses scrap electronics to make the bullets. Wouldn't scrap metal make more sense?


EDIT: Looking at a few characters, with a decent Ego slugs sell for $0.02 each. With a bad ego, they sell for $0.04 each. Scrap costs between $10 and $15. So right now the recipe gives you about 1% of the value of the scrap back in slugs. That's...really, really bad. Even if you got 100 slugs per bit you still wouldn't come close to breaking even on cost. $2 vs $10 with a decent ego.


What's the philosophy for Tinkering? Should you be able to make a profit off of making items? That'd seem logical, but without a really high Ego that just doesn't seem feasible. In most cases I think you'd make more selling the scrap than a finished product, which seems a bit counter-intuitive.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Niveras on March 21, 2011, 02:51:51 pm
Level 25, finished Omonporch, defended Grit Gate and now I'm left with a question.

Where the heck is Barathrum? I still have the original quest from Argyve, which sends you to Grit Gate to speak to Barathrum. But near as I can tell, Barathrum isn't in Grit Gate. The only guys you can talk to are some merchants and Otho. I can't see anything else to talk to, even when I F9 to display the whole map (sidenote: you can use force bubble to push back doors that you're prevented from opening can't open yet; doesn't work on security doors though). Are you supposed to continue even farther along Otho's quest line before you can speak to Barathrum directly?
Title: Re: Caves of Qud: Now in Open Beta
Post by: Rooster on March 21, 2011, 04:17:51 pm
I'd appreciate if my character didn't decide to autoeat the urberry and taco supreme. I kind of wanted to keep them.

Hahahaha making the Uber-build:

16str
14agi
16to
18int (20 with tinker)
18 willpower
20 ego

tinker
humanoid
standard mutant

Mutations:
brittle bones
cryokinesis
light manipulation
disintegration
stunning force/analytical genius

level up until you hit 24 int (add points when needed) and dissasemble every regenera autoinjectors. get a prefrontal injector data disk.
profit!
super meds give permanent stats to mutants. Whith enough patience you can end up with really good stats and tinker 3 even with mediocre starting int.
I still need to figure out on how many skillpoints I'm operating and what to give them to.
I'm mostly buying harvestry, butchery, tinker, first level of wayfaring, shield, cudgels and short blades.
Title: Re: Caves of Qud: Now in Open Beta
Post by: beorn080 on March 21, 2011, 04:26:50 pm
Regenera injectors are REALLY powerful. From what I understand, they can negate even fire ants by themself.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Mephansteras on March 21, 2011, 04:30:06 pm
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.

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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Tarran on March 21, 2011, 04:35:10 pm
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on March 21, 2011, 04:40:41 pm
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.

FYI, There is no level scaling at all.
Title: Re: Caves of Qud: Now in Open Beta
Post by: SHAD0Wdump on March 21, 2011, 04:41:16 pm
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.

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 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.

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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on March 21, 2011, 04:43:00 pm
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.

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 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.

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.

No, you have a negative Ego mod. Your Ego mod is applied to the effective level of every mental mutation. In this case you need to level it up enough to overcome the negative Ego modifier before it will display a level greater than 1.
Title: Re: Caves of Qud: Now in Open Beta
Post by: SHAD0Wdump on March 21, 2011, 04:48:04 pm
Ah. That's right.

Well... uh... I'm negative again...

Still, force wall is pretty useful at even level 1.
Title: Re: Caves of Qud: Now in Open Beta
Post by: BigD145 on March 21, 2011, 04:51:48 pm
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.

"Kiting"

Man, I need to pick this game up sometime soon.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Deon on March 21, 2011, 04:57:28 pm
Double pistols in this game are awesome. If you find/craft two chain pistols, you are a freaking chaingun turret on legs.
Title: Re: Caves of Qud: Now in Open Beta
Post by: MetalSlimeHunt on March 21, 2011, 05:04:00 pm
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Tarran on March 21, 2011, 05:28:15 pm
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 useful if you're about to die and suddenly you're safe.
Title: Re: Caves of Qud: Now in Open Beta
Post by: SHAD0Wdump on March 21, 2011, 05:31:16 pm
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
Title: Re: Caves of Qud: Now in Open Beta
Post by: Singularity-SRX on March 21, 2011, 06:04:26 pm
Note to self, never use the amnesia defect.
It's so horrible when exploring caves
Title: Re: Caves of Qud: Now in Open Beta
Post by: beorn080 on March 21, 2011, 06:07:01 pm
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Tarran on March 21, 2011, 06:14:46 pm
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: freeformschooler on March 21, 2011, 06:24:43 pm
I'm still up in the air. What is the best mutant subtype? I've been using Tinker for the lovely INT bonus and the ability to get a free level from handing in your artifacts at the start of the game. But there's so many other good contestants. What do you guys think?

e: fixed
Title: Re: Caves of Qud: Now in Open Beta
Post by: Mephansteras on March 21, 2011, 06:27:16 pm
Depends on the type of mutant you're playing, I think. Apostle is great if you're going for a Mental Beguile/Domination sort. I'm having great luck with a Gunslinger right now.

Water Merchant starts with tons of money, but very little in the way of combat skills. Might be good with Beguile, though.

The various tinker-associated ones are pretty cool, but you have to be very careful starting out to really see the benefit from them.
Title: Re: Caves of Qud: Now in Open Beta
Post by: beorn080 on March 21, 2011, 06:32:48 pm
It depends. Tinkerer is good even without any other intelligence for the ability to make basic grenades and meds. On a high str/agi/tough character, you can dump intelligence, still break down the basic stuff, and make nice stockpiles of effectively weightless grenades, making as you need em.

I like greybeard for the +3 will, 28 willpower at level 3-4 IIRC is quite nice. Water Merchant is probably nicer then apostle for Ego, the massive amount of starting water is always nice. Nomad is probably best for the toughness seekers, assuming you don't have carapace or quills. As for the rest, mostly decent if they fill your need.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Tarran on March 21, 2011, 06:33:15 pm
...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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: freeformschooler on March 21, 2011, 06:39:38 pm
Yeah, meant to say Tinker, not Warden. Though I am currently playing Warden for a challenge.

Thanks for the suggestions though that's basically what I've been thinking. Seems mental mutants get an easier run of things.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Mephansteras on March 21, 2011, 06:47:19 pm
Eh, not necessarily. Physical mutations work great for a lot of mutants. Warden with Night Vision, Extra Arms, Regeneration, Two Hearts, stuff like that. All good stuff, all physical, and quite powerful.

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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: beorn080 on March 21, 2011, 06:54:06 pm
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Tarran on March 21, 2011, 07:01:20 pm
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: blackmagechill on March 21, 2011, 10:55:56 pm
Or you could play a true man Praetorian and beat the living shit out of everything that gets close to you. I honestly stopped liking playing mutants after like, the fortieth death.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Tarran on March 21, 2011, 11:14:42 pm
Yeah, True Humans are indeed powerful in sheer stats. However, they just don't have the same... "flavor" as mutants if you will. Also, some mutant builds have the chance to be truly terrifying. Moreso than True Humans can ever become.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Frostbite on March 22, 2011, 12:01:30 am
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 ...

all but for the 100s of enemy's way out of my league, Drill bots, other bots , some kind of acid spitter things , lots of those quillapeed things.. Someone with a mini gun

I have multiple legs leveled and a really fast run speed i cant even find the exit before i get wtfpwn'd (like 10 armor btw)

Yes i tried grenades, Kited them all around into a big cluster ____ and nade spammed the hell out of them and it only killed a few .Lovely hu?
Title: Re: Caves of Qud: Now in Open Beta
Post by: MetalSlimeHunt on March 22, 2011, 12:09:25 am
^
Unfortunately, some of the game's situations are just absurdly unbeatable instead of normal unbeatable, which unormal has told us he's aware of. This is still a beta, after all, not all balancing issues in a game can be ironed out at that stage of development. That said, I don't hold any illusions that CoQ was meant to be anything other than hard as hell to beat. The bottom floor of that area is death trap incarnate, but there has to be some way to survive it (since the quest objective is there), I'm just not sure what that is. EMP Grenade spam, perhaps?
Title: Re: Caves of Qud: Now in Open Beta
Post by: Paul on March 22, 2011, 12:37:08 am
Made a few more mutants earlier today, 14 str 18 everything else, tinker, picked up psychometry thinking I'd get a energy wep eventually, and grabbed 3 of the mystery mutations. My first two incarnations got two crappy mutations on the first couple levels, and I wound up giving up on them. My third char got the *exact* mutations as the guy I made yesterday. Different order, but still - pretty whacky. Wound up with force bubble at level 2 before leaving town, regen at level 4, and multiple legs at level 7. I was actually hoping for more offensive mutations like disintegrate, but how can I complain with three 5 pointers thrown at me?

This being the second char with the exact same mutations, I'm really starting to like them. The extra legs makes him move fast enough to outrun stuff, the regen lets me regenerate while fleeing, and the force bubble is a free panic button. I also used the force bubble to get my way into Grit Gate right off the bat before doing any quests, because the glowpad merchant had a grit gate recoiler and my force bubble pushed their force field and door out of the way. Managed to buy a sniper rifle from the grit gate merchant really early on (barely managed the money for it, even after raiding and completely pilfering the rust wells and red rock, had to sell my extra power cells and stuff lol).
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on March 22, 2011, 12:47:20 am
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 ...

You're playing the prerelease/unfinished version of Golgotha. It's unfinished :)
Title: Re: Caves of Qud: Now in Open Beta
Post by: Paul on March 22, 2011, 12:49:33 am
Did you misquote? Havent even been to golgotha on this guy :)

Does the prerelease toggle change the dungeons and such too? Today was the first time I turned that on, to see what all it did. Only thing I noticed so far was the psychometry mutation.


Spoiler (click to show/hide)
Title: Re: Caves of Qud: Now in Open Beta
Post by: Tarran on March 22, 2011, 12:51:05 am
Unormal, little problem; recoilers with energy cells cost less than energy cells alone.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Darvi on March 22, 2011, 12:54:06 am
It's like the thing with 10 foot poles. A 10 foot ladder is cheaper than 2 10 foot poles :o
Title: Re: Caves of Qud: Now in Open Beta
Post by: Tarran on March 22, 2011, 12:58:00 am
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Darvi on March 22, 2011, 01:00:03 am
If you don't go there then you're doing it wrong.
T_T
Title: Re: Caves of Qud: Now in Open Beta
Post by: Tarran on March 22, 2011, 01:01:24 am
...You guys need to pay more attention to your quests.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Darvi on March 22, 2011, 01:02:07 am
Nah, it's jus' that I don't even live long enough to see that quest. D:
Title: Re: Caves of Qud: Now in Open Beta
Post by: Tarran on March 22, 2011, 01:07:02 am
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?
Title: Re: Caves of Qud: Now in Open Beta
Post by: silhouette on March 22, 2011, 01:10:54 am
Urrrgggh, the wayward droid quest was annoying, those damn drillbots kept breaking my stuff, i just buggered off from that site and went exploring and leveling for a while, upgrading my stuff 'n' that.

High Explosive grenades mkII are your friends... except when they hit you... But even then they're still your friends.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Paul on March 22, 2011, 01:22:00 am
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.

He misquoted, then changed the quote, then left my name as if I posted it. So yea, misquote + edit and mistakenly left my name as the author :)

As far as Golgotha, I went there on one char and got the waydroid no problem. He was badass with dual laser pistols, though.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Deon on March 22, 2011, 01:23:17 am
I get to the "fix the waydroid" quest in 15-20 min of the game, and then I go all over the map to look for legendary beasts, they have great loot and give XP just for finding their lairs :).
Title: Re: Caves of Qud: Now in Open Beta
Post by: Rooster on March 22, 2011, 01:28:49 am
Okay people, lets kall them now killbots. It'l be fun. Possibly even a reference that I'm unaware of.

Oh, and EMP grenades are designed for killing 'bots, as well as the discharge thingy mutation.
You know, because EMP kills electronics in real life?
And Mk III emp grenades are qwuite common
Title: Re: Caves of Qud: Now in Open Beta
Post by: silhouette on March 22, 2011, 01:48:19 am
Also, bug to report...
I don't want this to get fixed but oh well.

When you charge and are not aiming at an enemy your turn will not end and you can charge again... and again... and again... etc till infinity, as long as a creature is not in the way.
This is great for running away.

Edit:
And holy shit, it seems that learning how to make ego boosters is a good idea, i mean, my god! I just cleaned out the tinker merchants in grit gate and joppa, easily, and still have enough derams and items to sell that im thinking of clearing out the jungle town merchant.

Oh, also i have a rocket launcher now, and all this over futuristic stuff. Damn!

Edit edit: I forgot, i also just completed the 2nd grit gate quest. Wow, just wow.

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.

Title: Re: Caves of Qud: Now in Open Beta
Post by: Deon on March 22, 2011, 03:50:01 am
Quote
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Darvi on March 22, 2011, 05:33:29 am
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?
Random stuff. Fast I guess? Everything and anything. Dunno.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Singularity-SRX on March 22, 2011, 05:50:23 am
Does anyone know why pressing ctrl+c causes the game to insta-close?
I'm using console mode and (I think) the latest version

Edit:
Also, which would you guys say is the 'best' defect to pick?
Title: Re: Caves of Qud: Now in Open Beta
Post by: Deon on March 22, 2011, 06:27:02 am
I would say "evil twin". You don't have to bare with it for the whole game as with other defects, and unless it happens in a VERY bad moment, you can easily kill him... And actually it never happened to me, so it's a very low chance.

Ctrl-c seems to be a "boss key" :P.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Keita on March 22, 2011, 06:28:00 am
Lost my level 24 mutant 'Renage', was seeing how long I could go on a rampage XD

Rather a long time it would seem.
Title: Re: Caves of Qud: Now in Open Beta
Post by: MetalSlimeHunt on March 22, 2011, 06:29:18 am
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Keita on March 22, 2011, 06:30:06 am
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.

Testing your powers for next time, maybe?
Title: Re: Caves of Qud: Now in Open Beta
Post by: Singularity-SRX on March 22, 2011, 06:31:22 am
That's right... he learns, albeit slowly, but DAMMIT, HE LEARNS!
Title: Re: Caves of Qud: Now in Open Beta
Post by: Keita on March 22, 2011, 06:33:31 am
How to learn: Have infertnate respawns so that you can learn from your mistakes again and again and again...
Title: Re: Caves of Qud: Now in Open Beta
Post by: Rooster on March 22, 2011, 11:36:12 am
It would be cool if the player could take multiple defects.
Just sayan that would be cool...
Title: Re: Caves of Qud: Now in Open Beta
Post by: Darvi on March 22, 2011, 11:38:02 am
What, and encourage munchkinism?


How to learn: Have infertnate respawns so that you can learn from your mistakes again and again and again...
Heheh. :3
Title: Re: Caves of Qud: Now in Open Beta
Post by: Soulwynd on March 22, 2011, 12:47:55 pm
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Darvi on March 22, 2011, 01:14:17 pm
Okay. What the fuck is a slumberling and why are they so overpowered?
Title: Re: Caves of Qud: Now in Open Beta
Post by: Keita on March 22, 2011, 01:14:53 pm
Think the libarians from Metro 2033 in terms of game mechanics.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Darvi on March 22, 2011, 01:15:16 pm
Never played Metro 2033
Title: Re: Caves of Qud: Now in Open Beta
Post by: Mephansteras on March 22, 2011, 01:16:13 pm
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.

I've also notices that beguiled friendlies tend to attack one another. Which is annoying when you want to get some use out of the snapjaw's swarming ability.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Tarran on March 22, 2011, 01:16:58 pm
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: lemon10 on March 22, 2011, 02:00:54 pm
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Tarran on March 22, 2011, 02:06:09 pm
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Keita on March 22, 2011, 02:07:26 pm
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.

Lerant that one the hard way far to many times =P
Title: Re: Caves of Qud: Now in Open Beta
Post by: Darvi on March 22, 2011, 02:09:48 pm
D:
Title: Re: Caves of Qud: Now in Open Beta
Post by: Aqizzar on March 22, 2011, 02:14:08 pm
The much more likely problem is if you hit a slumberling accidentally with a ranged weapon.  I managed to wake up one I hadn't seen yet, when I fired a shotgun at some foes with unexplored territory behind them.  Luckily he fell back asleep in like two turns.  The point being, it's not 100% possible to ignore them, if they generate in an inopportune location.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Darvi on March 22, 2011, 02:28:20 pm
I only use ranged weapons when I want to kill the zealot.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Tarran on March 22, 2011, 02:38:57 pm
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.

Also, just wondering what you guys think; which is better? A laser rifle, or a sniper rifle? Note that ammo's not a problem as I've got a lot of ammo for each.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Darvi on March 22, 2011, 02:39:42 pm
I can't attack him any other way.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Tarran on March 22, 2011, 02:43:30 pm
I can't attack him any other way.
Why not?
Title: Re: Caves of Qud: Now in Open Beta
Post by: Darvi on March 22, 2011, 02:45:17 pm
No idea. Crtl-move doesn't work.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Tarran on March 22, 2011, 02:48:46 pm
No idea. Crtl-move doesn't work.
Change the keybindings then. Being able to force-attack is very useful.
Title: Re: Caves of Qud: Now in Open Beta
Post by: cerapa on March 22, 2011, 02:51:27 pm
Just had the best thing happen.

I accidentally aggrod the glowpad merchant. He had only melee weaponry, so I kept kiting him and throwing fireballs at him. In the end I got his temperature so high that I also burst into flames from it, thus ending my very short existence. This brings up a very weird mental image.
Title: Re: Caves of Qud: Now in Open Beta
Post by: The Merchant Of Menace on March 22, 2011, 02:53:19 pm
No idea. Crtl-move doesn't work.

You have to use the numpad keys for it, at least, I have to
Title: Re: Caves of Qud: Now in Open Beta
Post by: Darvi on March 22, 2011, 02:56:14 pm
Numpad doesn't work either. And yes, I did press the Num-lock.
Title: Re: Caves of Qud: Now in Open Beta
Post by: The Merchant Of Menace on March 22, 2011, 02:56:55 pm
Wierd
Title: Re: Caves of Qud: Now in Open Beta
Post by: Tarran on March 22, 2011, 02:59:23 pm
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?

If yes, at least on the latter, then the game must not recognize your type of numpad. You should re-bind all the keys and hope that the game recognizes the keys.
Title: Re: Caves of Qud: Now in Open Beta
Post by: cerapa on March 22, 2011, 03:19:01 pm
I got a bug. Additional levels of Analytical Genius dont take away ego, nor give intelligence. I am losing 2 intel and winning 1 ego this way right now. It tells me I should be getting them, but they dont show up in the actual stats.

And Im fairly certain the reduction of ego would make me lose the ego penalty, thus increasing my ego, thus increasing the level of Analytical genius, thus lowering my ego, thus lowering my level of analytical genius, thus inreasing my ego and so on...
Title: Re: Caves of Qud: Now in Open Beta
Post by: Tarran on March 22, 2011, 03:34:31 pm
Man, goatfolk sowers are dangerous. Their seeds not only hurt, but they throw any obstructions out of the way. The sowers can also take a huge beating, making ranged combat foolish. Also, force walls don't block their seeds.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Darvi on March 22, 2011, 03:35:04 pm
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Tarran on March 22, 2011, 03:38:18 pm
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.
Hm, try remaping them to Shift+direction.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Darvi on March 22, 2011, 03:55:35 pm
When I try to remap something to shift + num7, I get... home? Huh?


Must be the keyboard settings <_<
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on March 22, 2011, 03:57:07 pm
When I try to remap something to shift + num7, I get... home? Huh?


Must be the keyboard settings <_<

Make sure numlock is on, not off.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Darvi on March 22, 2011, 04:00:05 pm
Both on and off return "home".
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on March 22, 2011, 04:01:59 pm
Both on and off return "home".

Welp it's a mystery then! You should still be able to map shift or ctrl + your numpad key to something, I guess. Really I have no idea :)
Title: Re: Caves of Qud: Now in Open Beta
Post by: Darvi on March 22, 2011, 04:04:40 pm
Tried to remap it to the numpad anyways.


Result: Can't move, only attack diagonally. oO


But shift+arrow works.


Also, I'm level 25 now. Don't ask why.
Title: Re: Caves of Qud: Now in Open Beta
Post by: cerapa on March 22, 2011, 04:14:10 pm
Maybe you need to reinstall the game.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Paul on March 22, 2011, 05:39:40 pm
Regarding laser rifle vs sniper rifle, it's a bit of a toss up. Sniper rifle would probably do more per shot, but laser doesnt have to reload every shot. If you're up against something really heavily armored the sniper might be better, but having to stop and reload every shot kinda sucks. I used a sniper rifle myself for the longest time. I just upgraded.

While out exploring ruins near the ape village, I found a chest with a piece of scrap that gave me TWO nano materials. I used it to produce a pair of overloaded laser pistols (been having the schematic for a while, just didn't have the nanomaterials). The best part is, one of them came out scoped.

Now I just need to collect a bunch of energy cells to feed these babies... right now I have 8 or so chem cells, but if I could get my hands on some nuclear or antimatter cells that'd be even better. I could tinker up some nuclear cells, but that would mean I would have to use my two photonics, which I've been saving for when I find data disks for the super toughness or agility boost autoinjectors (which give a permanent boost when you're a mutant, already used two of them for int boosts).

I've already tried them out on an ogre ape, which were giving me serious trouble with the sniper rifle (one was actually guarding the chest with the nanomaterials - I force bubbled and unloaded on it and still had to kite it around a bit before it died) and it went down in a hail of laser fire before even hurting me. Sniper rifle doesn't hold a candle to overloaded laser pistols. Only thing better that I know of is the phase cannon, but short of killing the super bot guarding Grit Gate I wouldn't know where to find one of those. I'm tempted to try and kill that bot with these to steal his phase cannon, but I wouldn't want to have to kill the merchants.



Wow, I just looted a regular laser pistol and took it apart, then when I got back to town I went to make an overloaded variant to sell it to buy some stuff and it made me another scoped one. Now I have two scoped overloaded laser pistols. With all this good luck, im kinda worried things are about to turn south and have me killed by a swarm of fire ants or something again.
Title: Re: Caves of Qud: Now in Open Beta
Post by: beorn080 on March 22, 2011, 06:32:05 pm
So, while being annoyed at being an esper tinkerer with weak noodly arms for throwing, I had an idea for a mutation.

Telekinesis. 1 point mutation, substitute your ego score for your strength score in regards to throwing, and pick up objects within 8 squares that weigh up to your ego modifier. 30 round cooldown on picking up.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Frostbite on March 22, 2011, 07:18:17 pm
What is a good esper build?

When i make them i never seem to know the right ability's to pick to be a real killer.. Pyro and ice thing are nice but the damage is kinda meh and i hear they destory corpses later on which is kinda bad ..Sunder mind seems weak with a long cooldown even with a 24/24


Low hp/low str no ability to ranged or melee with long cooldowns on their ability's seems kinda messed up
Title: Re: Caves of Qud: Now in Open Beta
Post by: Tarran on March 22, 2011, 07:30:30 pm
No idea on builds, but here's what some powers are good for:

Disintegration: Did anyone say insta-kill panic button?
Force Wall: For keeping the enemy where you want them.
Force Bubble: For keeping the enemy away from you. Also, you can move doors.
Light manipulation: Low damage, though it's direct damage, and you get a light source too!
Pyrokinesis: Bacon time.
Cryrokinesis: Freezing enemies helps you get away.
Temporal Fugue: The only thing better than shooting bad guys is shooting bad guys alongside copies of yourself. Also a great panic button.
Space-Time Vortex: Need something gone? Use this on an enemy. Just DO NOT get caught inside it, unless you like being thrown randomly about the world.
Burgeoning: This helps you get away too.
Domination: The only thing better than killing your enemy is taking over their body, mind, and soul then using them to kill their friends.

And that's about all I've tried so far.
Title: Re: Caves of Qud: Now in Open Beta
Post by: beorn080 on March 22, 2011, 07:32:27 pm
24/24/14 will/ego/agi, +2 will job, take force bubble, force wall, light manipulation, and esper. Level 5, pick a new random mutation, preferably something highly offensive. Pick up a pistol or rifle early on, musket works well until you can upgrade it, and keep your gear light. Lightest 3 AV armor you can find early on, though upgrade to 4 AV as soon as you can, even if its fairly heavy. A cudgel works wonders for knocking through walls if you must. Get the first glowsphere you see sold in Joppa, and snag butchery.

Standard combat will be to spam Lase until the melee mob reaches you, then pop force bubble to push em away. If forcebubble is about to end, drop a force wall to protect yourself. If your out of Lase shots, start plinking away with your musket. Depending on what you pick up at level 4, you'll have a massive boost to power. If your lucky, you get disintegration, which is utterly amazing with force bubble. Otherwise, any of the other offensive esper abilities are ideal.
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on March 22, 2011, 08:18:21 pm
Bugs 'n Balance patch

*DV will now apply to projectile weapons at a -5 penalty
*Cleaned up the range weapon damage messages a bit
*Many skill requirements and costs reduced
*A few skill requirements and costs increased
*New Acrobatics base power - Swift Reflexes
*Dodge renamed to Spry
*You may no longer charge into an empty square for free
*Harvestry now grants the harvest power for free when purchasing the skill, cost updated to 75
*Wayfaring now grants the mind's compass power for free when purchasing the skill, cost updated to 100
*Fixed setting yourself as a target causing your followers to attack you
*Fixed a few instances where followers would get incorrectly angry at their party leader
*'Travel to Golgotha' will now correctly be triggered when entering the Golgotha zone for 'More Than a Willing Spirit'
*It is now more obvious in the UI that ego is modifying the effective level of Mental mutations
*Disassembling items with effects (i.e. bloody), will no-longer add names with those effects to your tinkering blueprint list
*Aquatic monsters will be less passive when being attacked from land
*Aquatic creatures will no-longer move onto land when fleeing
*Fixed an issue with Reverse Engineering that would cause items to sometimes remain in your inventory when disassembling them, if you already know the recipie
*Pyrokinesis should now correctly use 1000 energy
*Tweaked the terminal bitmaps to remove a couple minor artifacts
*Fixed 'leaking' text from the left list of items to the right on the trade screen
1.0.4098.36411
Title: Re: Caves of Qud: Now in Open Beta
Post by: Aklyon on March 22, 2011, 08:21:32 pm
Quote
*DV will now apply to projectile weapons at a -5 penalty
What does this mean?
Title: Re: Caves of Qud: Now in Open Beta
Post by: Tarran on March 22, 2011, 08:22:51 pm
*Many skill requirements and costs reduced
Yes! 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?
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on March 22, 2011, 08:25:49 pm
*Many skill requirements and costs reduced
Yes! 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?

Yes, it'll break old saves.
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on March 22, 2011, 08:29:41 pm
Quote
*DV will now apply to projectile weapons at a -5 penalty
What does this mean?

DV didn't apply to missile weapons at all before, only melee attacks. So it's a reasonably large buff to DV. However, it's harder to dodge missile weapons (by -5), unless you have the Swift Reflexes power (which removes the penalty, making dodge [DV] work equally well against missile and melee weapons)
Title: Re: Caves of Qud: Now in Open Beta
Post by: beorn080 on March 22, 2011, 08:31:05 pm
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on March 22, 2011, 08:59:39 pm
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.

Most mutations are unaffected by AV or DV at the moment, that may change in the future.
Title: Re: Caves of Qud: Now in Open Beta
Post by: beorn080 on March 22, 2011, 09:10:53 pm
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?
Title: Re: Caves of Qud: Now in Open Beta
Post by: Tarran on March 22, 2011, 09:15:23 pm
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Repulsion on March 22, 2011, 09:20:03 pm
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?
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on March 22, 2011, 09:26:09 pm
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?

How much RAM do you have? It's pretty RAM intensive. You could try turning on some of the 'low memory environment' options.
Title: Re: Caves of Qud: Now in Open Beta
Post by: silhouette on March 22, 2011, 11:38:23 pm
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.

Well you could do that or you coul hope for a few errors, those are fun, and don't seem to effect you too much... Though one bad error and everything can go ka-pluey.
I personally enjoy the errors as they reset the places i've been to, allowing me to explore them again and kill all the creatures again.


-----

My god, adventure as follows.

You are lost (somewhere around the cave of eaters).
Ok, ill just explore a bit.
Oh hey look, downstairs, well, i'm still lost, lets go down them.
"You recognize your surroundings" No i don't.
Well since im here, might as well go to the bottom.
FIFTEEN LEVELS LATER.
A SHIT LOAD of loot, like, 37 copper nuggets, 5 silver nuggets, countless weapons, and many many guns that i had to dissassemble as i have no use of them, oh, and a 6 fingered gauntlent, that was pretty cool.
Came close to dying about three times, twice to a damn ant queen and her workers, one to an ambush of ants and goats, luckily got up the stairs and they woke a slumbering.

Oh, and i got to level 25. Slam is WORTH IT, daaaaaaaaaaamn.
Overall, a great spelunking.
Deepest random level you guys have been down to?

Title: Re: Caves of Qud: Now in Open Beta
Post by: Tarran on March 22, 2011, 11:50:08 pm
~3? Something like that.
Title: Re: Caves of Qud: Now in Open Beta
Post by: MetalSlimeHunt on March 22, 2011, 11:51:49 pm
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Tarran on March 22, 2011, 11:54:41 pm
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!
Title: Re: Caves of Qud: Now in Open Beta
Post by: beorn080 on March 22, 2011, 11:55:25 pm
I got to level 5 on a dive, could have gotten far deeper, but I wanted to transport the loot to town. In one shot. With a recoiler. Needless to say, 200 items on one square caused a crash. CURSE MY PUNY ESPER ARMS.
Title: Re: Caves of Qud: Now in Open Beta
Post by: MetalSlimeHunt on March 23, 2011, 12:04:00 am
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!
Title: Re: Caves of Qud: Now in Open Beta
Post by: silhouette on March 23, 2011, 12:05:53 am
Eyeless giant crabs are bastards early on.

They are nothing though
wait till you fight with EYELESS GIANT KING CRABS.
Oh god, the first one i met was a legendary in the you have to go to to decode that signal.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Tarran on March 23, 2011, 12:09:23 am
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?
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.

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.

Oh, when I was saying "man up" I was expecting you to be a level or two higher. And a mutant with force wall and a ranged weapon or something.
Title: Re: Caves of Qud: Now in Open Beta
Post by: MetalSlimeHunt on March 23, 2011, 12:14:03 am
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?
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.
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!
Title: Re: Caves of Qud: Now in Open Beta
Post by: Tarran on March 23, 2011, 12:16:52 am
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.

Someone get the syringe and happy pills.
Title: Re: Caves of Qud: Now in Open Beta
Post by: silhouette on March 23, 2011, 12:17:45 am
Collect Acid in canteen,
Pour on self.


Also, either this is a MEGA AWESOME SUIT OF HAPPYNESS
Or im getting stuff that i shouldnt really be able to tinker...

Like that medical injector which someone else got, damn place holder item.
Title: Re: Caves of Qud: Now in Open Beta
Post by: MetalSlimeHunt on March 23, 2011, 12:19:25 am
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 don't know what you're talking about. I clearly spelled it right, not you.
Collect Acid in canteen,
Pour on self.
Genius.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Tarran on March 23, 2011, 12:21:08 am
Collect Acid in canteen,
Pour on self.
That's if you even live long enough standing in the darn thing. Acid freaking hurts to stand in.

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 don't know what you're talking about. I clearly spelled it right, not you.
Everyone can clearly see the "« Last Edit: Today at 22:18:10 by MetalSlimeHunt »". You're not fooling anyone. :P
Title: Re: Caves of Qud: Now in Open Beta
Post by: silhouette on March 23, 2011, 12:23:02 am
You tinker up : recycling suit 8 drams of fresh water

MEGA HAPPY SUIT.

oh shit this really IS mega happy suit

Description:
This suit is made of extremely durable(lies), rubbery, dark material(ANTI MATTER). It is lined with small pouches which slowly collect and filter water that the suit collects from your sweety, overworked body.
Title: Re: Caves of Qud: Now in Open Beta
Post by: beorn080 on March 23, 2011, 12:24:40 am
It about negates thirst, maybe a little less then that. Its GOOD, but not incredibly good. Now, if you could fill it with salt water and get that filtered out, it would be excellent.
Title: Re: Caves of Qud: Now in Open Beta
Post by: silhouette on March 23, 2011, 12:25:26 am
I edited it, i thought at first it was for recycling salt water as well, but getting water from yourself is fine too i guess.

Edit: You get payed to work out!

Edit edit: Gaslight kris -> Lightsabre (of shittyness)
Title: Re: Caves of Qud: Now in Open Beta
Post by: MetalSlimeHunt on March 23, 2011, 12:28:25 am
Speaking of salt water, it would be cool if we could run across an ancient water purification plant at some point in the game. Or at least get a water fitration system as an artifact. So much salt and brackish water going to waste...
Title: Re: Caves of Qud: Now in Open Beta
Post by: silhouette on March 23, 2011, 12:29:16 am
I just want to throw slime at people dwarf fortress style.
Acid aswell, but mainly slime.

But yeah, i've always wished for that, there are a few places with water lying around, not much though unfortunitly.

I have so much stuff to tinker up now, so much stuff...
ANTI MATTER CELL DAMN IT
Title: Re: Caves of Qud: Now in Open Beta
Post by: beorn080 on March 23, 2011, 12:31:12 am
There is a one point physical mutation that allows just that. Rather fast, and I think you can actually drink it for thirst quenching.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Darvi on March 23, 2011, 12:31:50 am
I just want to throw slime at people dwarf fortress style.
Acid aswell, but mainly slime.
*sneezes*


Sorry.
Title: Re: Caves of Qud: Now in Open Beta
Post by: silhouette on March 23, 2011, 12:36:11 am
I just want to throw slime at people dwarf fortress style.
Acid aswell, but mainly slime.
*sneezes*


Sorry.

Now if only dwarves could sneeze back when thrown things did major dammage, and the whole infection/plague thing was there also.
Just get your dwarves sick, and taa daa, you have a fully qualified military.

---
Back on topic.
Anyone ever met a elfen dwarf troll, or something along those lines.
GREAT xp at low low costs. come in swarms aswell
Title: Re: Caves of Qud: Now in Open Beta
Post by: Singularity-SRX on March 23, 2011, 12:36:43 am
Kindle is a surprisingly good mutation, for 1 point.
Although it doesn't level up, you can still set enemies on fire :D
Title: Re: Caves of Qud: Now in Open Beta
Post by: Darvi on March 23, 2011, 12:51:12 am
Now if only dwarves could sneeze back when thrown things did major dammage, and the whole infection/plague thing was there also.
Just get your dwarves sick, and taa daa, you have a fully qualified military.
Don't worry, Failcannon is already working on biological warfare :P


Anyways. *download*
Title: Re: Caves of Qud: Now in Open Beta
Post by: silhouette on March 23, 2011, 12:53:15 am
I had to speak of king giant eyeless crabs didnt i...

Freaking HEAPS of them now...
its like being level 3 all over again, but this time i have two overloaded LAZER PISTOLS, MWAHAHAHAHAHAAH.
Title: Re: Caves of Qud: Now in Open Beta
Post by: chaoticag on March 23, 2011, 01:20:51 am
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.

I think it also stopped the river from spawning.
Title: Re: Caves of Qud: Now in Open Beta
Post by: cerapa on March 23, 2011, 12:12:33 pm
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.

I think it also stopped the river from spawning.
Worked fine for me. You might be screwed if you killed all the girshlings though.

Anyway, could someone help? I went to Golgotha, but the quest doesnt say Im in there. The game call the place golgotha trash chute, so do I need to go in another building than the one you get when you travel from the map or something? I went to the bottom and dont see any side passages either, hell I even tried to dig my own with acid gas grenades to no result.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Paul on March 23, 2011, 01:06:26 pm
As far as finding fresh water, the lair of the ape god has loads of it. Every few squares has a pool with 10 water in it. It's full of albino apes, ogre apes, and various other ape creatures.

I also found a bunch of nuggets down there. I wound up with like 10 gold nuggets by the time I was done, mostly from chests (the chests are hard to spot though, they're hidden under trees, I had to run around stepping on trees looking for them).
Title: Re: Caves of Qud: Now in Open Beta
Post by: lemon10 on March 23, 2011, 07:33:03 pm
Bug (it might already be reported though): Hostile creatures without ranged attack gather around flying creatures. They just stand there, and you can proceed to kill them (they start to fight back after a while, but you can just walk right next to them and they ignore you).
Title: Re: Caves of Qud: Now in Open Beta
Post by: Darvi on March 23, 2011, 08:00:50 pm
That's no bug, they're busy birdwatching :3
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on March 23, 2011, 08:10:01 pm
*AI will no-longer use sunder mind without visibility
*Fixed an issue with an NPC having Kindle causing the AI to sit around doing nothing (this also fixes sunder mind spam)
*Forcefields should no longer break monster pathfinding and aggro
*Monsters will now attempt to deal with flying combat targets in a more reasonable manner
*Fixed a few issues where phyiscal mutations were incorrectly displaying the ego penalty or bonus
*Voider Glands and several Pelts will no-longer be auto-eaten
1.0.4099.35921
Title: Re: Caves of Qud: Now in Open Beta
Post by: freeformschooler on March 23, 2011, 08:28:36 pm
That was awfully fast, unormal. Is your bugfixing body giving telepathic messages to your bay12-browsing body?

Regardless woo update!
Title: Re: Caves of Qud: Now in Open Beta
Post by: Paul on March 23, 2011, 10:48:50 pm
Just made a new char, this time starting with psychometry (I like the reduced power usage thing :D) and 3x unstable mutations. So far I have flying and multiple legs at level 3 (first time I've ever got two mutations in two levels). It seems to like giving me multiple legs as a choice quite a lot. :o I'm just glad multiple legs was in the mix, the other two choices were horns and slime glands. And I picked the wings over night vision and two headed. Somehow sprouting wings seemed more interesting than suddenly having a second head or being able to see in the dark.

So my char has multiple legs and wings. Thats 8 limbs so far, if he happens to get multiple arms as his next mutation he'll have ten. I can't help but imagine him as some kind of pegasus centaur. If he gets the multiple arms too I might have to reimagine him as some kind of flying arachnid.

This will be the first time I've played a char with wings. Does the 2x travel speed apply to zoomed out travel only?
Title: Re: Caves of Qud: Now in Open Beta
Post by: lemon10 on March 23, 2011, 11:05:19 pm
Bug: Glowfish just flew out of the water at me. He landed right next to me, and didn't die (from it). Nothing threw him and i hadn't attacked him, mabey he charged me(?). I killed him the next turn, to check out if the square he was in wasn't water and i was going crazy (it wasn't).
Don't think i could reproduce it.
I used the version released a day or two ago.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Paul on March 24, 2011, 11:45:18 am
I found a pickaxe, described as a sturdy fullerite pick bound to an ancient metal shaft. Are you supposed to be able to dig with it? I tried digging out a shale wall with it, and it didn't seem to do much. After like 100 rounds of bashing it didnt kill the wall. I can dig better with the gaslight krys I made. Maybe my char is too weak, only 15 str.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Deon on March 24, 2011, 02:13:19 pm
Best items for digging are axes, because of the Cleave skill. Is the pick an "axe"?
Title: Re: Caves of Qud: Now in Open Beta
Post by: beorn080 on March 24, 2011, 02:22:14 pm
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Deon on March 24, 2011, 03:29:44 pm
Well, why cudgels? They can't penetrate materials unless you have a superior weapon. And cleave is just 50 points :P. That's what I use for digging.
Title: Re: Caves of Qud: Now in Open Beta
Post by: beorn080 on March 24, 2011, 03:38:53 pm
Cudgels tend to have 3-4 penetration, even with just 1d2 damage, at low strength.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Soulwynd on March 24, 2011, 04:05:20 pm
Farting acid gas is pretty useful. I love that power.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Niveras on March 24, 2011, 04:42:02 pm
I didn't find it particularly useful as a combat power, since it very quickly destroys the loot of anything it kills (and you don't even get experience for the things it kills). Somewhat more useful in digging and destroying walls but you're still at a high risk of destroying a chest full of good stuff if you destroying the wall and the gas expands into the room.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Soulwynd on March 24, 2011, 07:18:45 pm
I usually have it at level 1 when I can, just for walls and doors.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Grimith on March 24, 2011, 11:18:49 pm
I was pretty happy with this guy.

(http://i263.photobucket.com/albums/ii147/GrimithJReaper/CavesofQud-StilgarversusChromePyramid002.png)

Meet Stilgar, the Level 24 Mutant Nomad, with Level 10 Regeneration, Level 10 Triple-Jointed, Level 6 Heightened Speed (if I recall correctly), Night Vision, and Slime Glands (for teh roflskates). Dual-wielding two very powerful long swords meant death for my foes, and I eventually got bored of slaughtering everything. However, it would have been rude to just abandon this guy after all the time I invested in playing as him. Ergo, last night, with three hundred pounds of earthworm jerky in hand, I set out into the Deathlands... where I met a chrome pyramid. Four rounds later, after assessing I wanted a glorious death, it fulfilled my request.

Anyway, I'm not much of a fan of mental mutations - not for lack of trying, but because they kill too slow for me. Even with high Willpower, the cooldown aggravates me too much. I understand that's required to limit the power of the mental mutations, though, so I'm not complaining; I just prefer the style I implemented with this guy.

Also, yeah, I still had his recycling suit at the end. It wouldn't have been right to part him from it.

EDIT: This guy was my last on version 1.0.4095.40678, before DV could be applied to projectile weaponry. That would have been very useful.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Tarran on March 24, 2011, 11:26:30 pm
Yeah, mental mutations have long cooldowns. However, some of them are really good if you remember to use them. Besides, they're not meant to be used all the time, just on tough enemies or enemies that are about to kill you.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Grimith on March 24, 2011, 11:55:52 pm
Using mental mutations certainly requires more situational awareness than I employed with my Mutant Nomad, and I agree: They can't be relied upon to do everything. I believe my biggest problem in adjusting to using mental mutations successfully stems from implementing them wisely without gimping myself (as it turns out, while it is possible to keep a mutant starting with 24 Willpower and Ego alive, it's no cakewalk). However, with physical mutations like my aforementioned character possessed, I didn't have to analyze too much - and get killed for being wrong.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Magentawolf on March 25, 2011, 03:35:39 pm
Well.

I believe I may well have the record for the shortest game, at 19 turns survived. Why, you might ask?

Well, my Evil Twin decided to spawn pretty much right next to me in Joppa, right as the game started. Quills hurt!
Title: Re: Caves of Qud: Now in Open Beta
Post by: MetalSlimeHunt on March 25, 2011, 03:39:34 pm
That's odd. The Warden usually takes charge and ice blasts any hostiles in Joppa right away.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Tarran on March 25, 2011, 04:54:13 pm
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.

He did NOTHING.
Title: Re: Caves of Qud: Now in Open Beta
Post by: cerapa on March 25, 2011, 05:02:33 pm
10 drams on that he couldnt decide who to shoot.

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.

EDIT: On a similar note, what wouldnt be weird to imagine in this game?
Title: Re: Caves of Qud: Now in Open Beta
Post by: Tarran on March 25, 2011, 05:05:20 pm
10 drams on that he couldnt decide who to shoot.

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.
He could've at least, you know, tried to stop one from attacking the other. It's not like he has to kill one.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Orb on March 25, 2011, 07:27:03 pm
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.


What this means is that if you take the Spontaneous Combustion and thick fur mutations, you get two free mutation points.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Aklyon on March 25, 2011, 07:30:17 pm
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.


What this means is that if you take the Spontaneous Combustion and thick fur mutations, you get two free mutation points.
Ooh, nice.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Tarran on March 25, 2011, 07:30:56 pm
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.


What this means is that if you take the Spontaneous Combustion and thick fur mutations, you get two free mutation points.
Ooh, nice.
You know in a day or two that's going to be fixed just because you posted, right? :P
Title: Re: Caves of Qud: Now in Open Beta
Post by: MetalSlimeHunt on March 25, 2011, 08:08:14 pm
For the record, if you take both Cold and Heat Absorption your body temperature will never leave 23 C. I also found out through rampant and absurd cheating that:

A. The mutations list does not scroll if it runs off of the screen.
B. If you try to buy every single mutation, when you get down to the last possible one to buy (Photosynthetic Skin, in my case), the game freezes.

Neither of these are things that will really pop up in a fair game, but there you have it, unormal.

By the way unormal, why are we only allowed a single mutation defect total?
Title: Re: Caves of Qud: Now in Open Beta
Post by: adwarf on March 25, 2011, 08:11:29 pm
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 )

Also is their a lsit of weapons ?
Title: Re: Caves of Qud: Now in Open Beta
Post by: Tarran on March 25, 2011, 08:17:20 pm
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: adwarf on March 25, 2011, 08:30:15 pm
That was hilarious. Ok I was walking around in some jungles whn I run into like thirty enemies. I am just sitting there and I unload like 10 shotgun shells on them ( I am using a combat shotugn ) then thinking I had a High explosive grenade equipped I throw it at them. Turns out it was a Hand E Nuke I died, but took them with me.  :P
Title: Re: Caves of Qud: Now in Open Beta
Post by: freeformschooler on March 25, 2011, 08:31:23 pm
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.

And where do the funny named weapons fit into that list that don't have a material idenfitier? Like the Svensword.
Title: Re: Caves of Qud: Now in Open Beta
Post by: lemon10 on March 25, 2011, 09:54:21 pm
By the way unormal, why are we only allowed a single mutation defect total?
I assume its for balance purposes.
Title: Re: Caves of Qud: Now in Open Beta
Post by: MetalSlimeHunt on March 25, 2011, 09:58:56 pm
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Grimith on March 25, 2011, 10:02:15 pm
From my experiences, the temperature system is b0rken. With my Mutant Nomad I mentioned earlier, combining a sun veil with the Weathered skill completely removed the "You take damage from being on fire!" message. Highly entertaining to run around at temperatures exceeding 1000°C without combusting into ash, especially when facing fire-flinging enemies who used to rupture me apart pretty quickly.

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.

Also, MetalSlimeHunt, I disagree. I believe someone made the point earlier in this topic about how it discourages "munchkinism," and that's true. Were I able to pile up defects in exchange for more Mutation Points, I certainly would. Some of the defects can be mitigated very easily.
Title: Re: Caves of Qud: Now in Open Beta
Post by: beorn080 on March 25, 2011, 10:18:46 pm
Not allowing stacking defects is a good thing. Honestly, I run Espers a lot, but if I could stack defects, I might dump esper for analgesia, cold blooded, spontaneous combustion, and amnesia. That's ten more mutation points. Thick Fur negates spontaneous, leaving you with a total of 21 points to get mutations, with limited downsides. Heck, combustion + cold blooded might mean you move horrifically fast occasionally, depending on if cold blooded is capped at normal speed or not.

Lets see, 21 points, neither esper nor chimaera. Regeneration, photosynthetic skin, multiple legs, heightened speed, carapace. That should effectively render you unkillable.

Edit: Metamorphasis is broken. I know its on the broken extra choices, so its more of a general warning to everyone else. You lose all your skills, your mutations, and you can't morph back. However, you can chose to morph into the Warden initially, and that makes things funny in the beginning.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Aqizzar on March 25, 2011, 10:38:45 pm
How has apparently no one ever reported that the "7 for (left screen) || 9 for (right screen)" management navigation only actually works on about half the pages?  Pressing 7 will always work, but pressing 9 only navigates back on like two or three of the options.  Most notably, pressing 9 on the Inventory screen does not take you to the Equipment screen, and in fact does nothing.
Title: Re: Caves of Qud: Now in Open Beta
Post by: beorn080 on March 25, 2011, 10:42:47 pm
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Blackray Jack on March 25, 2011, 11:34:10 pm
Is the repair skill bugged? I have a broken floating glowsphere broken by a drillbot and I have repair purchased. I don't see it in my skill list, I don't see an option to repair it when I query it. I have no clue what to do.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Aqizzar on March 25, 2011, 11:36:05 pm
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.

Hmm, now that I've explored it a bit, that is weird.  With numlock On, all the pages work fine.  But with numlock Off, 7 always goes "left", but 9 only works on certain screens.  "Home" always goes left, but "Page Up" works on some screens too.

Okay, nevermind.  My other question is, has anyone ever used Rebuke Robot successfully?  I hear its based on Ego, which seems odd to me.
Title: Re: Caves of Qud: Now in Open Beta
Post by: MetalSlimeHunt on March 25, 2011, 11:50:50 pm
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
Spoiler (click to show/hide)
Title: Re: Caves of Qud: Now in Open Beta
Post by: Blackray Jack on March 26, 2011, 12:29:14 am
Aside from my repair issues, I now have a new problem; a stupid acid slug covered one of the stairs in acid. Is there any way to effectively remove pools of acid?
Title: Re: Caves of Qud: Now in Open Beta
Post by: chaoticag on March 26, 2011, 12:41:20 am
I think you have too fix it through your inventory, but I'm not sure.
Title: Re: Caves of Qud: Now in Open Beta
Post by: beorn080 on March 26, 2011, 01:11:56 am
Started a mutated tinkerer type character, 24 int and ego, 14 will, Marauder type for the free butchery skill. Better ears, light manipulation, and the genius mutation, plus thick fur and slime glands.

Open the chests in Joppa, get a silver nugget plus a couple other high end trade items. Discover Glowpad merchant, get a grit gate recoiler plus a chem cell already inside it. I like this round.

Edit: Oh, had a question. I found magnetized boots from him. Do these serve a purpose other then slowing one down?

Edit2: Hardly matters now. Tried to walk to rust well, get lost, drop into 3 snapjaw brutes and like 10 tortoises. Wasn't even a fight.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Grimith on March 26, 2011, 01:59:58 am
Finding a Grit Gate recoiler before you're prompted to travel to Grit Gate is amusing. I highly approve whenever such shenanigans occur, like when my characters start with Laborer security cards. Fun times.
Title: Re: Caves of Qud: Now in Open Beta
Post by: MetalSlimeHunt on March 26, 2011, 02:10:13 am
The denezens of Grit Gate are remarkably unbothered by a mutant-clawed maniac whom they've never seen before tearing down the entierty of Grit Gate's structure.
Title: Re: Caves of Qud: Now in Open Beta
Post by: lemon10 on March 26, 2011, 03:34:00 am
FUUUUUUUUUUUUGODAMNIT
And 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).
EDIT: turns out that CoQ deleted at least 10 of my zones somehow when i saved it... Wut?
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on March 26, 2011, 04:02:37 am
FUUUUUUUUUUUUGODAMNIT
And 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).
EDIT: turns out that CoQ deleted at least 10 of my zones somehow when i saved it... Wut?

Those errors are generally non-fatal, just click through them and you should be able to continue. Usually a result of savescumming, or other death-cheating measure. (i.e. closing the game before it gets a chance to delete your save)
Title: Re: Caves of Qud: Now in Open Beta
Post by: lemon10 on March 26, 2011, 04:13:09 am
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Grimith on March 26, 2011, 04:31:19 am
I just had an entertaining situation involving Warden Indrix, Goatfolk Pariah, of the jungle village Kyakukya. Considering the length of this topic, this may have already been shared; regardless, I've put the following in a SPOILER tag just in case.

Spoiler (click to show/hide)
Title: Re: Caves of Qud: Now in Open Beta
Post by: Rooster on March 26, 2011, 07:04:19 am
I think it's because the electricity hit a neutral.
When I dared to show him that I wear the prism he attacked and everyone in town was also hostile towards me.

Bug or feature?: You can trade with argyve and Indrix for the knicknacks you gave away and for the prism.

It's jarring because I buy the prism from the guy every time
Title: Re: Caves of Qud: Now in Open Beta
Post by: MetalSlimeHunt on March 26, 2011, 09:35:41 am
I don't like wearing the prism, but I don't like giving it to him either. After seeing what Mammon did with it...

Somthing like that should be destroyed, One Ring style.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Niveras on March 26, 2011, 09:45:50 am
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
Spoiler (click to show/hide)

I've tried it a couple times myself, but haven't noticed anything. At one point I think I saw a scrap shoveler "wander off indifferently" after using it on him, but when I tried to back away it still kept coming for me.

Unrelated: has anyone who is playing with prerelease/unfinished content enabled (on the most recent patch version) had a map where Golgotha is designed entirely with conveyor belts and slippery ramps that auto-dump you down to the next level, with no way out? And the final level being a completely open, flat area where everything starts coming for you, and no way to escape? I'm not sure if this is just a bug or it's the intended design of Golgotha, but unfinished so instead (if the option is not enabled) Golgotha's levels get designed by the same generic algorithm that handles random lairs.
Title: Re: Caves of Qud: Now in Open Beta
Post by: MetalSlimeHunt on March 26, 2011, 09:49:19 am
That's the Golgotha I have as well. It's absurdly hard. Bring EMP grenade spam and a Recoiler if you expect to even have a chance.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Blackray Jack on March 26, 2011, 11:52:42 am
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.

This is one of the greatest brief games in the history of entertainment; wherein you're immediately slain by your evil twin who makes a beeline toward you from the other side of the starting town. Also, does anyone else imagine your evil twin to have a goatee (or lack of one if you have one in real life)?

Also; anyone figure out how to safely dispose of acid on the ground? Also, the repair function is...bugged. I was able to repair choice pieces of armor and weapons, but when my floating glowsphere broke, I was not given a choice to repair it.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Niveras on March 26, 2011, 12:01:24 pm
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).
Title: Re: Caves of Qud: Now in Open Beta
Post by: DFNewb on March 26, 2011, 12:02:39 pm
This needs an auto patcher cause having to check if there is a new version, then downloading it is too hard for a lazy man such as myself :P

Also not even a complex one, I have since some simple ones as .bat files
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on March 26, 2011, 02:14:26 pm
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: forsaken1111 on March 26, 2011, 02:16:53 pm
Speaking of throwing torches, does this game have any sort of chemical flare you could throw into dark rooms?
Title: Re: Caves of Qud: Now in Open Beta
Post by: Niveras on March 26, 2011, 02:51:56 pm
FYI, if you throw a torch it will be automatically lit when thrown.

Doh, I think that's actually the second time you or someone else pointed that out to me.
Title: Re: Caves of Qud: Now in Open Beta
Post by: lemon10 on March 26, 2011, 02:59:05 pm
Bug: Got a glowfish chilling around outside the water. And moving around slowly too. I didn't push him out, and hes following me and attacking me (but moves like 25% as fast as i do).
Title: Re: Caves of Qud: Now in Open Beta
Post by: beorn080 on March 26, 2011, 03:34:12 pm
A feature request.

When standing on a staircase, when you "l"ook. it would be nice if you could go > or < and stick your head up or down the stairs to see whats there. Since everything on that floor gets a free move when you go through stairs, it would be nice to be able to see what's coming.

Edit: A question. Where does a Grit Gate recoiler drop you? In the actual town, or on the overworld square? Cause I got a lovely pair of solar cells, and both the Grit Gate and Joppa recoilers, so I wished to do some exploring at grit gate while finishing up some diving of the Rust Wells.

Edit: Bug, probably related to the copper wire one when turning it in. You can give the communications panel the disc, even without it being in your inventory.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Magentawolf on March 26, 2011, 06:44:35 pm
The Grit Gate recoiler sets you just outside the gate to the town, in my experience.

Also, Golgotha is where my level 16 finally died.. there was one level full of Agolflies and other... things where I started seemingly teleporting at random and got utterly swarmed.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Niveras on March 26, 2011, 07:40:06 pm
It was probably a void spider that caused you to teleport. They seem to teleport you without fail the first time you move into melee range, but you can usually avoid them easily and plink from range (they rarely if ever move off a wall). They can be difficult to see, a very dark blue x.
Title: Re: Caves of Qud: Now in Open Beta
Post by: beorn080 on March 26, 2011, 08:52:06 pm
Do regenera injectors ALWAYS cost 2 nanomaterial to make? If not, I've got a really bad roll, though regenera's are common so I guess I got a good source of nanomaterial.

That being said, my tinkerer is doing nice. Hit the bottom of Red Rock, lots of plans, one chain pistol, working on making a second and picking up akimbo. Just need to find me some more pure alloy.

Edit: Display bug. When using the alt command, to see where all the enemies are, mobs that have been identified or located via heightened hearing are visible as normal, while visible enemies are the standard green squares.
Title: Re: Caves of Qud: Now in Open Beta
Post by: cerapa on March 27, 2011, 04:47:26 am
Thats odd. I think regeneras are red blue and photonics for me. The only way ive gotten photonics for super boosters. And they are really rare for me.
Title: Re: Caves of Qud: Now in Open Beta
Post by: chaoticag on March 27, 2011, 05:18:42 am
Ingredients are randomized, so far as I can tell.
Title: Re: Caves of Qud: Now in Open Beta
Post by: kulik on March 27, 2011, 07:04:16 am
Was there a discussion about making the combat more DF like? With tissues, organs, aimed attack... Because DF spoiled me to a point where HP simply don't cut it for me.  :(
(I'm not trying to offend the makers of COQ or whining, just asking if somebody asked this question.)
Title: Re: Caves of Qud: Now in Open Beta
Post by: Deon on March 27, 2011, 07:11:35 am
No, there weren't, and I doubt there will be for a while... I mean come on, even turrets drop "hands" now after dismemberment, so it's a long run :). I guess it aims to be ADOM-like, not DF-like, and I can't say that I hate it. If it had a DF system, you wouldn't be able to win it at all (without a hitpoint system most of enemy mutations/robots would kill you no matter how you try).
Title: Re: Caves of Qud: Now in Open Beta
Post by: kulik on March 27, 2011, 07:32:46 am
Hmm, you surely have a point there with the HP, but what about some more elaborate combat system, personally i find the standard roguelike (moving to targets position) combat pretty flat. What about changing combat stances, aimed attacks or something to bring some sort of tactic into combat other than choosing a weapon and choosing when to run?
Title: Re: Caves of Qud: Now in Open Beta
Post by: EuchreJack on March 27, 2011, 07:41:10 am
That's what the mutations and skills are for.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Ochita on March 27, 2011, 01:19:07 pm
Force bubble is a rip-off :I Force wall and kindle are where its at.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Tarran on March 27, 2011, 01:22:30 pm
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.

Also, Force Bubble allows you to push away locked doors.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Ochita on March 27, 2011, 02:31:35 pm
Oh. :I
Well still. Sprint, force wall and then kindle is good for me, takes out the tougher things. And what is it with espers and such?
Title: Re: Caves of Qud: Now in Open Beta
Post by: beorn080 on March 27, 2011, 09:00:06 pm
Force bubble is definitely worth the 2 extra points over force wall. It is a REALLY nice mutation. Though Force Wall is great to save those two points.
Title: Re: Caves of Qud: Now in Open Beta
Post by: lemon10 on March 27, 2011, 10:45:11 pm
Force wall+force bubble is where its at.
You can get like 40/50 rounds of consecutive melee immunity. Just sit there and spam attacks at them while they can't do anything about it  :).
And what is it with espers and such?
What do you mean?
Title: Re: Caves of Qud: Now in Open Beta
Post by: beorn080 on March 27, 2011, 11:22:40 pm
Alright, I've started a new character. Name of Santa. Has wings, freezing hands, analytical genius, night vision, thick fur, kindle, and spontaneous combustion. Argyve started with a nice gift of a Force Bracelet data disc, which I just managed to afford. Should be fun giving gifts to the good mutants and freezing the bad mutants.

Edit: Fricken Leeches didn't like my gifts of frozen blood and life drained me while I was in the air. I'll have to try again with Santa Two.

Edit2:While flying around with Santa Two, I discovered that one can slip on ice while flying. A quick test discovers that one can also slip on slime while airborne.

Spoiler (click to show/hide)

Edit: Just got that spoiler message. Game froze completely. Had wings, frozen hands, genius, beak, and photo skin. Had just purchased a desert rifle, musket, and some slugs, and the area I went into had a equimax unique lair discovered via walking around, and I went into it from the map.

Edit number buh: I just took tinkering III, and got a choice between an EMP grenade I, an HE missile, and a willpower autoinjector. I'm pretty sure the grenade and injector are tinker I, and I don't think the missile is tinker III. Are you supposed to get lower level tinker recipes when picking up the higher tiers?
Title: Re: Caves of Qud: Now in Open Beta
Post by: ein on March 28, 2011, 04:04:58 am
What, you expected to get a free Hand-E-Nuke or Timecube data disk?
Title: Re: Caves of Qud: Now in Open Beta
Post by: Singularity-SRX on March 28, 2011, 04:21:31 am
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
Title: Re: Caves of Qud: Now in Open Beta
Post by: beorn080 on March 28, 2011, 04:24:06 am
It would have been nice. Granted, Wings (6) beats hand e nuke hands down. The fact that I can sit in the middle of ten equimaxes and just spam frost hands and get several k of xp is nice. Only issue with it is that dragonflies are NASTY once they can actually hit you.

Honestly, Argyve tends to have more tinker III discs then anything else. Rather annoying seeing that amazing time cube recipe and knowing I won't have the parts for it for another 20 levels.

Edit: Another bug. When flying with wings, you can be impaled by young ivory.
Title: Re: Caves of Qud: Now in Open Beta
Post by: lemon10 on March 28, 2011, 04:42:10 am
BUG: Flying Dragonfly turned hostile (probably because i put it in part of my force wall), and started attacking me while I was on the ground. (nearly killed me too since i was a mental mutant, most of my abilities were on cool down, and i didn't notice it attacking me for like 5 turns).
Title: Re: Caves of Qud: Now in Open Beta
Post by: ein on March 28, 2011, 04:46:33 am
Dude, I don't think it' a bug if you force wall a dragonfly and it gets mad.
Title: Re: Caves of Qud: Now in Open Beta
Post by: lemon10 on March 28, 2011, 04:50:14 am
No. Just me tripping. For some reason i thought that dragonflies couldn't attack you when you are on the ground (although going by the fact that they all are right now, it seems they can).
EDIT: figured it out. They can when they aren't flying. Which they aren't currently (because im underground mabey?). But when they are in the air they cant.
Title: Re: Caves of Qud: Now in Open Beta
Post by: beorn080 on March 28, 2011, 04:56:15 am
Nothing can fly underground. Normally, dragonflies are always flying, but underground, they aren't. So you have to watch out for them. Note that flying critters without ranged attacks can't attack grounded foes, and vice versa. Dragonflies are REALLY nasty if they can attack you though. Just hit level 12 and they hit pretty hard.
Title: Re: Caves of Qud: Now in Open Beta
Post by: PsyberianHusky on March 28, 2011, 05:03:22 am
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 .
Title: Re: Caves of Qud: Now in Open Beta
Post by: beorn080 on March 28, 2011, 05:11:56 am
If your a mutant, make sure you have a defensive and an offensive mutation. Pile on the AV armor, and know when to run. If you run with sprint, get to a completely safe spot before you stop running, unless your sure you can kite the enemy to death. Pick up some form of gun early on. Even with no skill, you can unload a desert rifle or a musket or chain pistol on a mob you can outrun from a distance and do some good damage.

Can't help you with True Man too much. Don't play them often. Though they are quite nice to get started since they start with amazing gear. My issue is that aside from the gear, which is findable, they don't offer much more then mutants.
Title: Re: Caves of Qud: Now in Open Beta
Post by: lemon10 on March 28, 2011, 05:15:37 am
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.
Mental mutant is pretty beast, but has a problem in that it is super squishy.
Dunno about physical mutant.
Get a high strength score (and pretty good toughness+agi preferably), you don't really need ego or willpower (although you need at least 19(?) int for lv 1 tinkering). (that is for true human melee).
Look (with the L key) at all the enemies, and avoid fighting anything "tough" or stronger.


Speak to the dude in the bottom left corner of the map for quests.
Explore east and kill what you come across (the glowpads have tons of health, so you might not want to bother killing them).
Keep going east (and going back to the town when you fill up) till you get to the rust wells, explore them and get the wire and goods.
Then get the "what's eating the watervine quest" (from the watervine farmer), and go to red rock.

Don't get too far away from the town, the stuff gets stronger the farther you get (and depending on the direction you go too).

EDIT:Also, AV is much better then DV, figure out how combat works (in that penetration is super important).
Title: Re: Caves of Qud: Now in Open Beta
Post by: FuzzyZergling on March 28, 2011, 11:26:12 am
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.

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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Orb on March 28, 2011, 11:30:33 am
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.  :)
Title: Re: Caves of Qud: Now in Open Beta
Post by: lemon10 on March 28, 2011, 12:11:04 pm
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: cerapa on March 28, 2011, 12:42:27 pm
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.
Harvestry is better skilled imo.

Get skilled harvestry
Get lots of witchwood bark
Attack someone
Consume large quantities of witchwood bark
???
Umumwahuhum!
Title: Re: Caves of Qud: Now in Open Beta
Post by: Niveras on March 28, 2011, 01:08:18 pm
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: lemon10 on March 28, 2011, 01:15:59 pm
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
Get lots of witchwood bark
Attack someone
Consume large quantities of witchwood bark
???
Umumwahuhum!
:D
(Although you don't need masterful harvesting for that).
Title: Re: Caves of Qud: Now in Open Beta
Post by: Tarran on March 28, 2011, 01:42:53 pm
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.

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.
I know nothing about rectangle text, so I can't help you there.

However, to get a filtered shortcut, create a shortcut to the program, enter properties, and add -filter to the end of the Target box. A space before it may be necessary. Don't add it within quotation marks if there are some surrounding the directory the shortcut is pointing at.
Title: Re: Caves of Qud: Now in Open Beta
Post by: FuzzyZergling on March 28, 2011, 01:49:48 pm
That didn't ix it, but I fixed it by opening Caves of Qud Console Mode.bat instead od XRL.exe (now my window is tiny, but I can work around that).
Thanks for the help!

The elder guy died/disappeared, so now I have a quest I can never get rid of. Oh well.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Mephansteras on March 28, 2011, 06:58:02 pm
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: forsaken1111 on March 28, 2011, 07:17:54 pm
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
Title: Re: Caves of Qud: Now in Open Beta
Post by: beorn080 on March 28, 2011, 07:24:13 pm
One of these days I'm gonna make a junk character, wish for 1000 ego injectors, and see if there is a point where cost flip flops with return.

My rule of thumb with my current character, who is a tinkerer with low str. Go out light, clear areas until I hit my loot limit, finish clearing the area, then pile everything, pick it up, and recoil. The drams add up even on crap loot, and if there is nothing to spend it on it just gets piled next to the argyve. That way, when there is something to spend it on, I already have a massive pile sitting there I can pick up and shove onto him. I try to save the beaded bracelets and sliver nuggets for the wilderness traders I've tracked down to visit.

Incidentally, wings (6) is basically a win button. If you have a decent ranged attack, preferably mutation based, you basically can't die outside of a cave. Combine with frost hands, sleep gas, and photosynthetic skin, and you can farm equimax 24/7.
Title: Re: Caves of Qud: Now in Open Beta
Post by: The Merchant Of Menace on March 28, 2011, 07:27:31 pm
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.

That looks heavy. If only there were some form of container for you to place it in to relieve your tired arms, perhaps a heaping bowl of failure wherein I link the wrong wiki
Here's the actual link (http://www.cavesofqud.wikia.com)
Title: Re: Caves of Qud: Now in Open Beta
Post by: beorn080 on March 28, 2011, 07:31:04 pm
I didn't realize we were playing Risen.
Title: Re: Caves of Qud: Now in Open Beta
Post by: The Merchant Of Menace on March 28, 2011, 07:31:41 pm
...
I fail at plugging wiki's :P

Corrected. my failure will be preserved in the faillink
Title: Re: Caves of Qud: Now in Open Beta
Post by: Mephansteras on March 28, 2011, 07:32:26 pm
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

Not a bad idea. Be even easier if we can figure out the formula for how ego effects price per point. I assume it's fairly straightforward.

@Merchant of Menace: Well, that particular link goes to a wiki for Risen. I did find a wiki (http://cavesofqud.wikia.com/wiki/Caves_Of_Qud_Wiki) for CoQ although it doesn't seem to have much to it yet. I may stick this there. It didn't exist last time I went looking for a wiki.
Title: Re: Caves of Qud: Now in Open Beta
Post by: The Merchant Of Menace on March 28, 2011, 07:36:18 pm
Yeah, I asked a friend to make it a few weeks ago.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Tarran on March 28, 2011, 07:45:45 pm
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Orb on March 28, 2011, 08:08:13 pm
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
Title: Re: Caves of Qud: Now in Open Beta
Post by: Tarran on March 28, 2011, 08:13:03 pm
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
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: beorn080 on March 28, 2011, 08:20:45 pm
Frick. Finally find a regenera injector, which previous 4 games were all double nano material, this one is just a photonic and a scrap electronics. Need Pristine Electronics and/or nano material to make either a force bracelet or a nullray pistol. BAH.

Edit: Bug: Killed one of those amoeba things, the ones that die and leave a big slime pool, on the underground river right at the edge. I was going back and forth, and my latest back and forth seems to have made me invisible in a wall somewhere. There may have been extra ice around, since I've been spamming freezing hands liberally, but can't tell, since none of my lightsources work.
Title: Re: Caves of Qud: Now in Open Beta
Post by: PsyberianHusky on March 29, 2011, 12:08:53 am
So I find the artifact guy class very difficult to play early game, how do I make him more viable, right now I am dumping stats into clubkind
Title: Re: Caves of Qud: Now in Open Beta
Post by: beorn080 on March 29, 2011, 12:22:21 am
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.

Hoard everything. Fight until you can't carry anything else, then drop it all next to arygve. With massive ego, you can get great deals for everything, even a bronze dagger is worth like 2 drams.

Oh, for purposes of value, I have 26 ego + snake oiler + a knollworm skull, for 31 effective while trading, and a Qudzu stem is 11.90 from Arygve, and I sell it to him for 8.40. Still haven't gotten ego injector data disc so I can't see what more ego results in. I think I might be close to the ego singularity though.
Title: Re: Caves of Qud: Now in Open Beta
Post by: PsyberianHusky on March 29, 2011, 01:49:16 am
What I am not doing this as mutant, I only play TRUE MAN!
Title: Re: Caves of Qud: Now in Open Beta
Post by: beorn080 on March 29, 2011, 01:52:51 am
Ah. Then use the stun rod that you start with to beat on things, and check all your equipment to see what you have. You might have started with something nice like a force bracelet. Otherwise, play it carefully, and use your superior equipment to your advantage.

Edit: I just cobbled up a grenade launcher for myself. It basically turns your explosives into rocket ammo. No clue if its accurate or not, I somewhat doubt its accuracy, but launching acid grenades across the map sounds like a fun time.
Title: Re: Caves of Qud: Now in Open Beta
Post by: lemon10 on March 29, 2011, 02:48:18 am
Sell Price= Base sell price*(1+.2*ego modifier)
Buy Price=Base buy price*(5/(5+Ego Modifier)
OR
Sell Price/(1+2*ego modifier)=Base sell price
Buy Price/5*(5+ego modifier)=Base buy price

With a little bit of calculation, you can figure out he base sell/buy price no matter what your ego (although you might be off by a cent or two depending on how small the price is).
Base sell price=amount you can sell for at 0 ego modifier
Base buy price=price at 0 ego modifier

Some random facts:
Your ego score has no effect, only your ego modifier matters.

Difference in sell buy ratio at -4 (9 ego, the minimum possible):25 (you sell goods for 1/5 and buy them for 5 times base)
Difference in sell buy ratio at -3 (10/11 ego, what any mutant who puts no points in gets) from 0:6.25
Difference in sell buy ratio at 5 (25/26 ego):1/4 (you sell goods for 2 times and buy for 1/2 times)
The maximum sell price seems to go up to 19/7 base price (it could vary with other items).
The minimum buy price seems to go down to 7/19 base price (it could vary with other items).
Ego bonus caps out at 9 ego modifier (or 34 ego, for which the bonuses are actually capped somewhere around 8.5 ego (in that it doesn't use the formulas)).

Disclaimer: I only tested this out using on item (datadisk), with one merchant (Argyve), but i see no reason it wouldn't apply equally well to all items from all merchants.

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.
For mental mutants yeah, the +2 levels for each mental mutation is pretty strong, and definitley justifies it. But you could have used 8 of the attribute points to make your dude much better then trading returns.
Title: Re: Caves of Qud: Now in Open Beta
Post by: beorn080 on March 29, 2011, 03:06:17 am
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on March 29, 2011, 09:17:55 am
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.

Just a lucky roll, no bug.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Paul on March 29, 2011, 12:52:52 pm
Sometimes you get nice loot, I raided that Ape God lair over in the jungle and got a whole bunch of valuable stuff. I was finding gold nuggets all over the place down there. One box had 3 of em. I came out with like 12.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Ahra on March 29, 2011, 02:12:01 pm
lulz got lost.....over joppa instant regain bearings.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Ochita on March 29, 2011, 03:34:39 pm
Well I now have my sharp yet slender stabbing weapon. Too bad the penetration and damage are weak...
Title: Re: Caves of Qud: Now in Open Beta
Post by: forsaken1111 on March 29, 2011, 05:07:03 pm
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!"
Title: Re: Caves of Qud: Now in Open Beta
Post by: lemon10 on March 29, 2011, 05:10:18 pm
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Orb on March 29, 2011, 05:41:09 pm
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Tarran on March 29, 2011, 05:54:37 pm
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?
Title: Re: Caves of Qud: Now in Open Beta
Post by: beorn080 on March 29, 2011, 05:58:31 pm
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.

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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: lemon10 on March 29, 2011, 06:51:37 pm
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.
I noticed, i just didn't bother mentioning it because those are kinda useless and pointless to point out.

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.

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.
That sucks.
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?
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.
Last few games it was 3-4-6 (dunno how far really) areas south of the starting point.

In joppa, go to the north-west water pool, and go to the 2nd topmost right tile of water. Use the "go down stairs button", surprise, you just found your way to the waterlogged tunnel (and if you go far enough north, you can get to red rock that way).
Title: Re: Caves of Qud: Now in Open Beta
Post by: beorn080 on March 29, 2011, 07:19:40 pm
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.
I noticed, i just didn't bother mentioning it because those are kinda useless and pointless to point out.
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.

Edit: Suggestion. Cleats, and spiked modifier for boots. Cleats negate slipping on things like slime and ice, while spiked modifier would make it 50% less likely.
Title: Re: Caves of Qud: Now in Open Beta
Post by: lemon10 on March 29, 2011, 11:45:59 pm
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.
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: beorn080 on March 30, 2011, 12:40:24 am
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Tarran on March 30, 2011, 12:44:10 am
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!

This brings an image of you going "Don't worry don't worry I'm just going to clean off this chest in the salt water. I'll bring it back, I promise!" while taking the chest away.
Title: Re: Caves of Qud: Now in Open Beta
Post by: PsyberianHusky on March 30, 2011, 12:46:48 am
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?
Title: Re: Caves of Qud: Now in Open Beta
Post by: Tarran on March 30, 2011, 12:48:56 am
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?
g.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Rooster on March 30, 2011, 07:58:37 am
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?
Title: Re: Caves of Qud: Now in Open Beta
Post by: Deon on March 30, 2011, 08:03:48 am
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Niveras on March 30, 2011, 09:33:26 am
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?

Last update, or the update previous. It was pretty hard to meet the highest requirements even with a True Man dumping all his points into a single stat, so he reduced them slightly.
Title: Re: Caves of Qud: Now in Open Beta
Post by: forsaken1111 on March 30, 2011, 01:47:04 pm
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: MetalSlimeHunt on March 30, 2011, 02:36:18 pm
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?
Title: Re: Caves of Qud: Now in Open Beta
Post by: FuzzyZergling on March 30, 2011, 02:44:14 pm
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?
Exactly.
All this darned new-fangled technology!
Title: Re: Caves of Qud: Now in Open Beta
Post by: Mephansteras on March 30, 2011, 02:44:46 pm
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?

Hmmm. A combination of Drugs, Doctors, and strange medical contraptions one finds in hospitals. Yeah, I'd say that's about right.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Niveras on March 30, 2011, 02:50:00 pm
Or the body modifications people get these days, including their piercings.
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on March 30, 2011, 04:23:23 pm
*1 new item
*Small updates to the quest A Canticle for Barathrum
*Many creatures and creature types now have elemental resistances and vulnerabilities
*Stacks of items will now correctly split when an effect is applied to the top object
*Beguiling will no-longer trigger it's cooldown if you select an empty square
*Flaming and Freezing hands will no-longer trigger adjacent zones to load when used near an edge
*The missile weapon target picker will now correctly take confusion into account
*Fixed an incorrect armor penetration message when NPCs are fighting one-another
*Resistances less than 100 may no-longer reduce damage to 0
*Lowered the render layer of a couple quest corpses to just below creatures
*Moved thawzone exceptions to the message log, so you don't have to click through them to continue
*Shouts and death messages should now only be correctly heard in the active zone
*Fixed a typo in the shamed text
*Fixed issue where waterskins with 0 drams sometimes displayed as "0 drams of fresh water"
1.0.4106.29384
Title: Re: Caves of Qud: Now in Open Beta
Post by: chaoticag on March 30, 2011, 04:33:07 pm
So would there be issues with saves since the quest got updated?
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on March 30, 2011, 04:34:01 pm
So would there be issues with saves since the quest got updated?

It's always best to assume updates will break saved games.
Title: Re: Caves of Qud: Now in Open Beta
Post by: chaoticag on March 30, 2011, 04:38:39 pm
Welp, time to get a new character then. I'll miss my floating light globe, but eh, I managed to get far once, I can do it again. And this time I know that helmet exists, so I might be able to go back to 2 handed mauls.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Ochita on March 30, 2011, 04:43:51 pm
BLARG DRILLBOTS DRILLING ME TO DEATH. I even had a freeze grenade...

So what exactly would be a good mutation set?
Title: Re: Caves of Qud: Now in Open Beta
Post by: Mephansteras on March 30, 2011, 04:45:45 pm
I love how often this game updates.

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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: lemon10 on March 30, 2011, 04:50:50 pm
I love how often this game updates.

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.
Yeah, evil twin is a nasty piece of work.
At one point, one of mine attacked me and did quite alot of damage with sunder mind. I dropped a bomb poison grenade (set to go off in 5 rounds), and teleported away. It didn't say i killed him, but after exploring the whole level, i concluded that he died (or dissapeared somehow). When i went down the stairs, he instakilled me with sunder mind  >:(
Title: Re: Caves of Qud: Now in Open Beta
Post by: Tarran on March 30, 2011, 04:53:28 pm
BLARG DRILLBOTS DRILLING ME TO DEATH. I even had a freeze grenade...

So what exactly would be a good mutation set?
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Gunner-Chan on March 30, 2011, 05:01:44 pm
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Mephansteras on March 30, 2011, 05:03:15 pm
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.

You could always keep different versions in different folders. Keep older characters viable and still try out new stuff.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Tarran on March 30, 2011, 05:13:39 pm
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.

Anyway, I found something strange; when I got to the odd glowpad, next to him were two glowfish corpses... so it's okay for him to kill them but not the player? Hypocrite.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Mephansteras on March 30, 2011, 05:14:55 pm
I have yet to find the odd glowpad. Either one. I keep looking, but I just never seem to find him. Kind of frustrating.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Niveras on March 30, 2011, 05:17:59 pm
BLARG DRILLBOTS DRILLING ME TO DEATH. I even had a freeze grenade...

So what exactly would be a good mutation set?

There are probably too many to name. Many mutations can seem OP if you play to their strengths.

That said, a high WP/Ego metal mutant using Force Bubble and Pyro/Cryokinesis/Lase seem pretty strong. Flaming Hands also seems like it is pretty strong, and very short cooldown. You can maybe pick that up if you can spare it to mix in while your mental mutations cool down.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Tarran on March 30, 2011, 05:23:12 pm
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.

If you still can't find him, F9 and look hard. You'll eventually find the little cyan wonder-weapon seller.
Title: Re: Caves of Qud: Now in Open Beta
Post by: xDarkz on March 30, 2011, 05:30:40 pm
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_o
Title: Re: Caves of Qud: Now in Open Beta
Post by: Tarran on March 30, 2011, 05:33:38 pm
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_o
The latest version is always on this page (http://forums.freeholdentertainment.com/content.php). Always. The actual download is always updated, but not the post.
Title: Re: Caves of Qud: Now in Open Beta
Post by: xDarkz on March 30, 2011, 05:37:21 pm
Ah thanks! Are you suppose to uninstall the previous version before installing the newest one?
Title: Re: Caves of Qud: Now in Open Beta
Post by: beorn080 on March 30, 2011, 05:40:33 pm
The link on the first post. Just go there and download that, it'll be the new version. Personally, I just use the unzip version and delete the previous one and unzip in the folder.

In regards to mutations, I agree with Niveras. 99% of the mutations can be overpowered if you know what your doing. In fact, the most balanced is probably light manipulation, since even at high levels it doesn't instant kill everything. Flaming hands can kill everything in front of you if you fire it off on a water area. Freezing hands slows everything down and at higher levels freezes them solid for several turns. Wings is basically an I win button when your aboveground, Force Bubble is an amazing panic button at any time, Force Wall works great for herding, and Carapace is basically the best armor in the game.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Tarran on March 30, 2011, 05:41:56 pm
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: chaoticag on March 30, 2011, 06:13:25 pm
Installing seems to remove the old version.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Mephansteras on March 30, 2011, 06:19:17 pm
Ok, it's still one giant stupid list but it's good enough that I'm ok releasing it.

Here is the link (https://spreadsheets.google.com/ccc?hl=en&hl=en&key=txrowN2sKDAujvoe0lzhM7Q&pli=1&authkey=CPvt7LsG#gid=0)

Using it is fairly easy. For looking up info you just find the item you want. The first set of columns give you the base price (0 ego mod), the Weight, and the Price Per Pound (PPP). PPP is the best way to figure out how useful an item is for trade.

For example, even though bronze daggers sell for only 1.75 and bronze long swords sell for 5.25 the dagger is actually better. It's 1.75 per pound while the sword is only 1.05.

Because of this Willowy and Slender items are worth quite a bit more in trade then the normal 10% markup that gets applied to items per mod. Not in end value, but in sell value vs weight in your inventory.

To add an item, you need to add a row at the bottom. If your Ego modifier isn't 0 you'll need to calculate the base price. There is an item calculator tab that is used for this. Just plug your info into the line there to get the base price. Then you add the item name, it's base price, and the weight to the spreadsheet. To get the other columns to fill in you just copy the cells from a fully filled in line and paste them in.

If your item has 0 weight (or negative, I suppose) put 0.1 in for the weight. That keeps the calculations from breaking and gives us a decent idea of the relative usfullness of the item. 0 weight items are awesome for holding value, since they don't hurt your inventory any.

To get everything back in alphabetical order, just highlight the sheet and go to Tools->Sort Sheet by Column A. That'll sort things out.

If you want to mess with the spreadsheet (say, order everything by the PPP to see the best trade items) please make a copy for yourself and play with it there. I don't want this one to get all messed up.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Dr. Johbson on March 30, 2011, 06:39:22 pm
I jumped in a space-time portal but the game got stuck on 'building zone,' so I had to close the program and hope I could load my precognition save. It didn't, its stuck on thawing zone, now.  :'( Oh well, now I can update to the new version now, I just wished it didn't happen to my new best character.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Tilla on March 30, 2011, 07:02:33 pm
Had my best run so far today, not amazing but I'm happy, reached level 9 and was killed by a huuuge amount of mobs outside of Grit Gate
Title: Re: Caves of Qud: Now in Open Beta
Post by: beorn080 on March 30, 2011, 07:27:35 pm
I reached 16 with my best character, got killed by an agolfly in one turn when it shot me 5 times in a row on one turn from outside my viewing range. Next character bought an early grit gate recoiler and used it at level 4, without a corresponding joppa recoiler to get back.

If you want to level up, get wings and any attack mutation. Ideal would be one that can hit multiple targets, but even light manipulation works. Then just take to the air and snipe equimax.

Edit: I've been running tests with various mutations. Certain ones seem rather poor. For instance, triple jointed. The chance to dodge automatically seems fairly small, even at level 10. Also, any mutation that decreases speed or movement seems to be unusable later on without large stockpiles of speed injectors.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Tarran on March 30, 2011, 07:58:41 pm
Ok, it's still one giant stupid list but it's good enough that I'm ok releasing it.

Here is the link (https://spreadsheets.google.com/ccc?hl=en&hl=en&key=txrowN2sKDAujvoe0lzhM7Q&pli=1&authkey=CPvt7LsG#gid=0)
Wait, don't Nuggets always have the same sell/buy value regardless of ego?
Title: Re: Caves of Qud: Now in Open Beta
Post by: beorn080 on March 30, 2011, 07:59:57 pm
Yeah, copper nuggets are always 10 drams, and silver are always 50. Makes them better then beaded bracelets for low ego characters, though they won't be doing too much shopping for expensive things anyway.
Title: Re: Caves of Qud: Now in Open Beta
Post by: FuzzyZergling on March 30, 2011, 08:27:09 pm
Goddamn kudsu keep rusting my nuggets.
F*** YOU PLANTS THOSE ARE HOW I BUY SHIT!
Title: Re: Caves of Qud: Now in Open Beta
Post by: dbfuru on March 30, 2011, 09:15:48 pm
I've only played around 5 characters but I'm really enjoying it, so I registered my copy, it's only $5 after all.

I always seem to get just a little bit farther with each character, my last character was a mutant.

I had finished the Red Rock quest and had done all of the Rust Caves quests and was on the way to the jungle village for the first time, when I came across a lair of a horned chameleon. Easy, I thought... Until I found it, the bloody thing could send out freezing waves and other crazy things. I was slaughtered!

Title: Re: Caves of Qud: Now in Open Beta
Post by: fatherjimbo on March 30, 2011, 09:33:43 pm
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?
Title: Re: Caves of Qud: Now in Open Beta
Post by: beorn080 on March 31, 2011, 02:56:59 am
I've seen nothing regarding cooking or similar things, though these will likely be added.

On a side not, while trying to do crazy things, I learned that you can release gas and shoot ice beams on the world map. I suspect other things are possible as well, but gas shooting got me this.
Spoiler (click to show/hide)

Next time I die I wanna roll up a pyro and see if I can't set the world on fire.
Title: Re: Caves of Qud: Now in Open Beta
Post by: lemon10 on March 31, 2011, 03:24:23 am
Na, the range of the pyro spell is too short.

On another note, if you wish for "farport" you will get something that sorta works like teleport, but on the world map. It is pretty glitch, and only seems to recognize Joppa very well. When I typed in "grit gate" (apparently its "the grit gate", although typing that in didn't work either) it sent me to serenity world, which is basically another map that is all jungle except for 1 water tile and 1 mountain tile.
Their are probably some other worlds too, although i can't find any.
Title: Re: Caves of Qud: Now in Open Beta
Post by: freeformschooler on March 31, 2011, 07:41:51 am
I've only been able to find Serenity World. Interesting that it exists :)
Title: Re: Caves of Qud: Now in Open Beta
Post by: EuchreJack on March 31, 2011, 07:59:23 am
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.

I think he was refering to the smoking of cannibus.   :P
Title: Re: Caves of Qud: Now in Open Beta
Post by: Mephansteras on March 31, 2011, 10:06:10 am
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Ochita on March 31, 2011, 10:18:19 am
I've only been able to find Serenity World. Interesting that it exists :)
There are different worlds?
Title: Re: Caves of Qud: Now in Open Beta
Post by: Deon on March 31, 2011, 10:53:53 am
It looks like you can get to Serenity world by cheating only, so it's probably a dev. testing tool or something.

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.
Any ranged attack works. As long as you do not melee it, it's easy.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Ahra on March 31, 2011, 02:16:30 pm
i always use flaming hands for that.
Title: Re: Caves of Qud: Now in Open Beta
Post by: lemon10 on March 31, 2011, 02:26:00 pm
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*.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Aqizzar on March 31, 2011, 03:02:37 pm
I don't know why it never occurred to me, but I can cheat Argyve out of experience points.  If you're lucky enough to start with or find a metal folding chair, give that to him for the Artifact miniquests, and buy it back from him for 0.02, repeat.  I know it's stupid to come up with strategies for how to reach Level 2, but that's how much trouble I have starting off.  Had a really good Artifex going, but I got my shit handed to me by a stun-resistant salthopper (I hate them so much), tried to run, and was killed by a seed-spitter.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Mephansteras on March 31, 2011, 04:14:37 pm
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.

Yeah, but Light manipulation and the like don't miss. I can waste a lot of bullets trying to hit the damn things, especially at early levels or with characters not built for range. I just like using Laze because it doesn't have much of a cooldown concern. But avoiding the bastards in melee is the important part.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Tilla on April 01, 2011, 03:13:20 am
Got around to registering, just for the heck of it! Getting into this a whole lot more lately.
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on April 02, 2011, 08:46:24 pm
*Space now selects all/none of a selected item in the Trade UI
*Scavenger now allows you to rifle through piles of garbage to find scrap
*You now butcher items by walking over butcherable corpses, and the corpses are destroyed in the process of butchering them
*New UI option to autoget 0-weight objects
*New UI option to autoget food objects
*Tier 1+ bits are now somewhat more common
*Display of gases is now layered above items and walls
*Slightly reduced steam damage
*Gasmasks no-longer prevent steam damage
*Wreaths, shawls and some other basic clothing items are now Clothes instead of Trade Goods or Armor
*Fixed an exception in LiquidVolume
*Fixed an exception in the active zone test
1.0.4109.37178
Title: Re: Caves of Qud: Now in Open Beta
Post by: beorn080 on April 02, 2011, 08:51:50 pm
Ohhh, this sounds like a good update.
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on April 02, 2011, 10:12:13 pm
Few quick (but important) bugfixes:
*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
Title: Re: Caves of Qud: Now in Open Beta
Post by: Aklyon on April 02, 2011, 10:20:32 pm
Few quick (but important) bugfixes:
*Fixed an issue where you would auto-get terrain
How much was the ground worth? :P
Title: Re: Caves of Qud: Now in Open Beta
Post by: chaoticag on April 02, 2011, 11:18:08 pm
Well, seeing as they stopped making it, I assume the more you take, the higher the price would rise, exponentially.
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on April 02, 2011, 11:59:32 pm
One more general fix, stops campfires and stuff from being picked up.

*Only takeable objects will be auto-gotten
1.0.4109.40781
Title: Re: Caves of Qud: Now in Open Beta
Post by: chaoticag on April 03, 2011, 12:01:15 am
Those re some rapid fire updates sir :o
Shame I won't be able to play this for a while.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Singularity-SRX on April 03, 2011, 03:49:52 am
Just wondering, but will we be able to make our own fully customizable characters? As in able to pick starting skills as well instead of having pre-made classes.
I don't know if it's even implementable, but everybody loves customization :D
Title: Re: Caves of Qud: Now in Open Beta
Post by: beorn080 on April 03, 2011, 06:46:56 am
A question from something I saw on the wiki.

When building from a data disc, you don't lose the disc? Is that right?
Title: Re: Caves of Qud: Now in Open Beta
Post by: lemon10 on April 03, 2011, 09:24:40 pm
A question from something I saw on the wiki.

When building from a data disc, you don't lose the disc? Is that right?
No, you don't.
The only real reason to "learn" the disk (which destroys it) is so that you don't have to carry it around.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Mephansteras on April 03, 2011, 10:57:25 pm
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: lemon10 on April 03, 2011, 11:02:59 pm
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on April 04, 2011, 12:43:45 am
*Chests will now contain a larger number of some items like lead slugs, instead of a single slug
*Fixed an issue preventing items from starting stacked in chests
*Tinkers now start with lay mine / set bomb instead of scavenger
*Nomads now start with Wayfaring
*Fixed auto-getting fresh water
1.0.4111.1207
Title: Re: Caves of Qud: Now in Open Beta
Post by: shaihulud on April 04, 2011, 07:00:09 am
sweet dude another update!
Title: Re: Caves of Qud: Now in Open Beta
Post by: Deon on April 04, 2011, 08:01:03 am
Few quick (but important) bugfixes:
*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
Looking at this update I see that you still mix up the "it's"/"its".
"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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on April 04, 2011, 08:41:54 am
Few quick (but important) bugfixes:
*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
Looking at this update I see that you still mix up the "it's"/"its".
"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.

Yeah, my grammar is horrible!
Title: Re: Caves of Qud: Now in Open Beta
Post by: Darvi on April 04, 2011, 08:44:23 am
'nother update? Man, you're good.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Mephansteras on April 04, 2011, 11:07:06 am
More updates. Excellent!
Title: Re: Caves of Qud: Now in Open Beta
Post by: Kishmond on April 04, 2011, 11:16:35 am
Hello, does anyone happen to have a copy of version 1.0.4099.35921 lying around? I stupidly updated my game without realizing my save might break.

It's a really good save too, I mean how often do you get a successful ESPer?
Title: Re: Caves of Qud: Now in Open Beta
Post by: lemon10 on April 04, 2011, 11:47:55 am
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on April 04, 2011, 12:58:55 pm
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.

It's not an intentional scum-prevention method or anything. It's just that the game system was build for perma-death, and disabling it and savescumming sometimes cause issues with synchronizing the zone cache. So you're welcome to use it, but know that it's a 'debug' option, i.e. not really fully supported.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Magentawolf on April 04, 2011, 02:05:28 pm
I've got a couple questions about two skills..

Intercept, under Long Blades - Is it really only a 0.5% chance of triggering; IE: 1 in 200?

Then there's Bloodletter in Short Blades - You have a 20% chance of causing the enemy to bleed for 1d2-1 / 20. Does this mean the bleeding effect lasts for twenty rounds, doing between 0 and 1 damage per round, or... ?
Title: Re: Caves of Qud: Now in Open Beta
Post by: Kishmond on April 04, 2011, 02:43:47 pm
Worst death so far:

This is my best character, a true human praetorian with lots of great tinkering skills. He even has night vision goggles and can make Mk III HE Grenades.
I'm having fun fighting the swarms of little enemies underneath Gritgate and sometimes using the bomb skill with Mk III HE nades to take out a bunch of them.
Once I pressed 'mine' instead of 'bomb' next to a group of enemies and I was vaporized.
Moral of the story is don't get careless when high explosives are involved.
Title: Re: Caves of Qud: Now in Open Beta
Post by: lemon10 on April 04, 2011, 02:50:07 pm
Intercept, under Long Blades - Is it really only a 0.5% chance of triggering; IE: 1 in 200?
Yeah.
The stance is quite good, but intercept on it's has a tiny chance of triggering.
Suggestion: Have basic toolkits A) be one time use, and you can choose to use one when crafting to get a bonus weapon/armor enhancement (eg. you get sturdy when you wouldn't have gotten anything). B) Let them be used as much as you want (but make them much rarer), and when you have one in your inventory you get +10% to get a enhancement.
Right now they are basically useless.
Suggestion: Have item's that can't have enhancements (so basically everything besides armor and weaopns) be possible to take apart again after making (eg. grenades, autoinjectors)
Title: Re: Caves of Qud: Now in Open Beta
Post by: Desdichado on April 05, 2011, 05:09:19 am
Few quick (but important) bugfixes:
*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
Looking at this update I see that you still mix up the "it's"/"its".
"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

Hmm. Deon is onto something. I think something about this game causes grammar knowledge to seep out of one's brain. The distinction between its and it's can be easily confused, but... "item's" ... is definitely upping the ante here.

Anyway, I've been playing this game hardcore for the past few days. Hopefully I manage to stop before the game get's me.
Title: Re: Caves of Qud: Now in Open Beta
Post by: shaihulud on April 05, 2011, 05:11:10 am
but you can always activate Intercept yourself as a spendable skill by using the A key right? if i'm not mistaken within the 10 turns or 5 upcoming attacks will be a 100% chance.   
Title: Re: Caves of Qud: Now in Open Beta
Post by: Kishmond on April 05, 2011, 12:23:42 pm
Would anyone like to share strategies or builds for agility/short blade/pistol focused characters?
Title: Re: Caves of Qud: Now in Open Beta
Post by: Strange guy on April 05, 2011, 01:14:43 pm
Making high focused mental mutants may be fun, but I ended up getting one hit by a hermits high explosive grenade at level 9. Admittedly I only had 12 toughness (13 with the level 6 bonus) and I think it ignores armour, but it's still annoying. 12 toughness isn't as low as possible and my armour was decent, so I don't think I should have to worry about being one shotted.

I guess I'll probably try another build now.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Aqizzar on April 05, 2011, 03:02:22 pm
Would anyone like to share strategies or builds for agility/short blade/pistol focused characters?

I don't exactly enjoy Melee focused characters, but since it's the only build you have any reasonable chance of surviving with, I've had a lot of luck with an agility-focused one like that.

True Man: S-16 A-22 T-18 I-18 W-16 E-18, "Fuming God-Child" caste (with +4 W) - This will start you off with an obsidian kris (and a really good cudgel), Intimidate, Meditation, and Fasting to boot.  Use hit-and-run tactics, of scaring enemies away while shooting them, and/or running away to rapid-recharge then taking them on again.  Load up on all your Dodging-type skills and the weird Pistol tricks.  I prefer to using Long Blade myself for the stances, but Short Blade should work equally well.
Title: Re: Caves of Qud: Now in Open Beta
Post by: MetalSlimeHunt on April 05, 2011, 03:12:26 pm
One of the likely-underused perks of Fuming God-Child is that the Conch of the Aji can produce a cloud of paralytic gas, which I imagine would be quite useful as long as you aren't fighting robots.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Aqizzar on April 05, 2011, 03:17:05 pm
There's also that, but be careful not to get caught in it.  I've wondered though, is there a limit to number of times you can blow in it?  I've never done it more than once, and I have a bit of foolish pride against relying on starting-equipment.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Toaster on April 08, 2011, 09:57:02 am
So I check Argyve's recipe list as an Artifex to see what he has.

First four are antimatter cell, freeze ray, Hand-E-Nuke, and HE Missile.

Now I just need some cash to afford all that.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Mephansteras on April 08, 2011, 10:00:51 am
Had a great character die yesterday. Mutant with Extra Arms and legs and freezing hands, ended up going Guns. Lucked out and found a Combat Shotgun data disk. I really enjoy that gun, especially for cave delving. Later on I picked up a Carbine, which is my new favorite gun. Carbine with Suppressive Fire is awesome for dealing with the various robots.

Now only if that damn aglofly hadn't sniped me I might have gotten out of Golgotha.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Angel Of Death on April 08, 2011, 10:04:22 am
Does the registered version have any difference to the unregistered one?
Title: Re: Caves of Qud: Now in Open Beta
Post by: Toaster on April 08, 2011, 10:08:36 am
It has a large amount of dev happiness and double the warm-fuzzies.  [No, but it's cool to do if you like the game!]
Title: Re: Caves of Qud: Now in Open Beta
Post by: ThtblovesDF on April 08, 2011, 10:12:32 am
On the point of grammer: as a none-natural english speaker, his mistakes are quite ... ignorable and i sure as hell did and still do them as well.

You code a awesome game like this and you may complain about grammar : )
Title: Re: Caves of Qud: Now in Open Beta
Post by: Toaster on April 08, 2011, 10:37:22 am
Anyone know what a "gaslight flyssa" is?  A flyssa is a sword, but what's a gaslight one?
Title: Re: Caves of Qud: Now in Open Beta
Post by: Angel Of Death on April 08, 2011, 10:39:37 am
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Ahra on April 08, 2011, 10:46:16 am
umm got an nullray pistol on the way to redrock, what does it do?
Title: Re: Caves of Qud: Now in Open Beta
Post by: Dr. Johbson on April 08, 2011, 10:52:11 am
I saw a data disk for one, I almost bought it, I believe its a ray of nullification, AKA, disintegration. Just guessing, though.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Strange guy on April 08, 2011, 10:53:10 am
I once checked the items lists, and there were a few gaslight weapons which I think didn't have a penetration value. Vibro weapons also lack one and I've heard they ignore armour, so it might do that. Maybe something different as well.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Ahra on April 08, 2011, 11:08:37 am
well....it sure as hell drains fresh energy cell fast as hell.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Mephansteras on April 08, 2011, 11:26:51 am
unormal: Not sure what's causing it but I keep getting crashes while trying to explore the caves beneath Joppa.
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on April 08, 2011, 11:29:43 am
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: lemon10 on April 08, 2011, 11:52:01 am
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.
I'm fairly sure that it's basically a lightsaber, not quite sure how it's armor penetration and stuff like that works though.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Ahra on April 08, 2011, 11:52:06 am
AAAArrrrghh how do i ask argyve to repair stuff? (fucking qudzu)
Title: Re: Caves of Qud: Now in Open Beta
Post by: Mephansteras on April 08, 2011, 11:55:21 am
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.

Ah, ok. I'll try saving the message next time it crashes. If that doesn't give us anything I'll just delete it and reinstall.
Title: Re: Caves of Qud: Now in Open Beta
Post by: beorn080 on April 08, 2011, 12:43:36 pm
Also try just using the Unzip. That might work better.
Title: Re: Caves of Qud: Now in Open Beta
Post by: cerapa on April 08, 2011, 12:52:55 pm
AAAArrrrghh how do i ask argyve to repair stuff? (fucking qudzu)
r key as far as I remember. Costs like 5 drams I think.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Ahra on April 08, 2011, 01:14:54 pm
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 crazy
edit:photosyntetic seems like an defect to me.
Title: Re: Caves of Qud: Now in Open Beta
Post by: beorn080 on April 08, 2011, 01:29:01 pm
How is photosynthetic skin a defect? You no longer have to deal with food, and you get massive hp regen when out in the sun, and most diving isn't THAT much harder with it. I cleared RedRock end to end with it at level 1, it just took a few trips.
Title: Re: Caves of Qud: Now in Open Beta
Post by: cerapa on April 08, 2011, 01:39:06 pm
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".
Title: Re: Caves of Qud: Now in Open Beta
Post by: Ahra on April 08, 2011, 01:40:00 pm
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
edit:must´ve waited to much
Title: Re: Caves of Qud: Now in Open Beta
Post by: Niveras on April 08, 2011, 05:40:23 pm
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Aqizzar on April 08, 2011, 06:17:16 pm
Mutant Gunslinger with Extra Arms and Nightvision was pretty fun while it lasted.  Not bad, blasting a hail of lead at a target before hitting it with four daggers.  I'll have to work on this one.
Title: Re: Caves of Qud: Now in Open Beta
Post by: shaihulud on April 08, 2011, 07:49:50 pm
since someone reminded me about the old game blood in the violent game thread, i'm gonna make a gunslinger character of Caleb and imagine the mutation power is actaully demonic power lol.
Title: Re: Caves of Qud: Now in Open Beta
Post by: beorn080 on April 09, 2011, 02:36:45 am
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Ahra on April 09, 2011, 01:05:26 pm
well there goes my best guy ever, killed by an man-pole (or something like that)
Title: Re: Caves of Qud: Now in Open Beta
Post by: Teach on April 09, 2011, 01:52:04 pm
What does the small sphere of negative weight do? I thought it would be some sort of grenade. Does it just free up a little bit of space?
Title: Re: Caves of Qud: Now in Open Beta
Post by: beorn080 on April 09, 2011, 01:52:40 pm
It's a small sphere of negative weight. It weighs like -10 KG, so you can carry 10 Kg more.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Teach on April 09, 2011, 02:22:16 pm
Screw grenades.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Taco Dan on April 09, 2011, 02:28:33 pm
Screw grenades.
*GASP*
Title: Re: Caves of Qud: Now in Open Beta
Post by: Ahra on April 09, 2011, 02:45:58 pm
why? beacause they kill you as well? (im looking at you poison grenade)
Title: Re: Caves of Qud: Now in Open Beta
Post by: Darvi on April 09, 2011, 02:57:02 pm
Nah, he wants their children.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Rooster on April 09, 2011, 03:09:11 pm
I rarely use them, because I have better alternatives, and I kill the target before they are needed.
But for true men, they're the equivalent of cryo/pyrokinesis
Title: Re: Caves of Qud: Now in Open Beta
Post by: Ahra on April 09, 2011, 03:11:27 pm
I rarely use them, because I have better alternatives, and I kill the target before they are needed.
But for true men, they're the equivalent of cryo/pyrokinesis
only that you know exactly the spread of cryo/pyro, grenades are more......volatile
Title: Re: Caves of Qud: Now in Open Beta
Post by: beorn080 on April 09, 2011, 03:23:03 pm
Sleep gas grenades + temporal fugue + sleep gas generation = everything sleeping.
Title: Re: Caves of Qud: Now in Open Beta
Post by: EuchreJack on April 09, 2011, 03:27:14 pm
It's possible to find a mask/helmet thingy that protects the user from poison.  Suddenly, those poison grenades look pretty cool.

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.

I won, because I ate food and that healed me (although how I ate food through my gas mask, I'm not entirely sure).  But died to a hermit with a warhammer later.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Tarran on April 09, 2011, 04:03:15 pm
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: cerapa on April 09, 2011, 04:07:41 pm
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.
Same here.

But actually using them tends to result in my squishy mutants taking half their own health off.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Mephansteras on April 09, 2011, 04:10:22 pm
You just have to be careful with them. But I use grenades all the time. Especially as mines when running away from enemies. And once you can tinker up a few types they stop feeling special at all and can be used with abandoned.

Besides, it's a roguelike. If you don't use your special stuff when you get a chance, you probably won't live to use them at all!
Title: Re: Caves of Qud: Now in Open Beta
Post by: Teach on April 09, 2011, 05:07:42 pm
Problem with the Billowing Conch of Aji is that what comes out of it is random.  You're just as likely to put yourself and the enemy to sleep as you are to summon some hellish 15dmg/turn poison. 

Ego boosters are awesome. (doubles sell values/halves buy value for low ego characters)

The life drain mutation is ridiculously awesome (balanced out by it's melee range though).  It's like setting someone on fire except the damage they take heals you. (for 20 rounds)

At higher levels Cryokinesis "spreads" because it lowers the temp a bunch.  Dunno about pyro.

Bashin nades just cause they don't get thrown any appreciable distance (the HE series seems to have a blast radius that exceeds your range).  Does raising STR/agi increase your range?  I find poison to be way more useful for crowd control, because it does about the same amount of damage overall just in increments so you're less likely to die from it.

Title: Re: Caves of Qud: Now in Open Beta
Post by: beorn080 on April 09, 2011, 10:04:26 pm
Str modifies throw distance. There was an issue many versions ago where negative str resulted in a large negative throw distance, so you could aim opposite of where you want to go and it goes far. Mines and Bombs are where its though. Acid bombs are amazing for getting through walls.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Angel Of Death on April 09, 2011, 10:20:17 pm
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!

Oh, btw, how do I eat or drink stuff?
Title: Re: Caves of Qud: Now in Open Beta
Post by: shaihulud on April 09, 2011, 10:30:50 pm
you do ithat in inventory, select the item and it will give you the option.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Angel Of Death on April 09, 2011, 10:32:15 pm
you do ithat in inventory, select the item and it will give you the option.
Thanks for telling me.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Teach on April 09, 2011, 10:37:47 pm
Agreed, once you get Lay mine/bomb 'nades become a hell of a lot more useful.

The problem with grenades is that they are too situational.  I understand that that is the way they were intended to be (otherwise there wouldn't be such a large variety with a multitude of differing uses).  I'm actually fine with most grenades as they all have their niche (acid for walls, emp for robots, ice when you need some space, and poison/thermal just rapes the hell out of mobs) it's the HE nades that usually spell doom for my chrome gilded adventurer.  I'm going to wait for damn perfect conditions next time I decide to use an HE nade. (Salt plains+day time+str 25).  It's usually my inability to keep my hands off those nades that ends me.  My last three characters all died to it even though each time I thought I was being more careful than the last.  I may be hallucinating but I feel like at times the blast from an HE nade gets a little funny.  I don't think that the resultant explosion from a thrown HE nade is entirely uniform when you add tight spaces to equation.  I say this because when I chucked an MKI nade at a chitinous puma who was standing in front of some ruins and the explosion assumed a star shape.  The problem was one of the corners of the star extended out like an arm (consisting of dust, fire, and concussive force) to drag me away to whatever damned place Quddites go when they die.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Angel Of Death on April 09, 2011, 10:39:53 pm
What are the best mutations to have?
Title: Re: Caves of Qud: Now in Open Beta
Post by: FuzzyZergling on April 09, 2011, 10:46:29 pm
What are the best mutations to have?
Depends on what you want.
I like having Light Manipulation, since it not only lowers the need for a light source but also comes with a pretty good projectile attack. If you spend a lot of time outdoors, then wings are a good investment, though you'll need a ranged weapon to attack ground targets,
Title: Re: Caves of Qud: Now in Open Beta
Post by: Angel Of Death on April 09, 2011, 10:50:33 pm
I like sleeping gas generation or any other gas generation. Regeneration's also good.

Also, am I meant to get the Instaheal Autoinjector in Redrock?
Title: Re: Caves of Qud: Now in Open Beta
Post by: Niveras on April 09, 2011, 10:54:56 pm
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.

I used a High Explosive Mk3 grenade once.

I decided not to do so again.

What are the best mutations to have?

Flaming Hands is OP. It's seriously a lot of damage for such a short cooldown, such that I expect a nerf. But maybe it's balanced. Freezing Hands could also be situationally more useful - a little bit less damage, but freezing is nice CC. The issue there is that as you increase your Freezing Hands skill it becomes dangerous to strike frozen targets in melee, because temperature "leaks" across tiles. Cryokinesis especially can freeze you once it reaches ~5 points if you're not careful; I'm not sure if that carries over to Freezing Hands. This is true of flaming/pyrokinesis too but bursting into flames from proximity to heat is slightly less dangerous than getting frozen for a turn (or more!) as you wait to heat up.

However, whatever you pick I don't recommend choosing more than two, maybe three, physical mutations, because you can only buff those with mutation points from leveling. You only get a limited number of mutation points, but the leveling scheme is such that you can keep two mutations maxed to your limit. There isn't much [finished] content beyond around 25, so you'll have ~5 "unspent" points... if you survive that long.

That said, some physical mutations don't need to be maxed, or can't be increased anyway. You'll probably want to max any offensive mutations, but something like Photosynthesis only needs a couple points (so that you can stay underground longer without needing a trip back to the surface).
Title: Re: Caves of Qud: Now in Open Beta
Post by: Tarran on April 09, 2011, 11:07:23 pm
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.

Another is either Force Wall or Force Bubble. For obvious reasons.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Mephansteras on April 10, 2011, 01:17:02 am
I'd like to see Night Vision upgradable so I can see further at night. I think how it is at 1pt is fine, but increased viability would be pretty awesome and I wouldn't mind pumping mutation points into it.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Angel Of Death on April 10, 2011, 02:36:36 am
Don't pick 2 types of gas generators on the mutation screen! Only one of them will work.
Title: Re: Caves of Qud: Now in Open Beta
Post by: beorn080 on April 10, 2011, 04:31:33 am
Wings is utterly amazing, as long as you stay above ground with it. Once you get it to level 6, you never fall and are incredibly fast and almost never get lost when travelling.

Personally, I prefer freezing hands to flaming. When traveling anywhere with water, especially underground, flaming hands makes giant steam clouds that are really nasty, whereas freezing hands, particularly after about level 5, makes giant swatches of long lasting ice. Which, now that I think about it, doesn't make sense, since we're talking salt water, but then if it doesn't freeze things, it needs a damage boost.
Title: Re: Caves of Qud: Now in Open Beta
Post by: forsaken1111 on April 10, 2011, 05:08:59 am
Salt water does freeze, just at a lower temperature than pure water.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Rooster on April 10, 2011, 09:42:25 am
taking a true man artifex with 12 inteligence is awesome!
Title: Re: Caves of Qud: Now in Open Beta
Post by: Ahra on April 10, 2011, 11:41:58 am
drillbots.....why did it have to be drillbots?
Title: Re: Caves of Qud: Now in Open Beta
Post by: Paul on April 10, 2011, 02:11:04 pm
MKIII HE grenades are awesome. I use them in combination with force bubble or a force bracelet.

Turn on the force field, chuck the grenade - everything dies but you.

I used two to kill that really nasty goatfolk guy from the quest (the one that life drains you for loads of hp even through a force bubble). The first one killed all his minions and hurt him pretty bad, the second one finished him off.

Just don't use them underground unless you have a good way to remove walls, they're a quick way to seal yourself in. I think they might even be capable of destroying stairs.
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on April 10, 2011, 05:36:24 pm
*New mutation: Psychometry
*New mutation: Stinger
*Effects now appear on the 'l'ook description of creatures and items
*Fixed a gas exception
*Gas generation mutations are now correctly mutually exclusive
*Fixed some message truncation issues
1.0.4117.31463
Title: Re: Caves of Qud: Now in Open Beta
Post by: Emong on April 10, 2011, 05:53:16 pm
Psychometry gives auto artifact ID and gives the blueprint?

Sign me up!

EDIT:
And no cool down, apparently?
Title: Re: Caves of Qud: Now in Open Beta
Post by: Tarran on April 10, 2011, 06:02:02 pm
Wow, sounds nice for tinkerers.

Also, stingers with paralyzing venom. Sounds very useful for melee characters even though you loose the ability to wear stuff on your back. Going to try it out.

Ed: Oops. Unormal, got an error that keeps popping up whenever I melee:
Spoiler (click to show/hide)

If it matters, I have Horns, Multiple arms, Regeneration, and paralyzing Stinger. I also have the Amphibious mutation.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Aqizzar on April 10, 2011, 06:18:04 pm
So I was exploring the cave system between Red Rock and Joppa, and I found at ancient miner's remains.  I picked everything up, intending to give him a proper burial before a beetlebum ate him.  Then, this happened-

(http://i54.tinypic.com/2ngcz6x.png)

Is that supposed to happen?
Title: Re: Caves of Qud: Now in Open Beta
Post by: Orb on April 10, 2011, 06:24:23 pm
Well, it has its own description, so yah.

Its worth almost nothing to sell anyway, so eating it seems the most logical choice....
Title: Re: Caves of Qud: Now in Open Beta
Post by: Aqizzar on April 10, 2011, 06:32:44 pm
Okay, new question.  Are you not supposed to get any experience from killing enemies with gas-grenades?  Because I've been using poison and thermal grenades, and when creatures die, you don't get any experience.  That's kinda the point of using the grenade instead of just running away.
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on April 10, 2011, 06:48:26 pm
*Fixed an exception with multiple applications of Paralyze
1.0.4117.33769
Title: Re: Caves of Qud: Now in Open Beta
Post by: Tarran on April 10, 2011, 09:27:14 pm
Thank you, Unormal, it was making the game annoying to play.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Angel Of Death on April 10, 2011, 10:43:10 pm
I know this sounds very stupid, but how do I download the latest version?

(nevermind, I did it)
Title: Re: Caves of Qud: Now in Open Beta
Post by: Tarran on April 10, 2011, 10:47:21 pm
Go to here (http://forums.freeholdentertainment.com/content.php).
Download from one of the two links.

Ed: Aaaannnnnddd of course you edit. My post was for naught.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Angel Of Death on April 10, 2011, 10:49:05 pm
Go to here (http://forums.freeholdentertainment.com/content.php).
Download from one of the two links.

Ed: Aaaannnnnddd of course you edit. My post was for naught.
Hey, it might help some other dumbass idiot person who dosen't know how to download.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Deon on April 10, 2011, 10:51:48 pm
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Angel Of Death on April 10, 2011, 10:54:06 pm
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?
Title: Re: Caves of Qud: Now in Open Beta
Post by: Tarran on April 10, 2011, 10:56:44 pm
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.

The center reaches about -1000 degrees. Which, in all known temperature scales, is below absolute zero.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Mephansteras on April 10, 2011, 11:13:27 pm
Psychometry is pretty damn awesome. Possibly broken at 4 pts. Does make life as a Tinker much easier, though.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Yoink on April 10, 2011, 11:50:25 pm
Started playing this game, it's pretty cool!
I like the way going somewhere, to complete a quest or whatever, really feels like an epic, danger-ridden journey. :)
Title: Re: Caves of Qud: Now in Open Beta
Post by: Singularity-SRX on April 11, 2011, 12:16:01 am
NOOOOO

I just learned the hard way that you removed the thickfur-spontaneous combustion exploit.


I love this game :D
Title: Re: Caves of Qud: Now in Open Beta
Post by: Angel Of Death on April 11, 2011, 12:18:33 am
If I kill my evil twin, will he ever come back?
Title: Re: Caves of Qud: Now in Open Beta
Post by: MetalSlimeHunt on April 11, 2011, 12:19:44 am
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Tarran on April 11, 2011, 12:44:17 am
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Emong on April 11, 2011, 12:46:32 am
An esper with Space-Time Vortex, Temporal Fugue, and Evil Twin is pretty much the most hilarious thing this game can offer.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Orb on April 11, 2011, 05:57:06 am
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: amjh on April 11, 2011, 06:26:00 am


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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Magentawolf on April 11, 2011, 08:10:22 am
Well, I went and explored to the bottom of Golgotha last night... interesting loot down there, even if the guardians are prone to fratricide. (Multiple chain guns are not polite sentries.)

The most depressing bit of it was:

chest is destroyed by acid!
taco suprema is destroyed by acid!
2x floating glowsphere is destroyed by acid!
... and more that scrolled offscreen.

I didn't even do it!

The agolworms almost immediately destroy anything that they or other monsters drop, and I lost a keycard and some other valuable stuff to it, too. :(

Fullerine Plate Mail is a whopping 160 pounds; good thing I'd found / bought some Plastic Armour beforehand.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Niveras on April 11, 2011, 08:22:33 am


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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Angel Of Death on April 11, 2011, 08:23:41 am
What level should I attempt Golgotha at? I tried at level 4 but I could only kill about 6 things before being surrounded.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Magentawolf on April 11, 2011, 08:39:43 am
What level should I attempt Golgotha at? I tried at level 4 but I could only kill about 6 things before being surrounded.

Golgotha is, quest-wise, after you hit the Grit Gate. I was ~14 or so when I started, 18 when I hit bottom. A king Crab still almost ate me once, what with their 18 penetration rating..
Title: Re: Caves of Qud: Now in Open Beta
Post by: Mephansteras on April 11, 2011, 10:01:47 am
Generally I do the Red Rock quest and then get wire at the Rust Wells. After that I usually either explore the caves under Joppa that connect to Red Rock or search the area around Joppa for lairs. Once I've done that for a bit I'll head to Grit Gate.

Or I'll have died by then. Either way, you find nastier stuff the further you go in the game so it pays to get yourself to the level where you can handle things like drillbots goatfolk savages without getting creamed before going to Grit Gate and on to Golgotha.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Ahra on April 11, 2011, 10:03:32 am
i only got to first level of golgotha 2 goddamn drillbots 2 argoflys an random stuff, does rebuke robot really work?
Title: Re: Caves of Qud: Now in Open Beta
Post by: Angel Of Death on April 11, 2011, 11:53:26 am
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: beorn080 on April 11, 2011, 11:55:05 am
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Ahra on April 11, 2011, 12:54:54 pm
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Magentawolf on April 11, 2011, 01:45:27 pm
The Regeneration mutation - Does it scale with your current hit points?

With four ranks in the mutation, at around 80/110, I'll heal a point just about every round. When I was just at 12/110 previously, it took 485 rounds of resting to heal up; why?
Title: Re: Caves of Qud: Now in Open Beta
Post by: Toaster on April 11, 2011, 03:53:18 pm
Two bugs I've noticed:

1)  You can close a door you're standing on.

2)  The "don't autopickup if hostiles are nearby" (and I think "rest until healed" as well) seems to have some sort of ESP that the player doesn't.  In other words, if there's a nearby monster that you don't know about, the autopickup (or rest) won't occur.  It can be a bit of an early warning that something is nearby.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Singularity-SRX on April 11, 2011, 05:56:02 pm
Does willpower and toughness have to do with hitpoint regeneration? That's what it says on the character creation screen
Title: Re: Caves of Qud: Now in Open Beta
Post by: Aqizzar on April 11, 2011, 06:13:09 pm
Among the many other great things going on in this game, I have a Data Disc for a "Hand-e-Nuke" or whatever it's called.  I can't learn it yet because I don't have Tinker III, but I can't wait to see what it does.

Say, what does the Hand-e-Nuke do, anyway?  I have a distinct feeling I'm going to blow the crap out of myself.

Does willpower and toughness have to do with hitpoint regeneration? That's what it says on the character creation screen

It seems to, but bear in mind the integer effect.  I don't know the actual math, but if it takes, say, four more points of Willpower to get your hitpoint regeneration from every 4 turns to every 3 turns, you're probably never going to notice.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Darvi on April 11, 2011, 06:18:23 pm
Hand-e nuke is a nuke. That you can through like a grenade.
Title: Re: Caves of Qud: Now in Open Beta
Post by: dbfuru on April 11, 2011, 06:53:12 pm
Far out just made the dumbest mistake this morning. I had the beginnings of a decent character, got up to level 7 or so. I used the flaming hands power and it hit a pool of brackish water, changing the colour of it. I walked into it. AAAAAAGHHHHHHHH.

It would have taken two seconds to 'l'ook at it... Guh.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Toaster on April 11, 2011, 07:25:34 pm
I killed my best character by jumping into water while I was on fire.  The steam cooked me in a hurry.

I just got a sniper rifle, and I could have gotten a schem for a freeze ray too...

Anyone seen a phase cannon?  It sounds neat, but what is it?
Title: Re: Caves of Qud: Now in Open Beta
Post by: lemon10 on April 11, 2011, 07:34:54 pm
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Aqizzar on April 11, 2011, 07:48:27 pm
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?
Title: Re: Caves of Qud: Now in Open Beta
Post by: lemon10 on April 11, 2011, 08:02:33 pm
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?
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: beorn080 on April 11, 2011, 08:03:27 pm
Well, if your spontaneously combusting, you could assume that its being fueled by an internal source.

But yeah, heat and temp seem to be working on an absolute scale of temp rather then the relative scale temp really is. But then again, programming Joules into the game would add a lot of bloat and annoyance.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Niveras on April 11, 2011, 08:35:37 pm
I've been assuming that the mechanic is just half finished and will be more finely tuned at some point. Certainly there's still a lot of unfinished content, but I don't know if that correlated with unfinished mechanics.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Paul on April 11, 2011, 08:44:37 pm
Phase cannons are extremely powerful.

I had one on one of my chars who had Evil Twin, and right after getting it the twin showed up and one shotted me with it (right through my 13 AV).
Title: Re: Caves of Qud: Now in Open Beta
Post by: fatherjimbo on April 11, 2011, 08:56:54 pm
Why isn't there a texture pack for this yet? I assume it's a technical problem?

Love the game but the ascii is a big distraction for me.
Title: Re: Caves of Qud: Now in Open Beta
Post by: beorn080 on April 11, 2011, 09:04:54 pm
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: amjh on April 12, 2011, 01:23:40 am


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?
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on April 12, 2011, 02:28:30 am
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 :)
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on April 12, 2011, 02:29:00 am
[doublepost I'm dumb]
Title: Re: Caves of Qud: Now in Open Beta
Post by: Darvi on April 12, 2011, 02:32:00 am
.
???
Title: Re: Caves of Qud: Now in Open Beta
Post by: Tarran on April 12, 2011, 03:22:38 am
.
???
You cannot possibly comprehend the mighty thing that is The Dot!
Title: Re: Caves of Qud: Now in Open Beta
Post by: Orb on April 12, 2011, 06:12:52 am


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?

In my experience, you will be on fire for at least 20 turns, and with  internal combustion, over 40 turns or more sometimes. This means early game you will die if you can't find water FAST. Its also terribly inconvienent when you are about to die fighting a drillbot. [P]ouring liquid over yourself puts out the fire the turn you do it, saving you the damage and wasting one turn. If you don't have to flee the area, you can just simply scoop up about 75% of the original liquid or so back up from the ground.

I believe fire also might have to do with temperature, which may be what the above person was talking about. I haven't really been paying attention to temperature until I got freezing hands this character around, and its likely that the higher your temperature is, the longer you will be on fire. So pouring water on yourself resets your temperature, likely.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Deon on April 12, 2011, 06:24:15 am
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 :)
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.

By the way, about the steam and the water... It would be nice if the steam had a temperature by itself which would affect the damage. Then the water would just evaporate if you're too hot and wouldn't kill you. It doesn't seem to be intuitive NOT to die from the temperature but to die from this temperature boiling a water.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Toaster on April 12, 2011, 07:53:04 am
I hit whatever it was I was fighting with a torch and lit him up, then caught myself on fire when I tried to walk over his flaming corpse.  There was a pool two squares away, so I thought "hey, why not?" 

You take 25 damage from the scalding steam!  You die!


It's probably just an unfinished mechanic.   And yes, I did wait a square in the water (not seeing the cloud of steam I was standing in, but seeing it around me.)
Title: Re: Caves of Qud: Now in Open Beta
Post by: Magentawolf on April 12, 2011, 08:09:32 am
I've had my temperature get up to 5k or so when I got trapped with a couple of fire ants; survived that, but it took pouring water over myself to get that back to normal. Usually, I've seen one 'on-fire' hit take you to 300-500 or thereabouts, and two or three turns of waiting will be enough to beat the flames out.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Rooster on April 12, 2011, 10:59:31 am
What the hell is a desalination pellet?
Title: Re: Caves of Qud: Now in Open Beta
Post by: beorn080 on April 12, 2011, 11:03:09 am
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: forsaken1111 on April 12, 2011, 11:22:40 am
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Rooster on April 12, 2011, 11:26:10 am
The thing is I can't dip it in the waterskin.
I can only 'a'pply it

Also caves of qud alchemy is awesome.

Try to make the following, it's just fun to seek out those things:
lush salt
honeyed water
pure salt
Title: Re: Caves of Qud: Now in Open Beta
Post by: cerapa on April 12, 2011, 11:33:27 am
I just built a chain-pistol straight from the schematic. I got a drumloaded slender one.

Then I scanned it with psychometry and ended up learning to build a lacquered one.

Wut.
Title: Re: Caves of Qud: Now in Open Beta
Post by: forsaken1111 on April 12, 2011, 11:41:36 am
I just built a chain-pistol straight from the schematic. I got a drumloaded slender one.

Then I scanned it with psychometry and ended up learning to build a lacquered one.

Wut.
You guy is like "I could totally lacquer this bitch..."
Title: Re: Caves of Qud: Now in Open Beta
Post by: Angel Of Death on April 12, 2011, 11:43:43 am
What do solar and chem cells do?
Title: Re: Caves of Qud: Now in Open Beta
Post by: forsaken1111 on April 12, 2011, 11:44:22 am
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: cerapa on April 12, 2011, 11:47:19 am
I just built a chain-pistol straight from the schematic. I got a drumloaded slender one.

Then I scanned it with psychometry and ended up learning to build a lacquered one.

Wut.
You guy is like "I could totally lacquer this bitch..."
But I would totally have have to take out the drum loading and make it weigh more.

Screw it, Ill do it.
Title: Re: Caves of Qud: Now in Open Beta
Post by: beorn080 on April 12, 2011, 11:48:49 am
Solar cells are quite nice with photosynthetic skin, since you can take em down while diving, then when you get wilted go up and drop the cells to recharge them.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Strange guy on April 12, 2011, 11:56:06 am
Quote
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)

From here (http://forums.freeholdentertainment.com/showthread.php?92-Caves-of-Qud-What-s-in-the-Works#post1302558978)

Seeing how it's been mentioned in this thread I'm sure you guys will be pleased to know it been worked on, as am I because I have lost characters to steam, and lava's always good. The rest of that thread is also interesting, for anyone who hasn't seen it yet.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Mephansteras on April 12, 2011, 12:09:58 pm
Neat. Very interesting seeing what's in the works!
Title: Re: Caves of Qud: Now in Open Beta
Post by: Rooster on April 12, 2011, 12:56:19 pm
How about making chemicals, and herb combined with certain types of liquids make potions?

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?
Title: Re: Caves of Qud: Now in Open Beta
Post by: Tarran on April 12, 2011, 01:50:40 pm
How about making chemicals, and herb combined with certain types of liquids make potions?

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?
Which will likely rust your teeth out?
Title: Re: Caves of Qud: Now in Open Beta
Post by: cerapa on April 12, 2011, 02:24:42 pm
Found a typo.

Apparently I can sting to guarantee a strike with the stringer.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Mephansteras on April 13, 2011, 12:08:09 am
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()
Title: Re: Caves of Qud: Now in Open Beta
Post by: Yoink on April 13, 2011, 02:55:30 am
Argh. Just got swarmed by four irritable tortoises, an army of rock-throwing babboons, ants and several salalmanders.
SERIOUSLY! I get that they're IRRITABLE, but half my health in ONE HIT?!!! :P
Title: Re: Caves of Qud: Now in Open Beta
Post by: beorn080 on April 13, 2011, 09:02:43 am
Psychometry seems vastly powerful for tinkerers. Never need to learn from a data disc, just tinker up the item and use the mutation on it. Probably should be a 5 point mutation.
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on April 13, 2011, 09:23:16 am
*Updated AI aggro routines to correctly respect line of sight, unless they have remote seeing abilities
*Creatures the player hasn't seen will be more active
*Cooldown on Charge reduce to 15 from 100
*Turrets now have a greatly increased agility and resulting accuracy with missile weapons, which increases with higher Tinker levels
*Slightly increased horned chameleon's strength
*Salthoppers may now sprint
*Fixed a minor issue with the to-hit math for stinger
*Fixed the display of stinger penetration (no change to power level)
*Fixed an issue with flying allowing you to cross walls
1.0.4120.15885
Title: Re: Caves of Qud: Now in Open Beta
Post by: Frostbite on April 13, 2011, 09:36:01 am
*Slightly increased horned chameleon's strength
*Salthoppers may now sprint

What i read is * HAHAHAHA U DIE MOAR NOW
Title: Re: Caves of Qud: Now in Open Beta
Post by: beorn080 on April 13, 2011, 09:51:09 am
*Fixed an issue with flying allowing you to cross walls
1.0.4120.15885
Holy carp I posted that like an hour ago. Unless you already knew.

Also, Frost, you forgot Charge. Lots of critters have charge, which means they can now spam it more.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Toaster on April 13, 2011, 10:09:17 am
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on April 13, 2011, 10:15:23 am
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.

No, I mean literally increased the Strength stat a little.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Toaster on April 13, 2011, 10:53:34 am
Oh, ok.  I'll just keep shooting them at low levels- thanks for the info.

Making an Artifex sucks if Tam doesn't have a musket.  One game he had a desert rifle- that was awesome.
Title: Re: Caves of Qud: Now in Open Beta
Post by: beorn080 on April 13, 2011, 11:32:10 am
Making a tinkerer is great when the glowpad merchant has a combat shotgun that has a pristine electronics in it you can use to make a force bracelet, and you also have psychohistory.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Toaster on April 13, 2011, 11:54:53 am
I'd agree if I had ever seen the glowpad merchant.  I did run into a dromad merchant a couple of times in the wastes- got another desert rifle off of one.

Is the carbine any more or less accurate than the desert rifle, or does it just have a larger clip?
Title: Re: Caves of Qud: Now in Open Beta
Post by: beorn080 on April 13, 2011, 12:06:21 pm
Glowpad merchant is somewhere in the watervine swamps. It's a good sized chunk of area to explore, but nothing more threatening then crocs, short of a lair or ruins. You can also turn on view overland encounters in the options menu, the Glowpad will be a yellow $, and is a teal * in the regional view. Just be very careful when you go looking for him, if anything attacks you it will too, so stay away from water and lead crocs into areas where you know it isn't.

As for the carbine, probably just a larger clip, though that's never a bad thing. Just wait to you get an electrobow. Those are amazing weapons.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Mephansteras on April 13, 2011, 12:26:18 pm
Carbine is a great weapon. Larger clip than the desert rifle (24!) and it fires 3-round bursts. A carbine with the Suppressive Fire skill is great for keeping nasty enemies at bay. Slaughtered tons of bots with that weapon. Combat shotgun is great too, since it is brutal at close range and holds 6 shots.

Electrobow is amazing, however. Doesn't do great damage, but it has good penetration (10) and since it uses a cell you don't have to worry about reloading. It also serves as a good light source, which is pretty awesome.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Toaster on April 13, 2011, 01:48:01 pm
Yeah, I'm too lazy to seriously look for him, and I have overland encounters off.  72 screens is too many, and I usually die when I find a ruin, poke around it, and hit an electrofuge.  I hate electrofuges.

Noted on the carbine- I'll have to keep my eyes open for one.  I've gotten a chaingun schem a couple times, but never made one.

I saw an electrobow schem in Argyve, but died before I could buy it.
Title: Re: Caves of Qud: Now in Open Beta
Post by: cerapa on April 13, 2011, 02:08:35 pm
Electrofuges? I usually kill them in 2 turns and dont even notice when they hit me. Good XP though.

But then again, I die at the sight of anything with a ranged attack so...
Title: Re: Caves of Qud: Now in Open Beta
Post by: beorn080 on April 13, 2011, 02:27:21 pm
Chainguns and chainpistols are devastating weapons. I think 5-6 shots every time you pull the trigger, with chainpistols hitting 10-12 if you dual wield with the dual fire skill. They tear everything up.

Re: Electrobow = light. Never knew that. I typically have a glowsphere of some variety pretty early, though wandering around this game with nightvision at night is fun, since nothing aggros unless you can see it. Makes hunting equimax easier since those god damn dragonflies don't aggro at night without a light source.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Mephansteras on April 13, 2011, 02:31:10 pm
I wouldn't have noticed the light aspect either, except that I was playing a True Man (child of the Deep) who started with a headlamp and had left my Knollworm Skull on after trading for the bow and went down into a cave. Was wandering around for a bit and then realized I had never switched helms but still had light. The bow was brighter than the headlamp, too. About as good as the Mining helmet.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Aqizzar on April 13, 2011, 04:07:07 pm
*Slightly increased horned chameleon's strength
*Salthoppers may now sprint

What i read is * HAHAHAHA U DIE MOAR NOW

Yep, I'm never updating again.  I mean really, what did Cave of Qud need?  Oh right, make it fucking harder to survive at low levels.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Soulwynd on April 13, 2011, 04:17:59 pm
Question:

Can be pick turrets back up now? I remember the only time I tried, I couldn't pick it up to recover it.
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on April 13, 2011, 07:36:30 pm
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()

You might want to fully delete and reinstall. If you modify a file like objectblueprints.xml by accident, like by hitting save with it open in notepad, the installer won't overwrite it the next time so you'll end up out of sync between the xml file and the main game executable. I need to figure out how to force the MSI to update all the files regardless of edited state.
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on April 13, 2011, 07:58:09 pm
*Rest until healed now only takes into account visible hostiles
*Added a clock to the first sidebar view
*Added a UI option to display your location instead of your name on the sidebar
*The third sidebar view will show abilities that do not have key mappings
*Added a UI option to display bit costs as alphanumeric characters, instead of just dots, for the colorblind
*Updated the zone name tables
*Updated some immobile melee enemies to not stop autowalking unless you walk within a small radius
*Glowfish are no-longer hostile
*Young Ivories are now much easier to find if you search
*Charge can no-longer be used if you are in melee combat
*Charge attacks now grant a +1 penetration to your primary weapon for that attack
*Fixed a typo in narcolepsy
*Fixed some instances where popups or dying during a 'spinner' would make it go wacky
*Fixed some buggy interactions with resting until healed and narcolepsy
*Fixed a few spelling and grammar issues in Stinger
*Fixed the display of stinger damage in 'next level' display to correctly match actual behavior
*Fixed a few rare exceptions in some of the shape drawing utilities
1.0.4120.35820
Title: Re: Caves of Qud: Now in Open Beta
Post by: Tarran on April 13, 2011, 08:05:42 pm
*Rest until healed now only takes into account visible hostiles
Finally. 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
Title: Re: Caves of Qud: Now in Open Beta
Post by: Toaster on April 13, 2011, 09:52:20 pm
That'll make finding the glowpad merchant easier, though more annoying if you're using them for a quick early level.

Stunning Force is absolutely hilarious against them.  It's like dynamite fishing.


Thanks for adding the clock as well.  It's annoying to not know what time it is.
Title: Re: Caves of Qud: Now in Open Beta
Post by: beorn080 on April 13, 2011, 10:03:48 pm
Interestingly, as part of this change, everything seems to attack the glowpads now, including the merchant. Of course, this time the bastard has a 1000 dram weird artifact and the croc didn't have the courtesy to kill him for me so now I have to buy it.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Mephansteras on April 13, 2011, 11:47:40 pm
Doing a fresh install seems to have helped. Not sure how it got messed up but, eh.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Toaster on April 14, 2011, 09:20:49 am
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Toaster on April 14, 2011, 10:18:21 am
I just ran into a hermit wearing and wielding chain mail.  Awesome.

Also, a random merchant has a $1785 unknown artifact that I want badly.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Niveras on April 14, 2011, 10:22:19 am
I tend to agree multiple arms is a little underpowered. Even at 10 points it's only about a 16% extra chance per arm for an extra attack. I guess those extra attacks might also benefit from any weapon skills you have (think Cudgel - Flurry). As far as shields go, the block chance is already so high but I don't know for sure if multiple arms allow for multiple chances to block. My gut says no - see third paragraph.

I interpret it to say that only your original left arm gets the additional dual wield chance. Your other two can only proc via the Multiple Arms mutation chance.

I wouldn't mind seeing the cost bumped up to 5, but allow you to benefit from stats on those extra hands/arms. That might be too OP, though, especially in terms of the AV bonus. You do lose DV if you try to equip multiple shields/bucklers but I would not normally benefit from stats on my extra pair of hands, for example. It did glitch out sometimes and I would benefit but I was never able to do so consistently.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Toaster on April 14, 2011, 10:31:52 am
Bug report:  I have a rusted silver nugget.  I paid Argyve 5 drams to repair it... and it's still rusted.  It ate my money and didn't do anything.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Strange guy on April 14, 2011, 10:46:48 am
I ran into the same problem with several items, including a ego booster I broke while trying to identify it. It still worked, though I don't know whether that was due to the repair or the broken state no longer working correctly.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Magentawolf on April 14, 2011, 11:34:12 am
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: blackmagechill on April 14, 2011, 12:29:52 pm
Got my first character to level five and almost out of red rock. Eyeless crab got me though.
Title: Re: Caves of Qud: Now in Open Beta
Post by: beorn080 on April 14, 2011, 12:31:37 pm
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on April 14, 2011, 12:32:17 pm
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.

The dual wield skills only apply to your first offhand. Any additional hand's attack chances are controlled only by the mutation.

However, if an additional offhand attack occurs, all effects that would apply to an attack or offhand attack (Jab, etc) are applied just the same as your first offhand.
Title: Re: Caves of Qud: Now in Open Beta
Post by: blackmagechill on April 14, 2011, 12:41:58 pm
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Darvi on April 14, 2011, 01:03:16 pm
I usually just kill some stuff, go to red rock, go to the rust wells, and get killed somewhere along the way.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Magentawolf on April 14, 2011, 02:03:59 pm
Bit of a bug report - I was lost and found some traders; upon talking to them it said that I'd asked about my location, and that I was no longer lost.

Attempting to travel from there afterwords, however, it prevented me from doing so due to still being lost.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Toaster on April 14, 2011, 03:27:07 pm
I had a level (Redrock 3) spawn with the up and down staircases on the same square.


Also, when you have a lot of items in your inventory, page down will only go down so far (two pages) in your inventory. You have to use the down arrow to go the rest of the way.
Title: Re: Caves of Qud: Now in Open Beta
Post by: beorn080 on April 14, 2011, 04:09:46 pm
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Mephansteras on April 14, 2011, 04:11:23 pm
Random question: Is there a reason there are no 2 point mutations?
Title: Re: Caves of Qud: Now in Open Beta
Post by: Strange guy on April 14, 2011, 05:16:30 pm
I guess because it would be hard to make a 2 point that's strong enough to put points into or with a weak but continually useful enough effect to be useful even if it can't gain levels. Though there really needs to be 2 point mutations or more 1 points, when you have 2 points left over there's not much worth taking, compared to tons of choice in 3,4 and 5 mutations.
Title: Re: Caves of Qud: Now in Open Beta
Post by: beorn080 on April 14, 2011, 05:49:54 pm
If your not making a straight esper, analgesia is a great defect that just makes your health be displayed the same way as the critters normally are. Or just take two 1 point mutations. They're all pretty well useful, especially spit slime and kindle.

Edit: Bug. Steam that has been cooled with Freezing hands or other cooling effects doesn't cool down and recondense.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Aqizzar on April 14, 2011, 07:59:09 pm
Going from a level 15 character with an arsenal of grenades, dual folded-carbide shortswords, scoped rifles, and a bag of witchwood bark, back to a level one character is pretty jarring.  I suddenly remember that my only defense is basically to run and hide, and wait for my health to regenerate.  Getting killed by a snapjaw brute again is almost refreshing, if it didn't mean having to rob Joppa blind all over again.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Toaster on April 14, 2011, 08:06:39 pm
I finally got my greasy mitts on a carbine, and it is indeed awesome.  Still don't know what that mondo-expensive artifact is, and it's probably gone by now if random merchants restock.  I did pick up a schem for a nuclear cell, though.

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.

I second this.  Light Manip you can sort of tell if you're in the dark, but outside in the day you have no indication.  Also, it'd be nice to have "turns until next charge gained" on the display, but that's far from priority.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Aqizzar on April 14, 2011, 08:16:38 pm
Speaking of guns, I've got quite a few schematics that I've never been able to build, because I can just never find some scrap bits.  I've got plenty of phasic crystal, but absolutely no pristine electronics, and I'm knocking on the door of Golgotha here.  When do the higher-tier scrap bits start appearing, in any quantity whatsoever?
Title: Re: Caves of Qud: Now in Open Beta
Post by: Toaster on April 14, 2011, 08:19:24 pm
Regenera injectors can get you the yellow one (photonics I think) pretty easily, but I've never seen any of the others.  Time cube takes 4 top tier bits IIRC, whatever the heck it does.
Title: Re: Caves of Qud: Now in Open Beta
Post by: beorn080 on April 14, 2011, 08:24:15 pm
Time cube is god mode emergency button. Regenera seems to either give one photonic or two nano. Personally, two nano are far more worthwhile.

I agree with pristine electronics. I've had games where I've had over 50 of every lesser bit, and over 100 of each of the tier one bits, and not a single pristine electronic. I've sat on half a dozen discs lately where I had mass amounts of everything, but had no pristine electronics to make even a single one.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Magentawolf on April 14, 2011, 08:25:24 pm
If you get Expert Disassembler, then you can pick apart revolvers, muskets, and desert rifles for some nice bits (Pure Alloy, Perfect Crystals, and Power Systems). I've never seen Nanomaterials, or anything past it, though, and I've even gone wandering around the space elevator.
Title: Re: Caves of Qud: Now in Open Beta
Post by: beorn080 on April 14, 2011, 08:35:01 pm
I picked up a nanomaterial bit of scrap from the glowpad merchant this game. And ya, expert disassembler is the only thing that makes tinkering really possible at all. It's pristine electronics and better that are so hard to find.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Strange guy on April 15, 2011, 08:43:05 am
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.

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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Magentawolf on April 15, 2011, 09:41:40 am
Sower's Seeds are definitely very ouch'y; the goatfolk tend to be the most annoying enemies due to that.

Troll Firestarters use flamethrowers, don't they? When I picked one up, I was doing x5-6 crits to everything they hit...
Title: Re: Caves of Qud: Now in Open Beta
Post by: Darvi on April 15, 2011, 09:42:47 am
Huh. Those must be modified Backburners.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Strange guy on April 15, 2011, 10:46:13 am
I swear they didn't drop any flamethrowers after I killed them, and the damage messages I got didn't involve any multipliers.

Edit: Just downloaded the game and checked through the files on the creatures. It's fireslingers not starters, and they have level 4 flaming hands, and no flamethrowers. Seems flaming hands ignores armour and resistance. I imagine freezing hands does the same, so I'm glad I didn't try to kill the joppa warden with that character. I also got a gaslight weapon- it seems they always act at maximum penetration (the same as folded carbide I think) regardless of strength so long as they are powered, though I might be wrong. Good for low strength characters.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Niveras on April 15, 2011, 11:04:53 am
Firestarters have Ghostly Flames, AFAIK, the same 'equipment' you get if you choose Flaming Hands. However, that alone does not preclude the possibility that they may rarely spawn with a flamethrower.

Edit: F5'd
Title: Re: Caves of Qud: Now in Open Beta
Post by: lemon10 on April 15, 2011, 11:52:54 am
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.

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.
Yeah, firestarters are easily the most dangerous of the trolls, since they can do tons of damage at range.
59% fire resistance still means they do lots of damage though :(
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).
Title: Re: Caves of Qud: Now in Open Beta
Post by: Strange guy on April 15, 2011, 11:58:50 am
They have level 4 flaming hands, which means 4D6 damage I believe (same as fire ants and dawngliders). One of them got a 20 damage hit on me. So it looks like fire resistance didn't do anything. Though fire resistance is definitely not totally broken, at one point I was taking only 6 damage from steam while I had around 30 or 40 fire resistance, so maybe it isn't percentage.

Also those tactics work well against single sowers, but in a group, or with a hornblower to make you run around in their firing range? Not quite as effective.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Mephansteras on April 15, 2011, 12:07:41 pm
Or when you run into one in a fairly low-level area and get killed before you know they're there.

Title: Re: Caves of Qud: Now in Open Beta
Post by: Tarran on April 15, 2011, 01:15:04 pm
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: beorn080 on April 15, 2011, 02:07:27 pm
I think electrical discharge could use a a point drop from 4 to 3. It seems to be about equal to light manipulation compared to the other attack mutations in their categories. Reliable, fast, but not even close to as strong as the various 5 point attacks. I'd even say Light Manip is stronger then Electrical discharge, since it has massive penetration and serves as a light source and a ranged attack.
Title: Re: Caves of Qud: Now in Open Beta
Post by: cerapa on April 15, 2011, 02:10:23 pm
Waaaaaay stronger.
Getting into discharge range can give the enemies an opportunity to attack too.

Light manipulation is one of the best mutations imo though, so that might be throwing it off.
Title: Re: Caves of Qud: Now in Open Beta
Post by: beorn080 on April 15, 2011, 02:19:28 pm
Maybe making Electrical Discharge have a fire pattern like Quills when activated, plus the spread to adjacent possibly spreading it out and hitting more.

It seems like it's potential power is massive, being effectively 24d4 at level 10, so for melee monster players it could be extraordinarily powerful. Hmm.

Edit: I just found an extraordinarily amazing item. One that has been mentioned recently and couldn't be figured out.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Orb on April 15, 2011, 02:41:49 pm
Electrical Discharge does more damage, can build up charges, has a 100% penetration, 100% hit rate, and can bounce off onto nearby targets. Light manipulation can't build up charges,, doesn't have 100% penetration, and does less damage. Its range is rather low also.

I'm not totally positive on on these stats, I haven't used Light manipulation as much as ED.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Toaster on April 15, 2011, 02:45:07 pm
Bug report:

If you have one round in a carbine and fire it, it still shoots three times.  I don't have one to test, but I assume the chaingun would act in the same way.
Title: Re: Caves of Qud: Now in Open Beta
Post by: FuzzyZergling on April 15, 2011, 02:47:00 pm
Light manip does actually build up charges. The more charges you have, the brighter you shine and the more lasers you can fire.
Title: Re: Caves of Qud: Now in Open Beta
Post by: cerapa on April 15, 2011, 02:50:08 pm
Light manipulation builds up charges, it can also crit and has a very good penetration value, which means it crits, a lot. Light manipulation also has utlity in its light generation, as well as it being hilarious to have your evil twin shoot at you, and have them bounce back at him. The range is enough imo. And its level is increased by ego meaning you dont have to spend mutation points.
Title: Re: Caves of Qud: Now in Open Beta
Post by: beorn080 on April 15, 2011, 02:50:15 pm
Light manip's range is about the same as freezing hands. I'm just saying that Light manip seems to give a lot more then electrical discharge for its three points vs ED's 4. 6 rapid fire shots of 2d4 penetration 10 attacks with range of 8 that doubles as a light source seems to be a bit more overall powerful then a single shot of 10d4 100% penetration at point blank range.

Edit:This has to be a bug due to its massive power. Spoilered for those who don't wish to learn of a massively game breaking item of immense proportions.

Spoiler (click to show/hide)
Title: Re: Caves of Qud: Now in Open Beta
Post by: vaaern on April 15, 2011, 03:26:44 pm
just bought this game, but haven't played much. Do have a question, do you have to do the quests? or can you just run around freely?
Title: Re: Caves of Qud: Now in Open Beta
Post by: beorn080 on April 15, 2011, 03:39:44 pm
You can do whatever you want. Quests just provide some extra xp and occasionally some items.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Niveras on April 15, 2011, 03:43:52 pm
And advance along the plot, but I'm sure exploration is (more or less) limited only by danger.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Mephansteras on April 15, 2011, 05:04:33 pm
I think iron daggers have the wrong stats. They're 4p 1d6 damage. Same stats as a Steel Utility Knife, while Iron short swords are only 1d4 damage.

Also, bug: I'm wandering around in the caves below Jappa and there are snapjaws stuck in the walls.
Title: Re: Caves of Qud: Now in Open Beta
Post by: cerapa on April 16, 2011, 12:17:20 pm
Im confused about quills. It says it shoots 10% of the quills, does that mean that in my current state, it would fire 100 3p 1d4 projectiles?
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on April 16, 2011, 03:34:35 pm
*Fix for some effects not getting correctly removed (i.e. not becoming unlost when expected)
*Desalination pellets are now correctly used up when applied
1.0.4123.27877
Title: Re: Caves of Qud: Now in Open Beta
Post by: beorn080 on April 16, 2011, 03:43:10 pm
Perhaps drop the price on the pellets then. Even with maximum ego boosts, they're like 100 drams of water for at most 64 dram return, often doing nothing. Unless there is a trick and you can apply the to bulk water.

Edit: I'm running the version before this last patch, and in leveling up to 40 and choosing random mutation, I got both Cold and Heat absorbtion as choices. Having never seen these before, I snagged heat. Immunity to heat is nice.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Strange guy on April 16, 2011, 04:03:28 pm
Another bug I forgot to mention- while not on the most up to date version (it was on the one that introduced stingers) my character appeared to be constantly burning when using the look command, but most definitely wasn't on fire (except when fighting troll fireslingers). It might have started when I first used kindle, but I'm not sure.

cerapa- Yes it would (assuming you have 1000 quills)
Title: Re: Caves of Qud: Now in Open Beta
Post by: beorn080 on April 16, 2011, 04:06:06 pm
Divided by 8 for the 8 squares it hits, possibly nine if it hits your own square too, not sure on that one. It is one of the best armors you can get in the game.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Rooster on April 16, 2011, 04:44:59 pm
I actually hate the friggin guts of carapace and quills.

They don't approach the maximum AV armor, which is crysteel shardmail at 8.
Carapace and quills have 6 each at maximum, and except extra utility uses, they suck to me.
They need 9 mutation points to max out (actually just 8 for maximum armor)
And then i'm stuck at an armor that has 2 points less than a friggin just-a-little-less-common item.
Id' rather spend those 9 mutation points gettin force walls (Which I also hate)
All the mutations that I ever like are either passive bonuses(regeneration,multiple arms,double muscled), and attack mutations.
I realise that some people are content with the next best thing, but I'm a min-maxer, I have a compulsory need to have the best build in the end, and if an item can be better than a huge point investment, then I'm not having any fun.
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.

Even tho, there are plenty of mutations to never even use all of them for a long time, I still think there could be a couple more, and some should jump from being *useless* to *an ok alternative*

Weird fact: I cannot play a non-tinker. I take the necessary inteligence for all my characters. I don't know why.
Title: Re: Caves of Qud: Now in Open Beta
Post by: beorn080 on April 16, 2011, 04:51:16 pm
Carapace provides alternate protection though. You'd be hard pressed to find a piece of armor that has 50% heat and cold resists. Likewise, Quills SLAUGHTERS anything you get into melee range with.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Rooster on April 16, 2011, 04:58:32 pm
Plenty of things do.
A properly built character will kill anything without problem.
However, some enemies are ridiculous to kill.
For example the very last level of Bethesda susa, the crazy mechanist people temple.
Or some wildlife enemies.
And don't try getting into melee range with Mamon Souldrinker.
He's killable provided you are the marathon runner.

I'll try to test the damage output of quills and electrical discharge, as I never liked those things.

EDIT: Ok, so I'll try to give my thought on things nobody ever thinks about it seems.

By the end of bethesda susa your character will be at level 18-24 (never got farther than tomb of the eaters)
As a mutant You'll get about 20 mutation points, letting you to max 2 physical mutations at the cost of not taking any random mutations.
An esper will be able to buy 5 mutations, easily reaching levels of 5-7 with the ego bonuses.
at 24 the character will undergo 8 stat upgrades. 4 to all stats and 4 distributable points.
Every point of intelligence gives 4 skill points a level. True Men get +20 skill points.
By level 20 no character can hope for more than 2500 skill points.
The cost of buying every skill from a skill tree is usually about 1500 (with exceptions)
A character will roughly reach HP of 80-140 in 20 levels
No-one forces anyone to take ALL skills in a skill tree. The player needs to only meet the requirements. Bonecrusher without other worse skills in that skill tree is actually pretty cheap.

I hope it will help the min-maxers out there to better plan their characters.

There are some issues I'm having with this:
Ranged combat is skillpointwise exclusive to melee as you can't invest skillpoints in both effectively.
Ranged combat needs a way bigger atribute investment to be effective.
Ranged combat is not as flashy as one can hope it to be. There are no plasma miniguns, no bazookas ripping enemies apart.
Melee combat is just more convenient and more viable. I tried to make a min-maxed ranged character, and neither pistols nor bows & rifles were any better than simple mace to the face.
I can't hope to have a character of level higher than 25 because the dificulty of enemies doesn't scale globally, and I don't have any issue with enemies not respawning, but still killing snapjaws by level 25 is ridiculous. Providing more places to explore and kill level-appropriate monsters for all level ranges would be sweet.
Not all atributes are represented equally, hence willpower and ego are almost always dump stats, and nobody I've seen has bought thougness based skills, nor most of intelligence ones.

I hope my opinions helped somewhat
Title: Re: Caves of Qud: Now in Open Beta
Post by: Niveras on April 16, 2011, 05:21:14 pm
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.

These arguments seem spurious. I never even knew crysteel shardmail existed, so I would definitely not call it a 'little less common' item. Being 6 AV at maxed is actually the best body armor I've ever found, the next best being 5 AV fullerune, which is also 90 drams weight, or carbine plate, which is 5AV/-5DV. (My most progressed character was a multi-armed photosynth with carapace - he completed all the quests until burning the plantation, which then warned that the next quest was NYI. I went to the deathlands and was promptly slaughtered by chrome pyramids, or whatever those things are called, and retired the character. Level 25. I admit I didn't explore much or delve deep into random underground lairs.)

Carapace and Quills are fine. A lot of the mutations have powerful effects and huge tradeoffs.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Rooster on April 16, 2011, 05:30:58 pm
Carapace and Quills are fine. A lot of the mutations have powerful effects and huge tradeoffs.

That is a good point you are making. And I guess it's not that imbalanced, since True Men need their cake and eat it too, and those plastic and metal armors need to be viable to them, compared to what a mutant can acheive.

However at 10 mutation points, armor mutations are just making me uneasy. I never, ever give up on mental mutations, instead of other way around. I often gave up on physical ones. The physical ones, have drawbacks, and are unaffected by stats. The mental ones aren't

I would actually like these mutations if they were affected by thoughness bonus.
Title: Re: Caves of Qud: Now in Open Beta
Post by: beorn080 on April 16, 2011, 05:35:55 pm
If physical mutations were affected by stats in the same way as mental, freezing hands, by itself, would be worth 8-9 points. It would be massively powerful.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Soulwynd on April 16, 2011, 05:39:27 pm
Maybe, but that wouldn't be very balanced.

Ego+Wil characters get all those bonuses because they're pretty much horrible to play as it is. They really need that.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Rooster on April 16, 2011, 05:51:06 pm
Are passive bonuses really worth the same value as 3-4 attack mutations?
Well, I don't like physical mutations, and I never had difficulty playing espers. I guess it's a matter of preference and leave it at that.
I would like to see at least a 'mutator chem autoinjector' that gives a random mutation,defect, or a mutation point. Would be pretty sweet.
Also, just now I found now that electrical generation is pretty good.
I summoned a slumberling.
Maxed out electricity did 65 damage to him, while maxed quills only 17.
Unless I plan on fighting hordes at the same time, I don't think more ammo offsets smaller damage.
It's only 4p so armored monsters are almost immune to quills
Title: Re: Caves of Qud: Now in Open Beta
Post by: Tarran on April 16, 2011, 06:17:08 pm
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.

Quote
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".

Quote
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Magentawolf on April 16, 2011, 09:35:28 pm
So, I'm at the temple of Bethesda Susa... and there's just so much loot laying around. I've never seen so much folded carbide in my life, but I simply can't carry it all! I want an upgraded recoiler-type-gadget that'll bring you back to where you /were/ after using it a second time.

Or maybe a recoiler where you can entire your current coordinates into..
Title: Re: Caves of Qud: Now in Open Beta
Post by: Tarran on April 16, 2011, 11:32:39 pm
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on April 16, 2011, 11:58:48 pm
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.

FYI, I think I fixed all the big pile crashes (which were actually rendering issues) last patch so if you see one in a newer build, let me know.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Rooster on April 17, 2011, 07:09:26 am
I hate the bethesda susa gunslinger dude.
He drops 2 overloaded laser pistols.
He was very annoying.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Magentawolf on April 17, 2011, 09:07:18 am
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.

Yeah, that ended up being what I did; but now I still have to go through all of the upper levels again to explore what's beneath the shrine. :)

EDIT: Why does a shotgun shell require a tier 2 Pristine Electronics to tinker up? o.o;

I've also apparently found two different Speed Booster data disks in this save; one is light blue and requires Tinker II, the other is a darker blue and is only a Tinker I item.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Rooster on April 17, 2011, 10:23:40 am
The name's the same, but a diferent stat boost to quickness.

Title: Re: Caves of Qud: Now in Open Beta
Post by: Magentawolf on April 17, 2011, 02:02:53 pm
Madpoles... madpoles. Never, and I mean never, get anywhere near these abominations.

In one round, my level 24 dual-wielding-plastic-and-fullerite-armoured true human had his feet, right hand, and left arm dismembered. The next round they severed his right hand again.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Mephansteras on April 17, 2011, 08:53:56 pm
Ok, given the choice which ONE would you build?

Chainpistol
Combat Shotgun
Sniper rifle

I have basic skill in both pistols and rifles, but no higher skills. Str & Dex are 19 and 18 respectively, so I'm only going to be getting low level abilities in those trees regardless.

I currently have two revolvers, a pump shotgun, and a grenade launcher.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Toaster on April 17, 2011, 10:29:18 pm
Hm.  I'd take the sniper rifle for long range high-pen punch, but I'm a bit biased against pistols.  Seems like you have short range covered already.

Do you use the pistols or shotty more?  If the pistols, the rifle, but if you use the pump more, you might want the combat shotty as a boost to the common case.
Title: Re: Caves of Qud: Now in Open Beta
Post by: beorn080 on April 17, 2011, 11:07:31 pm
Chain pistols will TEAR through your lead slugs. Which is not specifically a bad thing, since they will kill almost anything really fast. Just something to be aware of.

I'd say the sniper rifle. You've got the pair of revolvers and a shotty already, the sniper rifle would be a nice long range punch. Could you deconstruct any of the gear you have to make more of what you listed? A pair of chain pistols with Akimbo for instance would pack an amazingly powerful punch.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Mephansteras on April 17, 2011, 11:29:27 pm
All of them need Pristine Electronics, and I only have one right now. And nothing to make sure I get more any time soon. Sounds like the Sniper rifle is my best choice. Thanks!
Title: Re: Caves of Qud: Now in Open Beta
Post by: Toaster on April 19, 2011, 11:23:31 am
Saving a character summary seems to lock up the game for me.

Also, is being held by a jilted lover supposed to prevent teleportation?
Title: Re: Caves of Qud: Now in Open Beta
Post by: Mephansteras on April 19, 2011, 11:47:26 am
Bah. Was doing great with that character and then the game crashed when I tried to save. Ended up having to start over from a much earlier save and ended up dying before I'd reached where I was prior to the crash. *sigh*

Quills & Regeneration was a pretty awesome combination, though. Especially with double-hearted and a high toughness. I could just stand in the middle a swarms of enemies and let them die around my while I wailed on the nastiest one.

Turns out the combat shotgun would have been a better choice, since I ended up using my pump shotgun more than the sniper rifle.
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on April 19, 2011, 02:27:04 pm
*You may now auto-walk to the nearest stairs up or down by pressing up or down while not on a stair
*Added a user option to prompt before auto-walking to stairs
*Ownership is now a global flag, and NPCs are a little more protective of their stuff
*Discharge will be disabled if you have no charges
*Creatures are a little more persistant about following you up and down stairs
*Fixed the name of the mega speed booster
*Fixed an issue where an incorrect zone's navigation weight was being applied to cross-zone pathfinds
*Fixed some issues with unlimited-distance pathfinding terminating early
*Fixed stairs blocking reachability map generation
*Fixed gelatinous frustums just sitting there and doing nothing
*Fixed the stats for iron daggers
*Fixed the bit cost for shotgun shells
*Fixed young ivories becoming revealed too easily by simply stepping next to them
*Fixed an extra space in the lanterned mod text
1.0.4126.25879
Title: Re: Caves of Qud: Now in Open Beta
Post by: Tarran on April 19, 2011, 02:30:42 pm
*Ownership is now a global flag, and NPCs are a little more protective of their stuff
Does that mean no more chest-stealing? Darn. :P
Title: Re: Caves of Qud: Now in Open Beta
Post by: Soulwynd on April 19, 2011, 03:04:23 pm
Aw... But I think the auto-walk makes up for it.

Unormal, next do an auto-explore, similar to crawl stone soup. That would be awesome.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Mephansteras on April 19, 2011, 03:16:27 pm
Glad the iron dagger got fixed, that was bugging me. Does make me wonder what the advantage of using a short sword is, though, since daggers have the same stats and are lighter.
Title: Re: Caves of Qud: Now in Open Beta
Post by: EuchreJack on April 19, 2011, 03:24:38 pm
Short swords should have greater penetration, because the blades are longer.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Mephansteras on April 20, 2011, 02:50:34 pm
Bug: A beetlebum consuming a girshling corpse counted as me picking it up for the quest.
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on April 21, 2011, 08:09:40 pm
*Added a 'Replay most recent character' option to the new game menu.
1.0.4128.36164
Title: Re: Caves of Qud: Now in Open Beta
Post by: Mephansteras on April 21, 2011, 08:22:49 pm
Cool!

Suggestion: New skill - Appraisal. Shows you the sell value of an item given your current Ego and its price per pound.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Tarran on April 21, 2011, 09:07:30 pm
*Added a 'Replay most recent character' option to the new game menu.
1.0.4128.36164
Wow, thanks. +50 points for that. It was seriously needed.
Title: Re: Caves of Qud: Now in Open Beta
Post by: cerapa on April 22, 2011, 08:16:50 am
I took a mutant with regeneration and blinking tick and some other stuff. Right now at the Red Rock river, in the middle of 20 crabs and knollworms who I teleported into. I am running in circles to avoid them and somehow managing to survive by healing fast enough between hits that I dont die.

Cant believe Im still alive.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Soulwynd on April 22, 2011, 08:17:59 am
When you have regeneration, double-hearted, and some skills, you're almost immortal if you can run.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Mephansteras on April 22, 2011, 10:08:09 am
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?
Title: Re: Caves of Qud: Now in Open Beta
Post by: Ahra on April 22, 2011, 10:10:05 am
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?
are there anyting in the stilt anyway?
Title: Re: Caves of Qud: Now in Open Beta
Post by: Mephansteras on April 22, 2011, 10:11:04 am
Nah, it was just a random slime level in the Rust Wells.
Title: Re: Caves of Qud: Now in Open Beta
Post by: cerapa on April 22, 2011, 11:53:32 am
Is blinking tick meant to trap you in small box-like sealed off areas, or does my luck just suck?

If it teleports, it teleports you to an inaccessible area without anything, and then sure takes its sweet time to teleport back. If it doesnt teleport you where you were standing before of course.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Tarran on April 22, 2011, 03:06:06 pm
Is blinking tick meant to trap you in small box-like sealed of areas, or does my luck just suck?
Your luck just sucks.
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on April 24, 2011, 12:07:31 pm
*Fixed some issues with 'replay most recent character' causing certain stat modifiers to incorrectly "stack up" between replays
*Items rusting now produces a message log entry
1.0.4131.21681
Title: Re: Caves of Qud: Now in Open Beta
Post by: Mephansteras on April 24, 2011, 04:05:09 pm
Bug: Starting with a two-handed sword and a dagger and both were equipped.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Darvi on April 24, 2011, 04:06:01 pm
<_<


>_>

*Insert  inappropriate joke here*
Title: Re: Caves of Qud: Now in Open Beta
Post by: Ochita on April 24, 2011, 05:26:38 pm
When you have regeneration, double-hearted, and some skills, you're almost immortal if you can run.
You just need a screwdriver...
Title: Re: Caves of Qud: Now in Open Beta
Post by: Frostbite on April 25, 2011, 03:25:33 am
When you have regeneration, double-hearted, and some skills, you're almost immortal if you can run.
You just need a Sonic screwdriver...

Btw ..You win for this post, made me laugh
Title: Re: Caves of Qud: Now in Open Beta
Post by: Vorthon on April 25, 2011, 02:48:38 pm
The Spindle has to be a space elevator. That's the only possibility that makes sense.

Also, Stunning Force is fun if you get its score boosted high enough through a high ego score.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Magentawolf on April 26, 2011, 10:59:55 am
The Spindle has to be a space elevator. That's the only possibility that makes sense.


Yep. Unfortunately, I've yet to find anything terribly interesting up there. Flamethrowers and the resultant burning don't do nearly enough damage to those trees, either..
Title: Re: Caves of Qud: Now in Open Beta
Post by: Vorthon on April 26, 2011, 11:38:16 am
Also, from the Canticles Chromaic, Verses XVII-XXIV:

Verse XXIII, Song of Eshurium

Oh - baetyl, baetyl, baetyl,
They made it out of chrome.
And when it's waxed and ready,
I'll have a new genome.


-----

That makes me think that Baetyls have some hidden capabilities, or at least they will once the game's finished.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Astral on April 27, 2011, 07:18:02 am
When you have regeneration, double-hearted, and some skills, you're almost immortal if you can run.
You just need a Sonic screwdriver...


Regeneration, double-hearted, Space-Time Vortex...

Also, what does the basic toolkit do, other than annoy me with its inability to do damage effectively?
Title: Re: Caves of Qud: Now in Open Beta
Post by: RedKing on April 27, 2011, 08:41:54 am
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.

Title: Re: Caves of Qud: Now in Open Beta
Post by: Magentawolf on April 27, 2011, 09:02:46 am
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..)
Title: Re: Caves of Qud: Now in Open Beta
Post by: Vorthon on April 27, 2011, 09:48:32 am
Am I the only person here who uses the F8 and F7 keys when their character's on the verge of starving and there's no hope of getting food in time?

I don't always use it, but sometimes I'm on a roll and don't want something trivial like my character starving to death stopping me.
Title: Re: Caves of Qud: Now in Open Beta
Post by: RedKing on April 27, 2011, 11:31:03 am
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..)

True. I suppose you could substitute Two-hearted for Double-headed, though I think you have to take a defect to fit all of that in. Though then you're basically a single head with two bodies. Which is pretty freaky.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Magentawolf on April 27, 2011, 02:11:54 pm
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.)
Title: Re: Caves of Qud: Now in Open Beta
Post by: Vorthon on April 28, 2011, 07:22:08 am
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.)

Yay! I'm useful! Sort of, anyways.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Werdna on April 28, 2011, 10:59:52 am
Is blinking tick meant to trap you in small box-like sealed off areas, or does my luck just suck?

Happened to me a lot too - but I always take the Teleport talent to go with it.
Title: Re: Caves of Qud: Now in Open Beta
Post by: beorn080 on April 28, 2011, 12:26:26 pm
I just had a thought on making True Humans more customizable along with mutants.

Since they are coming from a place that presumably equips them with a large amount of gear, let them select from a list similar to how Mutants select their powers. At least for generic gear, the classes that get special equipment would still get them, like the Artifex's scrap or that Horn the one guy gets.

Edit: Blast. Flamethrowers need a back slot, so they don't work with wings at all. BLAST.
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on April 30, 2011, 06:52:42 pm
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 really can't reproduce this, I've tried quite a bit, can anyone actually reliably get this to occur somehow? Is there some specific item that you're using when it happens?
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on May 01, 2011, 07:41:13 pm
*Mk III grenades take a tier 1 bit
*Removed the 'fill' command, 'pour' is now menu driven and much more flexible
*Multiple open liquid volumes will correctly mix instead of stacking in a single cell
*Unequipping should now catch all corner cases where the unequip event wasn't being fired
*Hitting escape to cancel out of quit commands no-longer confirms
1.0.4138.35257
Title: Re: Caves of Qud: Now in Open Beta
Post by: Mephansteras on May 06, 2011, 08:46:04 pm
Bug: I sold chain boots and 2 furs, had 2 drams of water on me, and it said I'd get about 18 drams for it. After the trade I had -44 drams of water.

EDIT: I have a waterskin with -46 drams of water in it that weighs -10 lbs

This might be related to me trying to apply a desalination pellet to brackish water. I'm pretty sure it's the same waterskin, at least. But I'd already poured out the water a while ago.
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on May 06, 2011, 09:36:14 pm
No I messed up pour, you can pour to negative volume. Next patch fixes it. We're chugging on the big golgotha rework, it's the next patch. Should be ready in the next few days. Trying for Sunday, but probably will take a little longer.
Title: Re: Caves of Qud: Now in Open Beta
Post by: beorn080 on May 07, 2011, 12:48:30 am
Hehehe, I found a DF reference. Very nice Unormal.

Note that if you dump out negative water, you can get massive amounts of water otherwise with the pouring and such, since it adds the negative amount to what you have. Also works for honey, and I presume other trade liquids.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Dutchling on May 07, 2011, 03:19:32 am
I got killed by a Jilted Lover >.>
Wtf is a Jilted Lover? I also think that eating the dog corpse wasn't very healthy...
EDIT: how do I attack with my horns? They seemed better than my Bronze Ax so I sold it but my character now attacks with his fists.
Title: Re: Caves of Qud: Now in Open Beta
Post by: cerapa on May 07, 2011, 03:48:20 am
Read the mutation info on it from the same place you can upgrade it.

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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Angel Of Death on May 07, 2011, 03:50:24 am
Hehehe, I found a DF reference. Very nice Unormal.
What is it?
Title: Re: Caves of Qud: Now in Open Beta
Post by: Dutchling on May 07, 2011, 05:32:05 am
Read the mutation info on it from the same place you can upgrade it.

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.
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: cerapa on May 07, 2011, 08:28:50 am
That shows the stats that the horns have when they proc.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Ahra on May 07, 2011, 08:37:14 am
is there anything in the 6 days stilt?
Title: Re: Caves of Qud: Now in Open Beta
Post by: Dutchling on May 07, 2011, 08:50:28 am
Blinkin Tic is really annoying :P I was in a cave fighting some critters and suddenly I teleport to a scavenger boss with 5 of his buddies. I Think I'll go without a defect his time
Title: Re: Caves of Qud: Now in Open Beta
Post by: beorn080 on May 07, 2011, 11:22:01 am
Hehehe, I found a DF reference. Very nice Unormal.
What is it?
It's also a bug, or at least a bit of mixed up nouns.

The pistol is engraved with watervine hemp and encircled in saltstone. On the rifle is an image of a wastelander and a knight in saltstone. The knight is striking down the wastelander.

The delightful laser pistol.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Dutchling on May 07, 2011, 03:11:13 pm
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
Title: Re: Caves of Qud: Now in Open Beta
Post by: Paul on May 07, 2011, 03:14:26 pm
You won't be able to get the Joppa Recoiler from him anymore (from the wire quest). You might be lucky to find one for sale on the glowpad merchant, if you can find him. It's not a requirement of anything, just a convenience.

You also won't be able to buy data disks from him, but theres another data disk merchant in Grit Gate you can access later.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Tarran on May 07, 2011, 03:39:25 pm
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on May 07, 2011, 03:39:25 pm
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

Argyve gives starts you on the current main quest, so you won't be able to continue on the main quest if he dies.
Title: Re: Caves of Qud: Now in Open Beta
Post by: beorn080 on May 07, 2011, 03:45:45 pm
Also, grit gate won't let you in until you finish the wire quest. Not a problem with some acid or digging implements, but can cause issues.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Tarran on May 07, 2011, 03:48:21 pm
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: jester on May 07, 2011, 08:17:21 pm
Can anybody tell me how to use the pick?
Title: Re: Caves of Qud: Now in Open Beta
Post by: beorn080 on May 07, 2011, 08:33:39 pm
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.

If your looking for more drammage, adding a unit of honey to a water skin of 63 water will make a VERY valuable concoction. At least I think so. I know 50/50 is really worthwhile, not sure about 1/64
Title: Re: Caves of Qud: Now in Open Beta
Post by: Dutchling on May 08, 2011, 02:59:47 am
Oh crap, seems like I have to start all over again :(
Hopefully I don't need another 15 tries now...

I also don't seem to be able to wear helmets/hoods because of my beak although it doesn't say so at the mutation info thingie. I thought it just made you ugly so that might need a fix?
Title: Re: Caves of Qud: Now in Open Beta
Post by: Ahra on May 08, 2011, 06:03:17 am
nope it makes you unable to wear thing like helmets, hooks for feet make you unable to use shoes.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Angel Of Death on May 08, 2011, 07:07:10 am
Why is hooks for feet in the "bad" section?
Title: Re: Caves of Qud: Now in Open Beta
Post by: Darvi on May 08, 2011, 07:08:51 am
hooks for feet make you unable to use shoes.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Angel Of Death on May 08, 2011, 07:28:29 am
Huh?

Horns make you unable to use a helmet but that's not on the bad section.

Also, how do I acess the "Tinker" screen?
Title: Re: Caves of Qud: Now in Open Beta
Post by: Ochita on May 08, 2011, 07:34:41 am
Because horns actually do something useful.
Not all mutations are purely good.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Dutchling on May 08, 2011, 07:41:52 am
That fact that you cannot wear certain equipment should be in the information of beaks and hooks though.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Angel Of Death on May 08, 2011, 08:05:50 am
Because horns actually do something useful.
Not all mutations are purely good.
According to the mutation screen, hooks for feet can deliver a devastating gore attack.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Dutchling on May 08, 2011, 08:27:26 am
Because horns actually do something useful.
Not all mutations are purely good.
According to the mutation screen, hooks for feet can deliver a devastating gore attack.
According to the equipment screen, that goring attack adds/is 1 damage. (Or I misunderstood the heart with a 1 next to it)
Title: Re: Caves of Qud: Now in Open Beta
Post by: The Merchant Of Menace on May 08, 2011, 09:00:23 am
Because horns actually do something useful.
Not all mutations are purely good.
According to the mutation screen, hooks for feet can deliver a devastating gore attack.
According to the equipment screen, that goring attack adds/is 1 damage. (Or I misunderstood the heart with a 1 next to it)

According to the wiki (http://cavesofqud.wikia.com/wiki/Physical_Defects) you're correct
Title: Re: Caves of Qud: Now in Open Beta
Post by: beorn080 on May 08, 2011, 10:56:08 am
Hooks for feet also slows down your movement speed IIRC.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Dutchling on May 08, 2011, 01:34:11 pm
Neither the wiki nor the ingame help says anything about speed though.
Title: Re: Caves of Qud: Now in Open Beta
Post by: cerapa on May 08, 2011, 01:38:29 pm
It doesnt yeah, but look at the status bar on the right, theres the MS rating, which is normally 100. I think hooks takes 10 or maybe 15.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Dutchling on May 08, 2011, 01:42:29 pm
You are right, I just tested it and it reduces it with 10.
I added it to the wiki.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Angel Of Death on May 08, 2011, 10:42:03 pm
I just found a glitch.

You can start the game wielding a 2 handed weapon and a one handed weapon at the same time. Also, gas attacks do not make friendly things hostile.
Title: Re: Caves of Qud: Now in Open Beta
Post by: beorn080 on May 09, 2011, 03:20:39 pm
A bug, but a relatively minor bug since there are other bugs that need bugging before this bug becomes significant.

Mutated critters don't count as mutants for the purposes of leveling up. For instance, if you dominate the warden in Joppa and manage to get him the xp to gain another level, he doesn't get a mutation point to level up his current mutations.

Edit: Another bug, semi minorish. Merchants automatically equip their best stuff, which makes sense, but you can't buy it off of them.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Darvi on May 09, 2011, 03:39:10 pm
That last one makes sense. They wouldn't want to give away their protection if they're  carrying around valuables, do they?
Title: Re: Caves of Qud: Now in Open Beta
Post by: beorn080 on May 09, 2011, 03:47:55 pm
True, but why does the Dromad trader need two compass bracelets on for?
Title: Re: Caves of Qud: Now in Open Beta
Post by: Darvi on May 09, 2011, 04:10:11 pm
One for each arm? In case one gets broken.

Or he just likes symmetry.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Paul on May 09, 2011, 06:52:45 pm
Heh, Unreal World has a similar bug/feature - foreign traders roam around with stuff to trade, and are a good source of mail and iron armor and good weapons - but you have to kill them to get it, because they always put on their best trade goods and won't trade them. So instead of being able to trade my hard earned furs for the long mail shirt or battle axe that I want, I'm stuck digging a spiked trap pit and luring the unsuspecting trader to his death.

It's annoying in that game, so I'm sure it is equally annoying here if you see something you want but can't trade for it :)
Title: Re: Caves of Qud: Now in Open Beta
Post by: beorn080 on May 09, 2011, 07:08:29 pm
Slightly less annoying, since all you can see of artifacts you haven't identified is Weird Artifact in 95% of cases, but for rare things like compass bracelets and, heck, most arm gear aside from bucklers, it makes them REALLY rare. Should probably do some testing and see how much stuff he carries on his arms to see if we're getting really gipped or not.

Edit: Bug with teleport other and movement queues. If you teleport other a shopkeep who has started moving back to position, he will continue moving in the same queue until it ends, even if it takes em to another area. They will then sit in their new spot as though it were their proper spot.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Angel Of Death on May 09, 2011, 11:49:23 pm
I just finished the quest in the town that you start in. What should I do now?
Title: Re: Caves of Qud: Now in Open Beta
Post by: Tarran on May 10, 2011, 12:11:57 am
Go to Argyve or whatever his name is; the disk selling guy. His quests continue the quest line, I think.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Angel Of Death on May 10, 2011, 12:22:55 am
Go to Argyve
Where's he?
Title: Re: Caves of Qud: Now in Open Beta
Post by: Tarran on May 10, 2011, 12:26:00 am
Go to Argyve
Where's he?
Joppa. Come on, it shouldn't be hard to notice the man in the building with no doors.
Title: Re: Caves of Qud: Now in Open Beta
Post by: blackmagechill on May 10, 2011, 06:51:01 am
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: cerapa on May 10, 2011, 07:40:31 am
Generally I sell all the loot in redrock, buy all the good stuff I can, and then venture through the river and pretty much breeze through it. I play mostly ranged mutants though, might be harder for other builds.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Magentawolf on May 10, 2011, 08:05:40 am
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.

If you can't handle the Knollworms / Crabs in the river, then yeah, go ahead and backtrack. I only tend to forge through their if I'm a True Human and need to pick up the Mining Helmet.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Dutchling on May 10, 2011, 08:58:42 am
Go to Argyve
Where's he?
He is on the same city / region tile
Title: Re: Caves of Qud: Now in Open Beta
Post by: Darvi on May 10, 2011, 09:22:30 am
In the southwestern building, to be specific.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Angel Of Death on May 10, 2011, 09:30:46 am
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?
Title: Re: Caves of Qud: Now in Open Beta
Post by: Darvi on May 10, 2011, 09:31:55 am
Confuse him by claiming  that you're the evil twin.

Sahving that fur into a goatee will help.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Dutchling on May 10, 2011, 09:51:40 am
I just git hungry..
Spoiler (click to show/hide)
Being hungry has never been so much fun before :P
Title: Re: Caves of Qud: Now in Open Beta
Post by: Magentawolf on May 10, 2011, 10:52:04 am
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Angel Of Death on May 10, 2011, 10:54:21 am
Saving that fur into a goatee will help.
Is that an Order of the Stick reference?


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.
Yeah, last time I confronted one, I got flamed then lasered to death.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Darvi on May 10, 2011, 10:56:34 am
Not really. (http://tvtropes.org/pmwiki/pmwiki.php/Main/BeardOfEvil)
Title: Re: Caves of Qud: Now in Open Beta
Post by: jester on May 10, 2011, 11:24:46 am
Stupidly large quantity of explosives might be an option for the evil twin.   Ive managed to kill one with alot of mines after nailing him with a freeze grenade as soon as he turned up, although, no thick fur.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Mephansteras on May 10, 2011, 04:31:16 pm
Another crash in the caves under joppa. Didn't get any error messages or anything on the clipboard, though.
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on May 10, 2011, 08:24:27 pm
Another crash in the caves under joppa. Didn't get any error messages or anything on the clipboard, though.

Try a full delete and re-install.
Title: Re: Caves of Qud: Now in Open Beta
Post by: beorn080 on May 11, 2011, 12:07:30 am
I've run some tests, and it turns out the Joppa merchant has once compass bracelet about 40% of the time, but since he always wears it, he'll never sell them. Likewise, he often has a pair of pistols, but they're always fully loaded and armed on him.

I've been running some tests with Domination, and the only thing I can figure is that level is directly involved in the formula, since my level 25 14 ego guy can dominate Tam and Mehmet, but my 26 ego level one starter can't.
Title: Re: Caves of Qud: Now in Open Beta
Post by: cerapa on May 11, 2011, 07:11:53 am
It seems logical that the level of the domination would affect things. You cant go beyond the cap on mutations even with the ego bonus, resulting in the difference, that is assuming you dropped points into it on your level 25 char.
Title: Re: Caves of Qud: Now in Open Beta
Post by: beorn080 on May 11, 2011, 08:48:13 am
None at at all. At both times it was a strictly level 1 mutation. I haven't done much testing with gaining a few levels, since that takes time and I was mostly attempting to check his stock and equipment every game.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Dutchling on May 11, 2011, 02:17:03 pm
ŕaargh! The bloody beetlebum ate my artifact >.>
Title: Re: Caves of Qud: Now in Open Beta
Post by: Niveras on May 11, 2011, 03:12:02 pm
Usually you can kill them and they'll drop all the things they picked up... or most of them. I don't think their hoovering means that the item is instantly destroyed, but it could (might also depend on what the item was to begin with).
Title: Re: Caves of Qud: Now in Open Beta
Post by: Paul on May 11, 2011, 06:32:37 pm
I don't think Beetlebums destroy things, just pick them up. Killing them gives everything back from my experience.

I often kill them to find chests filled with loot, because they'll come across chests and eat the thing whole.

The first time I found the miner gear and ancient bones in that tunnel place, they dropped off a beetlebum. At the time I thought it was a special drop from the critter, it wasn't until my next game that I realized it was supposed to be on the ground :)
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on May 11, 2011, 07:19:33 pm
*All new Golgotha
*You can now contract diseases
*5 new liquids
*5 new creatures
*1 new missile weapon
*1 new artifact
*1 new book
*1 new food
*Merchants in safe places will generally no-longer equip their wares
*Data disk costs are now based on the recipe
*Blood from bleeding and bloodsplatters now correctly mixes as a liquid
*Aquatic creatures will now display the background color of the liquid they are swimming in
*Added an auto-explore command, currently unbound by default. It's experimental and totally unfinished.
*Added a get-from command (ctrl+g) that allows you to get objects (and gather liquids) from an adjacent square
*Added genotypes to NPCs that can gain mutation points when levelling up
*Added bonuses to toolkits
*Changed the display of liquid-splashed effects
*Fixed Burgeoning always having a cooldown of 6 rounds
*Fixed an exception with stacking Ill effects
*Fixed bloodsplatters not being bloody enough
*Fixed Heightened Toughness to correctly display Quickness instead of Speed
*Fixed issue where diluting liquids would make them more valuable
*Fixed pouring negative volumes
*Fixed poison and gas damage not being owned by the inflicting object
*Fixed several issues where charge-using items would never deplete
*Fixed reachability maps not flooding diagonally
*Fixed psychometry not appearing on random mutation lists
*Fixed item replacement not working when original item is equipped
*Fixed the price of items with slotted cells not including the value of the cell
*Fixed text-replacement for dynamic variables in conversation
1.0.4148.34532
Title: Re: Caves of Qud: Now in Open Beta
Post by: Soulwynd on May 11, 2011, 07:55:41 pm
*You can now contract diseases
No more unprotected sex then. :(

*Added an auto-explore command, currently unbound by default. It's experimental and totally unfinished.
<3!!!
Title: Re: Caves of Qud: Now in Open Beta
Post by: beorn080 on May 11, 2011, 08:54:36 pm
Quote
*Merchants in safe places will generally no-longer equip their wares
*Added a get-from command (ctrl+g) that allows you to get objects (and gather liquids) from an adjacent square
Yay. We can get compass bracelets now.

Edit: New artifact, HAHAHAHAH fun.
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on May 11, 2011, 10:07:51 pm
*Fixed a crash when fuging with torches equipped
1.0.4148.39269
Title: Re: Caves of Qud: Now in Open Beta
Post by: Rooster on May 11, 2011, 11:05:01 pm
Quote
*Merchants in safe places will generally no-longer equip their wares
*Added a get-from command (ctrl+g) that allows you to get objects (and gather liquids) from an adjacent square
Yay. We can get compass bracelets now.

Edit: New artifact, HAHAHAHAH fun.

And the new artifact would be?
Title: Re: Caves of Qud: Now in Open Beta
Post by: beorn080 on May 11, 2011, 11:58:14 pm
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Dutchling on May 12, 2011, 10:47:49 am
I have found a bug:
If you kill a Girshling before you see it, this happens:
Spoiler (click to show/hide)

EDIT: The next time you see one, the objective will finish
Title: Re: Caves of Qud: Now in Open Beta
Post by: freeformschooler on May 12, 2011, 10:54:43 am
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?
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on May 12, 2011, 10:58:14 am
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?

No, it's still marked as prerelease. Maybe I'll take a look at it and related issues for the next patch.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Rooster on May 13, 2011, 05:17:45 am
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.

Goddamn it! Yesterday I read that as "replaces" and thought "ok, good"
Today I read it properly.
Still no mutation replacer sadly.
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on May 16, 2011, 05:01:01 pm
*Missle weapon projectiles fired when phased will only interact with phased objects
*Fixed quills regenerating 1d4 quills instead of (Level)d4 quills every 10 rounds
*Fixed pouring less than the maximum volume pouring the whole thing anyway
*Fixed Amphibious to correctly only accept fresh water
*Fixed an issue causing some effects (i.e. stat boost) to not tick down at the correct rate when travelling on the world map
*Fixed some issues where creatures could target themselves, causing followers to target them
*Fixed a few cases (i.e. stasis fields) where twinning lampreys were incorrectly twinning
*Fixed Metamorphosis to allow you to end the effect [prerelease content]
*Fixed robots to be immune to poison and disease
*Fixed Argyve so he takes the wire from your inventory during "Weirdwire Conduit.. Eureka!"
*Fixed a few typos
*Changed Argyve to not place taken artifacts into sellable inventory
*Changed AI to be more judicious with it's use of Disintegrate around friendlies
*Changed party member AI to be a little more unfriendly towards creatures targeting their party leader
1.0.4153.27678
Title: Re: Caves of Qud: Now in Open Beta
Post by: Aqizzar on May 16, 2011, 05:04:05 pm
*Fixed Amphibious to correctly only accept fresh water
Aw, 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?
Title: Re: Caves of Qud: Now in Open Beta
Post by: jester on May 16, 2011, 10:11:52 pm
With a high enough ego you can sell it (seems to have the same value as arrows), but not really worth it
Title: Re: Caves of Qud: Now in Open Beta
Post by: beorn080 on May 16, 2011, 10:18:48 pm
Will this mean that missile effects such as freezing hands won't hit you while phased as well?
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on May 16, 2011, 11:45:37 pm
Will this mean that missile effects such as freezing hands won't hit you while phased as well?

Just hand-held missile weapons at the moment, though eventually all physical effects.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Vherid on May 17, 2011, 12:54:44 am
I love the idea of the game and where its going, but whenever i play it i just shit myself from confusion in the beginning, walk around and get killed by some random ass turret hiding in a broken down house.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Tarran on May 17, 2011, 12:57:21 am
Then stop adventuring into ancient ruins filled with various horrors. What did you expect, a free BFG9000?
Title: Re: Caves of Qud: Now in Open Beta
Post by: Vherid on May 17, 2011, 12:58:16 am
Then stop adventuring into ancient ruins filled with various horrors. What did you expect, a free BFG9000?

I take like ten steps out of the starting area and pass some falling apart house that has a turret in it that just shoots the shit out of me

I'm not saying its bad or anything, but I have no idea what the hell is going on
Title: Re: Caves of Qud: Now in Open Beta
Post by: Tarran on May 17, 2011, 01:03:09 am
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?
Title: Re: Caves of Qud: Now in Open Beta
Post by: jester on May 17, 2011, 09:43:49 am
Roguelikes: if the computer rolls a double 6 and you aint lvl 10, you are gonna die, if you are lvl 10, there is a fair chance you will die.
Why do I find them so much fun
Title: Re: Caves of Qud: Now in Open Beta
Post by: Tarran on May 17, 2011, 01:44:03 pm
Because you love dying?
Title: Re: Caves of Qud: Now in Open Beta
Post by: freeformschooler on May 17, 2011, 02:02:52 pm
Because you love dying?

Because you're a masochist, at least in video games? That's why I play. I love the challenge.

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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Tarran on May 17, 2011, 02:04:35 pm
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.
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Angel Of Death on May 17, 2011, 02:06:42 pm
Free BFG9000's?

WHERE!?

Damn, I wish BFG's were in the game.
Title: Re: Caves of Qud: Now in Open Beta
Post by: freeformschooler on May 17, 2011, 02:08:45 pm
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Vherid on May 17, 2011, 02:21:53 pm
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?

I play Dwarf Fortress ASCII a lot, I also play Incursion, Stone Soup ASCII, Doom RL, Alien RL, Goblin Camp, Doryen Arena, and probably like 20 others. I think one of the main issues is that it's so offwordly, and it seems theres really very little things actually named after something that would exist today.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Carrion on May 17, 2011, 08:03:45 pm
Have you tried reading through the '?' menu?  It has some helpful stuff.  Talk to the Elder in the center building as well as to Argyve in the far western house.  Ask for work, visit the trader, etc.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Niveras on May 18, 2011, 08:45:29 am
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.

Already exists, called the swarm rack (though I don't know that it's actually available versus through cheating). The drawback is it weighs 1500lbs, so you're not going anywhere with it.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Vherid on May 18, 2011, 12:19:28 pm
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 there
Title: Re: Caves of Qud: Now in Open Beta
Post by: lemon10 on May 18, 2011, 12:35:26 pm
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 there
First: 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).
Second: do the quest where you go to red rock (which it sounds like you did) and find and kill the grish.
Third: go to the grit gate, go there and do the quests there, which should last you quite a while.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Carrion on May 18, 2011, 02:17:32 pm
Jeeze, new Golgotha is nice, but really hard.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Detonate on May 18, 2011, 04:31:12 pm
Disregard this post, problem resolved.
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on May 19, 2011, 11:34:01 am
*Fixed a huge bug in missile weapon code that was causing it to take strength into account for penetration (works out, in most cases, to a huge buff to missle weapons for low str characters, and a slight nerf for high str characters)
1.0.4156.20644
Title: Re: Caves of Qud: Now in Open Beta
Post by: beorn080 on May 19, 2011, 03:20:41 pm
Yay, my tinkerer characters will be more viable.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Carrion on May 19, 2011, 11:46:47 pm
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?
Title: Re: Caves of Qud: Now in Open Beta
Post by: bumblepuppy on May 20, 2011, 10:55:22 pm
I just tried this game out yesterday. I really like playing as a chimera mutant, though I'm trying out an artifex now as well. The keys are a bit hard to use on my laptop -- I have to occasionally switch numlock on and off to get some of them to work.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Dutchling on May 21, 2011, 04:33:37 am
I play on a laptop too and I changed the keybindings so when I press shift + arrow key it will go diagonal. Took some time to get used to and I only use it in combat but it's better than fiddling with numpad imo.

Title: Re: Caves of Qud: Now in Open Beta
Post by: Niveras on May 21, 2011, 07:31:09 am
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Mephansteras on May 21, 2011, 10:40:25 am
I usually have a decent ego as a true human, just so I can get a decent price in the shops.
Title: Re: Caves of Qud: Now in Open Beta
Post by: beorn080 on May 21, 2011, 03:49:36 pm
Never metamorph into a slumberling. Hilariously powerful, but you sleep 24/7 and can't even quit out.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Carrion on May 21, 2011, 06:37:15 pm
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.


Hmm...  That is a bummer.  I did run into a few scrap shovelers and it failed to work.  That was at 20 ego, too.  Fortunately I found a chain gun recently; hopefully that hurts them because I don't know what else I can do to get rid of them.  Definitely worried about the stronger robots.
Title: Re: Caves of Qud: Now in Open Beta
Post by: beorn080 on May 21, 2011, 07:14:56 pm
EMP grenades. It's basically stun gas that only effects robots, extremely effective. If you can swing it, a grenade launcher makes it easy to use grenades.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Carrion on May 21, 2011, 08:26:29 pm
Yeah, I've tried EMPs but they walk it off pretty quickly.  The issue is that I don't have any way to dispatch them after they are phased.  The chaingun was nice, but then I died because of my stupid complacency.  On the bright side, I can get the new version now and hopefully my missiles will be more effective.
Title: Re: Caves of Qud: Now in Open Beta
Post by: jester on May 21, 2011, 09:15:32 pm
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
Title: Re: Caves of Qud: Now in Open Beta
Post by: beorn080 on May 21, 2011, 09:18:01 pm
Wow. I was wandering the NW watervine marshes looking for traders, and accidentally wandered into the salt flats, where I found a Legendary Salt Kraken lair, and immediately went from level 1 to level 5.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Carrion on May 21, 2011, 09:43:33 pm
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: jester on May 21, 2011, 09:52:12 pm
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.

  Id run like shit from robots if all I had was a musket and stun rod tbh, they are just too tough for me at that stage, yeah, most of my builds are generally high toughness/intel with a fair amount of melee skill though and I dont go into golgatha until im about lvl 12 or higher. 

  Out of curiosity, how do other people actually deal with the huge swarms of high level enemies that will be all around you when you go into a dungeon or whatever?
Title: Re: Caves of Qud: Now in Open Beta
Post by: Carrion on May 21, 2011, 09:57:14 pm
First:  I try to get away where I can take them on with more even odds.  If that doesn't work, run, throw grenades.
Last:  Sprint away
Title: Re: Caves of Qud: Now in Open Beta
Post by: Bitoru on May 22, 2011, 01:27:04 pm
Holy crap, this game is amazing, the gameplay is complex and rewarding, the development is active, and the ASCII effects make it so pleasing to look at! I'm seriously thinking about registrating my copy as soon as I can.
Title: Re: Caves of Qud: Now in Open Beta
Post by: blackmagechill on May 22, 2011, 01:31:34 pm
Yeah this game is  professional quality, and really could be shareware marketable.
Title: Re: Caves of Qud: Now in Open Beta
Post by: enigma74 on May 22, 2011, 02:10:48 pm
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: beorn080 on May 22, 2011, 06:56:37 pm
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on May 22, 2011, 07:00:59 pm
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.

It's available if you've got prerelease content enabled.
Title: Re: Caves of Qud: Now in Open Beta
Post by: beorn080 on May 22, 2011, 07:07:37 pm
Just as a random mutation? Since its not on the list of mutations to choose from.
Title: Re: Caves of Qud: Now in Open Beta
Post by: freeformschooler on May 22, 2011, 07:11:16 pm
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.

It really is. The later game has a few chunks missing I think but since development is so active, it gets new stuff added all the time.
Title: Re: Caves of Qud: Now in Open Beta
Post by: blackmagechill on May 22, 2011, 08:22:43 pm
By the time I actually get good at this, late game content will be so backlogged on my end it won't matter, so there will be no holes in game play. Hooray for -- gaming skills!
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on May 23, 2011, 12:28:12 am
*Fixed an exception with conversation UI and glotrot
*Added support for more symbol keys in free entry fields
*Roads and rivers more robust in the face of impassable zones
1.0.4160.677
Title: Re: Caves of Qud: Now in Open Beta
Post by: beorn080 on May 25, 2011, 02:27:40 pm
A nice set of bug fixes.

A tip for all you temporal fuguer's. Don't equip yourself with MKIII freeze grenades then fugue.  Especially when you get into having 2 or more clones, the amount of temperature drop will freeze an area about the size of a glowsphere's light for easily 30-40 turns on the outside edge. The center can easily be frozen for a good hundred turns, which is great when there is something you NEED dead but sucks when they decide to throw them at an enemy right next to you. Oh, and High Explosive grenades are right out. Those will kill you dead period.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Carrion on May 29, 2011, 03:37:08 am
Maybe someone can better inform me of how to use the snipe, or for that matter, the aim abilities.  I aim for three rounds and then try to activate snipe but nothing happens.  Also, what method of firing am I supposed to use after aiming for three rounds if I don't use another ability like snipe (ie. shoot regularly after aiming).  I use the 'f' key to fire at an enemy but it tells me that my aim was broken.  Does the aim still count toward the shot? 

Also, possible bug...  I kill worker ants and they leave behind fire ant corpses.
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on May 30, 2011, 10:25:17 pm
*Added storied items, which are rare hand-built items that are one-of-a-kind and come with their own backstory
*2 new storied items
*Desert canyon, hill and mountain areas now build use a more advanced global builder, with geography that flows smoothly from zone to zone
*Humanoid monsters will now begin equipped with any random loot they are generated with
*Any key will now close 'press space' prompts
*Fixed XP awards to properly scale with NPC level
*Fixed robots to be properly immune to confusion
*Fixed randomly dropped loot being slightly too low tier
*Fixed turrets to fire missile weapons instead of punch in melee range
*Fixed ruins spawning with rock and other things filling up the rooms
*Fixed an issue where pushes in a direction didn't hit all cells
*Fixed some minor issues with Golgotha
*Note: this build will horrifyingly break old saves, plan your update accordingly
1.0.4167.40074
Title: Re: Caves of Qud: Now in Open Beta
Post by: Aklyon on May 30, 2011, 10:29:53 pm
Whats the difference between 'breaks saves' and 'horrifyingly breaks old saves'? Does it scare itself into a crash or something? :)
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on May 30, 2011, 10:31:41 pm
Whats the difference between 'breaks saves' and 'horrifyingly breaks old saves'? Does it scare itself into a crash or something? :)

Well sometimes you can get away with loading old saves and it will mostly work. This one won't, especially if you try wandering around overland with an old save :)
Title: Re: Caves of Qud: Now in Open Beta
Post by: freeformschooler on May 30, 2011, 10:34:21 pm
Well, old saves get so big overtime I don't even usually bother.

I'm definitely gonna try to get one of those storied items. Maybe I can find one at the "bottom" of a dungeon? Hmm...
Title: Re: Caves of Qud: Now in Open Beta
Post by: Kishmond on June 02, 2011, 12:16:50 pm
Do the minor issues with Golgotha include the invincible conduit crawlers?
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on June 02, 2011, 12:29:29 pm
Do the minor issues with Golgotha include the invincible conduit crawlers?

No, it was some zone building issues. I'm not sure what conduit crawlers you're referring to?
Title: Re: Caves of Qud: Now in Open Beta
Post by: Kishmond on June 02, 2011, 12:44:53 pm
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on June 02, 2011, 12:56:15 pm
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.

Didn't fix anything regarding the chute crabs, but I'll check it out.
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on June 02, 2011, 04:03:01 pm
*Fixed some issues with chute crabs 'freezing'
*Fixed the zones surrouding grit gate being undefined
*Fixed an exception in the save management screen
*Added ownership tags to lockers in grit gate
1.0.4170.28057
Title: Re: Caves of Qud: Now in Open Beta
Post by: Kishmond on June 02, 2011, 05:23:24 pm
That was fast.  :o

Edit: Have you also considered adding descriptions on the "Choose New Mutation" screen for people who aren't familiar with all of them?
Title: Re: Caves of Qud: Now in Open Beta
Post by: chaoticag on June 02, 2011, 08:13:32 pm
Hold on, why is it that I can't find the way down into red rock anymore? and is it me, or do doors lead right into walls this time?
Title: Re: Caves of Qud: Now in Open Beta
Post by: beorn080 on June 03, 2011, 02:36:20 pm
Wow, navigating the canyon areas is FAR more difficult now. Very nice.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Deon on June 05, 2011, 04:05:14 pm
Wow, I've found a taco wrapped in thin paper which costs more than any of my artifacts >.<

Of course I ate it :D.
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on June 05, 2011, 05:15:49 pm
*Cave spiders will no-longer run from webbed prey
*Fixed a few event messages to not be seen if triggered in a non-visible square
*Fixed skillpoints not correctly applying retroactively when base intelligence increases
*Fixed hitpoints not correctly applying retroactively when base toughness increases
1.0.4173.30959
Title: Re: Caves of Qud: Now in Open Beta
Post by: Magentawolf on June 05, 2011, 10:20:17 pm
Wow, I've found a taco wrapped in thin paper which costs more than any of my artifacts >.<

Of course I ate it :D.

Yep. Gotta love those tacos... sitting in those chests... deep underground in rotted-out buildings.

Delicious!
Title: Re: Caves of Qud: Now in Open Beta
Post by: beorn080 on June 05, 2011, 11:40:25 pm
That taco saved my life.

Killed a slumberling in the deep salt dunes with sunder mind and temporal fugue. It dropped a taco. Went to kill its buddy the same way. By the time it dies, it turns out I've run out of water a few days back and was fully dehydrated. Ate that taco and made it back by parched.

Incidentally, if you want XP but are set for gear at the moment, wander the salt dunes. Look for lairs, which are worth about 1k xp each. You can easily hit level 10 off of them.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Kishmond on June 06, 2011, 10:33:57 am
Just make sure you have water...

Edit: Do solar cells recharge when you're traveling in the overworld map?
Title: Re: Caves of Qud: Now in Open Beta
Post by: beorn080 on June 06, 2011, 11:26:09 am
Or a recoiler.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Niveras on June 06, 2011, 11:57:41 am
Edit: Do solar cells recharge when you're traveling in the overworld map?

Not that I've seen, though the last time I played was a couple versions ago. It would be nice if they did; in fact, it would be nice if they recharged regardless of whether you're world traveling or not, as long as it is day time and you're not underground. Photosynthesis could probably use a similar restriction (that is, doesn't recharge at night), although the duration of the charge might need to be extended in that case.

It would be nice from a logical standpoint: when traveling, you probably have the intelligence to place your solar cells out to recharge whenever you stop to rest or eat, though this would generally abstracted away. Even while fighting, you might have the cells hanging from your clothing rather than stuffed away in a pack so they can at least charge a little. Gameplay-wise, it just depends on how much the devs want solar and chem cells to compete. Solar cells are theoretically infinite, indirectly costing only food and water (both of which are, so far as I know, entirely renewable), but have a high degree of maintenance. Chem cells have a much bigger charge and require less maintance, and are even theoretically infinite too, albeit more of an investment (as long as you have the Recharge Cell skill and the money to buy red dot components).
Title: Re: Caves of Qud: Now in Open Beta
Post by: beorn080 on June 06, 2011, 12:24:42 pm
I know for a fact Photosynthetic doesn't fulfil its light requirements at night, since I had it at one point diving Red Rock and I came out at nearly starving in the middle of the night and before morning got to actually starving. Granted, it lasts a LONG time even at level one, though Grit Gate could be an issue if you don't have a recoiler for it yet.

As for solar cells vs chem cells, the charge REALLY makes a difference in some applications. For instance, Force Bracelets, an item that gives you basically the best defensive mutation in exchange for cell power, only lasts about 5-6 turns with a full solar cell. While for things like recoilers, if you have two solar cells, you can blip between joppa and grit gate without worrying about recharging chem cells ever. Then there are weapons. Certain weapons use far more power then can be stored in a solar cell, and even use up most of a chem cell (I'm looking at you Nullray Pistol and Freezeray Pistol). While others don't need the storage in chem cells, since you get a ton of shots out of even solar cells.

Then there is the last part. A warrior type with no int can recharge solar cells on his own, while you need tinkering skills to recharge chem cells, or pay people to do it. Not a bad thing, per se, but it does make Solar cells a bit more useful for the general populace of classes.

As an aside, WTF do nullray pistols do? They seem to do no damage, take a MASSIVE amount of charge per shot, and typically cost nanomaterial to make.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Carrion on June 06, 2011, 01:33:05 pm
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Trorbes on June 06, 2011, 01:44:56 pm
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on June 06, 2011, 01:50:08 pm
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.

Using load/save functionality or savescumming will cause this.
Title: Re: Caves of Qud: Now in Open Beta
Post by: beorn080 on June 06, 2011, 01:56:41 pm
That would explain why a couple of full waterskins I left in joppa emptied after using Precog a bit in an attempt to get a decent random mutation.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Carrion on June 06, 2011, 02:32:31 pm
Makes sense.  In the past when I have save scummed I lost the area I was in when I did the scumming.  This time it wasn't that because I haven't scummed this character.
Title: Re: Caves of Qud: Now in Open Beta
Post by: enigma74 on June 06, 2011, 11:39:24 pm
Someone said that food and water are theoretically renewable.

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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Mephansteras on June 07, 2011, 12:03:33 am
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?
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on June 07, 2011, 12:13:54 am
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?

Eh well, it's not supposed to affect you if you're flying, sorry bout that.
Title: Re: Caves of Qud: Now in Open Beta
Post by: beorn080 on June 07, 2011, 12:51:48 am
Someone said that food and water are theoretically renewable.

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.
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: lemon10 on June 07, 2011, 01:27:57 am
Beorn is right, its not renewable, but watervines and starapple tree eventually run out of supplies, and even with 1/6 rate, eventually you would die of dehydration/hunger. Granted, it would take just about forever to completely run out of food/water (especially since you can sell stuff for food/water), but eventually you would run out of goods to sell, and would collect and sell every item, and harvest all the watervines and starapples.
It would take about a hundred million turns, but it is still doable.
Title: Re: Caves of Qud: Now in Open Beta
Post by: beorn080 on June 07, 2011, 01:50:12 am
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Niveras on June 07, 2011, 10:49:07 am
Hmm. Speaking of food and thirst, does Fasting Way/Mind over Body also reduce the frequency in which you need to recharge with Photosynthesis? Or douse yourself with the Amphibious defect?
Title: Re: Caves of Qud: Now in Open Beta
Post by: Kishmond on June 09, 2011, 07:23:37 pm
Okay, someone needs to fix hordes of apes appearing outside of the first cave. That's just not a cool thing to throw at a level 1. There are also occasionally slugsnouts in there.
Title: Re: Caves of Qud: Now in Open Beta
Post by: beorn080 on June 09, 2011, 08:10:38 pm
The apes are NOT that hard if you have even a borderlands revolver.

Edit: Is it a bug that you can't pour out flamethrowers? I kinda wanted to get a dram or two of oil to play with from the flamethrower I purchased, but the pour menu for it doesn't work.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Kishmond on June 09, 2011, 09:48:29 pm
I guess I just had a stroke of bad luck with the apes. The character I've been playing for the past hour is one of the my best ever. He just seems to find everything he needs.  ???

Are two handed guns like shotguns and chainguns affected by Bows & Rifles skills?
Title: Re: Caves of Qud: Now in Open Beta
Post by: beorn080 on June 09, 2011, 10:02:30 pm
I think all two handers are effected by rifle skills, unless they are specifically noted as being heavy weapons. Personally, I think Akimbo is better then all the skills in rifles put together, but that's just my opinion from a game with two purchased plastic armors that got converted into a pair of overcharged laser pistols. Though, if you get aiming down, Rifles would be amazing against single targets.

Edit: Is there any way to force Fugue clones to use guns over melee? Just tinkered up a flame thrower and want my three clones to unleash firey death upon my foes.
Title: Re: Caves of Qud: Now in Open Beta
Post by: forsaken1111 on June 11, 2011, 10:31:01 pm
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?
Title: Re: Caves of Qud: Now in Open Beta
Post by: beorn080 on June 11, 2011, 11:14:15 pm
You can't dig down, yet, but you can set up a debug key that lets you go down or up levels without stairs. And yes, you can dig across anywhere and find more caves and such, but its quite rare, though possible. For instance, I used disintegrate in Golgantha about 4 floors down, and it opened up a new cave to the south of it. Also, if you haven't gone to Golgantha, get a strong character, BACK UP THE SAVE, and head there. Its quite fun but horrifically unbalanced.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Kishmond on June 12, 2011, 04:56:40 pm
Yeah it took a level 18 character with 150+ health and immunity to electricity to get through Golgotha. At least I got a nice gun out of it.
Title: Re: Caves of Qud: Now in Open Beta
Post by: beorn080 on June 12, 2011, 05:43:13 pm
The electricity one is by far the easiest route there. I just ran my horribly overpowered character down through it, and didn't get hit once. Just takes timing. Now, if you land in the chute crab route, or the acid route, your screwed. Even with a phase cannon, the one time I tried that I couldn't kill them fast enough to keep from being surrounded.
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on June 12, 2011, 05:45:29 pm
*The old autoinjectors have been replaced with a variety of tonics. Applying more than one tonic effect at the same time will risk an overdose, with negative effects, so choose carefully. True men generally gain more benefit from various tonics, and mutants are typically more vulnerable to negative side-effects.
*You can now apply unidentified injectors. Doing this will cause them to become identified.
*9 new tonics
*5 new items
*1 new manual page on Tonics
*Added the ability for tinkering recipies to include item ingredients in addition to, or instead of, bits
*Resistances are now displayed on the character sheet
*Reduced the encounter density in Golgotha
*Somewhat reduced the damage from flame jets in Golgotha
*Somewhat reduced the damage from acid jets in Gologtha
*Greatly reduced the HP and AV of Jells in Gologtha
*Reduced the AV of drillbots, scrapbots and chute crabs
*Greatly reduced the HP of agolflies
*Slightly reduced the HP of Sewage Eels in Golgotha
*Reduced the HP of spitting slugs
*Somewhat reduced steam damage
*Somewhat reduced acid damage
*Somewhat increased the rarity of medical consumables
*Updated natural weapons to have more consistant weapon skills
*Added a warning when jumping into pits that are probably going to instakill you
*Fixed effects to be cleaned a bit more consistantly
*Fixed a few places where temperature was set directly instead of by event
*Fixed a lot of it's
*Fixed various liquid effects so they do not effect flying or phased creatures
*Fixed butchery to correctly display the butchered item's display name instead of blueprint id
*Fixed phase cannon's charge use
*Fixed some bugs causing the damage readout during combat to not match the actual damage taken if damage was reduced or increased
*Fixed missle weapon projectiles not applying the correct damage attributes
*Fixed: Confusion levels are now correctly serialized
*Fixed: Confusion levels are now correctly removed if applied to a creature that is the player, and later removed if the player has changed bodies
1.0.4180.31827
Title: Re: Caves of Qud: Now in Open Beta
Post by: freeformschooler on June 12, 2011, 05:46:50 pm
Oh heck yes.
Title: Re: Caves of Qud: Now in Open Beta
Post by: beorn080 on June 12, 2011, 09:06:23 pm
*Fixed phase cannon's charge use
Goodbye Autowin super weapon of doom. Though, I shan't update till that character bites it. One shotting Slumberlings is too much fun.
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on June 12, 2011, 10:47:29 pm
*Modified the elder's reward
*Fixed an exception in Blaze tonics
1.0.4180.40921
Title: Re: Caves of Qud: Now in Open Beta
Post by: Astral on June 13, 2011, 09:29:02 am
Ew. Started a new game and walked in on Argyve and the zealot getting it on. Not something I want to imagine given his description.

Edit: And then the zealot died a couple turns afterward. WTF?
Title: Re: Caves of Qud: Now in Open Beta
Post by: Kishmond on June 13, 2011, 09:38:05 am
That happens sometimes. Argyve always wins.
Title: Re: Caves of Qud: Now in Open Beta
Post by: cerapa on June 13, 2011, 11:15:10 am
And then the zealot died a couple turns afterward. WTF?
WTF indeed. Argyve stealing your XP.  >:(
Title: Re: Caves of Qud: Now in Open Beta
Post by: Mephansteras on June 13, 2011, 11:34:32 am
To be fair, it's the damn zealot who attacks Argyve. So it's not really the poor tinker's fault.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Logical2u on June 13, 2011, 10:43:03 pm
I appear to have finally generated a 'winning' character. Or at least one that hasn't died before actually doing anything.

Level 9 Mutated Human Arconaut, with Lvl 2 Antlers, Lvl 2 Psychometry, Lvl 3 Regeneration, and Lvl 2 Multiple arms.

I've managed so far to best the first few quests in Joppa - the elder's quest and the tinker's first few quests - and have run into a variety of traders and lairs. With pscyhometry I've been able to just identify a whole bunch of cheap artifacts en masse whenever traders have them - for example identifying shotguns, grenades, metal folding chairs, and HE missiles... and also using that to learn how to make them. Which would work better if I had any levels in Tinker.

That said, with an arconaut (short blades proficiency) and multiple arms, I've basically taken to running around with a torch in one hand, and a short-sword or dagger of some variety in all three of the others. This seems to have had the intended effect of creating a whirling dervish whenever those offhand weapons activate. Now I'm just saving up for the Dual wield skill tree so I can enhance this skill.

And I somehow cursed it by posting here, subsequently taking 11 damage from a qudzu in a single hit.
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on June 14, 2011, 09:46:37 am
*Added a zone-build try limitation so that a failed zone won't just freeze the game (though it will be empty), and a new option to disable this
*Fixed a few issues where it would count recently expired tonics as still active
*Fixed shade oil duration description
1.0.4182.17457
Title: Re: Caves of Qud: Now in Open Beta
Post by: Kishmond on June 14, 2011, 10:30:10 am
I've come across a funny bug. You can't complete the quest step where you 'engage the baetyl' if you have no tongue.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Deon on June 14, 2011, 10:33:12 am
Maybe it's a feature? :P
Title: Re: Caves of Qud: Now in Open Beta
Post by: Astral on June 14, 2011, 10:33:29 am
About where is Gritgate in relation to other notable features on the overworld map? I know it's Northeast of Joppa, but I've been looking around (and subsequently lost around) the large red arch.

Edit: Damn. Nevermind. Just ran into a 4x10 room full of about 13 chain gun turrets and 4 rifle turrets. And I had high hopes for this character, who had gotten an electrobow and had some decent dual wielding weapons.
Title: Re: Caves of Qud: Now in Open Beta
Post by: beorn080 on June 14, 2011, 11:02:14 am
Gritgate is 8 NE and 3 east of Joppa. It looks like a grey square. Just so you know, you can look around the world map with the look key, and it will tell you what the square your looking at is, be it jungle, desert canyon, a town, or whatever else.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Carrion on June 14, 2011, 04:30:04 pm
Yes and when you get to the Gritgate map, you need to find the stairs downward.  Search those tunnels for the entrance.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Astral on June 14, 2011, 08:32:37 pm
I found Gritgate with another character (level 13, on a different computer) but he met his demise when I found out what a conveyor belt drop was the hard way in Golgotha. This proceeded to drop me into a 8x3 conveyor belt, being swarmed by about 8 enemies (5 of those swarming crabs) that decimated me amid a failed tonic use.

I've had varying degrees of success with my current build; think I'm going to stick with it a bit more before going off to try something else:
Spoiler (click to show/hide)
Title: Re: Caves of Qud: Now in Open Beta
Post by: beorn080 on June 14, 2011, 08:48:39 pm
Dump hooks for feet. It gives a move speed penalty such that the difference between hooks and even sandals of the river wives is about 15 points of speed. Since EVERYTHING basically moves at 100 move speed, even that +5 lets you get away easier.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Astral on June 14, 2011, 08:51:08 pm
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: beorn080 on June 14, 2011, 09:05:27 pm
Spontaneous combustion is actually a pretty good choice. It doesn't do that much damage and can be negated by the occasional dram of salt water instantly. If you plan for it, you basically lose a turn every couple hundred rounds.
Title: Re: Caves of Qud: Now in Open Beta
Post by: forsaken1111 on June 14, 2011, 09:19:26 pm
Also unless something has changed, the Fur mutation entirely negates the combustion damage
Title: Re: Caves of Qud: Now in Open Beta
Post by: Magentawolf on June 14, 2011, 09:31:31 pm
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: forsaken1111 on June 14, 2011, 09:39:58 pm
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.
Ahh alright. Its been a few versions since I last played. In fact I think I'll go pick it up again now.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Niveras on June 14, 2011, 09:44:54 pm
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.

I generally go with either Brittle Bones or the one that makes you take extra/longer damage from bleeding. Brittle Bones isn't too bad, though anything that deals blunt damage will deal extra damage to you (supposedly 1.5 times as much). There aren't too many things that cause bleeding, so Hemophilia is good in that regard, the problem is that if anything so much as scratches your arm before you find enough bandages or get high enough regen or whatever, you're guaranteed to die. Avoid Horned Chameleons like the plague and pray you never step on an ivory plant, because those will be a death sentence.
Title: Re: Caves of Qud: Now in Open Beta
Post by: beorn080 on June 14, 2011, 10:14:07 pm
Personally, I find Analgesia to always be a good choice for a 2 pointer. Amphibious used to be THE 4 point physical, but then they fixed the salt water issue. Not sure how good it is now. As for the rest, Electromagnetic Impulse might or might not be ok, depending on if it affects you, and if the folks in gritgate take issue with it. Myopia is basically being in permanent night mode, though I think spectacles and telescopic lenses might negate it, as would hearing or maybe Clair. Beak drops ego a bit, and removes the head slot, so not too great.
Title: Re: Caves of Qud: Now in Open Beta
Post by: forsaken1111 on June 14, 2011, 10:39:43 pm
I usually just take Evil Twin. It makes life interesting.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Astral on June 15, 2011, 07:10:37 am
What does Albino do aside from "makes you a pariah to your people"? I did notice a little less regen even with Regeneration at 3 (It took ~100 turns to heal to a full 60 points with that, Double-Hearted 3, and no enemies).

Edit: Ravenous seems to be fairly easy to deal with. Early Butchery and lots of fish corpses.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Kishmond on June 15, 2011, 03:52:03 pm
I always take hooks for feet. Sprint is there for a reason.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Astral on June 16, 2011, 10:18:56 am
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on June 16, 2011, 10:28:31 am
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.

Rifle. Two-handed missile weapons are rifles unless the 'l'ook text displays 'this is a heavy weapon'.

e: Actually rifle skills may not work with shotguns due to a bug at the moment.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Mephansteras on June 16, 2011, 11:18:49 am
I don't know about the most recent version, but the knock-back skill at least used to work just fine with shotguns.
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on June 16, 2011, 11:28:26 pm
*Fixed a fugue exception
1.0.4184.39956
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on June 17, 2011, 05:44:04 pm
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?
Title: Re: Caves of Qud: Now in Open Beta
Post by: Mephansteras on June 17, 2011, 05:54:41 pm
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on June 17, 2011, 06:14:17 pm
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.

Which targeter does this?
Title: Re: Caves of Qud: Now in Open Beta
Post by: Mephansteras on June 17, 2011, 06:16:57 pm
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'
Title: Re: Caves of Qud: Now in Open Beta
Post by: Vorthon on June 17, 2011, 06:21:32 pm
Yay for the various disgusting liquids from Golgotha (sp?). Hell, it's fun mixing liquids, period.
Title: Re: Caves of Qud: Now in Open Beta
Post by: forsaken1111 on June 17, 2011, 07:05:38 pm
I've noticed that the auto-targeter for firing ranged weapons will often default to an enemy I cannot see who is just outside of my light radius (or outside of my night vision range)
Title: Re: Caves of Qud: Now in Open Beta
Post by: Angel Of Death on June 17, 2011, 07:07:47 pm
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)
Title: Re: Caves of Qud: Now in Open Beta
Post by: Magentawolf on June 17, 2011, 08:40:36 pm
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'

Yeah, this was happening in the latest build; I'd hit 'F' to aim a bow, and I'd auto-target something out of sight in another room.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Astral on June 17, 2011, 10:04:09 pm
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: forsaken1111 on June 17, 2011, 10:06:16 pm
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: beorn080 on June 17, 2011, 10:14:56 pm
There are also some items that seem hard to figure out. In particular, Nullray Pistols and some of the grenades.
Title: Re: Caves of Qud: Now in Open Beta
Post by: forsaken1111 on June 17, 2011, 11:06:52 pm
Perhaps an additional function of tinkering or identifying artifacts should be a description of what they do?
Title: Re: Caves of Qud: Now in Open Beta
Post by: Astral on June 17, 2011, 11:59:24 pm
Perhaps an additional function of tinkering or identifying artifacts should be a description of what they do?

Yeah. With eXamining artifacts "you come closer to an understand of x" would mean that you may reveal a part of its full effects, in addition to unveiling what it actually is. Further examinations can lead to breaking it or showing another, undiscovered effect. Better artifacts would, of course, be more prone to breakage but have better effects.

Also, a visual description akin to most roguelikes, followed by a "this is what it does to your stats" for the defects would be lovely.
Title: Re: Caves of Qud: Now in Open Beta
Post by: forsaken1111 on June 18, 2011, 12:55:25 am
As an example, examining fix-it foam might give at first glance just "It can probably fix things."

next level of discovery might be "Will fix rusted or broken items."

Something like that. A tiered discovery of the object's function.

With a system like that in, you could put in random artifacts with several functions as well, which would be discoverable.
Title: Re: Caves of Qud: Now in Open Beta
Post by: beorn080 on June 18, 2011, 12:59:37 pm
That would be amazing.

A second interface thing that just occurred to me. Items that can be activated should add a line to the skills/mutation menu for their activation when equipped. So you have the option of either digging though your backpack ala inventory to activate your recoiler, or you can keep it in hand and activate it quickly from the menu.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Vorthon on June 18, 2011, 05:32:49 pm
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)

EWW.
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on June 18, 2011, 08:01:24 pm
*Skills you have purchased, or in which you have a power, will appear first in the skill list
*Attempting to purchase a power for which you do not have the skill will prompt you to purchase the skill instead
*Updated descriptions for all defects
*Merged the drink and liquid volume parts. (In addition to other issues, this fixes flamethrowers being un-pourable)
*When you pick up copper wire for the quest, your current total length of wire will appear in the message log
*Aji conch now has a hot-keyable activated ability
*Aji conch's gas now correctly tracks the owner of the gas
*Ability categories that become empty will be correctly removed
*Added a message log entry for exploding objects
*Ammo objects may no-longer have effects applied to them
*Random mutations, hitpoints and data disks are no-longer scummable with precognition or save game abuse
*Sidebar should now always update position so you never appear 'underneath' it
*Changed ammo-loading bows to use the standard magazine part, but with 0 energy cost to reload. This allows them to work with the standard reload command.
*Changed the shortcut key for read item to 'i'
*Autowalk and Autoexplore will no-longer try to burrow through walls
*Added the ability to have an NPC be unwilling to sell certain objects. Updated some quest NPCs to be unwilling to resell the objects you give them.
*Added a display of remaining charges of lase to the lase activated power
*Fugue copies should generally no-longer become hostile to one-another or the player
*Fixed the 'automatically disassemble scrap' option
*Fixed teleporting out of sticky situations
*Fixed some rendering artifacts (where objects appear to flicker between two locations) during missle weapon drawing
*Fixed some rendering artifacts (where objects appear to flicker between two locations) during throwin weapon drawing
*Fixed burgeoning rendering in non-active zones
*Fixed issue where a bunch of spurious one-way stairs would be generated (usually seen in lairs)
*Fixed a spurious 'no targets' message in Beguiling
*Fixed ctrl+direction attacking up and down stairs
*Fixed missle weapon picker locking onto non-visible objects
*Fixed Analytical Genius proccing on the world map
*Fixed SensePsychicEffect to be properly hidden
*Fixed bleeding all over the world map
*Fixed an issue where picking up the last object on a tile with liquid would cause a prompt for you to get the liquid
*Fixed an issue on the options screen where you could scroll up underneath the 'more...' prompt
*Fixed adrenal control instantly killing you on the world map
*Fixed intercept attacking creatures who are not in the same physical phase as the defender
*Fixed neutral feelings sometimes being interpreted as hostile (this fixes, amongst other things, intercepting neutral inhabitants of grit gate with your long sword)
*Fixed some bad temporal fugue interactions with the world map
*Fixed light and visibility radiuses sometimes missing a square to the east and south
*Fixed lase's picker to correctly stop at the max distance.
*Fixed lase's AI to only shoot if the target is in range, and updated to better avoid shooting friendlies
*Fixed seed spit dropping as an item
*Fixed robots to be properly immune to mental damage
*Fixed plants jumping off walls if you walk into them as a non-hostile
*Fixed some book text
1.0.4186.35761
Title: Re: Caves of Qud: Now in Open Beta
Post by: Astral on June 18, 2011, 09:33:25 pm
Pure Awesome


Thank you so much. Especially the defect thing. And the ammo having effects on it (I had a bullet that was bloody x4 slimy x6 when in Golgotha... wondered what the heck was going on with that. And the everything else I haven't yet encountered yet.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Carrion on June 19, 2011, 08:34:29 am
Amazing update!
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on June 19, 2011, 08:47:03 pm
*Fixed flamethrowers having drink set as a default action
*Fixed the ai and auto-equip equipping multi-slot items in a single slot
*Fixed an issue where equipped multi-slot items would be listed multiple times in the look window
1.0.4187.36329
Title: Re: Caves of Qud: Now in Open Beta
Post by: Astral on June 20, 2011, 07:45:38 am
One minor option I'd love to see (as someone who uses Ravenous for extra points often) is an option that would prioritize corpses over other food sources, assuming that they are edible or in easy supply (Glowfish, Glowpads, various other nommables).

It can get annoying to be eating through the supply of 100+ vinewafers I bought from Argyle and getting spammed with the "too full on water" message while on the overworld map, too.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Carrion on June 20, 2011, 12:13:09 pm
That is why I don't use auto-eat.  I like to have control over what food is consumed.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Kishmond on June 20, 2011, 04:49:29 pm
If I had been here on time I would have suggested friendly mobs not interfering with your 'automatically walk to nearest up/down stairs' action. I refer specifically to the waydroids.
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on June 20, 2011, 07:43:59 pm
*Added a new sidebar state listing visible hostile creatures in order of distance with their current overall health status
*Neutrals and friendlies will no-longer cancel an auto-walk when you spot them
*Fixed some cases where redrock and lair entrances would be unreachable
*Most corpses now have a higher autoeat priority than most food
1.0.4188.35336
Title: Re: Caves of Qud: Now in Open Beta
Post by: Carrion on June 21, 2011, 12:15:09 am
I love your turnaround on these requests, unormal.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Aqizzar on June 21, 2011, 03:58:09 am
*Fixed issue where a bunch of spurious one-way stairs would be generated (usually seen in lairs)

Oh thank God, that drove me up the fucking wall, especially when the stairs would deposit you in some disconnected side passage, so you had to bash your way to freedom.

I need to get back into this game.  I hope my old character builds are still viable.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Astral on June 21, 2011, 07:34:05 am
Wooden bucklers; how do they work?

Equipping them on my arm decreases my DV, but doesn't increase my AV at all.

And oh sweet jesus I just found a flamethrower. Pity oil is hard to come by...
Title: Re: Caves of Qud: Now in Open Beta
Post by: Magentawolf on June 21, 2011, 08:40:55 am
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Astral on June 21, 2011, 09:16:43 am
That must have changed recently then.

And yay for two-shotting that stupid slug in Golgotha. Flamethrower like a boss!

Edit: The explosive grenades... they do nothing...

I thought that by using one on the twinning lampreys that it would cause them to be unable to spawn; now they're spawning at the top and bottom of the map ad infinitum.
Spoiler (click to show/hide)
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on June 21, 2011, 12:00:35 pm
*Fixed twinning lampreys going twin crazy
1.0.4189.21505
Title: Re: Caves of Qud: Now in Open Beta
Post by: forsaken1111 on June 21, 2011, 12:04:34 pm
« 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!
Title: Re: Caves of Qud: Now in Open Beta
Post by: cerapa on June 21, 2011, 01:24:20 pm
« 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!
I am impressed.

I really should really play this again. I stopped playing for a while.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Darion on June 21, 2011, 01:25:27 pm
This game is so much fun, but so much hard...i always die before completing the first mission!
Title: Re: Caves of Qud: Now in Open Beta
Post by: cerapa on June 21, 2011, 01:39:25 pm
Whats your build and how do you start off? You can try grinding off of fish and crocs to level 3 and that generally makes all the stuff in the swamps manageable for me.

I usually die to the damn goats.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Darion on June 21, 2011, 01:42:23 pm
I try all the stuff, using mental mutations or phys + guns, I always end up being killed by a group of enemies, or in the Red Rock.
Any tip? And where are those crocs? I usually stay around the first town...
Title: Re: Caves of Qud: Now in Open Beta
Post by: Astral on June 21, 2011, 02:45:53 pm
Go south out of Joppa and stick around the Watervine swamps. They'll occasionally spawn with the glowpads, glowfish, and free experience giant dragonflies that you can shoot with ranged weapons and who will follow you around, but won't land and effectively can't hurt you unless you yourself are flying.
Title: Re: Caves of Qud: Now in Open Beta
Post by: beorn080 on June 21, 2011, 02:59:11 pm
Don't do redrock first. If you have a couple of grenades in your inventory, give them to argyve for your first level. Then head south into the watervine swamps. Slaughter the fish and be careful around the Crocs. I recommend you gather up the fish corpses and use them as food, saving the lighter food for later.

If you want a "cheat" build, try this. Freezing hands + wings. Depending on other parts of the build, such as ego amount, the last 4 points are really at your discretion. If you truly wish to slaughter, go 24 will and ego, 14 tough, and pick up Brittle Bones, Temporal Fugue, and Light Manipulation. That is a bit trickier of a build, but once you start getting higher level, the freezing ray and laser spam is amazing.

With this combo, don't go underground. Fly east and kill glowfish + crocs until you reach about level 3-4. Split the mutation points between wings and freezing hands, with wings getting priority. When you reach the canyons, be very careful around the dragonflies and anything with a ranged attack. Don't attack the dragonflies until all the ground bound enemies are dead, unless there are Equimax. If there are Equimax, Carefully use wings and freezing hands to slowly slaughter all the dragonflies and equimax. If you have Temporal Fugue and Light Manip, you can take a good swarm of both by popping Fugue and targeting the dragonflies, but don't get surrounded by equimax since you can still fall to the ground up to lvl 6 wings. If you get rid of all the dragonflies, kite the equimax to death, and you can easily get another 2-3 levels on one screen of equimax at nearly zero risk.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Niveras on June 21, 2011, 03:00:43 pm
That must have changed recently then.

Shields have always only affected your AV when you block the attack, as far as I know, though the effect on your EV is constant.

Which reminds me. The base chance to block is 50% and only one attack per round (I think anyway, I'm less familiar with the base chance compared to what the shield skills grant you). Shields skills increase this to 75% chance to block, 2 times per round. But does wearing multiple shields increase either of these? Will a fourarm wearing 3 shields be able to block as many as 6 attacks per round?
Title: Re: Caves of Qud: Now in Open Beta
Post by: Astral on June 21, 2011, 03:33:29 pm
For a straight physical character, try the Chimera morphotype, with Regeneration, Two Hearted, Thick Fur and Nightvision. This will largely end up dependent on what weapons you prefer and are able to acquire, but all you have to do is sprint away a bit and you tend to regain your health quite quickly. Put most of your points in Strength, Agility and Toughness; the rest are preference as well.

The versatility in this build is pretty nice, because you'll often be able to carry mountains of equipment on you. For me, that means (if I get lucky drops) a weapon for every occasion: shotgun for groups, pistols or rifle as a "main" gun, flamethrower for bosses, and just being able to beat things senseless if that catches your fancy. I tend to go fairly deep into Tinkering for the ability to create my own deadly weapons, namely the Vibroblade (and I'm sure there are much better things out there, but it's the highest piece of equipment I've personally seen). Works better if you decide to generate a new mutation and get Heightened Quickness, Multiple Arms, or Multiple Legs.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Darion on June 21, 2011, 03:57:32 pm
Thanks for all the tips, I'll try to build them to fit my needs, and beat some crocs. Thanks again!
Title: Re: Caves of Qud: Now in Open Beta
Post by: jester on June 21, 2011, 09:15:48 pm
21 toughness is a fairly good place for new players to start as well
Title: Re: Caves of Qud: Now in Open Beta
Post by: Deon on June 21, 2011, 09:29:36 pm
Praetorian/axeman(I don't remember the class name) pure human with 20 in toughness, dumped will/ego and high strength can get you anywhere. It's boring for me now though, but it's really easy.

Guns are underpowered unless you make a specific build and find right datadisks/weapons. Melee is the way to go if you start to play it.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Astral on June 22, 2011, 07:25:19 am
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.
Oh, I thought that covered shields specifically, and that bucklers were just a flat bonus. Thanks for clearing that up.

Edit again: Walls can apparently be stunned and dazed. This was while attacking a piece of shale with Axe skillsets. Don't ask me why. I was bored and trying to find a way out with use of my Corrosive gas mutation. It also apprently never wears off; waiting around 100 turns didn't clear the status effects.
Spoiler (click to show/hide)

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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Dutchling on June 22, 2011, 08:46:33 am
You can also just kill the wall... :P
Title: Re: Caves of Qud: Now in Open Beta
Post by: cerapa on June 22, 2011, 08:57:35 am
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Astral on June 22, 2011, 10:36:11 am
Trying to get more acid in a waterskin caused me to pour 64 drams on the ground and gave me an exception:
Spoiler (click to show/hide)
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on June 22, 2011, 08:14:43 pm
*Cell-using missle weapons now have a more readable sidebar charge display
*Set the eat priority of some food ingredients to 0
*Increased charge use of laser pistols and overloaded laser pistols
*Bit costs are now displayed sorted
*You may only regain your bearings on the surface
*Added shoot and scoot behavior to a hoshaiah
*Fixed some bugs in the display of bow ammo
*Fixed a heightened hearing and sense psychic exception
*Fixed an issue causing projectiles to still become bloody
*Fixed the asphalt mines entry zone (and a few other zones) not generating correctly
*Fixed an exception when a container is destroyed while filling with acid
*Fixed acid damaging things even when in a sealed container
*Fixed an issue causing monsters with random mutations not to get any
*Fixed several cases where a non-player (i.e. beetlebum) picking up quest objects would finish the quest step
*Fixed issue where charging enemies would sit there at maximum range instead of charging
*Fixed slipping on liquids costing 1000 energy per square slipped, now a slip costs 1000 total energy regardless of distance
1.0.4190.36331
Title: Re: Caves of Qud: Now in Open Beta
Post by: Astral on June 23, 2011, 08:28:59 am
Seem to be breaking the game a bit lately. Using a flamethrower on the nigh-invicible dude in Grit Gate is not a good thing, nor is using corrosive gas to break through walls so you can utilize all the shops...
Spoiler (click to show/hide)

And accidentally hooking myself...

Spoiler (click to show/hide)
Title: Re: Caves of Qud: Now in Open Beta
Post by: Singularity-SRX on June 24, 2011, 02:50:10 am
I... I cannot explain how frustrated I am D:

I was going through grit gate with my best character yet, and on the second level down, it's full of doors and rooms, so I proceed carefully.
After opening one door, it turns out there is a chaingun turret on the other side. I have about 56 health, so i'm feeling pretty good, go in and try hacking it to bits.
Doesn't work.
Go back outside and close the door, get an idea, open the door, stand a few feet back, and throw a high explosive in.
Doing so destroys the door, and takes a chunk of health out of the chaingun turret. I rest (hit a few times leaving that part), go in and find it's still alive, so i decide to just hack it to bits. After about 2 hits, it dies. At this point, I'm down to 3 health. It drops a bunch of scrap, and theres a chest on the left. I go in (without healing), and there is another FUCKING CHAINGUN TURRET. DOWN THE TINY DEAD END THAT I JUST SPENT 10 MINUTES TRYING TO GET INTO.

Needless to say, it one shots me and I die.

Also, bug and slight problem:
Bug:
Earlier in the game, I went to Argyve and buy some scrap. I already had some scrap in my inventory, and after the purchase, I have the exact same amount of scrap.
I was getting quite annoyed that he'd stolen my money, however, after disassembling one piece of scrap, it gives me all the scrap I would have gotten.

And before I got to grit gate, I was having a serious problem with the food supply. I had harvestry and butchering, but at points I found myself having to wish some food up.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Magentawolf on June 24, 2011, 08:14:57 am
I've had much better success in just shooting turrets, rather then trying to hit them with a hammer or anything; they tend to go down in one, maybe two shots from a rifle or a pistol.
Title: Re: Caves of Qud: Now in Open Beta
Post by: beorn080 on June 24, 2011, 08:42:24 am
Agreed, to get close to any turret is death, unless you can literally turn a blind corner and be next to it.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Mephansteras on June 24, 2011, 09:48:45 am
Agreed, to get close to any turret is death, unless you can literally turn a blind corner and be next to it.

I've had pretty good luck sprinting at a turret to kill it. But that only works well if you don't have to face more than one at a time.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Magentawolf on June 28, 2011, 02:31:55 pm
Is there anything that cures diseases, or am I just going to have to get used to my tongue falling out all the time?
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on June 28, 2011, 02:32:26 pm
Is there anything that cures diseases, or am I just going to have to get used to my tongue falling out all the time?

Yes, diseases are curable. Someone has a book that will help.
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on June 28, 2011, 04:57:33 pm
*Objects that you drop will no-longer be picked up by autoget in the future
*Pressing tab on the inventory or equipment screen will look at an item
*Added a total weight display to the trade UI
*Added weight to the look description of items in your inventory
*Added a story to the prism
*Changed turrets to no-longer fire real, droppable projectiles
*Changed AI to be willing to attempt to breach forcefields using heavy weapons
*Fixed outdoor ruins having doors blocked by shale
*Fixed hook and drag not correctly dragging things
*Fixed hook and drag preventing melee combat
*Fixed walls receiving status effects
*Fixed missle-weapon explosions not correctly tracking ownership
*Fixed multiple 'you die' popups when you die in the middle of a big event stack
*Fixed an issue where the player might get the death-reason from another object if you died during a big event stack
*Fixed an exception in TemperatureOnEntering
*Fixed issue where damage ownership was not being properly tracked
*Fixed issue with mental mirror not reflecting some attacks
*Fixed overland popup spam if the only food you have is vinewafers
*Fixed mutations not recieving a level-change notification when ego was modified, this fixes a few sundry issues like mental mirror not immediately getting additional reflects when your ego goes up
*Fixed being able to talk to and trade with yourself if you mind-control an npc with a conversation script
*Fixed some bad formatting in descriptions
*Fixed some inconsistancy in the border spacing of popup boxes
*Removed heat and cold absorption
*Removed analytical genius
1.0.4196.25797
Title: Re: Caves of Qud: Now in Open Beta
Post by: Mephansteras on June 28, 2011, 05:04:38 pm
Aww, I liked analytical genius. What was the reason for its removal?
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on June 28, 2011, 05:46:31 pm
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Mephansteras on June 28, 2011, 07:00:06 pm
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.

Ah. Ok, cool.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Magentawolf on July 01, 2011, 02:34:14 pm
Carapace and Thick Fur appear to be bugged; either that you can select them both, or that the Heat / Cold resistances don't interact properly.

On the character screen, it'll only show the Thick Fur '+4' bonus, but not the bonus from Carapace.
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on July 02, 2011, 06:14:07 pm
*All new, much better, window for selecting an item to equip when selecting an empty body slot on the equipment screen
*Combat text now uses more better english when dealing with NPCs with proper names
*Death messages now properly come after combat damage messages
*Fixed letter-presses not correctly working on the equipment screen
*Fixed some natural equipment (carapace, etc) having a weight when it should not have
*Fixed some cases of shale being double-stacked in squares
*Fixed doors allowing the application of biological-only effects
*Fixed carapace not applying it's cold and heat resistance
1.0.4200.32698

e: VVV yes
Title: Re: Caves of Qud: Now in Open Beta
Post by: Frumple on July 02, 2011, 07:31:44 pm
*Combat text now uses more better english when dealing with NPCs with proper names

I... I have to ask. Was this an intentional joke?
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on July 03, 2011, 07:39:03 pm
*Updated window for picking up items from the ground and containers
1.0.4200.32698
Title: Re: Caves of Qud: Now in Open Beta
Post by: Croquantes on July 05, 2011, 12:01:28 pm
FUUUUU

I almost finished all the quests in the starting village, and I levelled up my esper to level 6... I was careless and held down a directional button while walking and got killed by a lowly boar. :( Killed five beetlebum's, and I get owned by a stupid boar.

:(
Title: Re: Caves of Qud: Now in Open Beta
Post by: Rooster on July 05, 2011, 12:07:23 pm
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on July 06, 2011, 12:17:34 am
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: enigma74 on July 06, 2011, 07:36:14 am
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 swear I've played lots of Caves of Qud, but what does AP stand for?  It's late night here and I can't think right.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Croquantes on July 06, 2011, 07:51:01 am
I think AP is a point that you can put into the stat of your choosing. You get them sometimes when you level up.
Title: Re: Caves of Qud: Now in Open Beta
Post by: enigma74 on July 06, 2011, 01:08:37 pm
Thanks, that has to be it. 
Title: Re: Caves of Qud: Now in Open Beta
Post by: Rooster on July 07, 2011, 07:19:57 am
There are awfully few types of tonics.
There seems to exist a super tonic that gives point boost, but ingredients to make it (some type of seed)
or tonic itself are super-rare. I mean, so rare, that you won't get any in your whole lifetime, unless you know how to play this game similiarly to making a challenge game in ADOM and still beating it.

I have no idea how to get these new seeds or crystal of ewe. There is absolutely no hint as to where to get them.

New Golgotha is unforgiving and impossible to cheat through. Chrome walls are indestructible, and even if I get through them, then the fall will kill me.
There is a tonic that reduces fall damage (and Golgotha has the only fall damage AFAIK) but it's just unpractical to use it there, as You'd have to have 250 HP to survive the fall even with the tonic, and there's a big bad boss down the shaft. I must say Golgotha got a significant difficulty spike.
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on July 13, 2011, 01:42:34 pm
*Fixed horned chameleons copying background colors
*Fixed an exception when a multiple shot missle weapon kills its owner while firing
*Fixed disintegration rendering from non-active maps
*Fixed begin-sprinting message appearing even if the creature isn't visible
*Fixed the mushroom farmer's chat text
*Fixed chat text to use the correct article
*Fixed zealot yelling even when he's not in the active zone
*Fixed sometimes getting unlost and immediately relost when space-time vortexing while lost
*Fixed space-time vortex being usable on the world map
*Fixed objects in containers having drop instead of get in their twiddle menu
*Fixed beguiling messages to use the correct article
*Changed the death message to only close when you hit space, so you don't spam past it if you die while waiting, for example
*Changed river pathing to be less likely to crawl along the edge
*Changed inorganic objects to display as damaged instead of wounded
*Renormalized the complexity level of several artifacts
*Creatures will now start with the appropriate amount of XP for their level instead of 0 (this will make it easier for beguiled creatures to gain levels)
*Added a message when a visible non-player creature gains a level
*Added a visual effect when a visible non-player creature levels up
*Kills by party members will award the lesser of the experience awarded for the party leader or party member, based on level
*Full XP for any party kill will be awarded to all nearby party members
1.0.4211.24468
Title: Re: Caves of Qud: Now in Open Beta
Post by: Magentawolf on July 13, 2011, 02:21:56 pm
I'm using the previous version, and it appears that Quills aren't properly regrowing. I have less then the maximum, but I'm getting zero extra quills unless I spend a mutation point to raise the skill. (Which adds 80-120, but still no regrowth)
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on July 16, 2011, 09:08:18 pm
*Added a new bindable wait command that lets you enter a variable number of turns
*Added the ability to drop an item in the inventory screen with ctrl+d
*Added the ability to equip an item in the inventory screen with ctrl+e
*Added the ability to eat an item in the inventory screen with ctrl+a
*Added the ability to apply an item in the inventory screen with ctrl+p
*Added the ability to drink an item in the inventory screen with ctrl+r
*You may view quick-keys in inventory with ?
*Fixed an issue causing doubled XP from kills
1.0.4214.37914
Title: Re: Caves of Qud: Now in Open Beta
Post by: Astral on July 16, 2011, 10:14:07 pm
I must say Golgotha got a significant difficulty spike.

I didn't find it too hard after blundering in a couple times (and savescumming to learn a bit better).

Go in level by level, rather than down the shaft. Phase helps a lot here, because you can often phase to a safe(r) area rather than being swarmed by crabs and other nasties. Corrosive gas generation is also extremely useful, because you become immune to the gas/acid trap spewers. Try killing a motor if you want the conveyor belts to stop. Avoid flame traps when they light up; they fire off a turn later.

There are a couple other nuances but this is just the general strategy for it. Overall it took some learning, but I made it through without much issue after the first few times.
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on July 17, 2011, 04:02:31 pm
*Fixed an issue with keyboard input freezing when using nested get-item dialogs
1.0.4215.28450
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on July 24, 2011, 10:06:11 pm
*Redesigned Bow and Rifle skill tree
*New Endurance power: Juicer
*1 new rifle
*Updated properties of a few missile weapons
*Updated missle weapon loot tables
*Fixed an issue causing penetration rolls to be too low
*Fixed an exception in the Rapid Fire power
*Fixed some proper names with colors incorrectly being treated as non-proper names
*Fixed some improper use of 'the'
*Fixed some improper use of 'its'
*Fixed an exception in Melee_Run
1.0.4222.39548
Title: Re: Caves of Qud: Now in Open Beta
Post by: Micro102 on July 25, 2011, 12:41:56 am
I have version 1.0.4211.24468 Beta

Can i safely transfer my save to the newest version without having any trouble?
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on July 25, 2011, 07:58:54 am
I have version 1.0.4211.24468 Beta

Can i safely transfer my save to the newest version without having any trouble?

Updating will normally invalidate old saves, so finish them up before upgrading.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Micro102 on July 25, 2011, 01:41:06 pm
But..... But it's gonna take forever to finish the game and I want all the new stuff  :'(
Title: Re: Caves of Qud: Now in Open Beta
Post by: BunnyBob77 on July 25, 2011, 03:21:57 pm
Wow unormal you're coming out with a huge update practically every other post.  I played this a while ago, maybe I'll try a newer version.
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on July 25, 2011, 07:20:59 pm
*Fixed an issue where selecting a rifle special shot-type activated ability from the menu and then hitting space to select a target in the aim window would cause the shot to be a normal shot
1.0.4223.34487
Title: Re: Caves of Qud: Now in Open Beta
Post by: Stworca on July 28, 2011, 07:30:10 pm
How exactly does butchering work? I must be missing some vital part of it, because so far.. nothing.
Does one need a special knife? Stand in place for 10 turns? Pick the corpse or leave it on the ground?

Regards!
Title: Re: Caves of Qud: Now in Open Beta
Post by: The Merchant Of Menace on July 28, 2011, 07:31:08 pm
You autobutcher when you kill the enemy.
Not all foes can be butchered
Title: Re: Caves of Qud: Now in Open Beta
Post by: Stworca on July 28, 2011, 07:33:36 pm
Do i need a special tool? I've taken Butchering at level 2, to help me with food, and i've hit 13 just a few minutes ago, with 0 butchered corpses. (And since it's Caves of Qud, you can imagine that the kills were in thousands)

Edit : Bears, Boars, Humanoids.. you name it. Something had to be butcherable :P
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on July 28, 2011, 07:51:31 pm
You have to step on top of the corpse.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Magentawolf on July 28, 2011, 08:30:26 pm
You have to step on top of the corpse.

Also, make sure you didn't accidentally toggle off butchering on your skills screen.
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on August 07, 2011, 05:22:21 pm
*Added a zone builder for the banana grove
*Changed Banana Tree ascii, they are now harvestable
*Updated missle weapon renderer to display projectiles that use a - with the appropriate angle
*Fixed a stunning force stack overflow
*Fixed some issues with some non-melee penetration rolls
*Fixed lase being able to fire through walls
*Fixed beguiled creatures displaying as hostile
*Fixed mass mind proccing on the world map
1.0.4236.31031
Title: Re: Caves of Qud: Now in Open Beta
Post by: HashBrowns on August 15, 2011, 04:58:44 pm
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?
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on August 16, 2011, 12:13:54 am
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: HashBrowns on August 16, 2011, 11:00:58 am
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.

Yes, I'm using the latest version.  I guess I'll have to hold out and hope it gets fixed somewhere down the line.  It really does add a whole new level to be able to customize your beguiled companion extensively.  On another note: Goatfolk.  Oh, how I hate them.  They've claimed the majority of my characters.
Title: Re: Caves of Qud: Now in Open Beta
Post by: HashBrowns on August 18, 2011, 09:16:21 pm
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on August 18, 2011, 09:27:07 pm
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: HashBrowns on August 18, 2011, 10:10:59 pm
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.

I'll be sure to get it if it happens again....I should have gotten it this time, but I was upset and it's since been replaced.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Singularity-SRX on August 19, 2011, 01:46:56 am
I just had my best playthrough:

Mutant, Photosynthetic skin, light manipulation (my god this is good), flaming hands, psychometry, and the beak.
I got to (I think) Level 9, and died from a spark-tic in Golgotha.

I played much more carefully this time, and actually went quite well.
Any suggestions for next time? I feel as though I could have done much better

Title: Re: Caves of Qud: Now in Open Beta
Post by: Seriyu on August 20, 2011, 06:05:28 pm
So, I've been playing this, swimming around in ponds and killing things for no discernable reason but I have a question, which is namely, what is the little arrow on weapon stats? Attack speed?

Found it out, nevermind.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Roboboy33 on August 20, 2011, 10:47:51 pm
i started playing, got some good looking mutations, went in a house, took some food, and got my brain bashed into my lower intestines by some dude. hows that for first impressions?
Title: Re: Caves of Qud: Now in Open Beta
Post by: Singularity-SRX on August 20, 2011, 10:49:35 pm
Did you remember to close the door? :P
Title: Re: Caves of Qud: Now in Open Beta
Post by: Roboboy33 on August 20, 2011, 10:55:21 pm
You can close doors? Shit.
Title: Re: Caves of Qud: Now in Open Beta
Post by: HashBrowns on August 21, 2011, 10:03:38 am
You can close doors? Shit.

I remember when I first discovered that you could close doors.  All that stuff in Joppa is now free for the taking!  (Except for the Elder's....man's got some nasty confusion)
Title: Re: Caves of Qud: Now in Open Beta
Post by: Ahra on August 21, 2011, 10:12:09 am
just take the chest (or is that fixed=)
Title: Re: Caves of Qud: Now in Open Beta
Post by: beorn080 on August 21, 2011, 11:21:49 am
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: HashBrowns on August 21, 2011, 06:51:24 pm
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.

It isn't?  Wow, and I always skip over that ability.....I may have to try it out.
Title: Re: Caves of Qud: Now in Open Beta
Post by: HashBrowns on August 22, 2011, 09:28:39 am
You know what would be amazing?  If the different human sects all started in different villages with different starting quests, with Joppa being reserved for mutants.  Ah, to dream....
Title: Re: Caves of Qud: Now in Open Beta
Post by: Singularity-SRX on August 23, 2011, 02:31:04 am
Had my (new) best playthrough so far, using the same build as before.

It was intense, I made it through Golgotha, and onto Bethesda Susa, I felt so proud :D
I had so much stuff, an overload of grenades and way too many guns, however died in Bethesda Susa, after one of those red 'e' guys confused me, set me on fire, while all of these Dwarf-troll things beat the shit out of me. So pretty good run all in all ^^
Title: Re: Caves of Qud: Now in Open Beta
Post by: HashBrowns on August 23, 2011, 09:07:00 am
I'm jealous.  I can't, for the life of me, get through Golgotha.  That damn slug thing at the bottom....it just murdered my last character.
Title: Re: Caves of Qud: Now in Open Beta
Post by: forsaken1111 on August 23, 2011, 10:32:10 am
I got what I needed and ran from the slug thing.
Title: Re: Caves of Qud: Now in Open Beta
Post by: HashBrowns on August 23, 2011, 02:13:46 pm
I had gotten strong enough to take on dens of goats, goat shamans with goat sowers and hornblowers and yurtwardens....I had defeated two rare goats.  Goats have always been my bane.  I thought, finally, I am able to destroy goats, I will defeat Golgotha.  And so I tried to fight the slug.  I ego boosted my toughness and laid down chaingun fire, but I was already halfway dead from an agofly.....You're right.  I should've grabbed up the broken droid and left.  But I was there, this was my time, and so I fought.  Poor Zedd the Watervine Farmer, you were a good character.
Title: Re: Caves of Qud: Now in Open Beta
Post by: forsaken1111 on August 23, 2011, 04:11:12 pm
That critter is no fucking joke. The slime doesn't help...
Title: Re: Caves of Qud: Now in Open Beta
Post by: HashBrowns on August 24, 2011, 01:08:00 pm
Threw a burgeoning down on top of my evil twin's burgeoning.  Game froze instantly, and is still frozen.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Carrion on September 01, 2011, 06:18:34 pm
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!
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on September 01, 2011, 07:47:48 pm
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Carrion on September 01, 2011, 08:23:11 pm
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?
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on September 01, 2011, 08:45:45 pm
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?

Well, the engine supports it; the world is fully connected in 3d, but doesn't have connections, like hillsides, that flow smoothly up and down. It could be done if I thought it would really improve gameplay, but I think it'd probably just make the interface quite a bit more complex without a whole lot of real gain.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Carrion on September 01, 2011, 09:17:07 pm
Fair enough.  It would probably be a lot of work as well.

Personally, I think that it would add a fair amount to the overland exploration as well as possibly being tactically useful during combat.  I often am wishing that I could climb the walls when fleeing from enemies, or trying to ambush them.  Even if it only meant that there is ground level (like what you have in place now) and an upper "cliff" level.  I like that you've kept the interface simple so that the other aspects can be developed and I agree that adding any other map levels would make the interface more convoluted, or complex.  I personally don't have a problem with that.  I think if nothing else, the added complexity could make it more rewarding, in some sense. 

Obviously, these are just my opinions and thoughts.  Make of them what you will.
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on September 05, 2011, 06:54:23 pm
*4 new overland encounters
*1 new artifact
*1 new liquid
*The world building screen now displays quotes from from denizens of Qud and beyond
*New zone builder for watervine swamps
*NPCs now correctly use multiple missile weapons
*Lair zones now have unique names
*Added AI flocking behavior
*Added some additional variety to ruin layouts
*Fixed the AI pursuit giving up too quickly when following though chokepoints
*Fixed some damage alterations not being shown in the combat text (though they were applied correctly)
*Fixed some freezing issues and bad pathing in autoexplore
*Fixed autoexplore sometimes deciding to explore the inside of solid walls
*Fixed autoexplore being really dumb (now only somewhat dumb)
*Fixed some pathing issues in narrow hallways
*Fixed Adrenal Control granting 3 instead of 7 quickness per level
*Fixed the installer not overwriting edited files
*Fixed the color of raw boar meat
*Fixed some burrowing creatures being incorrectly equipped with burrowing claws
*Fixed kindled flames being called 'lit torches'
*Fixed bloodsplatters not splattering if in inactive zones
*Fixed grammar on Bludgeon
*Fixed quillipedes not having a natural weapon
*Fixed monsters with Quills just relentlessly spamming burst until they were at 0 quills
*Fixed stance display names
*Fixed mosnters using porcupine stance in long-distance engagements
*Fixed some issues with AI getting stuck
*Fixed stinger's displayed penetration
*Fixed shield slam stopping charge damage entirely if a shield is not equipped
*Fixed automoving being possible on the world map
*Changed dog glyph color to grey
*Changed Tam's glyph to a brown 'd'
*Changed skill screen to better indicate when you don't have enough SP
*Glowpads now glow
*Updated short bow to use a dash for it's projectile
*Lots of small object changes
*Bunch of new supporting objects
1.0.4265.27671
Title: Re: Caves of Qud: Now in Open Beta
Post by: HashBrowns on September 05, 2011, 08:41:07 pm
Awesome an update!  Thank you for your continued work!!
Title: Re: Caves of Qud: Now in Open Beta
Post by: Carrion on September 05, 2011, 11:39:19 pm
I second that.  Thanks unormal, I really look forward to biting into this one.
Title: Re: Caves of Qud: Now in Open Beta
Post by: enigma74 on September 06, 2011, 01:49:40 am
What a sweet update!  Time to dive back in, haven't played in a few months.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Mephansteras on September 06, 2011, 11:51:12 am
Nice. I'll have to check it out tonight.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Ahra on September 06, 2011, 11:59:55 am
huh i havent played this for an reaally long time, guess its time to try to acctually surrvive golgotha again.
Title: Re: Caves of Qud: Now in Open Beta
Post by: hachnslay on September 09, 2011, 01:23:42 pm
Ok, downloaded it a few minutes ago and going to play in a bit. It probably is in setup(8).exe, since that is the latest ...
Maybe you should consider changing the executable name for the installer.

Then again, the .exe is only a compressed container for the .msi ...


Also got my first CoQ error - i did install it over an older version, though. Deleting all but my keymap and installing again solved the problem.
Code: [Select]
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on September 14, 2011, 06:01:29 pm
*Fixed some issues with cross-zone distance calculations
*Fixed an autoexplore exception
*Fixed display name of stunned status
*Fixed a container exception
*Updated some minor object properties
1.0.4272.27834
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on September 21, 2011, 06:58:02 pm
*Fixed liquid pouring messages to make it look less like you just poured out the entire container, when you didn't
*Fixed being unable to fire by pressing f after first marking a target from the missile weapon UI
*Fixed missile weapons firing a full burst even if they didn't have enough rounds loaded
*Fixed a marked target dying triggering a "you lost sight of your mark" message
*Fixed storied shield incorrectly partially activating with no cell in place
*Changed some on-hit weapon effects (i.e. jilted lover grasp) to happen after the damage message, so it's more obvious what caused the effect
*Pig corpses now correctly butcher into raw pig meat
*Stair generation is a little bit smarter
1.0.4281.33641
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on September 24, 2011, 06:50:51 pm
*You may now review your final message log after you die
*Added a new, bindable 'wait until morning' command
*Updated wait-n-turns to display a waiting spinner
*Solar cells will now correctly recharge while in your inventory, but only during the day
*Some minor layout and display tweaks to the status screen
*Auto-moving while encumbered will no longer freeze the game
*Slightly reduced the price of muskets
*Gave shoes to a bunch of shoeless NPCs in Joppa
*Fixed an issue where creatures were allowed to attack diagonally up z-levels
1.0.4284.33648
Title: Re: Caves of Qud: Now in Open Beta
Post by: Singularity-SRX on September 24, 2011, 08:18:12 pm
*Gave shoes to a bunch of shoeless NPCs in Joppa
For some reason that made me laugh ^^

Also, would it be possible to see a timeline of what's going to be implemented?
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on September 25, 2011, 01:22:31 am
*Gave shoes to a bunch of shoeless NPCs in Joppa
For some reason that made me laugh ^^

Also, would it be possible to see a timeline of what's going to be implemented?

The next major content patch is planned to have a new set of storied items and some new content related to them; that should be a couple weeks, depends on how busy I am the next week or three. After that, we're probably going to put in the whole dungeon redesign for Bethesda Susa, that redesign is on the order of a month or three, and after that we'll mostly be fleshing out the main quest and storyline dungeons, shooting for one per month or three. With a lot of small bug fixes and small features in-between in our (usually-weekly) minor releases.
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on October 02, 2011, 10:24:58 pm
*1 new artifact
*Increased skulk injector duration from 180-220 to 1001-1200 rounds
*Hulk Honey's damage is now non-lethal (will reduce you no lower than one hitpoint)
*Minor updates to injector descriptions
*Fixed some bugs in the equipment screen when you have a lot of body parts
*Fixed a bodypart exception
1.0.4292.40031
Title: Re: Caves of Qud: Now in Open Beta
Post by: Angel Of Death on October 03, 2011, 08:43:29 am
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!
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on October 03, 2011, 08:53:24 am
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!

Posted a quick fix for this.

*Fixed a combat exception
1.0.4293.15893
Title: Re: Caves of Qud: Now in Open Beta
Post by: maki32 on October 03, 2011, 10:02:38 am
How randomised is this game? Looks great!
Title: Re: Caves of Qud: Now in Open Beta
Post by: Angel Of Death on October 04, 2011, 03:00:08 am
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Singularity-SRX on October 22, 2011, 02:31:21 am
Just got wtfinstakilled by a chaingun turret.
Those things... holy crap.
It took out over 50hp in a single turn, killing me instantly D:

[Edit:]
I was just thinking about throwing torches into rooms for light, and is there anything (a gas or liquid) that can catch fire?
Because the image that creates is really cool ^^

Also, I just noticed, but our character doesn't seem to be wearing pants.


[Edit2]
Ok, so another playthrough, and I was walking along to the rust wells, came across some trampled remains, which had MECHANICAL WINGS :D (They were broken, but luckily I had 2 cans of that fix-everything stuff)
Sadly, I died in the end to a legendary bloated leech, who confused me then did something, and what that something is I shall never know.
Title: Re: Caves of Qud: Now in Open Beta
Post by: HashBrowns on November 22, 2011, 11:39:50 am
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on November 22, 2011, 11:43:34 am
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. ;)
Title: Re: Caves of Qud: Now in Open Beta
Post by: HashBrowns on November 22, 2011, 11:55:14 am
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. ;)

Awesome!  Glad to hear it!
Title: Re: Caves of Qud: Now in Open Beta
Post by: Deon on December 16, 2011, 03:20:19 pm
Happy christmas time (or whatever you have there), I am going back to it again, thanks for keeping it afloat :).
Title: Re: Caves of Qud: Now in Open Beta
Post by: Mephansteras on December 16, 2011, 03:47:09 pm
Cool. Looking forward to it!
Title: Re: Caves of Qud: Now in Open Beta
Post by: Deon on December 16, 2011, 05:50:50 pm
Hmm, I don't remember so many files in the game folder before...

*checks*

Ability to MOD the game? Wow. As far as I know, it allows to tweak/change existing things, right? Are there plans for an ability to add new mobs/items/item types into the game?

Also... Tiles1.psd? Tiles support? Wow, I know what I am going to sprite/mod next when I finish my current projects :D.
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on December 16, 2011, 06:03:17 pm
The engine is almost entirely data-driven through those XML files; you could theoretically create an almost entirely different roguelike by mucking with them. Most of the actual 'scripting' is done in code though. It was made to be an easily extensible engine, but not really one fully-moddable via script files or anything. The installer will wipe any modifications you make though, so careful if you mess around in them and upgrade.

Heh, those tiles files shouldn't be included, really. Was just toying around with it, and it doesn't work at the moment. You'll be the first to know when it does :)

(Not any time soon)
Title: Re: Caves of Qud: Now in Open Beta
Post by: Deon on December 17, 2011, 04:31:07 am
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: handofluke on December 17, 2011, 06:07:04 pm
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.

There are more books coming, one of which may or may not be a collection of poems written by a sentient plant.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Deon on December 17, 2011, 06:08:26 pm
But can we include our own books to spawn in the world, or only change the existing ones through the XML?
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on December 17, 2011, 08:48:05 pm
But can we include our own books to spawn in the world, or only change the existing ones through the XML?

There are a few xml files that define the world:

ObjectBlueprints.xml - This defines every object in the game in terms of "Parts" and paramaters for those parts, which are individual component classes that define or override behavior. You can composite any parts together, and there are lots of them. You can't add a new part without changing the code, but the existing parts can be used in lots of ways. Objects have lots of other things like statistics and stuff, but parts are the most critical. For example, you could create whole new book objects here, refering to a new entry in "Books.xml" and then adding the entry to an appropriate table in "EncounterTables.xml"

Worlds.xml - This defines a whole 80x25 world map, the engine supports any number, though we only have one at the moment. You define each 3x3xhowever deep cell in terms of Maps (hard-coded, made in rougepaint.exe), Builders (classes that know how to build zones), and Encounters, which refer to entries in EncounterTables.xml

EncounterTables.xml - This defines encounter tables used in Worlds.xml as well as various loot-generation parts.

Quests.xml - This defines the quests in the game, refering to quest management parts that can't be created without changing code.

Conversations.xml - This defines the in game conversations used by the ConversationScript part.

Books.xml - This defines book text used by Book part and Story property.

Commands.xml - This defines the commands and command text used by the game, but you can't add new commands without changing code.

Mods.xml - This defines the weapon mods, but you can't add new mods without changing code.

Options.xml - This defines the in-game optins list, but you can't add new options without changing code.

Skills.xml - This defines in-game skills and their attributes. You can't add new skills without changing code, but you can modify costs and prerequisites here.

So you can add all new objects, including books, and areas very easily; but adding new core behavior mostly requires code changes at this point. It wouldn't be too hard to add dynamically-scripted-Part system using something like LUA or even dynamically compiled .NET code, but I haven't written the infrastructure to fully support it, and dont' really plan on it for the moment, since I don't really need it.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Deon on December 18, 2011, 12:54:11 am
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.

Anyway, that's all I wanted to see:

Spoiler (click to show/hide)

Thank you for that, I will tell you once I have something good enough to share :)
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on December 18, 2011, 01:23:34 am
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.

It depends; the xml files are loaded every time the executable starts, but objects or zones that have already been generated in a particular game will be based on whatever the xml files were like at the time they were generated.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Deon on December 18, 2011, 01:35:28 am
Allright, I think it's impossible to add new NPCs to "hardcoded" areas like Joppa, right? T'is a shame, I want to add a few vendors and flavor NPCs here and there :).
Title: Re: Caves of Qud: Now in Open Beta
Post by: Deon on December 19, 2011, 03:10:54 am
What defines which items can an NPC cell?

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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: beorn080 on December 19, 2011, 03:16:28 am
What defines which items can an NPC cell?

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 can answer this actually.

Add TWO books to the Elder's inventory. He automatically equips the first one into his hand slot, but the second shouldn't.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Girlinhat on December 19, 2011, 03:41:42 am
Didn't feel like trawling 150+ pages of thread :P

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"?
Title: Re: Caves of Qud: Now in Open Beta
Post by: Deon on December 19, 2011, 04:00:01 am
What defines which items can an NPC cell?

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 can answer this actually.

Add TWO books to the Elder's inventory. He automatically equips the first one into his hand slot, but the second shouldn't.
I tried to add two... Maybe three? :D

Didn't feel like trawling 150+ pages of thread :P

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.

It has a totally unique world, good game mechanics (really good), awesome crafting and great progression.

Note: mutated human = mage, mutations = magical abilities (or physical), learn to treat it this way. If you want a more interesting yet harder gameplay, go mutant. If you are starting and/or want an easier "warrior" experience, then the true human is the way to go.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Deon on December 19, 2011, 04:01:34 am
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: The Merchant Of Menace on December 19, 2011, 04:26:21 am
Didn't feel like trawling 150+ pages of thread :P

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"?
Very good, on par with Cataclysm IMO.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Girlinhat on December 19, 2011, 04:27:59 am
This is an AWESOME roguelike. Quite deadly though, so be careful.
I believe you're being quite redundant there *adjusts monocle*
Title: Re: Caves of Qud: Now in Open Beta
Post by: forsaken1111 on December 19, 2011, 07:10:14 am
This is an AWESOME roguelike. Quite deadly though, so be careful.
I believe you're being quite redundant there *adjusts monocle*
Quite.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Dutchling on December 19, 2011, 11:14:54 am
Time to see if anything changed in this game since I last played.
Read: Time to see if I will survive the initial dungeon this time.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Dutchling on December 19, 2011, 11:28:37 am
Quote
You die!

Killed by Su-wofubuwof, the calloused Snapjaw Bear-baiter.


I guess some things just never change :P
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on December 19, 2011, 11:54:04 am
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.

That's cool; I've had some ideas for better mod support for awhile, I might find time to work (some of) them into this patch.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Deon on December 19, 2011, 03:47:48 pm
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on December 19, 2011, 04:25:13 pm
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.

Yeah, the engine already supports the dynamic 'theming' of areas through the merge tables system. It's a little obtuse, but basically it generates an area in stages, picking tables to merge in, and picking one table can make other related tables much more likely to be chosen for the next step of generation. You can look at the "slimepit 1" and the various slimes entries to see basically a test application of this (which is what generates the ocassional "slimy cave"). The plan is to actually use this system more, but it's just a lot of grunt work :)

The thing I'm thinking about, for this patch, is letting the engine parse additional files with underscore delimits for the primary xml files; 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. That way, updating the game wouldn't smash mods, and the mods would only need to be updated when an update broke compatability with the mod (or vica versa) for some reason.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Deon on December 19, 2011, 04:44:36 pm
Quote
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 :).
Title: Re: Caves of Qud: Now in Open Beta
Post by: hachnslay on January 21, 2012, 12:39:07 pm
either unormal is really taking long for this patch or something happened that I am not aware off.

*attempts to reanimate the thread*
Title: Re: Caves of Qud: Now in Open Beta
Post by: Bitoru on January 21, 2012, 02:04:32 pm
I love this game, but I feel like the addition of a dungeon only game mode would make it a lot more enjoyable.
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on January 21, 2012, 02:12:10 pm
either unormal is really taking long for this patch or something happened that I am not aware off.

*attempts to reanimate the thread*

We're taking a good long time on Bethesda Susa; we've gone back to the drawing board a couple times on it trying to get it right. We're still working on it, though, just getting it right.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Shadowscales on February 01, 2012, 10:52:47 am
I find that this game is MUCH too easy, it's difficulty would increase if you made snapjaws the post-apocalyptic kobold/poisonous.
Title: Re: Caves of Qud: Now in Open Beta
Post by: jester on February 01, 2012, 12:50:29 pm
I find that this game is MUCH too easy, it's difficulty would increase if you made snapjaws the post-apocalyptic kobold/poisonous.

Move out beyond the snapjaws and start fighting some real enemies, robots will gut you, goatmen are badass, etc.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Shadowscales on February 01, 2012, 07:37:08 pm
No, I mean food.
You just nom on snapjaws 24/7 and free food, no struggle...
Title: Re: Caves of Qud: Now in Open Beta
Post by: Aqizzar on February 01, 2012, 07:56:54 pm
I find that this game is MUCH too easy, it's difficulty would increase if you made snapjaws the post-apocalyptic kobold/poisonous.

Too easy, he says.  What are you smoking, I say.

The food is a different question, but personally, I hate hunger-death in roguelikes anyway, so different strokes.  You have to eat constantly at least.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Aklyon on February 01, 2012, 07:58:48 pm
free food is no use if you die to a robot.
But you won't if you stay around the snapjaws all the time. They're easy to kill.
Title: Re: Caves of Qud: Now in Open Beta
Post by: forsaken1111 on February 06, 2012, 12:33:47 pm
Yeah, it's quite an easy game if all you do is sit in a cave and eat snapjaws...  ::)
Title: Re: Caves of Qud: Now in Open Beta
Post by: Rainseeker on February 13, 2012, 08:56:29 pm
This game is pretty hard, and I die all the time, but I keep making new characters!  What's wrong with me?   :'(
Title: Re: Caves of Qud: Now in Open Beta
Post by: Frumple on February 13, 2012, 09:00:41 pm
Welcome to roguelikes, ahahahahahahaha!
Title: Re: Caves of Qud: Now in Open Beta
Post by: jester on February 13, 2012, 10:11:40 pm
Also, dont make a new character with less than 20 toughness (or whatever the health stat is called)  you need alot of hitpoints.  Truehuman, warden (start that gives you shield/sword skills) and good melee stats will get you a fair way, if you trade in 2 artifacts (truehuman should start with a few) you can get to lvl 2 before you leave the first town, which helps.

  ohh and never fight enemies more than 1 at a time if you dont have to.  1 wide corridors are you friends.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Angel Of Death on February 13, 2012, 11:32:22 pm
I have a problem with the game. Every bit of text just shows up as a square.
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on February 13, 2012, 11:43:41 pm
I have a problem with the game. Every bit of text just shows up as a square.

It's an OpenGL rendering issue with old chipsets, what video chipset do you have? The console link will work under the start menu, probably.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Angel Of Death on February 13, 2012, 11:56:40 pm
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on February 14, 2012, 12:02:31 am
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.

Update your video drivers.
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on February 16, 2012, 10:11:17 pm
*Major redesign of Bethesda Susa
*Many new creatures
*Many new robots
*Many new plants
*Many new items
*Several new liquids
*True Man may now aquire cybernetics during the game (not during character creation)
*You may now store items in containers
*New random encounter: baetyls that will demand various offerings in return for rewards
*Added more variety to the geography of random cave systems
*Added color coding to ability status on the abilities sidebar view
*Added AV-ignoring elemental-damage melee attacks
*Greatly increased the variety of encounters in random cave systems
*Added some new global underground features
*Boosters will now apply their effects when striking as projectiles
*Some large creatures may now equip two-handed weapons in one hand
*NPCs will now switch to better gear, and rate their available equipment more correctly
*There's now a splashing animation when walking through deep pools
*Deep pools now take additional energy to move through
*Creatures standing in deep pools will become stuck if those pools freeze
*You may no longer sprint through deep water
*Becoming frozen will now cause flying creatures to crash
*Increased the AV and hitpoints of high-tier turrets
*Added the ability to unbind temporary bindings by pressing delete or backspace
*Thrown weapons are more effective
*All hero encounters are more difficult
*Updated many objects
*Updated some old resist equipment to properly give elemental resistance
*Only creatures indicate cold status
*Zones may now have varying ambient temperatures
*Things that explode while in an inventory now cause an explosion at the location of the posessing object
*Slightly increased the range in which mobs will con as 'average', as they were going to 'easy' somewhat before they were actually easy
*Slightly reduced the effect willpower has on mental cooldowns
*Slightly increased the cooldown of pyro and cryo kinesis
*Domination now has a duration
*All rivers and canyon systems will build faster
*Fixed stunning forces and other pushes causing lockups
*Fixed dismemberment
*Fixed some performance issues with giant piles of qudzu
*Fixed several quest step descriptions running off the edge of the screen
*Fixed some extranous zone building when AI would determine targeting for AOE abilities
*Fixed ambient light auto-toggling on
*Fixed some bugs that would stop rechability-map generation in ruined areas from working correctly
*Fixed some issues where ruined areas would sometimes pack a billion monsters into a tiny area
*Fixed autoeating and drinking while frozen
*Fixed missle weapons autolocking to objects outside of line of sight
*Fixed being able to fill containers while frozen
*Fixed electrified weapons correctly discharging on hit, not pen
*Fixed phasing causing effect end turn messages to not process correctly
*Fixed several mutations applying out of phase
*Fixed unidentified weapons and armor showing their combat stats
*Fixed applicatior use costing double
*Fixed being able to equip and unequip items while stuck
*Fixed NPCs just sitting there if they ran out of ammo
*Fixed young ivories striking flying and phased objects (unless the young ivory is also flying or phased)
*Fixed followers starving to the point where they stopped regenerating
*Fixed a bunch of stair hookup bugs
*Fixed display of hulk honey duration for mutants
*Fixed a stack overflow in physics pushes (stunning force) and liquids
*Fixed off-hand attacks over 100% incorrectly calculating the chance of multiple attacks
*Fixed boosters applying to robots
*Fixed gasses propagating through solid but non-occluding objects (i.e. glass walls)
*Fixed a bodypart exception
*Fixed a minor memory leak in the maze generator
*Fixed auto-walking to down stairs causing you to autopath into pits :)
*Fixed a crash in vital fire
*Fixed a goal handler crash
*Fixed a major bug in the inventories of deep object copies
*Fixed a crash when attempting to go from the world map to an invalid zone
*Fixed projectile hit messages working incorrectly when the projectile failed to penetrate armor
*Fixed some booster effects not being visible on NPCs
*Fixed charge to only proc its attack if the charging creature ends up adjacent to the target
*Fixed hook and drag to correctly break if the target teleports
*Fixed an issue with lighting and invisible creatures
*Fixed an issue with charge being visible even when the charging creature is invisible
*Fixed splashing and swimming effects ocurring even with frozen liquids
*Fixed injectors so that their action is correctly 'get' when selected from a chest
*Fixed the color of qudzu stems
*Fixed blasts throwing around open bodies of water
*Fixed invisible creatures showing particle text
*Added support for ObjectBlueprint mods, loading files matching the pattern ObjectBlueprints_*.xml.
*Added support for Books mods, loading files matching the pattern Books_*.xml.
*Added support for EncounterTables mods, loading files matching the pattern EncounterTables_*.xml
*Note: For all supported mod files, you may override existing entries or create entirly new ones. You do not have to replicate the entire original source, only add the entries you wish to override or add. Make sure to include the parent tag pair for the appropriate file (i.e. <objects>, inside of which you define your object tags)
*Note: This patch will violently break old saves, so finish any outstanding games before upgrading
1.0.4429.39178
Title: Re: Caves of Qud: Now in Open Beta
Post by: Mephansteras on February 16, 2012, 10:21:14 pm
Oh, nice! I'll have to check out all the stuff you've done!
Title: Re: Caves of Qud: Now in Open Beta
Post by: Angle on February 17, 2012, 12:17:36 am
0_0 okay then...
Title: Re: Caves of Qud: Now in Open Beta
Post by: Carrion on February 17, 2012, 01:35:14 am
Amazing!  I've been looking forward to this; off to start up a new character.  Good work!
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on February 17, 2012, 01:46:37 am
*Fixed a zone build issue in the waterlogged tunnel
1.0.4430.3102
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on February 20, 2012, 09:54:42 pm
*Fixed some stair connection issues in the new caves and existing lairs
1.0.4433.36862
Title: Re: Caves of Qud: Now in Open Beta
Post by: Tnx on February 21, 2012, 03:34:54 pm
Starting this back up.  Is the glowpad merchant still in?  Just wanted to know if I should take my time to find him.
Title: Re: Caves of Qud: Now in Open Beta
Post by: HashBrowns on February 21, 2012, 07:30:19 pm
Wow!  What an update!  Time to play.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Singularity-SRX on February 22, 2012, 02:15:18 am
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?
Title: Re: Caves of Qud: Now in Open Beta
Post by: hachnslay on February 22, 2012, 08:20:26 am
are cybernetics Human only?
Title: Re: Caves of Qud: Now in Open Beta
Post by: Carrion on February 22, 2012, 12:52:33 pm
Just got shot to hell by something in Golgotha...  but I noticed a few things along the way:

After completing the watervine quest, you can still access the "I'm looking for work" dialogue with Mehmet.  You need to ask about Joppa, and then, I think, is when you can ask about work again.  He'll tell you about the watervines, just as though you hadn't solved the quest, but the quest log doesn't update with the quest again.

*Fixed some stair connection issues in the new caves and existing lairs
1.0.4433.36862

I'm guessing this is why I was walking up into completely empty levels in a cave system, with no way to get out...?  Luckily I had a recoiler both times.

On the entrance complex map of Golgotha, I noticed, after I killed an enemy with a rifle, that it's ammo was sitting on the ground.  I went to pick it up and it didn't leave the ground, but the number of slugs in my inventory increased.  It was, essentially, an endless supply of slugs, begin able to pick it up, over and over, without it disappearing.

Also, I am really glad for the prompt when you try to walk over pits in Golgotha.

Minor spelling issue in the description of the pick ax: "and" should be "an."

Another thing, which I would like to see is, when enemies are on fire, that their behavior changes to something other than the normal, chase player, kill player.  Even a simple stop, drop, roll, or, if there's water nearby, run to water.

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 seen strangely named data disks being sold by Argyve, which I am guessing are probably cybernetics, but I've not actually found any out in the world. 

Title: Re: Caves of Qud: Now in Open Beta
Post by: Tnx on February 22, 2012, 03:15:34 pm
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?
Title: Re: Caves of Qud: Now in Open Beta
Post by: handofluke on February 22, 2012, 03:29:48 pm
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?

Currently you'll have to get to Bethesda Susa.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Tnx on February 23, 2012, 04:16:33 am
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?
Title: Re: Caves of Qud: Now in Open Beta
Post by: cerapa on February 23, 2012, 06:49:02 am
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: HashBrowns on February 23, 2012, 02:58:19 pm
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 found several apple groves and a pig farm.  Never found these kinds of things before, but it's possible I just always missed them.  I slaughtered everyone I found and the pigs.  omnomnomnom pigs
Title: Re: Caves of Qud: Now in Open Beta
Post by: Tnx on February 23, 2012, 03:52:13 pm
Is the desert to the west of Joppa worth exploring?  I've just found ruins but nothing crazy yet.  I found a snapjaw fort in the desert canyons too which was cool.   I've yet to run across a legendary creature lair that everyone keeps mentioning.  I wish there was an option to up the chance of more unique features in the regions,.  Can that be added as a debug option perhaps?
Title: Re: Caves of Qud: Now in Open Beta
Post by: HashBrowns on February 23, 2012, 04:07:31 pm
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.  You can still manually select to fly, but not being able to bind it is no fun.  Unless of course that's intentional to make them more of a hassle than natural wings.
Title: Re: Caves of Qud: Now in Open Beta
Post by: cerapa on February 23, 2012, 04:10:15 pm
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Angel Of Death on February 23, 2012, 04:12:53 pm
I just found the lair of the legendary salt kraken, leveling me up by 4 levels. Any advice on killing salt krakens?
Title: Re: Caves of Qud: Now in Open Beta
Post by: HashBrowns on February 23, 2012, 04:14:48 pm
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.

Thanks, I actually realized that immediately after I posted and edited my post, but not quick enough, I see.  :)  Still, is it supposed to be unbindable like that?
Title: Re: Caves of Qud: Now in Open Beta
Post by: forsaken1111 on February 23, 2012, 04:15:34 pm
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.

Using a rocket launcher and a force field.

And burning it with your mind.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Valid_Dark on February 23, 2012, 04:21:00 pm
I can't seem to find the download for the new version anywhere  :-\
Title: Re: Caves of Qud: Now in Open Beta
Post by: cerapa on February 23, 2012, 04:24:17 pm
Is it just me, or all mutants really, really awesome when you think about it?

Right now I am running a carapaced dude with flaming hands that can slow down time and shock the crap out of you. I like to imagine that lightning occasionally shoots between the carapace pieces. Its especially awesome cause I am technically a giant enemy crab/boss, since I can pull out a crapton of AV when I clamp down, so you need to attack when I am firing mah lazor and thus reveal my soft underbelly. Except its hard cause I can stop time for a while and instakill your entire team when you get too dangerous. One hell of a boss fight.

EDIT: New version? You always download it from the same place. The dev just switches the file.
Title: Re: Caves of Qud: Now in Open Beta
Post by: forsaken1111 on February 23, 2012, 04:24:47 pm
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/
Title: Re: Caves of Qud: Now in Open Beta
Post by: Tnx on February 23, 2012, 04:35:13 pm
Is there a reliable way to dig through shale?
Title: Re: Caves of Qud: Now in Open Beta
Post by: Angel Of Death on February 23, 2012, 04:43:07 pm
Is there a reliable way to dig through shale?
Burrowing claw mutation can help.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Tnx on February 23, 2012, 04:47:24 pm
What if I'm a true man praetorian?
Title: Re: Caves of Qud: Now in Open Beta
Post by: HashBrowns on February 23, 2012, 04:50:51 pm
Once while playing I set off like two or three thermal grenades at once, just out in the desert canyons near Joppa.  I was trying to take on a legendary equimax and his herd.  Well, the temperature got too hot so I had to abandon the area for a few, and when I stepped back into it I immediately burst into flame.  Rather than running, I first took a quick look around.  All of the shale walls were turning to lava and it was spreading.  Soon the area got so hot that I simply could not enter it at all and hope to survive.  I created a small slice of hell in the middle of the canyons.
Title: Re: Caves of Qud: Now in Open Beta
Post by: forsaken1111 on February 23, 2012, 05:07:45 pm
What if I'm a true man praetorian?
Heavy weaponry?

I don't know of any reliable way to dig through rock...
Title: Re: Caves of Qud: Now in Open Beta
Post by: Aqizzar on February 23, 2012, 05:21:50 pm
What if I'm a true man praetorian?
Heavy weaponry?

I don't know of any reliable way to dig through rock...

Acid gas grenades. I use them for knocking down concrete walls in ruins, you just have to be careful that they don't destroy anything important.

Other than that, just get a weapon with really high penetration and be patient.  Especially when cave stairs were buggy, I found myself having to dig through walls quite a bit.  It's just a matter of time.
Title: Re: Caves of Qud: Now in Open Beta
Post by: MetalSlimeHunt on February 23, 2012, 05:27:23 pm
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Tnx on February 23, 2012, 05:58:20 pm
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: HashBrowns on February 23, 2012, 06:11:29 pm
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.

I usually clear each floor before continuing down in the hopes of loot chests.  These can be especially good in ruins.
Title: Re: Caves of Qud: Now in Open Beta
Post by: beorn080 on February 23, 2012, 06:17:37 pm
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.
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Valid_Dark on February 23, 2012, 06:27:59 pm
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 saw that, but that is dated 2010 so I didn't think it was the new version
Title: Re: Caves of Qud: Now in Open Beta
Post by: forsaken1111 on February 23, 2012, 06:29:56 pm
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 saw that, but that is dated 2010 so I didn't think it was the new version
I am reasonably certain that the file is updated. I'll check when I get home
Title: Re: Caves of Qud: Now in Open Beta
Post by: Carrion on February 23, 2012, 07:23:11 pm
http://forums.freeholdentertainment.com/content.php?115-Public-Builds-Available

Click for either a windows .exe or a zip file install.  That's always the most up-to-date file.  Well, maybe not ALWAYS.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Angel Of Death on February 23, 2012, 07:49:31 pm
How rare are Jittled Lover flowers?
Title: Re: Caves of Qud: Now in Open Beta
Post by: HashBrowns on February 23, 2012, 07:56:18 pm
How rare are Jittled Lover flowers?

Only slightly rare.  Idk if they have any use, but I've sold them in the past.
Title: Re: Caves of Qud: Now in Open Beta
Post by: forsaken1111 on February 23, 2012, 08:12:11 pm
How rare are Jittled Lover flowers?
About 8 dollars and 50 cents rare. :P
Title: Re: Caves of Qud: Now in Open Beta
Post by: HashBrowns on February 23, 2012, 08:22:47 pm
How rare are Jittled Lover flowers?
About 8 dollars and 50 cents rare. :P

Don't you mean drams?   :D
Title: Re: Caves of Qud: Now in Open Beta
Post by: forsaken1111 on February 23, 2012, 08:28:41 pm
How rare are Jittled Lover flowers?
About 8 dollars and 50 cents rare. :P

Don't you mean drams?   :D
Right right. 8.5 drams rare. :D
Title: Re: Caves of Qud: Now in Open Beta
Post by: HashBrowns on February 23, 2012, 08:30:47 pm
I'm probably a charlatan because I don't play any other rogue-likes, but I've never found one of these games more inviting or beginner-friendly.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Aklyon on February 23, 2012, 09:17:16 pm
I'd say Dungeons of Dredmor is more beginner-friendly, but mostly just because its a graphical roguelike.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Carrion on February 23, 2012, 10:43:53 pm
AND because it's way easier.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Valid_Dark on February 23, 2012, 11:03:09 pm
I finally got the hang of it,  but the save wasn't working.  I got a character to level 5 and he died which made me sad because now I have to start all over.
Title: Re: Caves of Qud: Now in Open Beta
Post by: HailFire on February 24, 2012, 01:26:38 am
Just crashed the game by trying to put a chest into itself.

C'mon, game, that's the oldest trick in the book.  :P
Title: Re: Caves of Qud: Now in Open Beta
Post by: Valid_Dark on February 24, 2012, 03:01:17 am
drinking slime makes you drunk
Spoiler (click to show/hide)

I hope this doesn't kill me

in the top part of the pic i'm at the starting town,
and the bottom part is my inventory.
Title: Re: Caves of Qud: Now in Open Beta
Post by: lemon10 on February 24, 2012, 11:39:35 pm
It won't, as long as you don't accidently attack someone, or stand around while someone kills you because you don't know where they are.

So, I am playing this for the first time in a while, and I noticed some bugs and odd things.

Bugs:
The electricity traps in Golgotha ignore electricity resistance (I assume the flame traps ignore fire resistance as well).
The fish outside the starting town are neutral, and allow you to switch places with them if you walk into them, that means that you can switch them onto dry ground.
The lasers from Light Manipulation are stopped by force fields, despite being a projectile and allowing(i assume) regular lasers to go through them.

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.
Perhaps make it easier to find out how to cure diseases?
Title: Re: Caves of Qud: Now in Open Beta
Post by: cerapa on February 25, 2012, 07:45:05 am
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.
Perhaps make it easier to find out how to cure diseases?
I heard the recipe was random every time. You can buy the book that tells the cure from chief at Kyakukya.

And it seems warden Indrix just dissapeared. Killed the dude, got the prism, but Indrix is nowhere to be found.

EDIT: Seems Indrix just wandered off one area to the south.
EDIT2: It seems the default command for unknown tonics is to drink them. It did not react well to some other tonics I had taken, and I burst into flames. Quite annoying.
EDIT3: Rocket turret in Bethesda Susa. Open area, takes off half my health with a single shot, cant get close enough to actually see. Time to see if it runs out of health or if I run out of ammo first.
EDIT4: FFFFFFFFFFFFFFFFFFFUUUUUUUUU...damn. Phase web phased me out, and I accidentally walked into a wall, after which I phased back in. Shit needs a prompt.
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on February 25, 2012, 08:02:55 pm
*Fixed letter keys in item selection dialogs not working
*Fixed storing an item inside itself
*Fixed mehmet re-offering the redrock quest after it was complete
*Fixed snailmothers freezing to their own slime trails
*Fixed an ocassional empty chest in lairs
*Fixed binding mechanical wing abilities not working correctly
*Fixed sunder mind displaying a 0 damage message
*Fixed frozen lava making things hot
*Fixed conveyors displacing cryo and pyro zones
*Fixed eigencannon being edible
*Fixed the value of cells not correctly adding to the value of an item
*Fixed IfNotFinishedQuestStep conversation node attribute not functioning correctly
*Increased the weight of switches and platforms
*Lowered the price of empty boosters
*Doubled the capacity of camel bladders
*Removed several special and non-carryable items from the baetyl quest list
*Changed the display string of a few ammo types
1.0.4438.35858
Title: Re: Caves of Qud: Now in Open Beta
Post by: cerapa on February 26, 2012, 05:17:02 am
*Fixed snailmothers freezing to their own slime trails
*Fixed eigencannon being edible
Those 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?

EDIT: Got an error while burning some machinist paladins.
Spoiler (click to show/hide)
Title: Re: Caves of Qud: Now in Open Beta
Post by: maki32 on February 29, 2012, 02:52:24 am
What does it mean the colored dots in the right of a name? For example: High explosive grenade MKI <green dot blue dot>
Title: Re: Caves of Qud: Now in Open Beta
Post by: The Merchant Of Menace on February 29, 2012, 02:54:47 am
Those are the components which make up the item. You can disassemble the item for a chance to receive those.
Title: Re: Caves of Qud: Now in Open Beta
Post by: maki32 on February 29, 2012, 03:00:38 am
Thank you! At the moment I'm playing with an Artifex, it seems fun, but I don't decide between the stun rod or a sword... What is better? By the way, there's any way to make a random character?
Title: Re: Caves of Qud: Now in Open Beta
Post by: The Merchant Of Menace on February 29, 2012, 04:29:18 am
I personally use swords/axes/whatever weapon I can find in Joppa. Mainly because they don't require fuel.

And there's no way to make a random character that I know of, I always play Artifex too BTW, love me dat crafting.
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on February 29, 2012, 09:44:39 am
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: cerapa on February 29, 2012, 10:19:48 am
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.

Got Carapace and Two-hearted, and Confusion and Telepathy. Stats are kinda crap though, 16 toughness. Will take a point of willpower and convert it into toughness. And kinda sad random generation doesnt take defects. Will take Spontaneous Combustion and make into lasers(I dont like carrying torches). And then random rolled a Nomad, who has a suit that is useless to me. I now have a veritable shitton of toughness though.

EDIT: 14 Intelligence, 60 skillpoints per level. Getting kited by baboons, broke an artifact. Not the best of starts.
EDIT2: Aaaaand eaten by a bear.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Blackray Jack on February 29, 2012, 01:34:15 pm
A few questions.

Spoiler (click to show/hide)

Is it possible to run into random merchants like it was in the older versions? I swear having a heavy duty merchant two screens north of Joppa was a godsend.

I have a stun rod loaded with a cell but how can I get it to stun someone? EDIT: I tried that, just whacking dudes with the stun rod with a cell inserted. Used to be back in the old days you could toggle it on and off I think?

EDIT: Literally a minute after I post this I get lucky as all hell and find a wandering dromad merchant. Yes!
Title: Re: Caves of Qud: Now in Open Beta
Post by: The Merchant Of Menace on February 29, 2012, 02:08:14 pm
You just attack with the stun rod to use it I think.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Niveras on February 29, 2012, 06:52:46 pm
The waterpad merchant still exists, he can be randomly found in one of the eight world tiles surrounding Joppa. Since each world tile consists of 9 "local" tiles, there are 72 possible local tiles in which he can be found.

Personally, I cheat a little to find him. Options -> Indicate overland encounters on the main map will show the world tile in which the merchant resides as a $ (though will also show several other things), then I check the 9 local tiles with ExploreZone enabled (F9 is the default toggle, but you may need to enable debug mode). I think the overland encounters toggle only works after starting a new world/character.

I find it just a matter of tedium to find him manually, though it is not a huge deal if you do or do not seek him out.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Paul on February 29, 2012, 07:13:57 pm
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.

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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Valid_Dark on February 29, 2012, 07:20:13 pm
Am I the only person that plays with permadeath off?
Title: Re: Caves of Qud: Now in Open Beta
Post by: lemon10 on February 29, 2012, 08:08:45 pm
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.

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.
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Blackray Jack on February 29, 2012, 08:44:15 pm
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Valid_Dark on February 29, 2012, 09:05:25 pm
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: handofluke on February 29, 2012, 09:32:52 pm
Quote
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'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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: exoleet on February 29, 2012, 10:09:24 pm
I tried this game, but I kept dying. Any advice?
Title: Re: Caves of Qud: Now in Open Beta
Post by: Valid_Dark on February 29, 2012, 11:05:02 pm
I tried this game, but I kept dying. Any advice?

Dont die
Title: Re: Caves of Qud: Now in Open Beta
Post by: KaminaSquirtle on February 29, 2012, 11:46:43 pm
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.

If you're having trouble getting off the ground, try spending some time in the swamps around Joppa leveling up before you go on any of the quests. That's the lowest level area in the game, and it's pretty hard to get yourself killed there.

If you're dying later on, all I can suggest is the standard roguelike mantra of being a huge coward and not fighting anything that you're not sure you can kill and/or escape in short order if things go pear shaped.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Paul on March 01, 2012, 12:28:04 am
Quote
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'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.

Already using an eigenrifle since like level 8. Got the recipe when I picked tinkering 2. Haven't seen any guns even close to it drop yet. Was kinda hoping the "blazing cannon" would be a phase cannon or something. Eigenrifle seems pretty good though, doesn't use much charge and does good damage.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Valid_Dark on March 01, 2012, 12:52:29 am
I'm using dual desert revolvers, I like them a lot. 
I used a pump shotgun for a while, well in certain situations, would switch between it and a rifle (before I got my dual revolvers)
Title: Re: Caves of Qud: Now in Open Beta
Post by: ThtblovesDF on March 01, 2012, 10:18:01 am
Just getting lost
"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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: cerapa on March 01, 2012, 10:25:20 am
Just getting lost
"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.
They 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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Carrion on March 01, 2012, 12:02:29 pm
Yep, it's fine.  I usually end up leaving all the water I don't need to drink right outside Dromad or Argyve's place. 
Title: Re: Caves of Qud: Now in Open Beta
Post by: The Merchant Of Menace on March 01, 2012, 12:18:17 pm
You can increase attributes every few levels
Title: Re: Caves of Qud: Now in Open Beta
Post by: The Merchant Of Menace on March 01, 2012, 12:36:48 pm
Yeah, 27 int probably won't be all that helpful to your survival prospects
Title: Re: Caves of Qud: Now in Open Beta
Post by: Paul on March 01, 2012, 12:41:02 pm
I usually start with low int and build it up slowly over time. Costs too much to raise attributes high.
Title: Re: Caves of Qud: Now in Open Beta
Post by: cerapa on March 01, 2012, 01:02:15 pm
I usually get everything but strength to 18. Its the most efficient since I dont have to spend 2 points per attribute and I dont use strength pretty much at all, can go to 25 int on a successful run, dont get tinker 3 sadly, but 25 is really where the good tinker stuff is(love me some expert dissassemble). I play mutants though.

And there really isnt any point to starting with too high intel, by the time you get decent parts you should already have enough levels to get the tinker perks.

EDIT: Anyone got any good mutant builds? Carapace, Flaming Hands, Ravenous and 2 Unstable Genome is awesome, but anyone have any favourites they would like to share?
EDIT: Level 3 and a drillbot chasing me. Lairs are funny.
Title: Re: Caves of Qud: Now in Open Beta
Post by: lemon10 on March 01, 2012, 02:24:19 pm
My current build.
Esper, unstable genome, cyrokenisis, force wall, light manipulation, evil twin defect
18 toughness, 22 willpower, 24 ego
Take the tinker class so you get tinker I without needing any more int (which is really all I need, pretty much all the other stuff you tinker you can also get on your own at later levels, and being able to manufacture grenades are pretty much all you really need out of the skill anyways.
Cyrokenisis can't do as much damage as pyrokenisis, but being able to keep a enemy frozen for fifteen rounds is awesome and pretty much means that I can kill anything that gets frozen in the meantime.
The evil twin is pretty much totally negated by cyrokenisis, once he freezes, he can't do anything, but if you are frozen you can still use your mutations.

It lacks some firepower early game, but other then that once you get going its pretty much unstoppable as long as you play cautious (keep anything dangerous out of melee range, kill strong psysics and ranged with extreme prejudiced, make sure to use force wall as a sheild) from anything besides 1-hit ko's.
Its only real problem is that killing a swarm of things at once is a pain and requires quite a while, but as long as your caucious you should be able to kill pretty much anything.

My current (level 20) mutant with this build has Teleportation, Force Wall, Pyrokenisis, Sunder Mind, Stunning Force, Life Drain, Light Manipulation and Ego projection, and has pretty much done everything he can at this point (well besides going to get killed by the ape god or getting killed in the zone of death that is.

Other thoughts: Ego Projection mutation is pretty nice, while not turning you into the equivalent of someone who actually put stat points into it (since you don't get the skills, and you can only really raise one at a time), getting a 26 agi on a pure ego build is really nice end-game (egincannon with great accuracy FTW), same with being able to have 26 strength, and actually use your fullerite battle-axe with its actual penetration (even though you miss a fair bit) and kill stuff in 1 on 1 combat without bothering to use your psychic abilities.
Tap the mass mind allows you to raise two at once, so you will be near the equivalent or a regular warrior who actually put stat point into them.
If you get tap the mass mind to level 14 (which requires like level 27 or something crazy like that) then the cooldown is 5 rounds, or with a decent will score, more 3 or even 2 rounds.
You can abuse this by combinding it with ego projection to get your stats astronomically high.
Using a test build, I killed a salt kraken in melee my stats at the time were: ST:33, AG: 177, TO: 131, Dodge: 71, HP: 1974
Even with the best armor I could wish for still did 100+ damage per hit, but with 70 dodge he only managed to score one or two.
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Paul on March 01, 2012, 02:36:26 pm
I sometimes like going with 4 unstable mutations and just letting it surprise me.

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
Title: Re: Caves of Qud: Now in Open Beta
Post by: cerapa on March 01, 2012, 02:40:24 pm
I sometimes like going with 4 unstable mutations and just letting it surprise me.

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
Waitwaitwaitwaitwait

3 attribute points? Seems its time to visit some baetyls.

EDIT: Thanks for informing me of the mass mind trick, its awesome.
(http://puu.sh/j2lJ)
Im guessing they might all be boosted from ego projection?
Title: Re: Caves of Qud: Now in Open Beta
Post by: lemon10 on March 01, 2012, 03:25:34 pm
Yeah. Don't go to one expecting to get that.
I've visited about a over a dozen (most generated using wishes for testing).
The options are: splended vestment, blazing cannon, great weapon (or whatever its called), enhanced prowess.
Splended vestment, blazing cannon, and the melee weapon one aren't very good, usually the item pretty useless for the effort you get out (although splended vestment can be good) and the stage of the game you are in.
Only enchanced prowess only grant mutation/attribute points.
Of those 1/2 are probably insanely hard/near impossible to get the items for.

From the few that I have seen that have succeeded and are enhanced prowess, one granted one mutation point, one granted a attribute point, one granted three mutation points.
I assume that a success gives a 25% of either of the four options succeeding. If you are a true human the chance of mutation points are probably removed.

While its great in theory, odds are that in a single game you will only find one or two baetyls that you will succeed in getting to give you enhanced prowess, and even then you probably won't get any attribute points.
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, not just int.
If you are strength melee, you always want to be at the penetration cap for your weapon. Very easy at the start, but with weapons that go up to penetration 13 at the endgame, even a +1 to penetration is a pretty significant difference.
Same with agility, if you use short blades, or if you always want to hit your target with ranged weapons.

And most important are the skills.
29 agi/str and the skills they give you access to are very powerful. Rapid fire for rifles basically triples whatever benifits that you gain from aiming. Bonecrusher doubles cudgel damage. Agi 29 allows you to fire pistols in 75% of the time.
And even below that, the 25/27 skills are very powerful too.
I suppose if you take a +2 stat class then you are able to get to 26 by level 20, which is nice but not quite as important.[/spoiler]

To be honest though, I am really arguing from a mental mutant standpoint, I suppose it isn't that important for other classes, but if you max ego, that will result in three levels over 18 ego in every single mutation (which is about 18 mutation points in benefits) when you finally get to a level where it matters.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Blackray Jack on March 01, 2012, 03:59:27 pm
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?
Title: Re: Caves of Qud: Now in Open Beta
Post by: cerapa on March 01, 2012, 04:27:09 pm
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 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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Blackray Jack on March 01, 2012, 04:35:44 pm
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???
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on March 01, 2012, 04:59:28 pm
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???

Dual wield skills won't affect the hit chance of mechanical arms, they have their own pre-set offhand attack chance.
Title: Re: Caves of Qud: Now in Open Beta
Post by: lemon10 on March 01, 2012, 05:52:23 pm
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Blackray Jack on March 01, 2012, 10:14:54 pm
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.

Correction, you have to pop them out of any objects they're powering before they can recharge. All you need to do is carry 'em in your inventory, they recharge quick too.
Title: Re: Caves of Qud: Now in Open Beta
Post by: lemon10 on March 01, 2012, 10:36:46 pm
Huh, really?
Thats even nicer then I thought.
Title: Re: Caves of Qud: Now in Open Beta
Post by: maki32 on March 02, 2012, 02:25:17 am
The cells of the artifex stun baton, what do it? I don't know what I need them.. By the way! I love the artifex crafting system, How many recipes are in the game? And another question... All the artifacts are grenades or similar? There are no random generated weapon artifacts or armor?
Title: Re: Caves of Qud: Now in Open Beta
Post by: lemon10 on March 02, 2012, 02:53:48 am
First off, its not the artifax crafting system, its the tinker crafting system.
Second off, while you have a cell in whatever needs a cell (eg energy weapons, the teleporter things) it will be powered as long as the cell has energy remaining, if it doesn't have a cell in it or it runs out of energy the item is pretty much useless.
Thirdly, the stun baton isn't very good, I would reccomend using a regular weapon, and taking the cell out and saving it (and probably disassembling the stun baton as well).

Finally, there are no truly random artifacts. Each type of item is capable of having a few different variations (eg weighs less, can't break, does extra damage, extra penetration, extra elemental damage when powered), but they are still variations on set items. There are unique items too, but they are pretty rare and hard to find.
Grenades are only the most common craftable items, you will find energy weapons, tonics, guns, some more unique items (eg. sphere of negative weight) and a few powered melee weapons.
Title: Re: Caves of Qud: Now in Open Beta
Post by: ThtblovesDF on March 02, 2012, 04:53:48 am
Is a chain gun a heavy weapon and/or ist it affected by the rifle/bow skills?

Another thing, a bug that I love very much and without it I would have died countless times... (keep it in?)

If you leave a map and then don't move anywhere
|@
then press ctrl + direction towards the border (in this case 7 4 1), you can fight and kill the enemies over there without them being able to hit you back. Only works if there is no enemy on your current screen and only if noone followed you the same turn you shifted area.



Another thing that happend is that some merchants I was messing with (very cool encounter btw) seemed to forget about me having attacked them after being hit by the confusion spell of a goat shaman and by the fear of the horn they use, too... which you know, isn't all that unrealistic. Could trade just fine with them when i came back.
Title: Re: Caves of Qud: Now in Open Beta
Post by: lemon10 on March 02, 2012, 02:10:37 pm
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).
I suppose its possible that if your on the far righthand top most corner of the world map you might not be able to teleport back even with a full chem cell, but its pretty unlikley that your that far away.
Title: Re: Caves of Qud: Now in Open Beta
Post by: ThtblovesDF on March 02, 2012, 02:31:48 pm
Anyone meet a crome pyramid and lived?
Title: Re: Caves of Qud: Now in Open Beta
Post by: Niveras on March 02, 2012, 06:03:09 pm
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).

A solar cell at full/max/whatever will work fine and drain completely when using the grit gate or Joppa recoilers. Not 100% sure what happens if you try a solar cell that isn't fully charged (for example, reading "full" but you used it to shoot a laser pistol a couple times). Chem cells have enough power to use a recoiler multiple times, at least four or five, but when they hit "very low" they won't have enough power for another jump.

I think the response for using a recoiler that doesn't have adequate charge might be just "it clicks [and does nothing?]."
Title: Re: Caves of Qud: Now in Open Beta
Post by: lemon10 on March 02, 2012, 06:12:14 pm
Huh, your right.
I always thought for some reason that the distance made a difference in the amount of energy used up in recoilers.

And yeah, if you have a solar cell thats less then 100% full, then it won't work in a recoiler (although you can just charge it for a bit and use it then).
Title: Re: Caves of Qud: Now in Open Beta
Post by: beorn080 on March 02, 2012, 06:25:22 pm
Solar cells are the best cells for that reason. Get a Joppa and Grit gate recoiler and 4 solar cells, and never worry about charging chem cells to move around again. Just leave the 2 dead ones in joppa, and swap em out as needed.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Aklyon on March 02, 2012, 07:26:11 pm
I thought it was noted you didn't need to drop said cells to charge them last page.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Niveras on March 02, 2012, 10:14:52 pm
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.

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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Blackray Jack on March 02, 2012, 10:31:05 pm
I'm having some real problems at the rusted archway, level four. No matter how many times I reload a new save and re-enter the level, the downstairs just won't generate, anywhere. Was something changed recently?

EDIT: I got supremely lucky and found a rusted gate recoiler in a chest so I can just warp there if I wanted but even so, I'd rather slog through to the place legit.
Title: Re: Caves of Qud: Now in Open Beta
Post by: lemon10 on March 03, 2012, 12:00:41 am
The downstairs probably just generated in a wall somewhere. Press F9 to see the entire level.
If by some chance it really didn't generate, then you can use noclip down (you have to bind it to a key first) to get there without using a recoiler every time.

Also, I assume you mean grit gate, because thats where the city is, and the rusted archway just goes down to lv 4.
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.

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.
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.

Antimatter cells have a lot of charge, and require 15 red bits to recharge (vs 2 for chemichal, and 12 for nuclear). A solar cell can't even fire a phase cannon once, a chem cell can fire one a single time (with some energy left over), a nuclear cell can fire it 13 times, and a antimatter cell can fire it 26 times.
It also starts out drained after you build them.
So antimatter cells are clearly the most efficient once you build one, and a full charge one would probably last you the entire game if you put it in anything besides a phase cannon.
I've never seen a antimatter or nuclear cell except by wishing, so you will have to find a datadisk and get lucky.
That said, its not like you will ever run out of energy if you have tinker one, since you can just use solar cells, or charge chem cells pretty much forever on the red bits you find.
Title: Re: Caves of Qud: Now in Open Beta
Post by: ThtblovesDF on March 03, 2012, 07:37:41 am
If you manage to put magma into a waterskin you can sell that for around 15 000 drams of fresh water.

Win
Title: Re: Caves of Qud: Now in Open Beta
Post by: cerapa on March 03, 2012, 08:46:11 am
If you manage to put magma into a waterskin you can sell that for around 15 000 drams of fresh water.

Win
But how do you put magma in a waterskin?

Maxed out carapace? Good armor? The fire injecto....ohhhhh. Gotta try that.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Blackray Jack on March 03, 2012, 10:13:34 am
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Aklyon on March 03, 2012, 10:17:52 am
You can harvest food, Katie.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Aqizzar on March 03, 2012, 10:22:26 am
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.

Learn to live off the land, especially by eating corpses.  Most animals are perfectly fine to eat, and quite filling.  If you're underground, kill dreadroots for their tubers.  They're 5lbs a piece so they're not great for traveling, but finding raw food to eat is rarely a problem.

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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: cerapa on March 03, 2012, 10:58:38 am
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.
Ive had it happen. Actually pretty often. But that was a while back. Havent seen that bug in a long time.
Title: Re: Caves of Qud: Now in Open Beta
Post by: The Merchant Of Menace on March 03, 2012, 11:19:18 am
How do I take down turrets I've deployed? I want that bow back.
Title: Re: Caves of Qud: Now in Open Beta
Post by: MetalSlimeHunt on March 03, 2012, 11:22:24 am
Smash it?
Title: Re: Caves of Qud: Now in Open Beta
Post by: cerapa on March 03, 2012, 11:24:15 am
I dont think you get those back.

Try smashing it yeah.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Niveras on March 03, 2012, 12:13:25 pm
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?

Was there an error message? Sometimes when diving underground, I'll get a "zone build failure" error and the map will be blank. Never had it happen on the surface, although sometimes there are "zone unfreeze" errors and they end up resetting (lost a bunch of junk I'd "stored" on the ground in Joppa that way).
Title: Re: Caves of Qud: Now in Open Beta
Post by: Carrion on March 03, 2012, 05:00:17 pm
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.

Hey now, it's a simple mistake, don't beat yourself up.  The few times I've been down the archway I've not found anything extraordinary anyways.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Singularity-SRX on March 03, 2012, 10:27:35 pm
It'd be pretty cool if you could mark down locations on the map
Would make re-finding those traders a hell of a lot easier

Edit: OH and multi-level buildings.
Just because.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Blackray Jack on March 04, 2012, 12:29:45 am
Do not eat dreadroot tubers. Despite being filling
Spoiler (click to show/hide)

Okay I need some clarification.
Spoiler (click to show/hide)
Title: Re: Caves of Qud: Now in Open Beta
Post by: Angel Of Death on March 04, 2012, 01:11:43 am
How do I turn a stun rod on?
Title: Re: Caves of Qud: Now in Open Beta
Post by: Singularity-SRX on March 04, 2012, 02:01:48 am
Okay I need some clarification.
Spoiler (click to show/hide)
Is he actually IN grit gate? As in pass the force field?
If not, is he pink? Because then he's probably a named snapjaw.

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 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.

Edit 2: Bug, Svenlainard is selling his prized weapons
Spoiler (click to show/hide)
Title: Re: Caves of Qud: Now in Open Beta
Post by: cerapa on March 04, 2012, 05:56:40 am
And a question of my own:
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.
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: lemon10 on March 04, 2012, 06:10:47 am
It lasts for 1001-1200 rounds (so it should wear off eventually, but it will take a very long time).
You move faster at night/underground, slower during the day.
You get burrowing claws.
You get bonus agility at night/underground, negative agility during the day.
You have limited night vision.
You suffer double damage from light based attacks.

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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Singularity-SRX on March 04, 2012, 06:35:43 am
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 ^^
Title: Re: Caves of Qud: Now in Open Beta
Post by: The Merchant Of Menace on March 04, 2012, 06:53:51 am
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 ^^
I've done this tons of times when I meant to disassemble or look at something.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Blackray Jack on March 04, 2012, 09:50:40 am
I just said that this 's' guy is in grit gate, he's in the lower left and is apparently a merchant as he restocks his wares from time to time. Yet when I open his door to approach him he gets angry and attacks me.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Niveras on March 04, 2012, 12:49:31 pm
I think it is some incompatibility with turning permadeath off and how the game handles zone cleaning. The game is a roguelike and is intended to be played with only one life, but its beta and you can turn permadeath off so you're not wasting your time playing the same things over and over again.

However, I think I've had zone resets happen even without dying. Not 100% sure of that, though.
Title: Re: Caves of Qud: Now in Open Beta
Post by: cerapa on March 04, 2012, 02:11:01 pm
The game feels more like an adventure game to me so I play it without permadeath.
Though theese things happen more or less after I'm done playing and quit, then come back later to see some error messages.
Sounds like a save compresssion error or something.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Trintignant on March 04, 2012, 06:15:51 pm
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.

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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Blackray Jack on March 04, 2012, 06:29:08 pm
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?

This has happened to me once in my game, very very early game when I came back in to Joppa to cash in my loot. My advice is before you go out on an adventure, save and backup your game, that way the revert won't be so bad.
Title: Re: Caves of Qud: Now in Open Beta
Post by: lemon10 on March 04, 2012, 07:17:17 pm
Whenever you die a fair number of areas reset.
Same thing usually happens when you save scum, and I think sometimes when you save regularly.
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.

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?
Title: Re: Caves of Qud: Now in Open Beta
Post by: Trintignant on March 04, 2012, 07:28:12 pm
It doesn't sound like it having anything to do with permadeath, do you have any other debug settings on?

Draw flood visibility, draw electrical arcs, indicate overland encounters, and allow save/load.
Title: Re: Caves of Qud: Now in Open Beta
Post by: lemon10 on March 04, 2012, 07:36:44 pm
Turn off draw flood visibility, that seems to be what causes the problem.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Trintignant on March 04, 2012, 07:40:39 pm
Cheers man, thanks.  That seems to have fixed it.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Blackray Jack on March 05, 2012, 02:28:08 pm
Idea: Being able to set beacons for home-made recoilers to warp to. It's starting to become rather tedious and food and drink consuming when you warp back to a town to cash in and have to walk all the way back to where you were.

It would be great to set down a beacon of some sort, make a recoiler attuned to that beacon and be able to warp at that spot to save time and consumables.
Title: Re: Caves of Qud: Now in Open Beta
Post by: forsaken1111 on March 05, 2012, 02:32:48 pm
I want a recoiler rifle. Shoot someone with it and it teleports THEM to town. :P
Title: Re: Caves of Qud: Now in Open Beta
Post by: Blackray Jack on March 05, 2012, 08:37:41 pm
What is
Spoiler (click to show/hide)

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 my
Spoiler (click to show/hide)

Is it supposed to be this difficult? FYI I am currently level 23.

Also as for the Six Day Stilt is it an incomplete area? I went up and it took me to a 'sky' area that is a wide, vast, expanse of pure nothingness. And if I go to the downstairs it leads me to a generic cave area. It's also completely empty in the middle as well.
Title: Re: Caves of Qud: Now in Open Beta
Post by: ThtblovesDF on March 06, 2012, 04:03:03 am
Does this only work with intelligent bipedal creatures?

Yes~

Title: Re: Caves of Qud: Now in Open Beta
Post by: cerapa on March 06, 2012, 10:38:54 am
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 my
Spoiler (click to show/hide)

Is it supposed to be this difficult? FYI I am currently level 23.
They 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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: lemon10 on March 06, 2012, 01:12:43 pm
Grenades seem ok in theory against them, but I think that there are too many for them to work really well, since you will need to have like 50 pounds of grenades to clear the ruins.
If you don't got the mutations to deal with them, I would recommend a vibro-weapon (which always pierces AV, but never double penetrates), which you can get by killing the sheriff in Joppa.
That said, they have crappy HP (since their AV is so outrageous), so you should kill them in a few attacks.

Personally I used sunder mind+cyrokenisis (they have a pretty good temp resistance though), to kill them.

Yeah, six day silt is incomplete.
Title: Re: Caves of Qud: Now in Open Beta
Post by: khantin on March 08, 2012, 07:10:43 am
I can't stop playing this game  >:(  How far have you guys gotten?

With permadeath I had an esper get to level 17.  Without permadeath I have a level 25 esper with 40 ego, he started with 4 unstable genomes and all his moves are level 12 (he's got like 12 different mutations now).  His teleport is on a 5 tick cooldown and when he pops temporal fugue its like world war 3 for 30+ turns (or maybe 4 if this game is set in the distant dystopian/apocalyptic future).

Does anyone know of a surefire way to find salt krakens? spoilers I found 2!! baetyls in bethesda susa that offered me stat boosts if I bring them 7 salt kraken corpses each.  I hope i can carry them, i only have 14 strength.  So far I have wandered the desert for a  long time but I havent been able to find a single one.  :)

Also, I am trying to start a melee mutant, but I'm having a lot of trouble starting out.  I'm taking carapace, corrosive gas, and double muscled for my main mutations.  My reasoning is that with high level carapace I will be extremely resistant to fire/cold, as well as getting a kickass AV at no weight cost (the best armor I found so far weighs 150 pounds).  Corrosive gas at 1 point makes you immune to acid and can be used to open locked doors.  Double muscled will give me extra strength so I can keep my strength maxed out for my current weapon AND pump my toughness to the stratosphere.  It SHOULD be working but I can't seem to make it past red rock even.  Any tips on this?  My main focus so far has been espers.

Title: Re: Caves of Qud: Now in Open Beta
Post by: cerapa on March 08, 2012, 09:08:37 am
What exactly is killing you? Cant exactly give advice if you dont give more information.
Title: Re: Caves of Qud: Now in Open Beta
Post by: khantin on March 08, 2012, 09:29:11 am
What exactly is killing you? Cant exactly give advice if you dont give more information.

just stuff like snapjaw brutes and leaders.  Got past that part with some lucky AV drops.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Ehndras on March 19, 2012, 09:35:50 am
Hmm, giving this game a try.

Heard a lot about it, never stopped to give it a moment.

I guess I'll pause my LCS LP for this, CoQ looks really interesting!
Title: Re: Caves of Qud: Now in Open Beta
Post by: Twiggie on March 25, 2012, 05:12:01 pm
So I saw a floating glowing sphere being sold by a merchant near Joppa. I don't quite have enough money so I go back to Red Rocks and continue clearing that.

By the time I got out he restocked.

-headdesk-
Title: Re: Caves of Qud: Now in Open Beta
Post by: Blaze on March 25, 2012, 05:17:39 pm
I've only played as a True Human so far, got to level 13 but got frozen by an exploding goo and chipped to death.

Does anyone have any idea where to get door keys? I can't seem to find any.
Also:
Spoiler (click to show/hide)
Title: Re: Caves of Qud: Now in Open Beta
Post by: Niveras on March 25, 2012, 06:45:37 pm
Keys are just found randomly. I usually find a red (laborer) card at some point, 1 in maybe 10 characters I've found a yellow (but I've played maybe 20 in total) and I don't think I've found any cards higher than that.  Not sure if they're mostly Not Yet Implemented or if they're just extremely rare. Certainly areas that can only be accessed by a key are very rare.

In some cases you can just dig around the door.
Title: Re: Caves of Qud: Now in Open Beta
Post by: forsaken1111 on March 25, 2012, 06:47:17 pm
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Twiggie on March 25, 2012, 07:36:33 pm
it took me a while to work out that the rusty arch was not, in fact, the grit place...

i love my char. i almost got him killed by running into an active chaingun turret, but i managed to use a recoiler to get outta there.

tinker/dual short swords is just too fun when you get folded carbide swords at level 4.

also i fell in love with an apple farmers daughter. i looked around to see if it would trigger a quest line or something, even tried giving her a rose, but she just ignored me :( now I see why theres so many of those vines about.

EDIT: I just died. To a legendary chaingun. It was EMP'd, and I threw another EMP right next to it, which apparently had no effect even though one that landed 5 squares away took it out for four rounds...
Title: Re: Caves of Qud: Now in Open Beta
Post by: Niveras on March 27, 2012, 07:30:29 pm
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Ehndras on March 27, 2012, 08:53:27 pm
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
Title: Re: Caves of Qud: Now in Open Beta
Post by: beorn080 on March 27, 2012, 11:02:00 pm
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
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: forsaken1111 on March 28, 2012, 04:57:00 pm
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Nighthawk on March 28, 2012, 05:53:10 pm
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.

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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: lemon10 on March 29, 2012, 12:12:08 am
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.

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.
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).

I tried some melee true humans, and although they had a great early game, once you start going up against tougher enemies with better armor and that do lots of damage and have good penetration, it becomes very hard.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Nighthawk on March 30, 2012, 08:48:38 pm
Well, I just had quite the adventure.

I freaked out after I realized that my food stocks were all but gone and I was starving, so I jumped into the nearest area from the world map, and ran smack into the Apple Farm. The "friendly" guard dogs looked mighty tasty to my starved adventurer, so I begin hacking them to bits with my Carbide Short Sword.
I soon noticed the Apple Farmer's Daughter, and by instinct, used the "Look" command to see if she was as powerful as the Joppa NPCs. She was not, but I also ended up... falling in love with her? Hilariously enough, in my panic for food, I slaughtered everyone on the farm, daughter and father included. Then I looted the bodies and ate the dogs.
I feel like this is DF all over again.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Twiggie on March 30, 2012, 09:22:26 pm
Sounds kinda like my exploits today :p

I started a dodge guy, I can get up to 24 dodge as of midway through bethesda. i seem to remember someone complaining about hardly being able to hit the monsters there - thats less of a problem when they cant hit you. at all.

back to the point i was making - i was wandering around in the jungle, with no food. and i discovered you could eat pygmys. so i've been gorging myself on their little bite-sized snacks every time i run into them.
Title: Re: Caves of Qud: Now in Open Beta
Post by: jester on March 31, 2012, 03:08:19 am
You can eat bout 90% of your enemies, food is only really needed for long distance traveling.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Twiggie on March 31, 2012, 08:55:50 am
well.

just died by violating the pauli exclusion principle.

now i am pissed.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Deon on March 31, 2012, 02:03:26 pm
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: L0master on April 01, 2012, 07:34:22 am
I have a problem: whenever my character dies, and the message to press psacebar pops up, I press space and it just freezes, no postmortem screen, nothing. Pressin Esc unfreezes it and brings me to the title screen. Then if I try to view highscores the screen is black and again pressing Esc brings the title screen.
No such problems in console mode.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Xangi on April 03, 2012, 12:45:11 am
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).
Title: Re: Caves of Qud: Now in Open Beta
Post by: lemon10 on April 03, 2012, 12:56:22 am
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.

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).

Title: Re: Caves of Qud: Now in Open Beta
Post by: Blaze on April 03, 2012, 12:56:55 am
I believe there's a consumable that cures glotrot, try stockpiling it.

Also, I got murdered by a pig farmer after I got lost and ended up between two fences with no doors.

Edit: Faster-Post-No-Jutsu!
Title: Re: Caves of Qud: Now in Open Beta
Post by: Xangi on April 03, 2012, 01:06:54 am
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.

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).
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: lemon10 on April 03, 2012, 02:33:35 am
For what its worth, there is a person in Bethsda Suda that sells 1 dram of every liquid in the game. It will take quite a while to get there, and the enemies in that area are super strong, but if you can handle it you can get the ingredients for the cure (or you can just hope that merchants stock honey and wine, and get the oil from the asphalt mines).
Title: Re: Caves of Qud: Now in Open Beta
Post by: ThtblovesDF on April 03, 2012, 02:37:37 am
At the lower levels of Bethsda Suda you will find pools of all liquids anyway. Btw, sell canteens filled with magma for great profit.
Title: Re: Caves of Qud: Now in Open Beta
Post by: lemon10 on April 03, 2012, 04:22:57 am
Nope.
Unless there was a change recently in how Bethsda Suda is generated (and that wasn't included in the change logs), I can confidently state that the only liquid besides water that you will find naturally in Bethsda Suda (because killing the jelly enemy can make lava temporarily) is the covalence liquid that heals you.

Also, Bethsda Suda's temperature is at or around -100, any lava you find there would quickly freeze over.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Teach on April 05, 2012, 08:19:43 pm
So does attacking with your offhand take turn?  Would be pretty lame cause I keep smacking them with my torch instead of my carbide blingstick.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Blaze on April 05, 2012, 11:01:47 pm
Attacking with your offhand is executed randomly per attack and is automatically done without taking any more time, without any skill in dual wield I think it's 10%, with 75% at the highest.

Make sure you're wielding your main weapon in your main hand, otherwise it'll be treated as the offhand weapon.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Twiggie on April 06, 2012, 06:41:52 am
there are two other skills that improve dual wielding - Akimbo for dual'ing pistols and Jab? in short blades which doubles your chance to offhand attack with a short blade.

EDIT: just lost my awesome esper with prosthetic arms... because i misfired my cryokinesis. :(

EDITEDIT: do dual-wield skills apply for people with four arms?
Title: Re: Caves of Qud: Now in Open Beta
Post by: Teach on April 07, 2012, 09:25:05 pm
When should I do the raising indrix quest? I usually shoot for 100hp and decent loot or 85 hp and amazing loot for Golgotha.

I've had characters that obtained chainguns in the Joppa chests, I've had espers that fry brains, but none have compared to my most recent character.  He's a mutant dual wielding axes with these stats

Regeneration 6
EMP pulse 3
Mental mirror 4
Night Vision  (Regen and Night vision on char select and 2x unstable genome)
S: 24
A: 17
T: 22
I: 19
W:11
E: 17
and 77 hp

He's a total monster being able to nullify esper powers and disable machines so I'm taking it real slow, don't want him to die.

edit: I can't load my chaingun for some reason.  Sniper rifle, revolver, and desert rifle all work fine, I'm guessing I don't meet some stat requirements or what?

edit 2: Glitch, I have a chaingun that reads empty but shoots fine without taking any ammo.  Too much pride to use it.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Nighthawk on April 07, 2012, 11:41:53 pm
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.
But I can kind of see where you're coming from.

Your character build is really good, too - that's why you've survived so long.
If you make a mutated character, Night Vision is absolutely necessary. Essentially, it spares you any need to carry a light source, provides better vision than torches in the darkness, and allows you to use your off hand for a shield or a second weapon.
Regeneration is also incredibly useful. Being able to get your HP back twice as fast as an opponent can means you can flee, come back, and have an advantage because the enemy is wounded.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Teach on April 08, 2012, 01:10:52 am
He died, possibly the most epic death I could envision.  I ran into a Pink goatfolk shaman and tried to kill him.  My mistake was not checking his inventory before I engaged.  I only noticed after I got frozen that he had the freezing hands mutation.  I tried to sprint out but every 3-5 steps I kept getting frozen and beaten over the head by the goatfolk scum.  I then decided, fuck it, I will light my self on fire and I ran through about 4 thermal grenades before getting run down and frozen.  At this point I had went through about 5 salve injectors (1 fail) and my ubernostrum (also fail).  I then deliberated for a couple minutes on my next move and decided to enter a state of cryogenic sleep (freeze grenade mk III).
(http://s16.postimage.org/lxbz84x6t/Untitle213d.png)
I emerged from the sate of sleep with all at 102/102 health and ran into the next area where he caught up to me (unfortunately unfreezing a few turns after I did) and I realized death was inevitable so I planted 2 HE mk2 grenades and decided to mark the spot where I was to rest with a mountain of goatfolk corpses.

If I had considered these measures in the first place I would have been able to get away. 
Freeze nade first=>ensures full Hp+sprint being up Thermal nades second=>Being able to sprint without getting frozen attaining an appreciable distance on the goatfolk horde.

Title: Re: Caves of Qud: Now in Open Beta
Post by: lemon10 on April 08, 2012, 01:21:20 am
Thats why I love cyrokenisis and mental mutations.
You can freeze yourself to a icicle (along with all your enemies), then blow their heads off with your mind.
It even works with your evil twin, since it appears that enemies can take absolutely no actions while frozen, while you have a bit more leeway.
Title: Re: Caves of Qud: Now in Open Beta
Post by: HashBrowns on April 11, 2012, 06:18:02 pm
Hello, I have never had issues playing the game before, well, it has only ever worked in console mode for me, but it has worked fine like that.  However, the most recent update is now giving me this error whenever I try to start a character, once I get into Joppa. 

Turn:System.NullReferenceException: Object reference not set to an instance of an object.
   at XRL.Core.XRLCore.PlayerTurn() in X:\Documents\Programming\C#\XRL\XRL Application\Game Core\XRL.Core.cs:line 247
   at XRL.Core.ActionManager.RunSegment() in X:\Documents\Programming\C#\XRL\XRL Application\Game Core\XRL.Core.ActionManager.cs:line 470

And I can do nothing.  This makes me very sad, as I enjoy Caves of Qud quite a bit.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Singularity-SRX on April 12, 2012, 06:28:00 am
Pro tip: after you've leveled up a bit, and want a desert rifle/money, head to the west to the sand dunes.
Just run around killing the white 'h's (hunters or something) every single one drops a desert rifle, and they sell for a decent amount, as well as being a nice gun.

Also, I haven't seen Unormal around for a while, does anyone know of upcoming updates?
Title: Re: Caves of Qud: Now in Open Beta
Post by: miauw62 on April 12, 2012, 08:15:44 am
I'm annoyed by the anti-aliasing in this game, but lets give it a try anyway!

EDIT:
Walked up to someone, died instantly.
Nope, not playing, sorry.
Title: Re: Caves of Qud: Now in Open Beta
Post by: cerapa on April 12, 2012, 08:21:16 am
I'm annoyed by the anti-aliasing in this game, but lets give it a try anyway!

EDIT:
Walked up to someone, died instantly.
Nope, not playing, sorry.
Eh?

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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: miauw62 on April 12, 2012, 09:19:03 am
I'm annoyed by the anti-aliasing in this game, but lets give it a try anyway!

EDIT:
Walked up to someone, died instantly.
Nope, not playing, sorry.
Eh?

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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: forsaken1111 on April 12, 2012, 09:54:19 am
I'm annoyed by the anti-aliasing in this game, but lets give it a try anyway!

EDIT:
Walked up to someone, died instantly.
Nope, not playing, sorry.
Eh?

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.
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)
Title: Re: Caves of Qud: Now in Open Beta
Post by: cerapa on April 12, 2012, 09:55:31 am
I'm annoyed by the anti-aliasing in this game, but lets give it a try anyway!

EDIT:
Walked up to someone, died instantly.
Nope, not playing, sorry.
Eh?

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.

Also that w is warden whatshisface. Dude has freezing hands and protects the village, so its best not to attack anyone besides the zealot. You can take freezing hands too, if you play mutant.

EDIT: Partially ninjad. The warden doesnt have cryokinesis.
Title: Re: Caves of Qud: Now in Open Beta
Post by: forsaken1111 on April 12, 2012, 09:56:11 am
Yeah I didn't remember which one he had.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Aplsos on April 19, 2012, 01:22:55 am
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).

Two weeks old, but I'm pretty sure it's the glowwight cultists of Agolgut and the black/blue jels that can disease you.  Since I began avoiding melee range with them at any cost, none of my characters have come down with it.  Flamethrower, grenades, carbine, whatever, kill them before they touch you.
Title: Re: Caves of Qud: Now in Open Beta
Post by: khantin on April 19, 2012, 01:30:21 am
I think if you actually just look at each enemy it tells you if they have a disease or not.  Thats what I do before engaging in melee anyway, and I havent got glotrot since the first time I was in there...
Title: Re: Caves of Qud: Now in Open Beta
Post by: Teach on April 19, 2012, 11:56:11 pm
The eels and the boss give you glotrot.  Whenever you fight the eels there is a chance of them tripping you and you get the message.

BlahBlah splashed into your mouth you feel sick.  You can use the yucky food or wait a bit.  With high levels in toughness you usually get the message "You feel better" after a while.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Aplsos on April 20, 2012, 04:14:03 am
I think the feeling sick message is seperate from getting a disease, it means you won't regenerate health until it wears off.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Twiggie on April 24, 2012, 06:08:16 pm
I found an emergency services keycard today. at first i thought it was just for green doors, but it turns out it unlocks every door (though ive not tried it on pink yet)

also my tinker i got me an empty injector. i made one and bled half to death when i used it :/ kinda logical but a bit of a letdown.

edit: no, ESKC doesnt work on pink doors. also I hate chute crabs.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Niveras on April 24, 2012, 08:00:23 pm
AFAIK the security cards are 'ranked' of a sort, and higher ranks open the appropriate door and all lower security doors. So I guess pink is higher than green.

I think I've only ever found red cards and maybe one time a yellow, which could open yellow and red doors.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Singularity-SRX on April 29, 2012, 02:03:45 am
I was playing a mutant gunslinger, when I got lost heading to the rusted archway. I traveled a few squares when I came across a farm, occupied by pigs and a few herding dogs. There was only one entrance, and I wanted to get out the other side, so I attacked one of the walls and destroyed it.

At that moment, all hell broke loose.

When I broke through the wall, the farmer (evidently trapped outside) threw a poison gas grenade at me, while every single goddamned animal in the paddock surrounded me and mauled me to death.
So everything became hostile to me for attacking a wall?
It was weird.

Also, with the rust wells, when you go all the way to the bottom, is it supposed to become giant gaping caverns?
I could move around the map like I would have outside at ground level, twas weird.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Niveras on April 29, 2012, 08:23:22 am
The "destroy walls" thing is intentional. It was primarily to stop people from destroying the walls in Grit Gate to access merchants/areas that are only supposed to be accessible after completing some of the main quest. And it does make sense to some extent - you're destroying an individual's property - although it is certainly a mite aggressive to start lobbing grenades at a guy for breaking your fence, and sicking your otherwise domestic pork pack on them.

The rust wells thing shouldn't happen, no. In that case it is a failure of the level generation system but I don't know whether it's temporarily intentional (you see a similar happen when you go up stairs from the ground level of the Six Day Stilt, because that area hasn't been coded/completed yet) or a bug with your game specifically. Usually, unique sites occupy just a few levels below the surface, and beyond that (assuming you can even continue downward) the underground just continues with the basic randomly generated levels, as though you had descended from a random map tile.
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on April 29, 2012, 11:15:55 am
The bigger, open caverns are relatively new, but intended. Different than when the levels just fail to build and it's 100% empty space.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Singularity-SRX on April 30, 2012, 06:28:35 am
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?
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on April 30, 2012, 08:42:07 am
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?

We've been buried a bit with non-qud work, so nothing coming immediately. The next update we've got planned for Qud is some additional early-game variety, and some more content for general underground areas.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Deon on April 30, 2012, 10:53:28 am
I'm annoyed by the anti-aliasing in this game, but lets give it a try anyway!

EDIT:
Walked up to someone, died instantly.
Nope, not playing, sorry.
You, sir, fail to understand that "not playing" is a big loss for you. This game is amazing :D.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Carrion on April 30, 2012, 12:16:44 pm
I'm annoyed by the anti-aliasing in this game, but lets give it a try anyway!

EDIT:
Walked up to someone, died instantly.
Nope, not playing, sorry.
You, sir, fail to understand that "not playing" is a big loss for you. This game is amazing :D.

Heartily seconded!

Just you wait and see what it looks like after Deon gets his hands on it, too.

I assume you've already started your tiles, Deon?  I sure hope so!
Title: Re: Caves of Qud: Now in Open Beta
Post by: Deon on April 30, 2012, 01:54:29 pm
I've made a few tiles for fun, but once it gets a tileset support, I will whip out a tileset in no time.

And I've tweaked my game for my self through the data files (added more plants and animals), but that's it for now.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Angel Of Death on May 03, 2012, 11:36:10 am
Is it worth my time going to Golgotha? I have never really found anything good there.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Twiggie on May 09, 2012, 03:11:03 pm
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...
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on May 09, 2012, 03:18:51 pm
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...

Did you just travel on the world map there?
Title: Re: Caves of Qud: Now in Open Beta
Post by: Twiggie on May 09, 2012, 03:20:06 pm
yeah, there was a red message saying there was an error generating plains.

edit: and i think i was starving when i reached the square for the first time, i dont know if thats relevant.

v4438.35858
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on May 11, 2012, 05:05:21 pm
*Updated the terrain around the asphalt mines
*Fixed an item-dupe bug in container storage
*Fixed an exception in autoexplore
*Slightly improved the efficency of autoexplore
1.0.4514.30569
Title: Re: Caves of Qud: Now in Open Beta
Post by: Nighthawk on June 13, 2012, 11:44:28 am
Been dying over and over trying to come up with a good Mutated Human character build. It seems like Toughness is absolutely necessary if you want to survive the first 10 minutes outside of Joppa.

Just made a speed-concentrated character named Leroy, with Night Vision (always necessary), Heightened Speed, and Time Dilation (to make everyone else slower!). He seems to be doing alright, but I don't know what weapon I'm going to focus on. Probably dual shortswords, because raising their skill high enough + dual wield skill results in annihilation of everything in melee range.

Don't know how Leroy will handle mental attacks, but his ego and willpower are decent, so I think he'll be alright.

You guys been playing this at all recently?
Title: Re: Caves of Qud: Now in Open Beta
Post by: jester on June 13, 2012, 12:42:09 pm
Not in a while, tbh the disease that rotted your tongue out shit me too much, other than that, I love this game.  But yeh, ive never had a char without high toughness survive, especially late game, some things do a stupid amount of damage.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Nighthawk on June 15, 2012, 10:15:16 pm
Golgotha. Golgotha always kills me. There are fifty-million chute crabs, and they all get swarm bonuses.

And they don't stop spawning. They never end....
Title: Re: Caves of Qud: Now in Open Beta
Post by: beorn080 on June 15, 2012, 11:21:24 pm
Golgotha. Golgotha always kills me. There are fifty-million chute crabs, and they all get swarm bonuses.

And they don't stop spawning. They never end....
Force Bubble.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Nighthawk on June 16, 2012, 02:06:31 pm
If I HAD force bubble. And that only lasts for a little while.
My character was a high Agility build character, dual-wielding shortswords. I had electrical generation, regeneration, and light manipulation. No force bubble.

Crabs are my new worst enemy. I will kill them all next time.
New strategy is four-armed axe wielding powerhouse. Going for maximum AV. I figure, even if I can't dodge, high enough armor will make me invincible to a bunch of tiny crabs.

Also, I find it odd that hardly anyone is posting here. Am I the only guy who likes this game anymore?
Title: Re: Caves of Qud: Now in Open Beta
Post by: Twiggie on June 16, 2012, 02:37:17 pm
I haven't played it in a while.

And crabs... just go down a different chute :p
Title: Re: Caves of Qud: Now in Open Beta
Post by: Aoi on June 16, 2012, 04:13:30 pm
Well that was a promising character lost. I visited the town with the cucumber vine and looked at the hunter-merchant in the middle.

Does he just not like being looked at or something? Because he then tried to kill me. It wasn't a problem until I took a shot at him near the cucumber, but... well-- I should've just ran after that, but I had the genius idea to check if he was still going nuts after I killed the hunter.

Is there any trick for inventory management? I find myself carrying around like, 60lb of water since I don't know of any other form of wealth.
Title: Re: Caves of Qud: Now in Open Beta
Post by: The Merchant Of Menace on June 16, 2012, 04:16:41 pm
Buy things like nuggets and bracelets if you don't want to carry a ton of water around.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Twiggie on June 16, 2012, 04:20:08 pm
buy nuggets, keep bracelets until you want to buy something big. water is worth 4? per lb, bracelets are worth 36 per lb.
Title: Re: Caves of Qud: Now in Open Beta
Post by: onyhow on June 16, 2012, 11:24:02 pm
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?
Title: Re: Caves of Qud: Now in Open Beta
Post by: jester on June 17, 2012, 12:42:20 am
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?

Eating corpses works fairly well, but if you want to be able to travel about the map you need one of the 2 skills.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Aoi on June 17, 2012, 01:53:17 am
I still run constantly short while having both of them. (At the first rank admittedly.)

-----

...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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: onyhow on June 17, 2012, 05:16:50 am
@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?.
Title: Re: Caves of Qud: Now in Open Beta
Post by: cerapa on June 17, 2012, 05:19:15 am
I never have any problems with food, even if I have ravenous.

Just take the first butchery skill, and hunt some pigs. And conserve food by eating every corpse you find.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Aoi on June 17, 2012, 05:55:19 am
Well, it's mostly a problem when I map travel. On foot, it's easy.

How do you guys like starting out? The only character I've gotten any distance in [L15] was a gunslinger who killed 90% of things with freezing hands. Had a promising start with another guy that burned things up, but he ran into a unique and accidentally steamed himself to death.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Niveras on June 17, 2012, 07:24:12 am
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?

Could choose the photosynthesis mutation. It is pretty expensive in terms of mutation points, but once you get it to about rank 4 or 5, you can generally handle diving deep underground before you have to come back up for energy.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Twiggie on June 17, 2012, 07:33:06 am
just stop every two/three map squares to fill yourself up to bloated on critters..
Title: Re: Caves of Qud: Now in Open Beta
Post by: lemon10 on June 17, 2012, 01:41:34 pm
I still run constantly short while having both of them. (At the first rank admittedly.)

-----

...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.
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Aoi on June 17, 2012, 02:54:50 pm
I had the frozen hands ability. Unfortunately, I froze him and ran [out of ammo, and that was pretty much my only attack]. And when I ran ANOTHER one appeared, sooooo... yeah.

In other news: What's a good way to dig if you don't have the claws mutation? The stairs are blocked in Red Rock. ><
Title: Re: Caves of Qud: Now in Open Beta
Post by: Deon on June 17, 2012, 03:02:04 pm
Good axes.
Title: Re: Caves of Qud: Now in Open Beta
Post by: lemon10 on June 17, 2012, 03:12:36 pm
There are a few different ways to get to the stairs
A) Use Acid Grenades (they ignore armor and are super great at damaging walls)
B) Use a vibro blade (also ignores armor)
C) There is a down stair to a tunnel that eventually takes you to Red Rock in the top-left corner pool of Joppa (although you might need to go through it going up for the first time to access it though).
D) Cheat, bind no-clip-down (or whatever it is) and just don't use the stairs, if the game is glitched there isn't really anything wrong with it in my opinion.


That said, A+B won't be that useful if you don't know where the stairs are.

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).
But yeah, getting two in a row is pretty terrible luck.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Deon on June 17, 2012, 03:28:53 pm
There's an axe skill which allows you to penetrate armor on enemies. It really helps to dig through walls. At least it was some time ago. Was it fixed?
Title: Re: Caves of Qud: Now in Open Beta
Post by: Nighthawk on June 18, 2012, 05:58:24 pm
I don't know if it was fixed. If anyone reported it, probably. If not, it's likely still there.

I just had a really unfair death with a level 10 character. Doing great, on my way to Golgotha, when...
"You have spotted some ruins! Would you like to investigate?"
Sure why not.
*Walks into ruins*
*RAGING SLUMBERLING ONESHOT CHARGE*

Instant death. I find the thought process of slumberlings to be bugged:

"Well hey now, why did you wake me up you stupid little [insert weak enemy name here]? I ought to kill you for that."
"Oh wait a second - there's a PLAYER standing over there. I'll kill him instead."
Title: Re: Caves of Qud: Now in Open Beta
Post by: HashBrowns on June 19, 2012, 11:37:00 am
Waiting patiently for the next update as I can't seem to run the current one for some reason.  Why oh why didn't I save the last build?   :-[
Title: Re: Caves of Qud: Now in Open Beta
Post by: Aoi on June 20, 2012, 02:54:00 pm
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. ><

In other news: If you decide to kill a trader... don't use corrosive gas as one of your attacks.

And crabs... just go down a different chute :p
I have to second that-- my first trip, I hit the crabs. (That ended poorly.)
Second trip, the gas chutes. Was uncomfortable, but I made it through. (Died to goatmen on the way back to the Grit Gate. Sigh.)
Third trip, fire blasts. Made it through without taking a hit, from combat or the traps.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Nighthawk on June 20, 2012, 04:33:46 pm
If it's not an option in the Options menu, then disabling autotargeting is impossible, I'm afraid. And I just did a check over all the options - nope.

 :(
Title: Re: Caves of Qud: Now in Open Beta
Post by: Virtz on June 20, 2012, 05:18:46 pm
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?
Title: Re: Caves of Qud: Now in Open Beta
Post by: puke on July 07, 2012, 03:13:27 am
Just started playing this a few days ago, totally hooked.  A few questions though, its a big thread so sorry if they have been brought up before:

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.

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?

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.

I've had things dissapear from inventory -- one was a red key card which I was very sad to have suddenly go missing.  Another was a lacquered fulerine axe that I bought from the cucumber, and it never appeared in my inventory after I purchased it.  it DID disappear from hers though, so it was a total loss.  Is this a known bug? 

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.

What does "rebuke" do?  It says it makes creatures feel shamed, but I can not discern any other effect.

Thanks for any help!
Title: Re: Caves of Qud: Now in Open Beta
Post by: jester on July 07, 2012, 06:16:32 am
Dunno about rebuking, never got it to work, but didnt try that hard tbh.  I know I got a 'have another creature fight for you' skill working, not sure if it was proselytize, but I was getting snapjaws and stuff to fight for me.

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.

Ive never seen items dissapearing, though it has been a while since ive played.

If the goatling village you are talking about is the friendly one (I dont remember it being attached to a quest, again, its been a while) its off to the east from the start over the hills, look for a differnt colour/shape icon on the world map.
Title: Re: Caves of Qud: Now in Open Beta
Post by: MasterFancyPants on July 07, 2012, 06:27:57 am
I started playing this again a few days ago, I noticed the steaming water bug still hasn't been fixed. Rage.
Spoiler (click to show/hide)

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.

What are you talking about? Shotguns work great for me.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Yoink on July 07, 2012, 09:31:59 am
Time to give this another whirl! I haven't played it in ages and thus will likely die even more quickly than usual.

Edit: Alright, so my two horribly mutated, slobbering psychopaths died off rather quickly, being replaced by a disciplined, cold-hearted praetorian named Vernuld. Armed with a rifle and steel longsword, Vernuld fought his way through the Red Rock cave with only two close calls- once when a crazed cannibal shoved a canister of poison gas in his direction, and once when some hidden plant jabbed a spine through his feet.
Sadly, upon return to town with his objective, Vernuld remembered that he may have accidentally murdered the quest-giver on his rampant looting spree earlier. Whoops.

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?
Title: Re: Caves of Qud: Now in Open Beta
Post by: Aquillion on July 08, 2012, 11:02:50 am
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.

Only one person will follow you with Proselytize at once, though.
Title: Re: Caves of Qud: Now in Open Beta
Post by: puke on July 08, 2012, 08:13:14 pm
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!

Had similar results with "Rebuke".

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.

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?
Title: Re: Caves of Qud: Now in Open Beta
Post by: lemon10 on July 09, 2012, 04:53:49 pm
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!

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?
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.

Search looks for hidden things around you. At the moment the only one that I know of is those things that hide in the ground and make you bleed when you step on them, I assume that it will work for traps and such when they are added later.

Time to give this another whirl! I haven't played it in ages and thus will likely die even more quickly than usual.
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?
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).

This is what I usually do A) do the rust wells quest B) Do the red rock quest C) do the gologatha quest (which requires you to go to grit gate) D) do the goatman quest E) do the Bethsda Suda quest F) No clue, you can run around and kill stuff, but I can't think of anything to really do after that.

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?

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.
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.

Rusted breaks armor/weapons, but for some reason doesn't effect power cells (and maybe some other items), and if I remember correctly, drops the value to 0.

Somewhere along the river is a bloody area, follow the blood and you should find the village (but it is still a huge pain in the ass to find).

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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Aquillion on July 09, 2012, 08:15:30 pm
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.

(They also have Harvest, but you can't make them use it unless you have Domination, sadly.)
Title: Re: Caves of Qud: Now in Open Beta
Post by: Yoink on July 10, 2012, 06:18:04 am
Thankfully, I spoke to the elder and was able to complete the quest by giving him the stuff, thus bypassing the bit with the dead guy. :) Now I'm trying to get into the Grit Gate...
Spoiler (click to show/hide)
Title: Re: Caves of Qud: Now in Open Beta
Post by: Twiggie on July 10, 2012, 08:08:33 am
the scrambler just works on waydroids, btw
Title: Re: Caves of Qud: Now in Open Beta
Post by: beorn080 on July 10, 2012, 08:34:48 pm
Super spoiler
Spoiler (click to show/hide)
Title: Re: Caves of Qud: Now in Open Beta
Post by: postal83 on July 12, 2012, 10:23:20 am
I started playing this on a really early release and must just not have been in the mood or something, because I fired it back up and I can't stop playing.  This will be a classic along the lines of TOME and ADOM.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Mictlantecuhtli on July 14, 2012, 07:42:05 pm
I hope Slugsnouts are nerfed severely. I've lost the last four of my level 7+ characters to them. They are complete horseshit, they apparently have an organic 'bone-bullet' that does 8+ damage and fires every round. Also; ignoring armor. Once you find one, you'll know exactly what I mean.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Aquillion on July 14, 2012, 08:05:53 pm
They're supposed to be a wake-up-call.  If your character can't face them, though, you're going to be screwed once you get to Golgotha, trust me -- it only gets harder from there.  You need to rethink your character build, basically.

Try to focus on one or more of the following:

1.  An escape option that guarantees at least short term safety.  The Teleport or Phasing mutations are good for this.  When you see something dangerous like a Slugsnout, get away immediately.

2.  A way of killing or incapacitating dangerous enemies very quickly.  Charge or a powerful ranged attack is essential for non-mutants (and doesn't hurt for mutants, either), but obviously if you're relying on charge you also need to be deadly at close range.  For mutants, Sunder Mind or one of the AOE blast mutations works; so do the stinger mutations, the hand blasts, etc.

3.  High HP.  Try not to make characters with less than 18 toughness unless you're really sure you know what you're doing (and have a lot of other stuff from this list to cover you.)  A level ~7 character who isn't insanely focused in one area ought to have enough HP to tank at least a few hits from slugsnouts; if you're insanely focused in one area and are dumping toughness, your area of focus needs to be powerful enough to kill enemies like that quickly.

4.  Very high dodge.  This is much, much less reliable than the other options, but it does help against Slugsnouts.

5.  Early ways of detecting enemies.  Clairvoyance, domination, sharp hearing (you'll have to level it up for it to give you enough warning, but it's worth it), etc.  With Clairvoyance + Sunder Mind you can even kill enemies before they know you're there (but again, if you rely too heavily on this Golgotha will eat you alive.)

6.  Allies.  Use Proselytize, Beguiling, or Burgeoning to get people who will soak damage for you.

I was playing a character earlier with Fragile Bones, Teleportation, Phasing, and Electrical Generation (remember, Fragile Bones meant that slugsnouts would do +50% damage to me!); but they weren't a problem.  When I ran into a dangerous enemy like that, I'd phase in close to them, hit them with my stored Electrical Generation, then teleport to safety if that doesn't work.  Another variation uses Poison Stinger instead (hit and run until they die of poisoning, naturally, though unlike Electrical Generation you can't use your stinger while phased.)

What sort of builds are you using?  What sort of character are you trying to play?  I can give more specific advice if I know that.
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on July 15, 2012, 01:37:49 pm
*Added descriptions of the object a disk creates to the description of data disks
*Fixed an issue where equipping an item out of a chest would leave a reference in the chest
*Fixed arconaut skill display during creation
*Fixed spelling error on game result screen
*Fixed a visibility exception
*Fixed an issue where when NPCs with unstable genome triggered the mutation, the player to be prompted to pick a mutation
1.0.4579.24138
Title: Re: Caves of Qud: Now in Open Beta
Post by: Taniec on July 15, 2012, 11:16:34 pm
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?
Title: Re: Caves of Qud: Now in Open Beta
Post by: Valid_Dark on July 16, 2012, 12:10:32 am
@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?.

I don't think you can use the chests that are already in Jappa, but what i did was I found a chest, well a few, and put them in one of the houses in Jappa that was empty and use it as my store room, I store all sorts of things in there.
Title: Re: Caves of Qud: Now in Open Beta
Post by: puke on July 16, 2012, 04:09:17 pm
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 not sure there is a complete mid-game.  The starting town has a zealot whom talks about the six-day-silt, but there is nothing there.  Upstairs is a disconnected void, downstairs seems to be a totally random dungeon.

Also not sure if there is anything meaningful beyond the gold door, seems to just be a load of random levels with an elevator.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Aoi on July 16, 2012, 06:05:20 pm
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
Title: Re: Caves of Qud: Now in Open Beta
Post by: puke on July 16, 2012, 08:00:39 pm
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?
Title: Re: Caves of Qud: Now in Open Beta
Post by: Aquillion on July 16, 2012, 08:25:02 pm
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)
Title: Re: Caves of Qud: Now in Open Beta
Post by: Aoi on July 16, 2012, 11:32:21 pm
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?

Well... that'd be the one you haven't finished yet. =P

Spoiler (click to show/hide)

Edit: Thanks, lemon10, for that post under mine... reminding me that this board does, indeed, have a spoiler tag.
Title: Re: Caves of Qud: Now in Open Beta
Post by: lemon10 on July 16, 2012, 11:51:52 pm
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)
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).
Title: Re: Caves of Qud: Now in Open Beta
Post by: Aquillion on July 17, 2012, 11:38:11 am
Well... that'd be the one you haven't finished yet. =P

Spoiler (click to show/hide)

Edit: Thanks, lemon10, for that post under mine... reminding me that this board does, indeed, have a spoiler tag.
You forgot about
Spoiler (click to show/hide)
Title: Re: Caves of Qud: Now in Open Beta
Post by: Aoi on July 17, 2012, 01:04:57 pm
Nah, I probably just flat out forgot about it. The version I played was the... second latest, I think?
Title: Re: Caves of Qud: Now in Open Beta
Post by: Aquillion on July 17, 2012, 07:26:12 pm
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:
Spoiler (click to show/hide)
Title: Re: Caves of Qud: Now in Open Beta
Post by: MasterFancyPants on August 05, 2012, 11:36:21 pm
I recently got back into this and have to say the 'Rising Indrix' quest is awesome; it keeps getting more and more disturbing the farther you go down the river. It reminds me of Apocalypse Now... If someone made a quest out of it for Fallout 2.
Title: Re: Caves of Qud: Now in Open Beta
Post by: drkpaladin on August 10, 2012, 07:15:11 pm
It reminds me of Apocalypse Now... If someone made a quest out of it for Fallout 2.

This sums up the game neatly IMHO.  I'm having a blast playing this one at work lately :D  I'm glad I gave the game another try, being a four-armed knife fighter that can make multiple copies of himself and dominate enemies is great fun.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Micro102 on September 07, 2012, 09:52:43 pm
Ok, twinning lampreys, they will not go away. It's not them respawning each other, I figured that out after the 3rd kill. It's when I kill both of them at the same time (explosions/lining them up with double pistol shot) and yet they seem to respawn. I must of killed about 12 pairs of the things on a fully explored floor. After killing everything else. Huge waste of resources and I think it's a bug.

It was on a floor after you get the gold key in Bethesda susa (or something like that)
Title: Re: Caves of Qud: Now in Open Beta
Post by: Carrion on September 08, 2012, 12:37:31 am
If anyone is curious about the method behind the madness, roguelike radio did a show with Caves of Qud's developers:

http://www.roguelikeradio.com/2012/09/episode-45-caves-of-qud.html
Title: Re: Caves of Qud: Now in Open Beta
Post by: Micro102 on September 08, 2012, 03:50:35 pm
Ok, my guy got ironshank in his legs.... What does it do and how do I cure it?
Title: Re: Caves of Qud: Now in Open Beta
Post by: Twiggie on September 08, 2012, 05:40:51 pm
theres a book of cures in the southern village with the plant trader and the albino ape leader.

and generally stuff can be cured in the early stages by eating honey
Title: Re: Caves of Qud: Now in Open Beta
Post by: Micro102 on September 10, 2012, 12:58:06 pm
Exactly how much honey do I have to drink to cure this disease, and where can I get yuckwheat?
Title: Re: Caves of Qud: Now in Open Beta
Post by: Twiggie on September 10, 2012, 01:23:18 pm
yuckwheat is found randomly, and when you eat honey there'll be a message if you're cured, i think.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Micro102 on September 10, 2012, 01:25:55 pm
Huh so I just keep quaffing it?

The book recommends as part of a cure, that you drink it once a day. I might try that.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Micro102 on September 12, 2012, 11:17:51 am
Ok, I have eaten 3 yuckwheat and drank dozens of drams of honey. My ironshank keeps getting worse. Wth.

I'm just going to go for the main cure. Can I use any slime, or does it have to say "amoeba slime"? Where can I find these amoeba's?

If all that fails, can I cheat away this disease?
Title: Re: Caves of Qud: Now in Open Beta
Post by: Nighthawk on September 12, 2012, 06:38:13 pm
I only know about Glotrot, haven't contracted Ironshank yet. However, I do know that Glotrot could only be cured by honey/yuckwheat when it was in its early stages. Otherwise, you had to make yourself a "Flaming Ick," which is a pain in the ass. Ironshank might have a specialized cure, too. You just need to look in that book of cures talked about in Twiggie's post.

There's no "Cure Diseases" debug command, but if you knew how, you could easily make yourself the cure by "wishing" up all the ingredients.

Hope this helps!  :D
Title: Re: Caves of Qud: Now in Open Beta
Post by: Micro102 on September 12, 2012, 07:41:46 pm
Seems I will have to wish it all up...

I need amoeba slime.

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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: puke on September 12, 2012, 08:53:33 pm
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?
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on September 12, 2012, 09:08:39 pm
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?

It's certainly not abandoned; we'll continue working on it on and off, like we have for the last five+ years. We've just got a commercial project taking our time at the moment. :)
Title: Re: Caves of Qud: Now in Open Beta
Post by: Carrion on September 14, 2012, 11:54:34 am
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?

Did you listen to the part where they were talking about how they'd be working on it for the next fourty years?
Title: Re: Caves of Qud: Now in Open Beta
Post by: Micro102 on September 14, 2012, 12:00:48 pm
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?
Title: Re: Caves of Qud: Now in Open Beta
Post by: boatie on September 14, 2012, 12:59:06 pm
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.

Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on September 14, 2012, 01:22:45 pm
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Carrion on September 14, 2012, 01:38:27 pm
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.

I started out as a True Human Praetorian, focused on sword combat rather than diving into the mutations right away.  That said, I don't know that any build is easier than any other--I could be wrong because I've not played every combination possible.  My experience is that the game is equally hard with each character build I play, mostly because they require different strategies.  Obviously you can make the game harder for yourself depending on how you build your character (ie. taking most/all non-offensive mutations; focusing on exploration or butchery skills early on)
Title: Re: Caves of Qud: Now in Open Beta
Post by: Micro102 on September 14, 2012, 07:45:47 pm
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?
Title: Re: Caves of Qud: Now in Open Beta
Post by: Micro102 on September 14, 2012, 08:57:26 pm
Anyone know how to wish for a canteen of amoeba slime?
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on September 15, 2012, 12:22:21 pm
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?

Using multiples doesn't increase your daily save. It's dependent on your toughness as well. You still have a decent chance of getting full blown disease if you don't have a very high toughness once you contract it.

"SmallSlimePuddle"
Title: Re: Caves of Qud: Now in Open Beta
Post by: beorn080 on September 15, 2012, 12:44:35 pm
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.

Points to remember with this build. Freezing hands is both an escape method and your primary attack. Hit them with it, and stay a good 4-5 squares away.

Multiple legs will allow you to outrun about 95% of creatures, even at first level, but it only affects movement speed. Truthfully you only either need wings OR multiple legs, but they have different uses. Wings is basically god mode on the surface, very few things can hit you while flying. Just beware of dragonflies, they are depressingly strong and can hit you while flying. Multiple legs is less potent on the surface, but works underground.

Equimax are your friends with this build, assuming you slaughter your friends for XP. They hit hard, have a good amount of health, and give extremely high amounts of XP early on, but have absolutely no way of hitting a flyer. If you haven't got wings to the point where you can't fall, simply kite them with freezing hands. One good field will probably get you 2-3 levels if you kill all the equimax in it. Once you get wings to where you can't fall, just run around aggroing all of them, then freeze em to death.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Micro102 on September 15, 2012, 02:53:52 pm
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?
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on September 15, 2012, 05:08:15 pm
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?

You've got to mix desalinated amoeba slime and the other ingredient in one container before drinking it.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Aplsos on September 15, 2012, 05:37:14 pm
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.

congrats on becoming a jiang shi
Title: Re: Caves of Qud: Now in Open Beta
Post by: Micro102 on September 15, 2012, 05:40:47 pm
I knew it! Will do later when I get home, and finally I can move again.

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.

congrats on becoming a jiang shi
LOL
Title: Re: Caves of Qud: Now in Open Beta
Post by: Micro102 on September 15, 2012, 11:46:46 pm
Ok, so desalinating the slime gave me gel, and mixing the gel with the honey got me uncouthe (or something like that) honey, and honeyed gel. Both of which didn't seem to cure me. Am I missing something here?
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on September 16, 2012, 12:48:07 am
You have to wait a while for that dram to take effect, then you have to drink it a dram at a time for several days that way till your stats are fully cured.

Also, are you sure it's honey in your current game? It's different in each game, you have to check the book.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Micro102 on September 16, 2012, 09:29:04 am
Yes I checked the book for this. I guess I will just stand here for days, waiting for it to take effect...
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on September 16, 2012, 01:15:24 pm
Yes I checked the book for this. I guess I will just stand here for days, waiting for it to take effect...

Haha, well, bind "wait 100" it'll make it go by quickly ;)
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on September 18, 2012, 11:46:07 pm
*Added support for data-driven ammo types
1.0.4644.42526

  <object Name="12 Gauge Shotgun" Inherits="BaseMagazineRifle">
    <part Name="Render" DisplayName="12 gauge shotgun" RenderString=")"></part>
    <part Name="Physics" bUsesTwoSlots="true" Weight="16"></part>
    <part Name="Commerce" Value="100"></part>
    <part Name="MissileWeapon" Skill="Rifle" NoWildfire="true" NoAmmoProjectile="ProjectileCombatShotgunPellet" ShotsPerAction="8" AmmoPerAction="1" ShotsPerAnimation="8" WeaponAccuracy="35" RangeIncrement="6"></part>
    <part Name="Description" Short="A stockless, pump-action shotgun of jet black."></part>
    <part Name="Metal"></part>
    <part Name="TinkerItem" Bits="0014" CanDisassemble="true" CanBuild="true" CanRepair="true"></part>
    <tag Name="Tier" Value="3"></tag>
    <part Name="Examiner" AlternateDisplayName="rifle" Complexity="3" Difficulty="0"></part>

    <part Name="MagazineAmmoLoader" ProjectileObject="" AmmoPart="Ammo12Gauge" MaxAmmo="6"></part> // The ProjectileObject is blank, so the loader will fire what the ammo defines. The AmmoPart is set to a unique ID that will be used in the Ammo object
  </object>

  <object Name="Projectile12Gauge" Inherits="Projectile"> // Define the projectile object like this
    <part Name="Projectile" BasePenetration="4" BaseDamage="100d200" ColorString="&amp;y"></part>
    <part Name="Physics" IsReal="false"></part>
  </object>

  <object Name="12 Gauge Shell" Inherits="Projectile">
    <part Name="Render" DisplayName="12 gauge 00 buckshot" ColorString="&amp;y"></part>
    <part Name="Physics" Category="Ammo"></part>
    <part Name="Description" Short="A brass-cased cartridge of round lead balls."></part>
    <part Name="TinkerItem" Bits="C" CanBuild="true" CanRepair="false" CanDisassemble="false" NumberMade="4"></part>
    <part Name="Commerce" Value="0.04"></part>
   
    <part Name="AmmoGeneric" ProjectileObject="Projectile12Gauge"></part> // Add an "AmmoGeneric" part with the ProjectileObject set to the bullet that will be fired with this ammo type
    <tag Name="AmmoPartType" Value="Ammo12Gauge"></tag> // Add an AmmoPartType that matches the MagazineAmmoLoader spec in the missle weappon
    <tag Name="Ammo12Gauge"></tag> // Add a tag that matches the name of the part type defined in AmmoPartType
  </object>

If you wanted to create a second kind of 12 gauge shell, you'd copy the 12 Gauge Shell object, give it a new name, and change the "ProjectileObject" of the AmmoGeneric part to the new bullet type. Everything else remains the same.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Micro102 on September 19, 2012, 09:30:43 am
I seem to be having a new problem. I am "forgetting" the terrain. After curing myself I find that discovered areas turn black again after a while. Does anyone know what is happening?
Title: Re: Caves of Qud: Now in Open Beta
Post by: Twiggie on September 19, 2012, 10:21:08 am
sounds like the negative mental mutation amnesia, which erases all your memories from 30? turns before.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Micro102 on September 19, 2012, 06:02:56 pm
Hmmmm I may have accidentally wished for it. Is there a way to erase all mutations?
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on September 19, 2012, 08:19:38 pm
*Fixed an issue with modded encounter table loading
1.0.4645.36211
Title: Re: Caves of Qud: Now in Open Beta
Post by: Micro102 on September 24, 2012, 09:20:37 am
I'm guessing I'm playing with amnesia....
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on September 24, 2012, 01:53:35 pm
*Removed an accidently-included user mod
1.0.4646.1669
Title: Re: Caves of Qud: Now in Open Beta
Post by: Nighthawk on September 25, 2012, 09:27:07 pm
I never live long enough to get any of these fancy new "cybernetics."

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)?
Title: Re: Caves of Qud: Now in Open Beta
Post by: Teach on September 27, 2012, 10:50:18 am
Rolling up a True Man with the express purpose of getting some cybernetics.

Ares the Fuming God-Child

After I finished looting and bribing Argyve with crayons, I head out to Red Rock.  Had to waste a salve because I got impaled by an Ivory as I being pelted with seeds.  I had to waste my second (and last) salve after being blasted in the face with Pyrokinesis from a snapjaw.  I got a laborer security card for my efforts, so it was well worth it. 

This was just level 1 of Red Rock.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Nighthawk on September 27, 2012, 04:14:19 pm
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.  :(
Title: Re: Caves of Qud: Now in Open Beta
Post by: Twiggie on September 27, 2012, 07:58:35 pm
im running a true human atm, and i dont see what the problem is with slugsnouts. sure, if you're running the fragile bones defect you're gonna have a bad time, but chances are very low you will see one before you're at least level 3.

i started 19 toughness 22 agi, and i just duck back behind a corner whenever i see one, since engaging them in melee is so much easier than in ranged. then you just have to be wary of large open spaces.

although i have died to SS's a couple times when i thought it was just a seed vine and charged it...
Title: Re: Caves of Qud: Now in Open Beta
Post by: BishopX on September 27, 2012, 08:29:19 pm
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.  :(

If you think slug snout are bad, wait for the chaingun turrets...

I once found the lair of a legendary chaingun turret with a confusion attack..
Title: Re: Caves of Qud: Now in Open Beta
Post by: lemon10 on September 27, 2012, 09:01:18 pm
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Twiggie on September 28, 2012, 08:56:56 am
wow i forgot you can close this game without warning, just lost half an hour of progress by accidentally clicking on the x :(
Title: Re: Caves of Qud: Now in Open Beta
Post by: Carrion on September 28, 2012, 10:47:35 pm
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.

In one game I started, I was heading to Red Rocks and either got lost or stumbled onto some ruins.  Either way, I walked out in front of a opening in the wall and was hit by a flurry of bullets, killing me instantly.

They're definitely nasty early on, but just about everything can be.
Title: Re: Caves of Qud: Now in Open Beta
Post by: EuchreJack on September 28, 2012, 11:35:51 pm
Slug snouts: Why I carry a gun.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Micro102 on September 29, 2012, 01:15:17 am
I am trying to play as a tank. A guy with a ton of health running around in heavy armor with a shotgun and a mace/shield.

What would you guys spec him as? I've got tons of willpower, then a ton of toughness, a bit of strength and ego, and int/agility are barely touched.

mutations are regeneration, fur, light, plant summoning
Title: Re: Caves of Qud: Now in Open Beta
Post by: Asra on September 30, 2012, 11:25:36 am
I would say agility is sort of important if you want to hit with your mace most of the time.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Micro102 on September 30, 2012, 01:22:08 pm
I want to be a blob of health that only takes 1 damage at a time, using my mental abilities to fight for me, the mace is just cause it's the highest penetration value. Unless there is a downside to wielding a weapon you can't use?
Title: Re: Caves of Qud: Now in Open Beta
Post by: Twiggie on September 30, 2012, 01:33:38 pm
maybe you should try heavy weapons if you find any?
Title: Re: Caves of Qud: Now in Open Beta
Post by: beorn080 on September 30, 2012, 01:40:41 pm
Honestly, a gun would probably be better then a mace. Especially a laser pistol or something.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Micro102 on September 30, 2012, 07:38:29 pm
Well yeah but why not wield both?  Btw, going for shotgun, that count as a heavy weapon?
Title: Re: Caves of Qud: Now in Open Beta
Post by: jester on October 01, 2012, 01:11:36 am
I found massive health guy to be one of the easier ways to play the game, whatever weps you are trying to use.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Twiggie on October 01, 2012, 03:37:41 am
meh, ive always got the furthest with dual dagger/pistol builds, for some reason.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Nighthawk on October 01, 2012, 06:55:41 pm
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Asra on October 11, 2012, 12:53:29 pm
I think I've always done best with the Eunuch build. (High Agility and Intelligence) then breaking into tinkering later usually, even though it seems less and less necessary the more I play sometimes since I tend to find everything I need in ruins.


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?
Title: Re: Caves of Qud: Now in Open Beta
Post by: Strange guy on October 17, 2012, 11:22:49 am
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?

All types of jerky for one. I looked through the ObjectBlueprints.XML file and found a few additional things available, including knollworm skulls (but they are fairly easy to find without butchery), electric snail shell (helmet I think), and some other items that I believe are for crafting only.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Smashness on November 18, 2012, 01:18:08 pm
Okay, I have a problem. I just downloaded Caves of Qud, and when I open it, all the text boxes are blank. I can still go to different areas of the start menu, but never actually start the game. Anybody know what's happening?
Title: Re: Caves of Qud: Now in Open Beta
Post by: Micro102 on November 19, 2012, 03:19:15 am
Not a clue. What OS are you playing it on? Try re-downloading it, might be some sort of corruption.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Aquillion on December 10, 2012, 01:23:02 am
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.
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.

Vibroblades can handle it, but make sure you get something or you'll be in trouble when you reach Bethesda Susa.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Aquillion on December 10, 2012, 01:28:51 am
I never live long enough to get any of these fancy new "cybernetics."

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)?
Spoilers ahoy!
Spoiler (click to show/hide)
Title: Re: Caves of Qud: Now in Open Beta
Post by: handofluke on December 23, 2012, 10:47:57 pm
Hey everyone,
Unormal and I will be hosting a Hangout On Air for our new mobile roguelike/town sim hybrid in the works, Project Blockhead.
(http://i.imgur.com/ANGbV.jpg) (http://www.freeholdgames.com/livechat)
Join us on Saturday, Dec. 29th to check it out!
Title: Re: Caves of Qud: Now in Open Beta
Post by: Blaze on December 25, 2012, 05:11:51 pm
I never live long enough to get any of these fancy new "cybernetics."

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)?
Spoilers ahoy!
Spoiler (click to show/hide)

Here's another hint:
X
Title: Re: Caves of Qud: Now in Open Beta
Post by: Robsoie on December 26, 2012, 11:07:34 am
I have always wanted to give a try to Caves of Qud but always forgot about it, so many good RL to play so little time :D.

But i just did today and i'm really impressed how good it is, currently running a mutated guy just completed 2 quests and reached level 4 and i have a lot of fun.

It's so good that it just went by itself right in my personnal top10 favorites RL , can't believe i didn't thought of playing this seriously before.

Congratulations to the dev, it's a masterpiece.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Valid_Dark on December 28, 2012, 11:40:51 pm
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on December 28, 2012, 11:44:25 pm
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.

I always post them here, we've just been working on our mobile rogue-like the last several months.
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on December 29, 2012, 02:55:22 pm
We'll be doing our live stream in a few minutes; come join us in chat at http://www.freeholdgames.com

We'll post a recording of the hangout afterwards as well.
Title: Re: Caves of Qud: Now in Open Beta
Post by: thepodger on December 31, 2012, 03:52:43 pm
Is it possible to make arrows?  I am -always- running out of ammo.
Title: Re: Caves of Qud: Now in Open Beta
Post by: GoatSkinKiller on February 04, 2013, 05:55:26 pm
I really enjoyed playing this a while back, always going True Human for my first ten or so characters. Finally had a good one going, and even managed to get up to level 17 before contracting glotrot.

I just recently started playing again, and I have been having enough of a blast to forgive the game for how annoying Glotrot is, although I am staying away from Gologtha for as long as humanly possible.

New character is a mutated human gunslinger with Precogniton, Pyrokinesis, and Time Dilation who picked up Wings and Force Bubble through random mutations. Really enjoying the survivability. Currently using twin carbide daggers for close range, and akimbo pistols for anything troublesome.

I had quite a few missteps while I was sorting this build out. The first three characters I tried died for really stupid reasons. The only one that really hurt was the one that lucked into some weird artifact=semi auto pistols really early.

So far, I've had some great fights with my evil clone, but the first one was the best. I was aimlessly wandering the salt, hoping for some XP in the form of Lairs, but finding a lot of nothing. My character sensed an evil presence, and it was showdown time. We took turns blasting at each other with fireballs before taking to the air for a slow motion John Woo gun battle.

I'm dreading running into him in any water-rich environment, though. I foresee steam death for everyone.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Baijiu on March 05, 2013, 01:43:53 pm
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on March 05, 2013, 01:55:13 pm
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.

We're just plugging away on the new game.

We've got some social media going up, if you want to follow our progress:

www.freeholdgames.com
https://www.facebook.com/freeholdgames
(http://www.freeholdgames.com/index.php/caves-of-qud/)
Title: Re: Caves of Qud: Now in Open Beta
Post by: Valid_Dark on March 05, 2013, 03:51:14 pm
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?
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on March 05, 2013, 03:53:40 pm
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?

Yup, but it's always been a project we work on between other stuff. There's plenty of stuff we have in mind for it; but it'll remain a hobby until the day we get funding for an FPS-RPG set in the Qud world ;)

We'll have another bout of working on it again at some point here, I've been working on Mono support for it on the side, for instance. I just haven't had anything fit to release recently.
Title: Re: Caves of Qud: Now in Open Beta
Post by: du3lingdragon on March 15, 2013, 08:15:14 pm
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on March 15, 2013, 11:04:55 pm
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.

Well, I completely agree that there's commercial possibility in Qud, we really love it or we wouldn't have spent years working on it :); I think we'll explore a more hardcore mobile roguelike, or roguelike-like at some point, and Qud would certainly be a pretty strong starting point for that project.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Akhier the Dragon hearted on April 01, 2013, 07:58:07 pm
   I don't know if anyone here is interested but I figured anytime someone does a decent video of a roguelike Its worth reporting it in at the corresponding thread here at Bay12. Anyway a guy on YouTube called Bormac did a video of this and it was decent so here it is (http://youtu.be/l1p95wyWUPk).
Title: Re: Caves of Qud: Now in Open Beta
Post by: Dutchling on September 14, 2013, 08:22:27 am
This thread has been dead for a while.

Anyway, can someone perhaps explain this to me:
(http://i.imgur.com/yoMqIsP.jpg)

Title: Re: Caves of Qud: Now in Open Beta
Post by: Morrigi on September 14, 2013, 08:41:26 am
It's an old poem, from what my google-fu has told me.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Angel Of Death on September 14, 2013, 09:00:58 am
Does CoQ have a win condition yet?
Title: Re: Caves of Qud: Now in Open Beta
Post by: Dutchling on September 14, 2013, 09:03:32 am
It's an old poem, from what my google-fu has told me.
I just noticed is rhymed. I feel stupid now :P
Title: Re: Caves of Qud: Now in Open Beta
Post by: puke on September 14, 2013, 12:16:18 pm
Does CoQ have a win condition yet?

No, it is basically abandoned.  The Devs wont acknowledge that directly but any time they are asked they respond that the next features may be added in 30 years or some-such, but they promise they do have those features roadmapped and it is still in active but slow development while they try to make money on other things.

They've been alluding to wanting to work on a commercial project for some years now, I guess they finally have a webpage up for a mobile game now so maybe they're doing work again.  I think the bottom line is they both have day jobs and other hobbies and you shouldn't expect too much.

More than anything I take it as a case study in how not to maintain a fan base, generate interest, or communicate with customers. 

Unormal is fairly active on forums though, so they're at least still paying attention to the idea of Qud.
Title: Re: Caves of Qud: Now in Open Beta
Post by: puke on September 14, 2013, 01:17:01 pm
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.

Yeah, I'll cop to that.  Your summation is well reasoned and accurate overall, I endorse your message.
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on September 14, 2013, 07:52:50 pm
We just have day jobs, families and thus a pretty finite number of hours to work on things. I'd say we give Qud a lot of credit for potential, it was a huge labor, which consumed many years of development to get where it is, and while it's not "finished", there's more hours of gameplay in there than a lot of AAA titles. We just wanted to try our hands at a commercial title, and frankly don't have time to work on both projects. We've got a lot of investment in the Freehold setting of Qud, even outside of the region, and you'll see more content for both Qud and Qud-world games from us in the future.

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.

We've actually got a beta build of the next release of Qud we've been working on in a few spare hours, but it's only sort of half-way done. It's got a mutation re-balance and half of a new dungeon. You're welcome to try it out, but it's not quite ready for prime-time, as the new dungeon isn't fully completed.

https://www.dropbox.com/sh/vlkzatq58yqkdl5/7hYSNm5s_a

I don't expect everyone that loved Caves of Qud to love Sproggiwood, they're very different games; however, it has an accessible but tactical mobile-interface roguelike at its core, and I hope Caves of Qud has proved that we're comitted to making thoughtful games, and with Sproggiwood, I'm specifically trying to remedy my personal distaste for many of the current crop of mobile games that are accessible, but don't provide any meaningful gameplay. My hope is that it is accessible enough AND deep enough to help introduce people to the fundamentals of roguelike game-play, and that some of them will make the leap up the learning curve to games like Caves of Qud and Dwarf Fortress.

Cheers!

e: I tweet a decent amount of incremental progress/screenshots from my personal account if anyone wants to keep tabs on us: https://twitter.com/unormal
e2: ...also our mobile game development is only a year old at this point, so while it's been a bit, it's not really vaporware. ;)
e3: here's some screenshots of Sproggiwood if you don't want to dig through my twitter.

http://i.imgur.com/M6sOm3V.png
http://i.imgur.com/7m9AvBV.png
http://i.imgur.com/QTzHVdc.png
http://i.imgur.com/qEiAHBR.png
http://i.imgur.com/BVMM47O.png
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on September 14, 2013, 09:38:31 pm
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.

I agree that we need to up our visibility; and we'll be ramping up as we get closer to release; but I'd rather have an awesome game and ramp up the marketing than spend all our time marketing the crap out of an under-developed game. Maybe the second tack would make more money, but just not our style. :)

If we were going to kickstart something, it'd probably be a Qud-world game, not necessarily Qud itself.

e: Ultimately I think to really commercialize Qud it'd need to have a graphical engine, and in today's device and OS environment, I'd want it to be cross-platform as much as possible, so it'd end up being a ground-up re-write to make that work. Secondly, in the years of working on Qud we learned an awful lot about game design, and I'd want to bring that knowledge to the table in a commercial game. It has a completely out-of-bounds scope, and I prefer leaving it out there as a game to tinker with, rather than try to make the tough choices and cuts necessary to really complete a viable commercial product. Qud has generated a few hundred dollars in donations, but it's a love-letter to the community, not a serious piece of commercial work. I could certainly imagine bringing the best parts of Qud (setting, mutations, tinkering...) to a new game with a reasonable, rational scope, and a cross-platform engine and executing on that.
Title: Re: Caves of Qud: Now in Open Beta
Post by: puke on September 14, 2013, 10:37:07 pm
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on September 14, 2013, 10:39:51 pm
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.

Thanks for the goodwill; This has always been one of the best communities out there, and keeps showing itself to be full of great people. Even if Sproggiwood doesn't end up being your thing, I hope you keep an open mind about future games, because we'll be back to Qud sooner or later.

(http://i.imgur.com/BOVDrsj.jpg)

e2: Follow us at https://www.facebook.com/freeholdgames :D
Title: Re: Caves of Qud: Now in Open Beta
Post by: ductape on September 14, 2013, 11:03:00 pm
damn thats cool...
Title: Re: Caves of Qud: Now in Open Beta
Post by: puke on September 14, 2013, 11:20:15 pm
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?
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on September 14, 2013, 11:33:50 pm
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 really targeted at the mobile playstyle, where you sit down at the end of the day, or in line for something, or in transit somewhere. I'm a big fan of the Kairosoft games, but they increasingly feel to me like the choices you make don't matter, They're very fun, but hollow. My goal was to produce a game in that vein, playable in short sessions, but with a real skill-based game underneath.

The basic story is that of a foreign people pulled into a little wilderness, who have to carve out civilization from the wilderness. Early on your actions, which seem innocuous, have some unexpected and profound consequences that ultimately drive the plot.

The basic gameplay is centered around relatively short (3-4 level) roguelike adventures that are tactically dense. It's not quite a puzzle-game, the dungeons are bigger than your screen, and you move around and bump attack minions a lot, but the mechanics very carefully pruned down from a traditional roguelike. Each class has 5 abilities and can choose a weapon, armor and accessory at the start of an adventure. Each class ability uses stamina, and you regenerate stamina by killing monsters. There's no passive health regeneration at all, though you can find environmental effects or consumable items that will restore your health. We really wanted to try to encourage the really fun parts of roguelikes, which are moving forward and exploring, finding stuff (good and bad), and pounding on groups monsters with some tactical decision making; and discourage the less fun parts, like training monsters backwards through dungeons and running 5 floors back to regenerate health in safety before killing one more monster, to rinse-repeat.

Each adventure is self contained. The adventurer you go in with has his abilities and equipment set at the start (unless you find consumables or other boosting status effects in the adventure), but you collect resources that you can use to build your town up, and find items and equipment that you can use on your future adventures. Building your town up unlocks additional classes and abilities for those classes. As you level up associated buildings, at first you unlock your class abilities, and later you choose from a tree of options that let you customize and specialize the play-style of a class. As you advance through the plot, more dungeons become available to you; there's eventually around a dozen or so dungeons, each with a different set of possible monsters and environmental hazards, and each with two difficulty levels. It's not quite as infinite and open-ended an experience as something like Caves of Qud; but it's the sort of game I'd personally want to have on my tablet and phone, but just doesn't really exist.

That said, I'd also like a big graphical version of Caves of Qud on my tablet or phone, but that just doesn't make sense for us in terms of scope (yet). This game is reasonable in scope, so that it's something we can actually finish (barely), and it's the sort of game we like to play, so after quite a bit of deliberation, it became our first real commercial project. We'll see how it goes! :)
Title: Re: Caves of Qud: Now in Open Beta
Post by: Krevsin on September 15, 2013, 01:56:17 am
Well, time to put my kettle to the faucet.

I have to say, I am kinda looking forward to Project Blockhead (or whatever it is you guys are calling it now). It looks neat and seems like it could be a very interesting addition to my (meager) menagerie of phone apps.

As for Caves of Qud, it was one of the first roguelikes I tried, right after Cataclysm, DF and Nethack. I found it more approachable and fun than the previous titles (although ASCII was still an issue for me back them) and sporting a very neat and interesting world, a post-apocalypse far away from what is currently mainstream (zombies, cars and firearms) in the post-apoc genre and reminiscent of the paperback sci-fi novels of the 50s and 60s, with a lot of neat concepts and interesting ideas.

It is, of course, far from perfect, but I sank many hours into it and like to play it every now and then to have some fun chasing around salamanders and mutant plants. So, I am definetly looking forward to seeing its continued development.
Title: Re: Caves of Qud: Now in Open Beta
Post by: getter77 on September 15, 2013, 07:27:57 am
Of course Qud is quality--just a matter of how they can get things to shake out from here.  Even if a KS never happens in a Cataclysm like sense of further bolstering as opposed to full-on completion---I do think useful damage could be done via a Bounty Board along the lines that Kornel and friends over on Chaosforge have been wrangling for quite some time for DoomRL and the rest of their stable of projects.
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on September 15, 2013, 10:54:49 am
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?

Yeah, the dungeon levels are procedurally generated each time. In fact, many of them actually use procedural level building code pulled right out of Caves of Qud.

Since Sproggiwood is in Unity3D, which uses C# as it's main language, and Caves of Qud was written in C#, I was actually able to move most of the important core pieces from the Caves of Qud engine into Sproggiwood. The AI, dungeon builders, and the flexible component-driven object engine from Caves of Qud are all part of Sproggiwood. Though we've intentionally pared down the core mechanics in Sproggiwood, the actual underlying engine is a pretty robust general cross-platform roguelike engine, at least as powerful as Caves of Qud's.
Title: Re: Caves of Qud: Now in Open Beta
Post by: BigD145 on September 15, 2013, 11:50:06 am
That said, I'd also like a big graphical version of Caves of Qud on my tablet or phone,

Hear, hear.

Android with ASCII would be fine.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Krevsin on September 15, 2013, 11:52:12 am
That said, I'd also like a big graphical version of Caves of Qud on my tablet or phone,

Hear, hear.
I approve.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Mephansteras on September 16, 2013, 11:18:53 am
I really like that picture up there!
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on September 27, 2013, 09:48:32 pm
Here's some gifs of Sproggiwood in action, to give you guys a quick early peak. It's completely playable, we're working on fleshing out the remaining content.

Warrior charges (you'll notice the slimes leaving behind slippery puddles, just like Qud amoebas):
(http://i.imgur.com/gTYoudc.gif)

Wizard teleports and kills some slimes with frost ring:
(http://i.imgur.com/O3An62s.gif)

Farmer chucks a pumpkin to kill a group of slimes:
(http://i.imgur.com/XIk4VSH.gif)
Title: Re: Caves of Qud: Now in Open Beta
Post by: Aklyon on September 27, 2013, 09:59:15 pm
That is probably the cutest roguelke ever. :)
Title: Re: Caves of Qud: Now in Open Beta
Post by: Akhier the Dragon hearted on September 27, 2013, 10:05:27 pm
   I really like the graphics there and I assume just as much detail will go into all the rest so if the mechanics turn out solid I definitely think it will be worth my time when it comes out. One thing I would point out is that the wizards robe seems a little short and if its not a robe and more of a vest or something it looks like a short robe though that may just be that I am used to seeing wizards in robes so it ends up looking like one.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Krevsin on September 28, 2013, 02:46:19 am
Wow, astounding amounts of detail and murderous explosive pumpkins. I am impressed. I'll definetly check this out once it's out.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Footkerchief on October 14, 2013, 01:04:34 pm
I finally gave Caves of Qud a serious try and I am hooked, especially now that I abandoned my four-armed axe-wielder for a Eunuch.  The flavor of the world reminds me a little of Beneath a Steel Sky, which I love.

Does Joppa only have the one merchant?  I already bought all the lead slugs and I'm gonna need more soon.
Title: Re: Caves of Qud: Now in Open Beta
Post by: lemon10 on October 14, 2013, 03:08:39 pm
Towns only have one merchant each (although Joppa does have the scientist dude as well).
Their stock renews after a while, but I have no clue how long it takes.

I would recommend trying to find another ranged weapon to (temporarily) swap out with your gun if you think ammo is really going to be a concern.
Title: Re: Caves of Qud: Now in Open Beta
Post by: beorn080 on October 14, 2013, 03:43:53 pm
Towns can have several merchants, depending on town. There is also the strange glowpad somewhere near joppa, who generally has a large stock of ammo. Later you may gain the ability to craft your own ammo, though it is functionally identical to the regular sort.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Footkerchief on October 19, 2013, 10:22:00 pm
Thanks for the tips.  Lead slugs are no longer a concern.  However, I've picked up a horrible illness:
Spoiler (click to show/hide)
and I need salt for the cure.  Where can I get it?
Title: Re: Caves of Qud: Now in Open Beta
Post by: beorn080 on October 19, 2013, 11:26:03 pm
Do you need a salty liquid? If so, you can pour any liquid on the ground, and when you put it back in a container, it will be salty.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Footkerchief on October 19, 2013, 11:37:39 pm
No, straight up salt, as far as I can tell.  One of the developers says it can be done, (http://forums.freeholdentertainment.com/showthread.php?618-Curing-Glotrot/page2) but unfortunately gives no hint how.
Title: Re: Caves of Qud: Now in Open Beta
Post by: beorn080 on October 20, 2013, 06:02:00 pm
I have the strangest sense that you are meant to pour out water on the ground then evaporate the water, but iirc that doesnt do anything
Title: Re: Caves of Qud: Now in Open Beta
Post by: Geen on October 20, 2013, 11:43:19 pm
Dear Armok, Sproggiwood looks adorable!
Title: Re: Caves of Qud: Now in Open Beta
Post by: puke on October 20, 2013, 11:44:45 pm
I had one that required (if I remember) water AND salt, so I tried making it with regular salt water and also with dilute salt, but I dont think either worked.  I never found a source for regular salt, but I didnt try to hard either.

A bit frustrating that something so common in the game world is so hard to come by.  You'd think that you could just go out to the salt flats and pick some up. 
Title: Re: Caves of Qud: Now in Open Beta
Post by: Footkerchief on October 23, 2013, 11:08:18 pm
Dilute salt -- obtained by pouring out salt water on the ground and picking it up again -- does in fact work to cure the disease.
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on October 24, 2013, 02:29:15 pm
Hey look I made Caves of Qud somewhat less hideous at high-res:

(http://i.imgur.com/R1Wtx1w.png)
Title: Re: Caves of Qud: Now in Open Beta
Post by: Nighthawk on October 24, 2013, 02:56:52 pm
WOAH. That looks awesome. How does gameplay work? Do the effects look nice?
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on October 24, 2013, 02:58:20 pm
WOAH. That looks awesome. How does gameplay work? Do the effects look nice?

Just fine, I just found a nice monospace font and spent awhile laying out a nice high-res console font bitmap, so no real internal engine changes, so it 'just works'. I'll probably include it as an option in the next build of CoQ.
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on October 24, 2013, 04:11:08 pm
Some gameplay with the fancy new font:

(http://i.imgur.com/9wJvxgn.png)
Title: Re: Caves of Qud: Now in Open Beta
Post by: Vorthon on October 24, 2013, 04:36:09 pm
Blargh. Contemplating getting back into this, but I have no clue how much it's changed in the past two-three years. .-.

Edit: Dammit, can't. At least not for a while, until I can get a computer that can run a Virtual Machine without bricking itself.
Title: Re: Caves of Qud: Now in Open Beta
Post by: BigD145 on October 24, 2013, 05:25:41 pm
Needs more Android version. hng
I would pick this up after finishing Avadon. I need some more open world.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Werehuman on November 10, 2013, 11:32:37 am
  Been playing this for a while, it is awesome. Just had a decent mutant arconaut, with heightened speed, psychometry, triple jointed, night vision, thick fur. Was dual wielding daggers, and had a bow, with a whole bunch of scrap in the hope that I can eventually tinker it up into something cool. Unfortunately, it was going smoothly until I aggroed an equimax. Not on purpose, but because my arrow strayed off and hit one. Of course, all of the equimaxes got mad, and I ran back to joppa, picking up a herd of various creatures. Unfortunately I incorrectly assumed that the warden would protect me from them, instead attacking all of the creatures except the equimax. So of course I run into the hut with the elder guy, hoping to find safety/protection. Of course not. They can open doors! So I am brutally murdered, with the elder and the warden just chilling, oblivious.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Werehuman on November 10, 2013, 12:23:36 pm
 I forgot to mention, I had 2 poison grenades and a stun grenade. I used it, and managed to kill just one of them, but then I was all out of tricks, with only the sphinx salt injector which is kinda useless, so I sprinted around the one equimax, only to find the other four. :/ Now I'm on a mutant marauder, going good so far, just found glowpad merchant for my first time. Pity I'm poor and the carbide axe I want is about 150 drams out of my budget. Hopefully I can get a knollworm skull, should knock off a few drams. Going to go to Red Hook. Also, are the lairs of legendary things (in this case a legendary croc) dangerous? That is a moot point, just got murdered by a salt hopper.
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on December 11, 2013, 09:48:46 am
Here's Juke, sproggiwood style:
(http://imgur.com/jhKkxic.gif)
Title: Re: Caves of Qud: Now in Open Beta
Post by: MrWillsauce on January 04, 2014, 07:11:14 pm
The font looks pretty, but I kind of like CoQ with its default clunkyness. The roughness and packed-togetherness of the default font combined with how crowded the screen gets with objects embody the spirit of the game and of Gamma World.

I returned to the game semi-recently, nearly beating it again with a super-powerful esper who got all of his limbs ripped off by a madpole (and his tongue by Glotrot) and died of blood loss trying to teleport away from the thing. Espers have gotten kind of dull for me now; once I get sunder mind or pyro/cryokinesis the game just becomes one big challenge-free grind until I get fed up and journey into the deathlands to get blown up by a leering stalker. Now I'm trying to survive long enough with a smart true man so I can find out what some of the late-game artifacts like the eater's nectar tonic, the time cube, the nullray pistol (I got my hands on one once, but it didn't seem to do anything to the goat I shot with it), and the phase cannon do.
Title: Re: Caves of Qud: Now in Open Beta
Post by: MrWillsauce on January 07, 2014, 09:32:58 pm
The rewards that sparking baetyls give true men for serving them are extremely underwhelming. Scouring Qud for hours in search of very particular pieces of garbage yielded me a pair of greasy steel boots. A splendid vestiment indeed  >:(
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on January 10, 2014, 10:32:09 am
(http://i.imgur.com/WgDU1RP.png)

Some experimental twiddling.
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on January 10, 2014, 11:26:47 am
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.

Yeah, this is very preliminary prototyping. Final colorization would be much more lush; since Qud is a burgeoning wilderness, not really a brown on brown wasteland.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Footkerchief on January 10, 2014, 11:33:12 am
I really dig that sparse style, especially if it'll be more colorful later!
Title: Re: Caves of Qud: Now in Open Beta
Post by: LeoLeonardoIII on January 10, 2014, 02:19:12 pm
Yeah isn't it salt marsh with lots of plants?
Title: Re: Caves of Qud: Now in Open Beta
Post by: Warden Glotrot on January 27, 2014, 01:40:41 pm

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
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on January 27, 2014, 02:22:03 pm

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

Pretty great! :D

We're still plinking along on it. If you access to the pre-release, just e-mail me at unormal at gmail.com and I'll give you dropbox access.
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on February 02, 2014, 08:34:16 pm
(http://i.imgur.com/srG2uXo.png)
Title: Re: Caves of Qud: Now in Open Beta
Post by: BigD145 on February 02, 2014, 08:41:09 pm
Touch screen?
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on February 02, 2014, 08:43:30 pm
Touch screen?

Yeah, building it for tablets & phones, based on the Sproggiwood code base.

e: Also plays just fine on PC.
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on February 03, 2014, 12:18:23 am
(http://i.imgur.com/driCPyy.png)
Title: Re: Caves of Qud: Now in Open Beta
Post by: moocowmoo on February 03, 2014, 01:40:30 am
Glad you guys are still working on this game. Has one of the most atmospheric worlds I've experienced in awhile.
Title: Re: Caves of Qud: Now in Open Beta
Post by: boatie on February 03, 2014, 08:10:24 am
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
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on February 03, 2014, 09:16:08 am
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

I've been messing around with the new game for a few weeks, as a graphical successor to Caves of Qud; it's using an improved version of the engine we developed for another commercial project, Sproggiwood.
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on February 15, 2014, 10:25:53 pm
(http://i.imgur.com/09vvthC.png)
Title: Re: Caves of Qud: Now in Open Beta
Post by: Chaoswizkid on February 16, 2014, 07:48:06 am
iwantitsobad
Title: Re: Caves of Qud: Now in Open Beta
Post by: Mictlantecuhtli on February 16, 2014, 12:44:58 pm
I'll be the first to say I'm very happy that CoQ might be coming back. No hate on the other game, I just think CoQ is a better endeavor. I must have more fleshed out CoQ experience. CoQ and Incursion easily get my top spots for most time spent in Roguelikes.
Title: Re: Caves of Qud: Now in Open Beta
Post by: MrWillsauce on February 16, 2014, 12:47:26 pm
Coq makes me happy in the coq.
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on February 18, 2014, 08:20:58 pm
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.

Well, two points here:

1. Caves of Qud is relentless and uncaring with it's memory use. In order to run on mobile devices, we're going to have to manage the world exploration in a different way. So the insanely persistent, infinite world is going to have to get re-scaled somehow. I think this is a pretty reasonable constraint though, since a lot of the open world ends up being drab repetition.

2. Caves of Qud, even in it's incomplete state, took something like 6 years to create. I doubt anyone wants to wait 6 years for a game release, and we've got a much more mature outlook on scope. Noone wants to wait 6 years for the next Freehold game, so I expect the first release of this engine will come much sooner, but with a much more modest scope, with a roadmap to expand; rather than waiting till we've written text-based elder scrolls to release it. :)
Title: Re: Caves of Qud: Now in Open Beta
Post by: blazing glory on March 23, 2014, 03:38:54 pm
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on March 23, 2014, 03:41:34 pm
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.

Just press escape in-game and select keybindings from the menu; you can remap anything you'd like.
Title: Re: Caves of Qud: Now in Open Beta
Post by: blazing glory on March 23, 2014, 07:30:22 pm
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?
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on March 23, 2014, 07:33:31 pm
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?

I suppose I don't fully understand the question.

One thing to note is that in the ability screen (which you reach by 'm' or 'a' by default) you can press ENTER to map a key-binding for that specific ability, which lasts the duration of the game, and overrides game-wide key-bindings for the duration of the game without permanently rebinding them.
Title: Re: Caves of Qud: Now in Open Beta
Post by: blazing glory on March 23, 2014, 07:40:55 pm
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on March 23, 2014, 07:49:39 pm
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.

When you hit 'm' by default you get an ability menu, and the abilities listed already each have a letter you can pick from that menu.

Willing to put changes on the to-do list, but I feel like I still don't quite understand what you want. :)

Are you looking to re-map the keys that appear on the actual 'm' screen itself?

e: The key mappings "Use Mutation" and "Use Ability" both bring up the same unified ability screen in the current version.
Title: Re: Caves of Qud: Now in Open Beta
Post by: blazing glory on March 23, 2014, 08:43:20 pm
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on March 23, 2014, 08:47:58 pm
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)
Title: Re: Caves of Qud: Now in Open Beta
Post by: blazing glory on March 23, 2014, 08:53:14 pm
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)

strange,could've sworn I already tried that,oh well forget my previous complaints since this uses the same system-ish
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on June 23, 2014, 04:24:09 pm
The Sproggiwood PC greenlight launched today! We'd really appreciate the votes from the fans of Caves of Qud, getting placement on steam would have a big financial impact, and every vote counts for getting there. We appreciate all the support over the years, and badly want to continue to launch cool games, and support the ones already out there (including Caves of Qud).

Thanks again; you guys have always been a wonderful and supportive group of players.

Browser link-> http://steamcommunity.com/sharedfiles/filedetails/?id=268877801
Steam application link -> https://t.co/redirect?url=http%3A%2F%2Ft.co%2FMSStAfEiC9&t=1&sig=bfc7bfb7133dc058db8a8d8b54019eaefb0a8001&iid=c7aabc94ea7f419bb6fb96a9b78ae164&uid=31951039&nid=6+276

(http://i.imgur.com/88ym5Cb.jpg)
Title: Re: Caves of Qud: Now in Open Beta
Post by: getter77 on June 23, 2014, 04:34:24 pm
Certainly looking real spiffy there---here's to hoping all manner of direct and indirect success follows.   8)
Title: Re: Caves of Qud: Now in Open Beta
Post by: getter77 on June 25, 2014, 04:19:06 pm
...annnd Greenlit!  Might be a new record as far as Roguelikes go in terms of speed outright..hmm...   8)
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on June 25, 2014, 04:20:13 pm
Thanks to everyone who voted. Maybe we can get Caves of Qud up on Steamworks too  :D
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on August 25, 2014, 08:49:39 pm
Here's some (Steam) Beta keys for Sproggiwood, feel free to grab one:
BV4PG-TCYG5-3NLVF *Taken
QKKVT-050JX-RD40D *Taken
3CW36-P8KC8-GHYNV *Taken
RBT5Z-5VJRW-E26VY *Taken
9R9YV-3IWDT-M7960 *Taken

If you grab one, it'd be great if you could fill out this survey after playing a bit: https://www.surveymonkey.com/s/V2CPC3H
Title: Re: Caves of Qud: Now in Open Beta
Post by: A Dwarven Smokeologist on August 25, 2014, 08:51:41 pm
Claimed - 9R9YV-3IWDT-M7960

Will report back in a few days ;)
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on August 25, 2014, 08:53:33 pm
Claimed - 9R9YV-3IWDT-M7960

Will report back in a few days ;)

Awesome, thanks, any feedback is appreciated!
Title: Re: Caves of Qud: Now in Open Beta
Post by: Aavak on August 25, 2014, 09:03:49 pm
Claimed - RBT5Z-5VJRW-E26VY

As with Plump, I'll report back in a few days once I've lost many, many hours of sleep to this :D
Title: Re: Caves of Qud: Now in Open Beta
Post by: Xardalas on August 25, 2014, 09:06:31 pm
3CW36-P8KC8-GHYNV* Claimed! I'll fill out the survey after I play a bit.
Title: Re: Caves of Qud: Now in Open Beta
Post by: thepodger on August 25, 2014, 09:49:29 pm
QKKVT-050JX-RD40D
Snagged.

Will definitely report back.  I love these kind of games.

-edit-
Delightfulness confirmed.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Aavak on August 28, 2014, 12:26:45 am
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 :)
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on August 28, 2014, 09:48:37 am
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 :)

Great, thanks for the survey response, glad you're enjoying it!

More content coming, though ultimately it's intended to be a much smaller-scale game (especially in terms of play-session-length) than a campaign-length roguelike like CoQ.
Title: Re: Caves of Qud: Now in Open Beta
Post by: thepodger on August 31, 2014, 09:13:48 pm
Am I alone in thinking that the farmer class is the bees knees?

I think the pumpkin mines may be a little unbalanced atm.  You can kind of just spam them with no regard and breeze through.  If they damaged the player as well that would encourage them to be used strategically, as actual mines.
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on September 14, 2014, 08:38:07 pm
Everyone's favorite Caves of Qud creature, the twinning lamprey, returns in the hanging hills of Sproggiwood! Everyone rejoice!

(http://i.imgur.com/CA0rcmm.png)
Title: Re: Caves of Qud: Now in Open Beta
Post by: Tilla on October 08, 2014, 08:47:38 pm
Everyone's favorite Caves of Qud creature, the twinning lamprey, returns in the hanging hills of Sproggiwood! Everyone rejoice!

(http://i.imgur.com/CA0rcmm.png)
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
Title: Re: Caves of Qud: Now in Open Beta
Post by: Angle on October 21, 2014, 01:48:23 pm
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on October 21, 2014, 04:36:20 pm
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!
Title: Re: Caves of Qud: Now in Open Beta
Post by: beorn080 on October 21, 2014, 05:02:06 pm
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on October 21, 2014, 05:05:44 pm
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.

One change I'd really like to make to tinkering is to give many more consumable sinks for bits; because you tend to rack up piles of low teir bits especially that have no use. I'd like to give tinkers a pool of abilities they can power with bits. Recharging was the start of that, but I'd like to do a bunch more.
Title: Re: Caves of Qud: Now in Open Beta
Post by: beorn080 on October 21, 2014, 05:20:27 pm
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on October 21, 2014, 05:23:19 pm
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.

The biggest design trick with it is trying to come up with flavorful powers that aren't just better off as build-able stuff. Recharging was one that jumped out early. Like for caltrops, or thermal grenades, you kinda just want to add a new item "caltrops" to the game and make it build-able but also find-able by non-tinkers . The same is true for temporary buffs, where most should just turn into injectors or the like. Unlocking doors is an interesting one, though! (One use lockpicks, essentially)

e: The other option is to actually just go ahead and make them buildable things, basically start tinkers with a bunch of "cantrip" recipes.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Angle on October 21, 2014, 05:42:34 pm
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on October 21, 2014, 05:44:55 pm
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.

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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: beorn080 on October 21, 2014, 05:50:04 pm
True. Caltrops might be a bad example. Though, the firestarter one is supposed to basically replicate kindle, except its melee ranged and costs bits rather then have a cooldown. Specifically NOT supposed to be to the level of a thermal grenade, strictly one square. Almost a flavor skill, except that as we know kindle is the most powerful mutation in the game  /halfsarcasm. Though, we could give each of them tiers based on the material. Also, new idea.

Skillful improvement: blahblah costs and req, probably high int req and cost due to potential power: Take one metal bit, and attempt to improve a weapon or piece of armor. Scrap metal has a 25% chance to add a low tier bonus onto a weapon or armor, pure alloy a 50% and chance for better bonuses, and nanomaterials 100% and better chance for better bonuses. Can not improve already improved gear( ?And can only be attempted once per item?). So, for example, take that musket you picked up early on, use a scrap metal on it, and possibly get a scoped musket out of it. Or possibly nothing. then, down the line, take that lovely phase cannon of yours, and since you definitely want some sort of bonus, use your limited nanomaterial supply to guarantee a bonus out of it.

The power sources, just scale up the amount of power they recover. The crystals, blah. in this instance with firestarter skill? Bigger fires? Still one square, but hotter? Maybe kinda spray the fire out like a cone from you, making mulitple kindle level fires? harummph. crystals are hard.

Also, Angle, you use the data disc to build an item from it. I don't THINK that uses up the data disc, and still lets you sell off the disc.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Graknorke on October 21, 2014, 06:02:12 pm
I should have done this a long time ago...

PTW.
Title: Re: Caves of Qud: Now in Open Beta
Post by: beorn080 on October 21, 2014, 07:37:31 pm
Also, question. Has anyone ever figured out what a nullray pistol actually does?
Title: Re: Caves of Qud: Now in Open Beta
Post by: beorn080 on October 21, 2014, 10:43:08 pm
Also, question. Has anyone ever figured out what a nullray pistol actually does?

Isn't that the one that
Spoiler (click to show/hide)
Spoiler (click to show/hide)
Title: Re: Caves of Qud: Now in Open Beta
Post by: beorn080 on October 21, 2014, 11:33:01 pm
Also, question. Has anyone ever figured out what a nullray pistol actually does?

Isn't that the one that
Spoiler (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.
Spoiler (click to show/hide)
We may have to kidnap unormal to solve this mystery. My google fu shows that no one else has ever figured it out either.
Title: Re: Caves of Qud: Now in Open Beta
Post by: puke on October 22, 2014, 01:18:58 pm
some googling suggests that it requires AM cells to power it, otherwise it will not have enough juice to work.

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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Fniff on October 22, 2014, 01:34:13 pm
I tried running this in Windows 7, and it didn't work. Is this a common issue?
Title: Re: Caves of Qud: Now in Open Beta
Post by: beorn080 on October 22, 2014, 01:45:31 pm
some googling suggests that it requires AM cells to power it, otherwise it will not have enough juice to work.

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 think your gut may be right. Spawned one with an antimatter cell, did nothign to a waydroid or a dragonfly.
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on October 22, 2014, 01:45:37 pm
I tried running this in Windows 7, and it didn't work. Is this a common issue?

Should work fine on Windows 7. Make sure you've got the .NET 2.0 redistributes installed if you're trying the public version (3.5/4.0 if you've got the private beta): http://www.microsoft.com/downloads/details.aspx?FamilyID=0856eacb-4362-4b0d-8edd-aab15c5e04f5&displaylang=en
Title: Re: Caves of Qud: Now in Open Beta
Post by: Fniff on October 22, 2014, 01:55:14 pm
That doesn't seem to work either. Nevermind. :S
Title: Re: Caves of Qud: Now in Open Beta
Post by: Mictlantecuhtli on October 22, 2014, 04:06:41 pm
I swear I've used a nullray pistol before..
Title: Re: Caves of Qud: Now in Open Beta
Post by: beorn080 on October 22, 2014, 07:38:21 pm
The only thing I can think of, at this point, is that it removes self illumination levels from people with Light Manip. Either that or it has something to do with enemy cooldown rates.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Angle on October 22, 2014, 07:49:52 pm
oh, I think I see - you mean you might get advanced recipes? Like scoped/lacquered/whatever stuff?
Title: Re: Caves of Qud: Now in Open Beta
Post by: beorn080 on October 25, 2014, 11:00:31 pm
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Angle on October 25, 2014, 11:47:39 pm
It'd be cool it the bonuses were recipes in and off themselves that you could add to other items. So with enough skill or whatever, you could go an make yourself a super tricked out counterweighted willowy electrified crysteel longsword, or whatever. Maybe make the costs go up exponentially as you add more features? Or have the features come with built in drawbacks. Or something.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Angle on October 26, 2014, 01:46:00 pm
Also: Don't let people use offensive mutations on themselves. I just died to my own sunder mind, cause I hit the wrong key. Not cool, damnit.
Title: Re: Caves of Qud: Now in Open Beta
Post by: BigD145 on October 26, 2014, 01:47:54 pm
It's best to not punch yourself. That hurts.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Aquillion on November 02, 2014, 07:03:36 am
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.

If you don't have the blueprint already, you can't rebuild the item, right?

And if you do have the blueprint, there's no point in chain building and unbuilding it to apply Reverse Engineer, because...  you already have the blueprint.  The only things you can chain rebuild are things you already know how to build.

In any case I would like to ask that deconstructing things you built be at least added as an option in the config menu in the next patch.  Even if it worked, the exploit you're describing seems extremely minor in impact to me, while the inability to deconstruct stuff you built basically killed the fun of playing a tinker for me -- I stopped playing them entirely once I found out, since I'd been picturing myself being able to whip up whatever I need and then deconstructing it when no longer necessary.  Without the ability to deconstruct your creations (and, therefore, without the ability to build what you want on the fly without constantly hemorrhaging bits), I feel that tinkering is mostly a waste of time -- you're better off just trying to buy what you want directly rather than building it yourself.  I don't think it's worth crippling the core functionality of tinkering for the sake of killing a minor exploit.

I mean...  I think a much better alternative, if the issue is Reverse Engineer + Full Disassemble, would be to just make Reverse Engineer work 100% of the time when you have both Reverse Engineer and Full Disassemble.  Why not?  It requires an extremely dedicated character to get to that point, with a bunch of stat points sunk into Intelligence, and truthfully I feel tinkers are underpowered already.  Most items you only need one of, so who cares if you get the recipe?  For the others...  the alternative is to buy a data disk, which wastes a bunch of money (which could have been spent to just buy the item itself), but conversely is really just a matter of grinding and lugging stuff to sell back via recoilers.

I just really really really don't think forbidding the disassembling of stuff you've built is a good idea.  It makes zero logical sense and isn't indicated as a rule anywhere in the game, even though I'd consider it a defining limitation for tinkers that alters the entire way they play in an unfun manner (the first time I saw it I assumed it was a bug, and it continues to look and feel like a bug to me even now that I know it's intentional).

If nothing else, look at it like this:  Even if there is an exploit related to chain-deconstructing, it's only going to ruin tinkering for the few people who discover it, decide to exploit it, and don't enjoy exploiting it.  Removing the ability to deconstruct items you built cripples tinkering for everyone -- I seriously think that it's something that every single person who plays tinkers long enough runs into in an unpleasant manner.  That just doesn't make any sense as a solution; by removing the ability to deconstruct stuff you made, you've taken a minor problem with tinkering, one that only affected a few people, and turned it into a major problem with tinkering, one that affects everyone.

(Though I'll repeat, unless you're misstated it or I'm misunderstanding something, I think the exploit you're describing just isn't there -- you can't rebuild stuff unless you already have the blueprint, in which case you don't need to use Reverse Engineer.)
Title: Re: Caves of Qud: Now in Open Beta
Post by: Angle on November 02, 2014, 01:03:35 pm
The point isn't getting the schematic, its that guilding things has a chance to give you a special Item - a scoped, lacquered, whatever. If you can unbuild and rebuild, you can repeat until you get precisely what you want. I think that there should just be recipes to scope things, instead of a random chance.
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on November 02, 2014, 02:26:13 pm
Yeah; no question that it's a suboptimal solution that could use another look.
Title: Re: Caves of Qud: Now in Open Beta
Post by: beorn080 on November 03, 2014, 12:34:25 am
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: getter77 on November 03, 2014, 08:09:55 am
No reason to think the game won't continue and still very much be The Game---just a matter of time and circumstance.  The excellence of Sproggiwood hopefully doing great things for unormal and the team only serves to bolster the lot of it.
Title: Re: Caves of Qud: Now in Open Beta
Post by: beorn080 on November 03, 2014, 10:40:39 am
So.  I just had an idea for metamorphosis that would both fix the infinite bit fountain and make it potent but not horribly abusable. I think. Would make it a five point must though.

Each level of metamorphosis, you get a new scan creature command. This would be either touch range or long distance, but I think long distance would be nicer, as it would let weaker characters physically use the skill. After using it, it would replace the command with a transform into x command. This would give you access to the new body form and whatever MIT's and skills it has. But not equipment. You keep your inventory. So, now you have an equimax form, which you can equip from your inventory. As you level up, actual levels and not mutation, all your forms gain levels as well. This gives you options, such as turning into a smart for to gain access to tinker, or a for with multiple legs to run away. The balance is that all the skills would share a cool down, and it would be long. Like, double the current cool down minimum. So, you wouldn't be able yo rapid fire switch skills and mutation sets, as it would incur a hefty food cost even if you waited it out in safety. Oh, and it should share health and food meters, but perhaps heal you somewhat when you change.

Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on November 03, 2014, 04:33:09 pm
That's an amazing love note to the game, thank you.

Deserved or not, at least know we have as much love for the crazy game as you guys. One reason we set it aside instead of just throwing out content isn't a lack of interest but just a desire to make sure when we DO add content it meets our (and your) standards. Its easy to throw in the kitchen sink, but to reach the level of authenticity that we really enjoy is a lot of (mostly behind the scenes) labor.

E: Ultimately after 7 years we had completed a miniscule portion of the 'original vision' which was a vast (and naive) hunk to try to hack off in a single unrelenting push. So we stepped back and said 'Man we bit off the work of several lifetimes without really being prepared here. If we want to make a serious go at a complete game of this scale we have some preliminary years of work and experience to prepare.' So were working through it!
Title: Re: Caves of Qud: Now in Open Beta
Post by: Aquillion on November 07, 2014, 05:56:07 am
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on November 12, 2014, 06:05:47 pm
Check it out, I've got it running fairly nicely inside a Unity framework now. That means, initially, Mac & Linux support, and a much more powerful framework than my hand-rolled base engine for potential future additions like Steamworks, tiles, sound/music, etc.

(http://i.imgur.com/vMo0ady.png)
Title: Re: Caves of Qud: Now in Open Beta
Post by: Dostoevsky on November 12, 2014, 08:23:09 pm
Very nice news indeed.

I must say, though, while I'm generally the sort of plebian that prefers tiles for my roguelikes it's hard to imagine a tileset that could do the world of Caves of Qud justice.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Angle on November 12, 2014, 08:51:06 pm
DEATH TO THE TILE USERS! ASCII SHALL REIGN SUPREME FOREVER!

Linux support sounds real nice, though.
Title: Re: Caves of Qud: Now in Open Beta
Post by: BigD145 on November 12, 2014, 09:35:23 pm
ANDROID
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on November 12, 2014, 09:44:46 pm
It's probably too ram-heavy to run on non-desktop-class computers.
Title: Re: Caves of Qud: Now in Open Beta
Post by: BigD145 on November 12, 2014, 09:52:13 pm
Is it really? Modern tablets run King of Dragon Pass, OpenTTD, and Windows 95.
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on November 12, 2014, 09:54:03 pm
Yeah, it uses a lot, because every object in the game including the walls and floors is a complete object as complete as the player. I wasn't thinking phones 10 years ago when I started it. :)
Title: Re: Caves of Qud: Now in Open Beta
Post by: BigD145 on November 12, 2014, 10:02:53 pm
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on November 12, 2014, 10:04:39 pm
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.

Well, nothing's stopping us from trying it, at least.
Title: Re: Caves of Qud: Now in Open Beta
Post by: varsovie on November 13, 2014, 10:36:58 pm
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.

I'm weirder, played few ASCII roguelikes, but never "hooked" before playing DCSS with tiles. Now I prefer to play in ASCII if there's the option, except Crawl.

Good new for Linux <3.
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on December 16, 2014, 06:27:51 pm
If anyone would like to help test out very early builds of Unity-base Caves of Qud (which works on Windows, Mac & Linux) here are some Steam keys!

7̶Q̶C̶Y̶F̶-̶J̶E̶5̶Y̶8̶-̶E̶B̶7̶2̶H̶
FA̶B̶T̶R̶-̶J̶6̶T̶3̶R̶-̶Q̶H̶H̶D̶7̶
A6TEW-PD4LQ-RF2EN
8̶G̶N̶0̶Y̶-̶T̶8̶E̶M̶C̶-̶R̶2̶H̶8̶V̶
L̶E̶K̶Q̶J̶-̶I̶H̶J̶J̶A̶-̶J̶G̶E̶P̶R̶
I̶Z̶Q̶8̶P̶-̶J̶H̶E̶9̶3̶-̶2̶8̶W̶4̶E
6YWMP-G2I0V-2LI5C
N̶P̶E̶D̶Z̶-̶H̶M̶B̶B̶5̶-̶Z̶4̶R̶5̶L̶
9̶F̶5̶I̶T̶-̶5̶L̶K̶H̶3̶-̶Z̶K̶7̶A̶K̶
H̶T̶D̶C̶H̶-̶H̶L̶B̶F̶I̶-̶3̶G̶E̶K̶N̶
Title: Re: Caves of Qud: Now in Open Beta
Post by: Fniff on December 16, 2014, 06:28:48 pm
Great, then I can finally get Caves of Qud on my PC! How do I use them?
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on December 16, 2014, 06:30:29 pm
Great, then I can finally get Caves of Qud on my PC! How do I use them?

They're Steam keys, so open up the steam client and go to "Games...Activate a product on steam"

This is a very early build that works, for the most part, but there are still quite a few bugs hanging around, especially in keybindings and crashes taking down the game partially instead of exiting gracefully. It is fairly playable if you're willing to live with those, though. I could really use some testing help over the next few months as I hammer it into shape!
Title: Re: Caves of Qud: Now in Open Beta
Post by: Drakale on December 16, 2014, 06:48:05 pm
got NPEDZ-HMBB5-Z4R5L,

i'll give feedback in a while
Title: Re: Caves of Qud: Now in Open Beta
Post by: Nighthawk on December 16, 2014, 07:16:43 pm
I nabbed LEKQJ-IHJJA-JGEPR. Will do some testing after I finish my last two exams this week.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Fniff on December 16, 2014, 07:18:33 pm
I got FABTR-J6T3R-QHHD7, but someone definitely got HTDCH-HLBFI-3GEKN.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Evilsx on December 16, 2014, 07:31:53 pm
Just grabbed 9F5IT-5LKH3-ZK7AK, I will try to give some feedback during the weekend
Title: Re: Caves of Qud: Now in Open Beta
Post by: Drakale on December 16, 2014, 07:46:00 pm
So, I did a few games while I had some free time, and it seem to be working pretty well. Here is a short list of the issue I had.

-The displayed HP value is lagging behind the actual value, i.e. it does not reflect the damage you just took.
-Some of the hotkeys are not set by default, like no hotkey for firing ranged weapons. (not a big deal you can set them manually just fine)
-I don't remember if it's in the original curse version, but resting for HP does not cancel until a baddie try to hit you. I'd like if it cancelled on hostile entering LOS. If it's supposed to emulate sleep, it should be clear on that point.
-Using the Quit on the main menu freeze the screen.

Very nice other than that. I'll play some more asap.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Astral on December 16, 2014, 07:55:05 pm
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'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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Angle on December 16, 2014, 08:05:44 pm
I just picked up A6TEW-PD4LQ-RF2EN, 'm trying it out on linux, so we'll see how that works.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Vorthon on December 16, 2014, 08:10:01 pm
Hmmm. tempted to grab a Steam key, but eh, I could probably wait until it's out on Steam proper. I've waited this long for it to be available on Linux, I can wait a while longer. :P
Title: Re: Caves of Qud: Now in Open Beta
Post by: TripJack on December 16, 2014, 08:16:34 pm
took the last key on the list

Quote
-Using the Quit on the main menu freeze the screen.
ya same here
Title: Re: Caves of Qud: Now in Open Beta
Post by: Vorthon on December 16, 2014, 08:23:41 pm
Well thanks for solving that dilemma for me. :P

But yeah. I'm definitely looking forward to it being available on Steam. S'been years since I played it.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Angle on December 16, 2014, 08:38:29 pm
aaand I can't get it to run o linux at all. it says "Failed to Start Game (Missing Executable)".
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on December 16, 2014, 08:49:53 pm
aaand I can't get it to run o linux at all. it says "Failed to Start Game (Missing Executable)".

Try just running it directly, not through steam. Having some issues getting steam to launch it on 64-bit linux via the client with this build.

e: Actually I just found the issue and pushed a config change. It should launch properly now as soon as whenever the CDN updates.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Angle on December 16, 2014, 09:10:37 pm
Yeah, that does it. Now it works.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Nighthawk on December 16, 2014, 09:34:30 pm
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on December 16, 2014, 09:35:26 pm
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Arcvasti on December 16, 2014, 09:49:00 pm
Is CoQ alive again?

/me puts on his Sunday clothes and begins breakdancing

If so, there is one major complaint I have with CoQ[No idea if still relevant. This is with an old version]:

If you hold down an arrow key and then let go, it still queues up the move actions for you and you can go several map tiles[And possibly die] before you regained control of your character. One of the main sources of YASD for me, besides walking into the invisible burning residue of my own pyrokinesis and burning to death. That said, this is an awesome game which I am glad to see is still a thing.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Nighthawk on December 16, 2014, 09:49:55 pm
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)
Title: Re: Caves of Qud: Now in Open Beta
Post by: Aquillion on December 16, 2014, 09:50:31 pm
I used steam key 7QCYF-JE5Y8-EB72H (apparently they're not all used up, or more are being added!)
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on December 16, 2014, 09:52:33 pm
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)

Depends on the platform; if you open up the log:

Mac OS X   ~/Library/Logs/Unity/Player.log
Windows   _EXECNAME_Data_\output_log.txt
Linux   ~/.config/unity3d/CompanyName/ProductName/Player.log

The top lines (or at least some lines if you search for save) will tell you the save path.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Aquillion on December 16, 2014, 09:56:31 pm
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'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'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.

(The input, of course, might be a bit tricky.  But I'd like to see a paid Steam or Android version, partially because I assume that making money off CoQ would allow you to devote more time to it!)
Title: Re: Caves of Qud: Now in Open Beta
Post by: Gruntdonttoot on December 16, 2014, 10:21:25 pm
I grabbed 8GN0Y-T8EMC-R2H8V.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Gunner-Chan on December 16, 2014, 10:26:50 pm
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?
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on December 16, 2014, 10:27:05 pm
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?

These will translate into release keys.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Astral on December 16, 2014, 10:39:42 pm
Steam is back up for me, unfortunately it looks like all the remaining keys got nabbed.

I'll hope for another test run at a later date; I played the hell out of this a few years ago. I very distinctly remember dying at the bottom of Golgotha,  after beating the boss of the area, due to multiple wounds and other complications. Like turrets creating more wounds. And I think a flamethrower crash.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Aquillion on December 17, 2014, 01:55:57 am
First bug report for the Steam / Unity version!  It seems like choosing "continue" on the main menu when you have no saves causes the game to hang.

Also, it seems like the plus and minus keys are reversed when trading.

Quitting dialog with Argyve using 'escape' after shopping with him doesn't seem to work right; it still shows the dialog window open even though it isn't.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Drakale on December 17, 2014, 09:42:56 am
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on December 17, 2014, 11:28:44 am
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.

There's still several refresh issues, for sure. I'll be hammering out some fixes this weekend.
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on December 19, 2014, 05:50:55 pm
[CoQ Steam 12-19-2014]
*Fixed an issue where games failed to load.
*Fixed an issue where sidebar state (i.e. hitpoints) was not correctly refreshed at the start of a turn
*Disabled some debug keys (that were causing the screen to stop refreshing for people)
*Fixed an issue where you couldn't launch on 64-bit Linux from the steam client
*Fixed keypad + and - being reversed in some cases
*Changed options to use a json data file in the save directory instead of the windows registry
*Removed registration check

e:
[CoQ Steam 12-19-2014]
*Fixed light manipulation not manipulating light
Title: Re: Caves of Qud: Now in Open Beta
Post by: Deon on December 19, 2014, 08:42:13 pm
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on December 19, 2014, 08:47:20 pm
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)

Here's a few more:

M̶P̶T̶Z̶4̶-̶P̶8̶5̶Y̶9̶-̶6̶Z̶W̶A̶7̶
P̶4̶T̶4̶W̶-̶D̶B̶M̶C̶W̶-̶T̶0̶B̶P̶V̶
5̶9̶L̶Q̶7̶-̶G̶J̶4̶N̶8̶-̶K̶X̶L̶G̶6̶
Title: Re: Caves of Qud: Now in Open Beta
Post by: beorn080 on December 19, 2014, 09:05:05 pm
59LQ7-GJ4N8-KXLG6 is claimed. God I love this game.
Title: Re: Caves of Qud: Now in Open Beta
Post by: ejseto on December 19, 2014, 09:18:49 pm
Took P4T4W-DBMCW-T0BPV.

Glad to see development finally continuing again.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Astral on December 19, 2014, 09:21:58 pm
Nabbed MPTZ4-P85Y9-6ZWA7, I was playing the older version a bit today, and was reminded how difficult early game could be.
Title: Re: Caves of Qud: Now in Open Beta
Post by: ejseto on December 19, 2014, 10:10:44 pm
Found a bug: using psychometry to learn a recipe causes the crafting entry to display "weird artifact" instead of the actual name.
Title: Re: Caves of Qud: Now in Open Beta
Post by: varsovie on December 19, 2014, 10:49:12 pm

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)


Nice no need to "wine" anymore. :D
Title: Re: Caves of Qud: Now in Open Beta
Post by: Astral on December 19, 2014, 10:54:47 pm
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?
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on December 19, 2014, 11:46:43 pm
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?

1 check at 33% per level, that can eventually proc 3 times.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Deon on December 20, 2014, 03:25:59 am
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Aquillion on December 20, 2014, 04:51:41 am
A few other bug reports:

Clairvoyance doesn't seem to work quite right.  It exposes the terrain, but it doesn't give you a view of monsters or anything -- the area exposed is 'gray' as though unseen, rather than being revealed for the duration.

I seem to be able to see Young Ivories from a distance even before they attack.

The game appears to hang when I quit; I have to close it by closing the window (although it closes without error when I do -- it hasn't actually locked up completely, it just stops responding and doesn't close when I choose to quit from the main menu.)
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on December 20, 2014, 10:57:23 am
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.

No tileset details yet, but it's probably the first thing I'm taking a serious crack at when I get the remaining hanging pieces of the Unity port cleaned up. I'm probably going to use the Oryx tileset as a base, converted to 2-color: http://oryxdesignlab.com/product-sprites/ultimate-roguelike-tileset

I still want something representational, not enormously graphical, that I can actually add content to with reasonable speed, without hiring an artist for every little bit of content add.

The game page isn't live yet, there's actually quite a lot of cruft you need to do before making it visible (trailer, icons, tons of text, etc). I also didn't want to make anything live till I was confident it was going to be possible to port to Unity. (Though at this point the answer to that seems to be: yup.) Once its live, you'll be able to buy the steam version for a modest cost (maybe $4.99?), which will have at least some achievements and trading cards, and maybe more stuff as we build it.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Deon on December 20, 2014, 12:12:08 pm
I feel like it should be more than 5$. 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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on December 20, 2014, 12:16:12 pm
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.

Well, I'd love to charge more, we certainly put years of work into it, but $5 is the going rate for steamified clasic roguelikes (TOME, etc), and the market does what the market does. Ż\_(ツ)_/Ż
Title: Re: Caves of Qud: Now in Open Beta
Post by: Drakale on December 20, 2014, 01:25:20 pm
Slime and the honey skunk acid seem to be invisible in the latest version.

*Actually slime look like water(blue)
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on December 20, 2014, 01:32:33 pm
Slime and the honey skunk acid seem to be invisible in the latest version.

*Actually slime look like water(blue)

Yeah, currently fixing a huge load of things whose rendering was broken by the new pipeline.
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on December 20, 2014, 02:39:45 pm
[CoQ Steam 12-20-2014]
*Fixed liquid volumes not rendering properly
*Fixed gas volumes not rendering properly
*Fixed the unity shell thread not terminating when the gameplay terminates
*Fixed the disable floor textures option not working
*Fixed Clairvoyance not updating properly
*Fixed hidden objects (i.e. young ivories) not being properly hidden
*Fixed night vision goggles not working properly
*Fixed fireflies displaying improperly
*Fixed smoking piles not smoking correctly
*Fixed some quest steps not firing correctly
*Fixed darkvision not working properly
*Fixed a bunch of other things not rendering properly
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on December 20, 2014, 09:10:38 pm
[CoQ Steam 12-20-2014]
*Reduced per-turn garbage generation
*Fixed a few remaining missing keybinds
*Fixed rendering of temperature status
*Fixed zonecache directory paths on non-Windows platforms

Should be getting pretty close to parity with the old non-Unity build.
Title: Re: Caves of Qud: Now in Open Beta
Post by: beorn080 on December 20, 2014, 10:31:40 pm
I see some of the mutations got a rebalance in point cost. Very nice. Makes certain mutations much more worth it at 2 points.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Angle on December 20, 2014, 10:58:16 pm
And light manipulation is no longer the go-to for any Esper build...
Title: Re: Caves of Qud: Now in Open Beta
Post by: beorn080 on December 20, 2014, 11:09:44 pm
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Angle on December 20, 2014, 11:31:45 pm
Yeah, but Light Manip was cheaper.

Also, Unstable Genome feels like kind've a bad deal, especially if it can get you the 2 cost mutations. Perhaps consider ditching the 33% chance, or dropping the cost to two?
Title: Re: Caves of Qud: Now in Open Beta
Post by: Astral on December 21, 2014, 01:19:26 pm
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on December 21, 2014, 02:26:15 pm
Yeah I'd love any save directories that fail to load.

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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Astral on December 21, 2014, 04:35:54 pm
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on December 21, 2014, 04:44:41 pm
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.

That's Unity's default persistant-file path. It actually fixes a long-running problem of CoQ jamming it's saves in program files... but I could make it an option somewhere.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Astral on December 21, 2014, 04:55:26 pm
Here's the Output upon attempting to load the game (I saved the previous one as _old so that it would just show a clean start to load to crash):

http://pastebin.com/aBTkhrh3 (http://pastebin.com/aBTkhrh3)
Title: Re: Caves of Qud: Now in Open Beta
Post by: Glloyd on December 21, 2014, 05:49:00 pm
Looks like I missed out on the keys, ah well. Still, I can't wait to see this on Steam. I remember playing this all the time back in high school. It's been more than a few years since I've played it, but I saw this thread stay active for a few days, and decided to check in. I'm so glad there's still development on it, and I'd gladly but it when it comes out on Steam. As Covenant said a few pages ago, this has always been (at least in my mind) one of the quintessential modern roguelikes.  It's one of those roguelikes that you just have to play to fully appreciate the genre, and I can't tell you how happy I am that it's finally seeing some love again and even a Steam release.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Aquillion on December 21, 2014, 08:52:42 pm
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.)

Another small bug:

The continuous field effect for Cryokinesis doesn't seem to be drawn.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Angle on December 21, 2014, 11:27:54 pm
Yeah, I really wish burgeoning weren't so buggy.
Title: Re: Caves of Qud: Now in Open Beta
Post by: guessingo on December 21, 2014, 11:46:18 pm
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?
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on December 21, 2014, 11:47:59 pm
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?

Still in internal beta, you have to snag a key when I post batches in one of the forums or my twitter.

Have to actually get a trailer produced before we set the steam page public  ::)
Title: Re: Caves of Qud: Now in Open Beta
Post by: guessingo on December 21, 2014, 11:53:28 pm
How much additiona
 Development has ened since public version? You post keys on your site?
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on December 21, 2014, 11:55:14 pm
How much additiona
 Development has ened since public version? You post keys on your site?

There hasn't been a massive amount of content, the last couple years we've been spinning up the company for commercial work and getting Sproggiwood out the door, though there's a mutation rebalance in there and some preliminary new content, like a new dungeon. Most if it is moving to a new Unity-based framework to get cross-platform, and lay the foundation for future work like tiles.

Just check in this thread occasionally, or follow https://twitter.com/unormal

Or wait a little bit, and we'll put it up in Early Access for $4.99, or thereabouts.
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on December 22, 2014, 01:12:03 am
Well, I have this happening:

(http://i.imgur.com/JkFl9eO.png)
Title: Re: Caves of Qud: Now in Open Beta
Post by: beorn080 on December 22, 2014, 01:17:19 am
Whoo, that looks good.

Bug report.
With unfinished content on, and an ego and will of 10, neither temporal fugue nor metamorphis work. Metamorph I get, its not real content, but I am not making any temporal clones of myself. Build is 10,14,24,24,10,10, analgesia freezing hands fugue and metamorph, tinkerer. Freezing hands and analgesia both work.

Edit: Tested with 24 ego and other mutations, temporal fugue doesn't work.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Glloyd on December 22, 2014, 01:35:26 am
Is that a tileset? What is this heresy!
Title: Re: Caves of Qud: Now in Open Beta
Post by: Aquillion on December 22, 2014, 07:54:14 am
Edit: Tested with 24 ego and other mutations, temporal fugue doesn't work.
I can confirm this, Temporal Fugue isn't working.

Also, Pyrokinesis, like Cryokinesis, isn't producing its 'field' effect, either, although it seems to do damage at least for the first tick.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Deon on December 22, 2014, 04:29:44 pm
Is that a tileset? What is this heresy!
It's called "visual variety" :).

I will probably start with a tileset which looks like an old game, I just like this style.
Something like:
Spoiler (click to show/hide)

I will likely make a more advanced tileset later, but with this one you won't be turned away by things without tiles.
Title: Re: Caves of Qud: Now in Open Beta
Post by: guessingo on December 23, 2014, 12:44:17 am
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?
Title: Re: Caves of Qud: Now in Open Beta
Post by: Angle on December 23, 2014, 01:24:18 am
furs is a kind of armor. you can craft, however, it's called tinkering and it's for making the futuristic items.
Title: Re: Caves of Qud: Now in Open Beta
Post by: beorn080 on December 23, 2014, 12:38:24 pm
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on December 23, 2014, 11:15:32 pm
(http://i.imgur.com/nKJbE26.png)

There, I'm pretty happy with that. 3-dynamic-color glyphs.
Title: Re: Caves of Qud: Now in Open Beta
Post by: beorn080 on December 23, 2014, 11:21:23 pm
Looks great.

Edit: I am currently unable to load two saves. Will reboot and see if that helps.
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on December 24, 2014, 02:56:12 am
Looks great.

Edit: I am currently unable to load two saves. Will reboot and see if that helps.

Now that I've got basic tileset support squared away, I'm going to do some heavy work this weekend to clean up the rest of the load/save issues and other gamebreakers, and hopefully get a stable-ish version with rev1 tilesets posted this weekend.
Title: Re: Caves of Qud: Now in Open Beta
Post by: guessingo on December 24, 2014, 07:54:54 am
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.

I found a thread on character creation on the forums.
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on December 24, 2014, 10:49:23 pm
Caves of Qud on Steam with tileset support, it's a christmas miracle!

[CoQ Steam 12-24-2014]
*Tileset support, toggleable in Options
*Fixed issues with zone freeze/thaw
*Fixed issues with save/load
*Fixed issue with deep copies (Temporal Fugue, etc)
*Fixed a bunch of rendering issues
*Fixed pyro and cryo zone rendering

Z2MH4-G54IM-NYLX0
L̶2̶6̶Q̶X̶-̶T̶I̶M̶W̶D̶-̶Y̶J̶0̶D̶3̶
N̶E̶R̶H̶B̶-̶H̶T̶9̶9̶P̶-̶B̶F̶2̶0̶5̶
7̶N̶H̶Q̶F̶-̶5̶8̶E̶0̶0̶-̶7̶R̶P̶G̶H̶
T̶4̶0̶Q̶T̶-̶P̶9̶N̶5̶N̶-̶D̶N̶C̶G̶T̶
Title: Re: Caves of Qud: Now in Open Beta
Post by: Fanofgaming on December 24, 2014, 11:12:39 pm
Grabbed 7NHQF-58E00-7RPGH. Thanks!  I'll be sure to report if I find anything wonky.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Tiruin on December 24, 2014, 11:16:19 pm
T40QT-P9N5N-DNCGT
Grabbing this one! :O
Hooray testing!
Title: Re: Caves of Qud: Now in Open Beta
Post by: beorn080 on December 24, 2014, 11:45:49 pm
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.

I found a thread on character creation on the forums.
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on December 25, 2014, 12:19:37 am
FYI, looks like there's a shader compilation issue on OSX, I added a new branch "previousstable" that you can switch to and should work if you have the pinkscreen issue.

e: Just posted a new build that should fix the pinkscreen. If you still get it on the main branch, send me a log!
Title: Re: Caves of Qud: Now in Open Beta
Post by: 1piemaster1 on December 25, 2014, 01:02:01 am
Took NERHB-HT99P-BF205, thank you. Last time i played this was when the thread had about 10 pages, lets see whats changed :).
Title: Re: Caves of Qud: Now in Open Beta
Post by: varsovie on December 25, 2014, 01:06:16 am
Took on
L26QX-TIMWD-YJ0D3

Gonna give feedback after xmas though.
Title: Re: Caves of Qud: Now in Open Beta
Post by: beorn080 on December 25, 2014, 12:23:12 pm
Feature request. An additional tab to the sidebar, that when selected, shows the messages, and a 5*5 minimap of the surrounding 24 squares. When lost, of course, this map should go away or perhaps be scrambled.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Aquillion on December 25, 2014, 01:14:06 pm
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.

I found a thread on character creation on the forums.
As someone mentioned, Tinkering I will let you build bullets if you have the recipe.

However, I recommend purchasing them instead; they are cheap and weightless, so you can easily accumulate a lot.  The trick is to avoid relying on bullets for absolutely everything.

Bows use the rifles skill.  Even if you're pistol-focused, high Agility will let you handle weaker enemies.

Ego Projection can be used to boost your agility for shooting things at range, or your strength or toughness for beating things up close.

Alternatively, you can use companions.  Beguile or Proselytize are both very useful for this; your ally will eliminate weaker enemies and will serve as a tank or additional source of damage.

Burgeoning serves to both create hostile terrain to slow enemies down, and to damage them without wasting bullets.  (Although as noted above, the hostile-to-own-party bug currently tends to make Burgeoning useless once it hits, because your plants will attack each other.)

Temporal Fugue is very effective for anyone who uses ammo, since your duplicates won't cost you any.  (This also works with grenades, but obviously, be careful -- your duplicates are sometimes not every smart about it.)
Title: Re: Caves of Qud: Now in Open Beta
Post by: beorn080 on December 25, 2014, 01:40:11 pm
Also, once you get an energy gun, bullets become much easier to handle. Most merchants can recharge cells, at a minimum, and solar cells make it effectively free, even if they are very low cap. Again, tinkering makes this much easier to achieve. Spamming a handful of extra chem cells that can be recharged for a couple of bits a pop makes for easy ammo management. Though, nothing beats double chain pistols for sheer death spam.

Edit: Also, for those cheaters out there, it appears that the gain new mutation option is no longer random. I reloaded fresh saves a bunch of times, fired off a few mutations, and still had the same three choices. Something, Two-hearted, Stunning force for me. I am fairly sure I've seen other choices, but I can't swear to it, as this is the first one I've really tried to scum it. I make mention of this because it may be a bug. Let me do some testing.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Angle on December 25, 2014, 01:44:47 pm
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: beorn080 on December 25, 2014, 08:11:24 pm
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.

Just finished the testing. It appears that within a single character, the mutation list is set, but changes for each new one now.
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on December 27, 2014, 07:18:30 pm
[CoQ Steam 12-27-2014]
*More tiles
*Enabled vsync
*Tapping a letter on the inventory screen when it's already selected will display it's menu
*Added some missing keys to the default keymap
*Fixed some mismapped tile colors
*Fixed tile detail colors being rendered when out-of-sight
*Fixed look picker flashing the glyph when tiles are enabled
*Changed tile option default to yes

[CoQ Steam 12-27-2014]
*More tiles
*Fixed skulk injector rendering
*Fixed night-vision rendering
*Fixed forcefield rendering
*Fixed stasis field rendering
*Fixed pyro and cryo zone rendering
*Fixed heightened hearing and sense psychic rendering
*Fixed 'always highlight stairs' rendering
*Fixed the small crack's rendering
Title: Re: Caves of Qud: Now in Open Beta
Post by: beorn080 on December 27, 2014, 11:27:30 pm
Be careful with flamethrower turrets. I accidentally used my flamethrower up in a turret, and, it kinda turned a wall into lava.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Aquillion on December 28, 2014, 06:28:33 am
I wish there was a way to recover guns from turrets you create...  although that might make them overpowered.
Title: Re: Caves of Qud: Now in Open Beta
Post by: guessingo on December 28, 2014, 11:33:07 am
So is your current project to get Caves of Qud on Steam now that Sproggiwood is out or are you still developing sproggiwood?
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on December 28, 2014, 01:40:18 pm
So is your current project to get Caves of Qud on Steam now that Sproggiwood is out or are you still developing sproggiwood?

Still working on both; we're working on a 'Savage' difficulty for Sproggiwood, and getting it onto mobile. CoQ's greenlight-free approval was a (good) surprise, so we've still got other plans we need to keep moving; but CoQ on Steam is way too awesome to pass up, so double-work it is!
Title: Re: Caves of Qud: Now in Open Beta
Post by: beorn080 on December 28, 2014, 10:34:45 pm
Fairly massive and amusing bug, that is quite exploitable. I got a random flaming canteen of Lava, 64 drams. It's value is somewhere over 11000 drams of water, with 26 ego. Not to mention that I've been carrying around it around for a few days.
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on December 29, 2014, 10:41:19 pm
[CoQ Steam 12-29-2014]
*Upgraded to Unity 4.6
*Made world generation faster
*Made tile image paths more robust
*Added anonymous gameplay stats collection
*Added an option to opt-out of stats collection
Title: Re: Caves of Qud: Now in Open Beta
Post by: feralferret on December 29, 2014, 11:04:42 pm
Maybe this is a stupid question, but is it possible to get this on Steam yet?  Can't seem to find it by searching..
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on December 29, 2014, 11:06:03 pm
Maybe this is a stupid question, but is it possible to get this on Steam yet?  Can't seem to find it by searching..

Not yet, still in private beta we'll go into early access early next year. Have some keys!

M̶V̶F̶P̶2̶-̶X̶K̶3̶F̶7̶-̶M̶X̶I̶K̶I̶
D̶H̶W̶H̶4̶-̶8̶K̶8̶D̶I̶-̶X̶C̶I̶G̶N̶
0̶3̶P̶C̶9̶-̶B̶P̶Y̶Q̶0̶-̶3̶3̶V̶L̶J̶
5̶M̶W̶G̶8̶-̶E̶4̶2̶Z̶V̶-̶0̶K̶C̶W̶M̶
J̶2̶Z̶H̶M̶-̶M̶Y̶N̶X̶M̶-̶R̶7̶J̶3̶A̶
Title: Re: Caves of Qud: Now in Open Beta
Post by: feralferret on December 29, 2014, 11:12:00 pm
Oohh, thank you very much! Can't wait to try this out. I used J2ZHM-MYNXM-R7J3A
Title: Re: Caves of Qud: Now in Open Beta
Post by: chaoticag on December 29, 2014, 11:50:06 pm
Grabbed DHWH4-8K8DI-XCIGN
Thanks!
Title: Re: Caves of Qud: Now in Open Beta
Post by: Chaoswizkid on December 29, 2014, 11:56:06 pm
YESSSSSSSSSS!!!!!!!!
YES!
YES YES!
THANK YOU!
Grabbed 5MWG8-E42ZV-0KCWM !

Also, enjoying some Sproggiwood!
Title: Re: Caves of Qud: Now in Open Beta
Post by: Nistenf on December 30, 2014, 12:00:09 am
YES! Got 03PC9-BPYQ0-33VLJ. Thanks a lot! Been wanting to play this game again. I should go to sleep now though...
Title: Re: Caves of Qud: Now in Open Beta
Post by: RickRollYou2 on December 30, 2014, 01:10:55 am
Welp, someone already claimed MVFP2-XK3F7-MXIKI without posting. Oh well! :-\
Title: Re: Caves of Qud: Now in Open Beta
Post by: Twiggie on December 30, 2014, 09:15:13 am
Damn i wasn't fast enough
Title: Re: Caves of Qud: Now in Open Beta
Post by: feralferret on December 30, 2014, 01:29:22 pm
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. :P

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!
Title: Re: Caves of Qud: Now in Open Beta
Post by: beorn080 on December 30, 2014, 01:34:27 pm
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. :P

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 believe Deon has thrown his hat into the tile ring here, though I can't say for certain, as I am not he.
Title: Re: Caves of Qud: Now in Open Beta
Post by: chaoticag on December 30, 2014, 07:06:52 pm
Man,this is embarrassing. I just keep on dying now. I used to make it past the first dungeon before at least. Anyone got advice on building a mental mutant? Or any newbie advice in general? It's been years since I last picked this up.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Arcvasti on December 30, 2014, 11:20:49 pm
Anyone got advice on building a mental mutant?

This is probably horribly outdated, but I like to grab Force Wall, Pyrokinesis and Light Manipulation. Put Force Wall around enemy. Use Pyrokinesis on enemy. Watch enemy die. If enemy did not die, repeat process. Light Manipulation gives you A) A light source and B) A decent CONSISTENT ranged attack. There's probably better choices, but I can't think of any off-hand. Also, put as many points as possible in Ego. Willpower is useful too. If you use Force Wall/Pyrokinesis on the Equinoxes[EquiSOMETHING OR OTHER], you can get tons of XP if you kite them enough. The main danger with this build is walking into the invisible flaming residue of your Pyrokinesis and dying from losing one HP a turn forever.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Angle on December 30, 2014, 11:24:38 pm
If you accidentally set yourself on fire, you can put it out by standing still, which has you beat at the flames.
Title: Re: Caves of Qud: Now in Open Beta
Post by: beorn080 on December 31, 2014, 01:13:32 am
Or pouring water over yourself.

Personally, my mental mutant build. 24 ego. 24 Will. 14 toughness. Sunder Mind, Force Wall, Temporal Fugue. Pick up a defect if you need the points, and drop a point in Esper if you can. At level 5, if you picked up esper, you get a new mutation just as powerful as the rest you already have, thanks to all the ego you have. And sunder mind's cooldown is nearly as fast as the Hands physical mutations.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Nighthawk on December 31, 2014, 01:22:11 am
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Aquillion on December 31, 2014, 03:04:10 am
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: beorn080 on December 31, 2014, 10:45:30 am
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.
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.

Edit: Just tinkered up a pair of gaslight flyssa's, and, well, I can't tell if they're bugged or not. No cell, fancy colored name and 9 pen. Put a drained cell in, lose the color and go to four pen. Charge the cells in the weapon, and name and pen don't change. Have NOT actually tested it in combat yet. Stealthedit: Swapped out the charged but had been drained cell for a full cell, pen and name both changed back to where it should be when powered. So, seems two bugs here. One, name and penetration of constructed gaslight flyssas is for their powered state, but am unsure if this translates to combat damage. Two, recharging a completely drained cell while it is in the flyssa does not change its name and pen, but swapping the cell out and back in does.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Arcvasti on December 31, 2014, 02:20:02 pm
Yeah, usually I go 18 in Toughness and Willpower and pour all the rest of the points into Ego. Sunder Mind is probably a better choice then Light Manipulation, but then I don't get Esper, which is bad. Mass Mind and Temporal Fugue are both awesome. Other strategy I've had success with is a mutated human Warden with Carapace and Regeneration who melees with a sword and shield combo.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Aquillion on January 02, 2015, 06:54:56 am
The thing is, there are basically three kinds of psychic powers:

First, there are ones with no cooldown.  Mostly, this means Light Manipulation.  You can rely on this to kill weaker enemies.

Second, there are the ones that reduce their cooldown as they go up in level, like Teleport, either of the two forcefield powers, Clairvoyance, and Mass Mind.  Notice that these tend to be defensive powers, or ones that can be used to keep away from opponents.  (This is, I think, necessary for the game to avoid having max Willpower be totally essential to survival as a high-level esper.)

The third group are ones with cooldowns that don't decrease -- Sunder Mind, the AOE attacks, etc.  And yes, sure, high willpower helps with these...  but the thing is, when you have Teleport on a 4-turn cooldown and Clairvoyance + the forcefields at very high levels, does it actually matter if it takes you a bit long to recharge Sunder Mind?  Usually, when I use these powers, it's to finish off enemies I've already dealt with using the powers in group 2.  I don't care about waiting a bit longer to use Sunder Mind, because my other powers are the ones that are actually keeping me alive.

On the other hand, what is a threat to a high-level esper like this?  Stuff that takes you by surprise.  Situations where you screw up.  High HP helps you a lot more against that than being able to Sunder Mind 15% faster -- if I'm unable to hold the enemy down with forcefields or keep my distance with teleport, 15% faster Sunder Mind speed isn't going to save me.

I mean, that's just my theory on it, and I'm sure there are other builds (maxing Willpower instead of Ego definitely lets you do some cool things; clearly there's a difference between being able to teleport every 5 turns and being able to teleport every single turn.  And Ego eventually has diminishing returns at ridiculously high levels, while Willpower eventually becomes worth more and more -- but those are at levels you won't actually reach in-game.)
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on January 03, 2015, 07:44:33 pm
[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
Title: Re: Caves of Qud: Now in Open Beta
Post by: Chaoswizkid on January 03, 2015, 10:21:49 pm
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: beorn080 on January 03, 2015, 10:58:18 pm
[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

Are you referring to Temporal Fugue clones? If you are,then they should almost definitely use up your ammo and items, as they are basically you, I would think.
Title: Re: Caves of Qud: Now in Open Beta
Post by: chaoticag on January 03, 2015, 11:03:01 pm
Well, I always figured they were from different parallel timelines of you? Maybe?
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on January 03, 2015, 11:06:17 pm
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.

You can just report them in the thread, it's not like it's high traffic. :)

...or you can send me stuff to unormal@gmail.com
Title: Re: Caves of Qud: Now in Open Beta
Post by: Chaoswizkid on January 04, 2015, 01:50:37 am
Alrighty then. Some of this is just polish-y stuff.


You can move the cursor below "Quit" on the main menu, although it just disappears. It will show back up when attempting to move up.

Merchant doesn't appear unless you're in the room with him. This happens only at night I think, which may be intentional. Otherwise, might have to do with similar issue with Starapple Trees that don't have very good visibility at night. I think I actually recall this from the non-Steam version, but still not sure if it was intentional.

Can kill something offscream without it able to hit back. Pretty sure it was a Glowpad since there was a water tile there. I think the area might have been frozen, and wasn't thawed since I hadn't stepped there yet in a while. It was already generated.

Message on the screen once went to "RestiThawing Zone" while resting in the center of Joppa until dawn.

When playing Caves of Qud via Steam, Steam user status changes to "In-Game " without listing Caves of Qud. (May be intentional)
Title: Re: Caves of Qud: Now in Open Beta
Post by: TripJack on January 04, 2015, 12:15:08 pm
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
Title: Re: Caves of Qud: Now in Open Beta
Post by: lemon10 on January 04, 2015, 04:37:35 pm
Not quite a bug, but you really should stop slime from spawning on stairs (or have going down/up stairs not trigger slime). It really sucks to go down them, slip a few tiles, and over the turns you slip get murdered without any chance of survival. I'll just throw my post from the how did you die today thread here to further illustrate my point.
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.
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 does have an actual bug there though: Your evil twin's lasers can go through force fields, while yours cannot.

I wasn't playing in the current version (not being lucky enough to snag a key), but after a few moments searching I don't think this has been fixed.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Aquillion on January 08, 2015, 03:12:53 am
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.

(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.)
Title: Re: Caves of Qud: Now in Open Beta
Post by: lemon10 on January 08, 2015, 06:19:28 pm
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.

(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.)
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).
Still though, that the possibility exists of dying instantly due to slime on the down stairs isn't a good thing. Later on it seems much more possible without terrible luck, if you slip in more dangerous areas (eg. go down the stairs into the range of 2+ turrets and slide 3-4 tiles while they murder you). Never terribly likely, but even a 1/10000 chance at unavoidable instant death from going down stairs is still upseting.

That said i've never had much problem with Evil Twin. Usually I just run away from him whenever he spawns outside, and if inside I throw some grenades at him or use cyrokenesis (which freezes him and prevents him from using mental mutations, but doesn't prevent the player from using mental mutations). It can be quite dangerous, but you can usually avoid fighting him. That isn't to say that I haven't died to him before, but it seems to me that randomly falling asleep would be worse.

E: Fixed my odds calculations.
Title: Re: Caves of Qud: Now in Open Beta
Post by: beorn080 on January 09, 2015, 01:28:08 pm
Minor bug/minor feature request, not sure which.

Even if no water is available from the trader, if you are trading a large amount of stuff, you still get the message, you dont have enough containers for all that water. It shouldn't come up too often, I imagine only really if you're just trying to dump stuff on the trader to clean up town, or if you are trying to trade something expensive for something very cheap you need.

So, the request would be to allow you to accept yes then what your stuff is worth, on the basis of lack of containers.

Edit: Actually, the bug seems to be related to the Warden of Joppa, and trading him stuff. Rather, you can continuously sell him stuff, and, despite seeming to have no water, will give you water for whatever you sell him, with seemingly no limit.

Edit the second: Been having fun with metamorphis, making a massive stockpile of things, so it might just be the save, but ran into a completely flat area, dead center of the zone due north of joppa, between it and redrock. Much like the seven day stilt, IIRC that area correctly. Nothing but grey .
Title: Re: Caves of Qud: Now in Open Beta
Post by: Deon on January 12, 2015, 01:05:15 pm
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. :P

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 believe Deon has thrown his hat into the tile ring here, though I can't say for certain, as I am not he.

Yep, as soon as I manage to get the game and there is ANY kind of tileset support (I still haven't got a chance to check it out yet) I am going to go full time on tileset development for this gem.
Title: Re: Caves of Qud: Now in Open Beta
Post by: beorn080 on January 13, 2015, 12:10:18 am
I've played this game forever, and I'm still finding new things. Also, due to all the things I find, I am now of the opinion that wings is a horribly limited mutation. For instance, you can't wear nylon bodypacks, flamethrowers, and, the newest thing I found while looting Grit Gate, Helping Hands, which is basically a multiple arm mutation as an item. Plus, you can
Spoiler (click to show/hide)
But yeah, given all the wonderful back stuff, and the fact that wings doesn't do anything underground, its not worth it at all.

Edit: So, the latest version seems to have broken merchant repairs. See the item I mentioned in the spoiler, and Argyve claims its not broken. As well as other things. Fix it Foam does repair them though.

Edit the second: What skills do the various artifact weapons use? For example, I assume Vibro Blade is a long sword, and vibro dagger is a short blade. Are the stun and prayer rods clubs? What about the gaslight flyssa? Or do those weapons not get access to the skills?
So many edits: What is the difference between a 12 gauge shotgun, and a combat shotty? Aside from its own ammo. There are no damage or pen numbers for the 12 gauge, either on it or the ammo. Sneaky edit 17, final countdown: Rather insane bug, 12 gauge shotguns have, I think, infinite pen and damage. As, mine is doing 20k damage with one pellet. I think they might be able to take down one of those pyramids.

Final edit, the reckoning: Bug report? Maybe? When using multiple arms or multiple heads, you get no bonus for any gear equipped in the secondary hand/head slot. No additional armor makes sense, but here is no bonus at all. Haven't tried with resist gear, but ulnar stims don't give a bonus, even if something else is equipped in the primary slot. I can't see much purpose to those slots if they do absolutely nothing.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Aquillion on January 13, 2015, 10:41:27 pm
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.

What if you could fly indoors while sprinting?  That seems like it'd be thematic and fun, without making it too powerful.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Angle on January 13, 2015, 10:58:31 pm
Flight needs better z-level handling to be really worthwhile. THEN it would kick ass.
Title: Re: Caves of Qud: Now in Open Beta
Post by: beorn080 on January 13, 2015, 11:28:57 pm
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.

What if you could fly indoors while sprinting?  That seems like it'd be thematic and fun, without making it too powerful.
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.

Secondary bug report, possibly linked with the foam spray bug. Bandages don't recognize you being bleeding.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Aquillion on January 14, 2015, 07:46:04 pm
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.)

It might be interesting if some mutations had their own skill trees; wings are one that it would make sense for.
Title: Re: Caves of Qud: Now in Open Beta
Post by: beorn080 on January 16, 2015, 05:45:59 pm
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.)

It might be interesting if some mutations had their own skill trees; wings are one that it would make sense for.
So I just learned/realized a new trick on my never ending cycle of tinkerers.

Stasis Grenade plus set bomb, duration 1, is a nigh foolproof way to make a wall behind you and run away from almost anything. Even if its next to you, so long as you can survive an attack, it SHOULD get caught in the bomb blast, thus locking it down, and blocking anything else from getting through.

I also learned that thermal MK III grenades should never be used as anything other then a toy, and to never try to actually use them in any combat fashion.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Angle on January 16, 2015, 07:54:00 pm
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: beorn080 on January 16, 2015, 08:03:20 pm
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on January 17, 2015, 05:16:05 pm
Secondary bug report, possibly linked with the foam spray bug. Bandages don't recognize you being bleeding.

Yeah, I fixed a bug with effect name-recognition that is causing a bunch of weird small bugs. It'll be in the next build.
Title: Re: Caves of Qud: Now in Open Beta
Post by: My Name is Immaterial on January 17, 2015, 09:42:24 pm
I'll leave a PTW here.
Title: Re: Caves of Qud: Now in Open Beta
Post by: beorn080 on January 21, 2015, 10:30:06 am
Just found a Nanopnematic Jackhammer. Even with a nuclear cell slotted, it doesn't seem to be able to do anything to walls, despite auto attacking them when bumping into them. Considering its weight and three slots it takes up, I'd have figured it would be at least as good as a vibro dagger at taking down walls.
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on January 21, 2015, 10:34:21 am
https://twitter.com/ptychomancer (Qud writer/designer) is making progress on procedurally generated histories for heros, integrating with the new faction/reputation system.

(http://i.imgur.com/sQSGnPI.png)
Title: Re: Caves of Qud: Now in Open Beta
Post by: beorn080 on January 21, 2015, 11:19:40 am
Bug: You are able to "see" hostile enemies hidden by lack of light or lack of Line of Sight by using the "l"ook command. If you examine the square, it will tell you what is in there. However, it will not snap to unseen hostiles.

Edit: Also, that is utterly wonderful. Proceduraly generated quests in the future, perhaps?

Edit: Bug/feature? found. Dropping a desalination pellet into a canteen of just dilute salt turns it into fresh water. Not salty water or brackish water, just salt.
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on January 29, 2015, 10:05:11 pm
Qud, unshackled from the EGA colorset. Colors are now totally data-driven and moddable.

Current in-engine shot:
(http://i.imgur.com/FzmImUB.png)

Mockup of our Joppa goal:
(http://i.imgur.com/7VUcAnS.png)
Title: Re: Caves of Qud: Now in Open Beta
Post by: forsaken1111 on January 30, 2015, 10:01:40 am
Looks pretty fantastic but I hop there is an option to remove the background green tinge. I like nice clean black.
Title: Re: Caves of Qud: Now in Open Beta
Post by: puke on January 30, 2015, 10:11:53 am
mmmm... maybe the green tinge will become the fog of war / LOS indicator?
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on January 30, 2015, 12:15:03 pm
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: forsaken1111 on January 30, 2015, 12:35:28 pm
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.
Excellent news. :)
Title: Re: Caves of Qud: Now in Open Beta
Post by: Nighthawk on January 30, 2015, 01:59:35 pm
I look forward to seeing how effects end up looking, especially the flashy ones like freezing/burning hands.
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on January 31, 2015, 11:11:15 pm
[Steam Beta]
*Added a reputation system for Qud's various factions. Press 'f' from your character sheet to get to the Reputation screen, or use the menu paging keys.
*Added past events to unique creatures' descriptions. Look at a unique creature to see some events from its past and the factions that love or hate it.
*Added a new skill: Offer Gift. Offering a gift to a unique creature will adjust your reputation with the factions that love/hate it.
*Added reputation bonuses to some mutations, kits, and genotypes.
*Added a new display.txt configuration file.
*Added a new palette and visual effects.
*Added scrolling to the look display of long descriptions.
*Fixed a keybind exception.
*Fixed a broken hostile-visibility check, which was causing auto-explore/walk to not halt properly.
*Fixed an issue with status effect checking.
*Fixed ALT-key overlay.
*Fixed several exceptions with various mutations.
Title: Re: Caves of Qud: Now in Open Beta
Post by: beorn080 on February 02, 2015, 11:41:44 pm
So. Minor bug/awesome thing. I can only assume that Mehmet spawned hated by the wardens, as he immediately ran at Joppa's warden, who went, Oh hell no, and zapped him once with frost hands and one shot him. Needless to say, as this happened three turns into the game, it puts a damper on the watervine quest.

Edit: Correction. It would seem to be the warden who hates Joppaites, as he poisoned their fresh water.
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on February 02, 2015, 11:52:26 pm
Well, hey, he should be nicer next time.

New walls:

(http://i.imgur.com/7yJLXLX.png)
Title: Re: Caves of Qud: Now in Open Beta
Post by: Beggars` Sect on February 11, 2015, 12:52:19 am
Hi, I`m new around these parts and happy to detect some Qud activity! Does that mean the game is still being worked on?
 
My last version is a private release from some months ago, but I was under impression that the Freehold folks switched completely to Sproggiwood?
Title: Re: Caves of Qud: Now in Open Beta
Post by: Tilla on February 11, 2015, 04:55:24 pm

They're releasing it on Steam next month in a new engine with a tileset. I just got the beta (Thanks unormal) and its looking sharp :)
Title: Re: Caves of Qud: Now in Open Beta
Post by: Beggars` Sect on February 11, 2015, 08:11:43 pm
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)
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on February 11, 2015, 08:19:09 pm
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.)
Title: Re: Caves of Qud: Now in Open Beta
Post by: BigD145 on February 11, 2015, 10:28:17 pm
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.)

Don't skip on the Humble build. In fact, update it first.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Sartain on February 12, 2015, 04:42:24 am
Caves of Qud is coming to Steam? Nice! Do I get a key for "backing" it way back or do I have to buy it again?
Title: Re: Caves of Qud: Now in Open Beta
Post by: forsaken1111 on February 12, 2015, 08:03:39 am
100% in favor of steam. Couldn't care less about the humble bundle or any other bundle.
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on February 12, 2015, 10:03:47 am
100% in favor of steam. Couldn't care less about the humble bundle or any other bundle.

Well, humble has a storefront also: https://www.humblebundle.com/store/p/sproggiwood_storefront

The rates are a little better for developers, even if you buy a steam key through them, and they support DRM versions.
Title: Re: Caves of Qud: Now in Open Beta
Post by: forsaken1111 on February 12, 2015, 10:19:01 am
Ah, makes sense. I misunderstood.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Astral on February 13, 2015, 03:32:27 am
I had a crash while attempting to load a save on my Windows 8.1 laptop, will post logs in the morning to help narrow it down. Haven't had the issue as noted previously on my Windows 7 computer, so hopefully it's just an isolated incident.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Aquillion on March 12, 2015, 09:50:33 pm
Small suggestion:  Raise the bonus skill points per level for True Men to 25.  It could probably be much higher, but 25 seems like a good place to set it because most skills cost around 100 xp; that way they get an extra skill every four levels, which puts them about on par with the mutants, who get a new mutation every four levels.

Of course some skills are worth more or less, but some mutations are, too (and the top-tier mutations, on the right character, tend to be worth more than any skill.)
Title: Re: Caves of Qud: Now in Open Beta
Post by: Aquillion on March 14, 2015, 05:09:18 pm
>  *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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on March 14, 2015, 05:11:46 pm
>  *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.

Yeah :)

FYI, general update, trying to finish up Sproggiwood mobile today (except for bugs), and then I'll be laying into the remaining icky Qud bugs and adding a bunch of juicy new tiles. (and merging in some content work Jason has been working on)

(http://i.imgur.com/gT0Iieh.png)
Title: Re: Caves of Qud: Now in Open Beta
Post by: Aquillion on March 26, 2015, 06:13:48 pm
It seems like it's not updating the display for the "there doesn't seem to be anything else to explore" message when using auto-explore on a fully explored level now.  If I hit the auto-explore key, nothing seems to happen; but if I un-full-screen and then full-screen the display, the message telling me there's nothing left to explore becomes visible.

EDIT:  Hrm.  It appears to be inconsistent; sometimes it happens and sometimes it doesn't.  Also, auto-explore doesn't seem to give a message if I'm near the stairs down.  I don't know why.

EDIT 2:  Could this have something to do with concealed Young Ivories and other hidden things?  I noticed that it wasn't moving in response to my 'go to stairs' command, and a few steps later I hit a Young Ivory, which makes me think that concealed monsters might be blocking that auto-movement, at least for 'go to stairs' up or down commands.

EDIT 3:  After experimenting a bit, I can confirm:  Hidden young ivories halt auto-explore and go-to-stairs commands.  (So do revealed ones, which probably shouldn't either, since they're harmless.)
Title: Re: Caves of Qud: Now in Open Beta
Post by: Aquillion on March 28, 2015, 01:16:52 am
I've discovered a bug that hangs the game:  Sometimes, if you go up or down a staircase with a follower, your follower won't immediately appear (this happens if I go up and down staircases repeatedly, say.)  If you then try to go back up or down the stairs another time before your follower arrives on the current level, the game will hang.
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on March 29, 2015, 12:32:34 am
Great reports, thank you!
Title: Re: Caves of Qud: Now in Open Beta
Post by: Cookie Monster on April 03, 2015, 10:52:06 am
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?
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on April 03, 2015, 10:52:48 am
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!
Title: Re: Caves of Qud: Now in Open Beta
Post by: Cookie Monster on April 03, 2015, 02:02:03 pm
Awesome, you can still be a badass gunslinger I hope.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Daggoth on April 06, 2015, 11:57:17 am
Can't wait for this one! I thought it looked awesome in alpha, watching Plump Helmet Punk and JefMajor's Let's Plays were extremely entertaining.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Deon on May 05, 2015, 04:02:30 pm
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 :).
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on May 05, 2015, 04:04:27 pm
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 :).

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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: forsaken1111 on May 06, 2015, 10:24:17 am
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 :).

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.
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Nighthawk on May 06, 2015, 10:29:45 am
I get the impression that Qud is relatively unknown. Which is a shame because it is awesome.

I have a friend who doesn't even like non-graphical roguelikes but he just keeps coming back to Qud, says he can't get enough of it. If that isn't a testimony to its awesome, I don't know what is.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Dutchling on May 06, 2015, 10:29:56 am
It's good to hear this is still in active development. Qud on Steam will make me a very happy man :)
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on May 06, 2015, 10:36:43 am
Here's the latest revision of the world map, still a WIP.

(http://i.imgur.com/i8wCu9B.jpg)
Title: Caves of Qud in openGL mode
Post by: dfTruF on May 13, 2015, 05:48:55 am
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)
Title: Re: Caves of Qud in openGL mode
Post by: unormal on May 13, 2015, 05:56:01 pm
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.
Title: Re: Caves of Qud in openGL mode
Post by: dfTruF on May 14, 2015, 03:30:12 am
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). 
Title: Re: Caves of Qud in openGL mode
Post by: unormal on May 14, 2015, 10:03:52 am
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.
Title: Re: Caves of Qud in openGL mode
Post by: dfTruF on May 15, 2015, 06:40:37 am
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: puke on May 15, 2015, 06:51:00 am
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.

Second one today, great progress for the ignore list.
Title: Re: Caves of Qud: Now in Open Beta
Post by: dfTruF on May 15, 2015, 07:05:12 am
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.

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)
Title: Re: Caves of Qud: Now in Open Beta
Post by: chaoticag on May 15, 2015, 07:28:57 am
Seriously, you may have found one of the few cases that the graphical mode doesn't work. For a game this old, I think it's unreasonable to implicitly call the programmer unprofessional based on so short an exchange with them. You're coming across as if it's your right to have a video game supported for you when using ancient hardware that really doesn't sound like it was meant to support games on it.

It also sounds like you're providing input on a subject I am not sure you understand very well, given none of us except unormal knows how his game renders art assets, and maybe not even then if he was using an older code library with his own workarounds to get things working. Even then the game renders fine in console mode, so it's not as though it is unplayable.

Frustration can be understandable, but don't take it out on the programmer when it's over something minor that he might be able to fix with time. The game is at least five years old as is, and they're still working on ensuring it can work.
Title: Re: Caves of Qud in openGL mode
Post by: forsaken1111 on May 15, 2015, 07:34:56 am
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.
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.

So how about I authorize you a refund? Oh right, the game is free.

So I guess you're out of luck until you update to something made in the last decade huh?
Title: Re: Caves of Qud: Now in Open Beta
Post by: puke on May 15, 2015, 07:39:49 am
Probably using a newer open gl implementation than DF...
Title: Re: Caves of Qud: Now in Open Beta
Post by: forsaken1111 on May 15, 2015, 07:41:38 am
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!
Title: Re: Caves of Qud in openGL mode
Post by: a1s on May 15, 2015, 08:00:28 am
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: dfTruF on May 15, 2015, 08:09:41 am
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!

1983 is not 2003.
Title: Re: Caves of Qud: Now in Open Beta
Post by: cerapa on May 15, 2015, 08:23:54 am
to change few graphical functions into more universal ones (more independent from politics and marketing)

Huh?

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)

Is that seriously the game you want to present to us? Especially as evidence of more complex graphics? It's a good first effort, but it's not even close to something I would say is made by an "experienced programmer".

Your computer is old. Really old. You were already told that in the thread regarding your problems playing DF. You can't expect people to still support your computer. If games still work on your computer, then good for you, but you are going to find that you can run less and less of them as time passes.

1983 is not 2003.

As far as computing is concerned, 2003 is ancient history.
Title: Re: Caves of Qud: Now in Open Beta
Post by: forsaken1111 on May 15, 2015, 08:31:58 am
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.
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.

The point of my post was that it is unrealistic to expect software written a decade after your hardware was manufactured to work perfectly.

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!

1983 is not 2003.
Google hyperbole
Title: Re: Caves of Qud: Now in Open Beta
Post by: a1s on May 15, 2015, 08:39:24 am
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.
And so does this game. In console mode. Tough luck, but it proves the point- 2003 is fundamentally in the same era as 2013, or whenever Caves were made)

edits: 2010. Is the year when Caves of Qud was released according to rogueBasin. About at this time of year, too. Which I understand proves nothing, expect that it's at least five years old.
Title: Re: Caves of Qud: Now in Open Beta
Post by: MasterFancyPants on May 15, 2015, 09:37:48 am
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on May 15, 2015, 09:46:22 am
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. It was essentially just a weekend throw-in test that came much later after the original ship-date of Qud, which had shipped initially with console support only. 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)_/Ż
Title: Re: Caves of Qud: Now in Open Beta
Post by: forsaken1111 on May 15, 2015, 09:47:52 am
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)_/Ż
Well I demand that you immediately make this work on my atari 2600!
Title: Re: Caves of Qud: Now in Open Beta
Post by: a1s on May 15, 2015, 09:50:41 am
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 assure you, that even so much as launching a game made in 2005 was impossible in 1993, whereas now it's just missing a shader ( or "blender", I don't know jack from graphics).
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on May 15, 2015, 09:51:48 am
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)_/Ż
Well 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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: puke on May 15, 2015, 09:52:19 am
Haha, I'm glad I don't have to cultivate a friendly public personality and can freely shoot my mouth off from time to time.  lol@self.

Title: Re: Caves of Qud: Now in Open Beta
Post by: forsaken1111 on May 15, 2015, 09:58:54 am
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)_/Ż
Well 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.
Well what about my graphing calculator? I tried to launch the game on there and it just shut down the whole calculator!

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 telling me how bad I am as a programmer because I didn't support their antiques.
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on May 15, 2015, 10:05:59 am
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.

Net, net it's awesome and worth doing. Actually making and supporting games is a lot of brutal work, but people playing and enjoying your stuff is awesome enough to make it worth it. The haters are always far outnumbered by the chill folk who just like to enjoy the game and have solid, thoughtful feedback. (Though the people just enjoying it are usually not the most vocal clade, even if they are the most numerous.)
Title: Re: Caves of Qud: Now in Open Beta
Post by: My Name is Immaterial on May 15, 2015, 01:33:10 pm
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)_/Ż
Well 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.
Well what about my graphing calculator? I tried to launch the game on there and it just shut down the whole calculator!
I see a Toady looming in the distance if we continue down this path of conversation. Let's just drop it.
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on May 15, 2015, 01:40:31 pm
Looks like dfTruF and I got it going using software emulation of shader model 2 via https://www.transgaming.com/swiftshader
Title: Re: Caves of Qud: Now in Open Beta
Post by: forsaken1111 on May 15, 2015, 01:54:24 pm
Looks like dfTruF and I got it going using software emulation of shader model 2 via https://www.transgaming.com/swiftshader
Awesome!

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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: BluarianKnight on May 17, 2015, 11:54:20 am
This is possibly one of my favorite roguelikes so far, barely getting far though..
Title: Re: Caves of Qud: Now in Open Beta
Post by: redwallzyl on June 06, 2015, 04:56:25 pm
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on June 06, 2015, 04:59:22 pm
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: MasterFancyPants on June 06, 2015, 05:11:02 pm
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!
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on June 06, 2015, 05:14:19 pm
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!

There's a bunch of challenges with it. It's not strictly impossible, the new Unity-based build would run on iOS and Android in principal, but the UI would need a real re-think and I'd need to do something very dramatic with it's memory use to get it to practically run on most mobile devices. I wouldn't rule it out 100%, but it's got an awful lot of challenges. A newly designed Qud-world game built with mobile in mind would almost be more practical, I think.
Title: Re: Caves of Qud: Now in Open Beta
Post by: redwallzyl on June 06, 2015, 05:18:46 pm
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?
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on June 06, 2015, 05:31:03 pm
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?

A few weeks, maybe 4-6... 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 :)"
Title: Re: Caves of Qud: Now in Open Beta
Post by: Graknorke on June 06, 2015, 05:35:33 pm
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
Title: Re: Caves of Qud: Now in Open Beta
Post by: Astral on June 07, 2015, 03:21:39 am
"When it's ready" is never a bad thing, especially with the refund program potentially looming over if game-breaking mistakes are made.
Title: Re: Caves of Qud: Now in Open Beta
Post by: klaufir on June 09, 2015, 02:19:21 pm
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?
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on June 09, 2015, 03:06:45 pm
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?

Yes, though it'll continue to be a longish term tinker project, as it always has been, sort of a playground to try outrageous/weird stuff that might not be quite ready for prime time; we'll continue to work on it alongside other new projects.

I give out keys on my twitter ocassionally: https://twitter.com/unormal
Title: Re: Caves of Qud: Now in Open Beta
Post by: raler on June 18, 2015, 06:41:40 pm
How do you play the non fighter true men ???
Title: Re: Caves of Qud: Now in Open Beta
Post by: Mephansteras on June 18, 2015, 08:13:13 pm
Fired this up again a few days ago. Man, I'd forgotten how good this game is!

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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: raler on June 18, 2015, 08:45:25 pm
Fired this up again a few days ago. Man, I'd forgotten how good this game is!

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.
You can do that with dominate
Title: Re: Caves of Qud: Now in Open Beta
Post by: Mephansteras on June 19, 2015, 12:05:25 am
Sure, but that's not exactly the same thing.
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on June 19, 2015, 12:24:34 am
Sure, but that's not exactly the same thing.

I really want to make a roguelike around party-based combat ala baldur's gate; but it's sort of a different game. I agree some more granularity around orders would be fun, though.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Mephansteras on June 19, 2015, 06:59:00 pm
That would be cool.

What would be really awesome would be a party based game using a tactical system like Fallout Tactics. For all that game's flaws the combat in it was a great deal of fun.
Title: Re: Caves of Qud: Now in Open Beta
Post by: eeviac on June 19, 2015, 09:37:46 pm
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on June 19, 2015, 09:45:14 pm
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.

It's looking less impossible as time goes on. I could even get it to play with a bluetooth keyboard pretty easily on Android. However, the memory and storage usage is huge for mobile, I'd have to do some serious refactoring to jam it into today's mobile devices. From a strict technical standpoint I could run an android build right now and it'd run as long as your device had like 4GB of ram and a keyboard.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Aquillion on June 20, 2015, 01:37:09 am
There seems to be a bug with monsters attacking up staircases.  Specifically, I'm getting attacked by monsters on a different vertical level while standing exactly two spaces away from the stairs  (rather than on top of them, the way it's supposed to work.)  I'm not sure if it's a general "monsters-can-attack-through-floors" bug or what.  I haven't seen this bug before, so I'm not sure when it appeared.

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.

If the bug can't be fixed in any other way, perhaps a config option to remove the ability to target stuff via 'look'?  There's already a "select target" option, and while presumably you can still cause the bug by hitting yourself with that, you're less likely to do so by accident (since I think the problem is caused when I use 'look' to check the health of an ally, then make the mistake of hitting 'enter' -- I don't want to be able to accidentally target allies while looking at them if it's going to cause this bug!)

Also, while mostly-unrelated, if you have both Beguiling and Proselytize, an older ally recruited using one will continue to attack a newly-recruited ally using the other.  This wears off if you leave the area, unlike the 'hostile to own faction' bug, and happens even if you aren't yet hostile to your own faction.

(Oddly, it seems that hostility to your own faction doesn't cause Beguiling / Proselytize allies to attack each other, though it does make Burgeoning plants attack each other and makes Temporal Fugue copies attack any other allies you have.)
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on June 21, 2015, 10:57:44 am
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.

Laugh, yeah, I'll see if I can get that fixed tonight. Looks like our EA date is penciled in on July 15th!
Title: Re: Caves of Qud: Now in Open Beta
Post by: Crazy Horse on June 24, 2015, 09:25:35 am
GG
Title: Re: Caves of Qud: Now in Open Beta
Post by: Aquillion on July 05, 2015, 09:00:46 am
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on July 05, 2015, 09:17:53 am
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.

Ah, I'll post a hot fix for that tonight. Probably hitting 'r'eload would fix it when it happens.

e: Fix posted
Title: Re: Caves of Qud: Now in Open Beta
Post by: Aquillion on July 05, 2015, 01:58:44 pm
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.)
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on July 05, 2015, 02:35:16 pm
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Aquillion on July 05, 2015, 02:38:25 pm
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on July 05, 2015, 08:04:04 pm
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.


[SteamQud July 5, 2015]
http://steamcommunity.com/app/333640/discussions/0/530646080848194826/
*Wardens now take their job more seriously
*The default action for meds is now get instead of apply when they are in a container other than the player's inventory
*Party members will now correctly defend each other
*Party leaders are now annoyed when you attack their followers
*Party members will no longer cause the party leader to aggro himself when they accidentally shoot each other
*Turrets now properly award XP to their owner
*Turrets are now aligned with the player's level for purposes of xp calculations
*Fixed an issue with faction encounter type ratios
Title: Re: Caves of Qud: Now in Open Beta
Post by: Crazy Horse on July 05, 2015, 10:13:42 pm
Been unexpectedly hooked on this for a week now. Being a reader of Wolfe and Jack Vance I can get behind the setting quite easily. Was pleasantly surprised to see Wolfe cited as an inspiration. Nice to see more rougelikes using a fresh theme. Looking forward to the Steam release.

Also I found that using Wounding Fire twice on your Evil Twin causes him to drop what he has in both hands. Evil Twin is pretty much a fantastic perk in this case.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Aquillion on July 06, 2015, 09:08:11 pm
I possessed a Chitinous Puma with Dominate, and found that its right front leg in its equipment menu is listed as a "right lront leg."

EDIT:  Maybe more importantly, I later accidentally walked into the elevator shaft in Bethesda Susa while possessing a creature, and the game locked up on the "unfreezing zone" message; I left it running for a while, then tried to open the task manager and found that my entire computer had locked up so badly that I had to force-reboot.  Presumably it caused some runaway loop that made me run out of memory or something, but the game should probably handle that situation more gracefully.
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on July 06, 2015, 10:22:23 pm
(http://i.imgur.com/BetOgJe.jpg)
Title: Re: Caves of Qud: Now in Open Beta
Post by: forsaken1111 on July 07, 2015, 07:37:40 am
oooo!
Title: Re: Caves of Qud: Now in Open Beta
Post by: Nighthawk on July 07, 2015, 10:07:01 am
Choo-choo! Hype train coming through.

All aboooooaaaard!
Title: Re: Caves of Qud: Now in Open Beta
Post by: forsaken1111 on July 07, 2015, 10:32:36 am
Did we ever determine how to pronounce Qud?

I always say "Cud" or "Kud" with a hard C
Title: Re: Caves of Qud: Now in Open Beta
Post by: BigD145 on July 07, 2015, 11:03:12 am
Did we ever determine how to pronounce Qud?

I always say "Cud" or "Kud" with a hard C

The more important question is can I use it in Scrabble?

Scrabble: Roguelike Edition (tm)

Spoiler (click to show/hide)
Title: Re: Caves of Qud: Now in Open Beta
Post by: Tnx on July 07, 2015, 02:37:38 pm
Does buying the game on the website give me access to the beta steam version?
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on July 07, 2015, 02:47:14 pm
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Fniff on July 07, 2015, 05:05:53 pm
I like it. Really reminds me of old RPG books.
Title: Re: Caves of Qud: Now in Open Beta
Post by: forsaken1111 on July 07, 2015, 05:06:41 pm
I'll be picking this up as soon as it goes up on Steam.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Tnx on July 07, 2015, 05:14:18 pm
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.

Ah, so not available yet if I buy it today?  Guess I'll wait for steam release!
Title: Re: Caves of Qud: Now in Open Beta
Post by: Dostoevsky on July 07, 2015, 11:01:25 pm
Did we ever determine how to pronounce Qud?

I always say "Cud" or "Kud" with a hard C

I've always pronounced it 'kuud' (or, er, kud with an umlaut). Sounds suitably foreign/mysterious to my Yankee ears.

Nice image (looks very board game-like) - the background structure makes me think of the tower of babel, but can't seem to find anything quite like it on the web.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Mephansteras on July 07, 2015, 11:08:12 pm
I'll be picking this up as soon as it goes up on Steam.

Same
Title: Re: Caves of Qud: Now in Open Beta
Post by: blazing glory on July 08, 2015, 06:15:31 pm
Did we ever determine how to pronounce Qud?

I always say "Cud" or "Kud" with a hard C
I say it as "Kwud" 'cause why not.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Aquillion on July 12, 2015, 01:27:28 am
[SteamQud July 5, 2015]
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'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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Witty on July 12, 2015, 03:15:39 pm
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?
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on July 12, 2015, 03:20:05 pm
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!
Title: Re: Caves of Qud: Now in Open Beta
Post by: Witty on July 12, 2015, 03:23:57 pm
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?
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on July 12, 2015, 05:32:41 pm
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Witty on July 12, 2015, 09:36:43 pm
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.

Even better! Thanks again.
Title: Re: Caves of Qud: Now in Open Beta
Post by: rumpel on July 13, 2015, 11:00:30 am
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
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on July 13, 2015, 11:05:49 am
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
Title: Re: Caves of Qud: Now in Open Beta
Post by: forsaken1111 on July 13, 2015, 12:05:19 pm
my wallet is ready
Title: Re: Caves of Qud: Now in Open Beta
Post by: Amuys on July 13, 2015, 04:02:03 pm
Downloaded the beta from a friend, will be getting the game. Hopefully the memory leaks will get fixed though.
Title: Re: Caves of Qud: Now in Open Beta
Post by: forsaken1111 on July 13, 2015, 04:33:54 pm
I vote for MORE memory leaks. Can't have plebs with 2GB of RAM playing awesome games.
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on July 13, 2015, 10:02:24 pm
*New tiles
*Updated descriptions
*Fixed cybernetics terminal crashes
*Added laptop defaults file

(This is probably the release build for Wednesday, since I have a bunch of web stuff to do tomorrow before release.)
Title: Re: Caves of Qud: Now in Open Beta
Post by: rumpel on July 14, 2015, 07:54:25 am

$9.99

Steam wallet is prepared.  :D
Title: Re: Caves of Qud: Now in Open Beta
Post by: rumpel on July 15, 2015, 08:46:49 am
You can buy it now! http://store.steampowered.com/app/333640 :D
Title: Re: Caves of Qud: Now in Open Beta
Post by: forsaken1111 on July 15, 2015, 08:51:34 am
Aww yeah. Purchased
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on July 15, 2015, 08:52:11 am
Well, got beaten, but yes, Caves of Qud is live on steam!

(http://i.imgur.com/Ls9O7t5.png)

http://store.steampowered.com/app/333640/

So much thanks to everyone in the thread that's helped with long years of support, feedback and testing!

...and check out our trailer: https://www.youtube.com/watch?v=Qqz0p_kiDIQ&feature=youtu.be
Title: Re: Caves of Qud: Now in Open Beta
Post by: Tiruin on July 15, 2015, 09:10:33 am
Caves of Qud is live on steam!
Hurrah! :))
Title: Re: Caves of Qud: Now in Open Beta
Post by: rumpel on July 15, 2015, 10:20:41 am
Can anyone tell me how to find those watervine eating critters? I'm walking around at redstone for the past 30 minutes and didn't find anything.
Nvm. I wasn't aware that there are stair cases and actually never found one until now.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Tnx on July 15, 2015, 05:00:45 pm
Can you still store your items safely in one of the empty buildings in Joppa?
Title: Re: Caves of Qud: Now in Open Beta
Post by: Witty on July 15, 2015, 05:26:05 pm
Loving the game so far - I'm usually quite biased towards the ASCII version of any roguelike - but I love the art direction for the tiles you've used here. Really good stuff.

In the hour I've played the game so far, I do have a few things I'd like to share though;

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.

And I also have my first bug report (I think),  upon spawning in the first little starter town - Mehmet and that one warden due north seem to be hostile to another - quickly leading the Mehmet's demise. Not sure if it's intended or not, but I've seen it occur twice so far on brand new characters.
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on July 15, 2015, 05:28:48 pm
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: BigD145 on July 15, 2015, 05:31:37 pm
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on July 15, 2015, 05:32:35 pm
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: BigD145 on July 15, 2015, 07:54:29 pm
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?
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on July 15, 2015, 07:55:25 pm
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?

Yes, like I said, it's in the backlog to get done for sure. Just didn't make it in for EA release.
Title: Re: Caves of Qud: Now in Open Beta
Post by: forsaken1111 on July 16, 2015, 04:41:27 am
So hey, how are sales going? Better than expected? worse?

Edit: Also a silly bug report. If you use cheat engine to increase the points remaining for attributes on character creation to something like 900 then try to "F1 to random remaining" it just... it just can't handle it. :P

Edit2: Also why doesn't multiple arm/leg mutation give rep with arachnids like the stinger does?
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on July 16, 2015, 09:31:12 am
So hey, how are sales going? Better than expected? worse?

First day was pretty roughly like Sproggiwood (a bit higher), so I guess about as expected? Though we didn't know quite what to expect at all for something as corner-case as Caves of Qud.
Title: Re: Caves of Qud: Now in Open Beta
Post by: forsaken1111 on July 16, 2015, 09:32:49 am
Good to hear. For my part I've been recommending it to several people and will do a review later today.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Mephansteras on July 16, 2015, 10:32:35 am
Just snagged my copy. Looking forward to checking out the latest version tonight.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Aquillion on July 16, 2015, 09:01:02 pm
One really minor thing:  One of the screenshots on Steam has "You pass buy a Joppa" in it.  It might be worth fixing that wording if you're going to screenshot it on Steam!

Although I suppose anyone unfamiliar with the game won't know what Joppa is and therefore won't know the grammar is wrong.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Footkerchief on July 16, 2015, 09:11:50 pm
Purchased!  Awesome to see this wonderful game getting some love.
Title: Re: Caves of Qud: Now in Open Beta
Post by: MrWillsauce on July 17, 2015, 04:21:40 am
I normally can't stand Roguelike tilesets, but this one is beautiful. I really dig the style, and I think it fits perfectly with the game. There is a problem where some entities have tiles that don't match what they are, like the oozes in Golgotha all looking like humans, but stuff like that's to be expected; I was actually surprised by how many unique tiles there were. I appreciate how each of the true men castes and mutant backgrounds has its own pretty picture.

I'm a long-time fan of Caves of Qud and Gamma World (there aren't many games that let you run around as a hideous goddamn radiation monster), and I've been meaning to register my copy for a while. I bought it on Steam yesterday and have been having a blast with the new version. I hope you make a million bucks.
Title: Re: Caves of Qud: Now in Open Beta
Post by: forsaken1111 on July 17, 2015, 04:29:12 am
Speaking of, sometimes when you crit something its tile goes all red. Looks weird and its hard to tell if its still there or if you killed it. Maybe to do with a pool of blood under it? I'll have to test some more.
Title: Re: Caves of Qud: Now in Open Beta
Post by: forsaken1111 on July 17, 2015, 07:27:01 am
So having gotten back into this and played for a while now...

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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: blackmagechill on July 17, 2015, 11:25:49 am
The steam edition is great. What characters are everybody running? I started with a whole series of Arconauts with flaming hands and burgeoning as my main two mutations, but I think wardens are just plain better for survival. They come with two ranged weapon skills and a pretty good attack skill, and a bow can be found pretty quick in red rock, or even a gun if you're lucky. And how does everybody stat their characters? I haven't really had Ego or Willpower above 15 since I rarely use mental mutations.
Title: Re: Caves of Qud: Now in Open Beta
Post by: MrWillsauce on July 17, 2015, 04:57:15 pm
So having gotten back into this and played for a while now...

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.
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.

2. I assume you mean the skills each caste starts with, which you can see if you go to the skills menu once you begin the game.
Title: Re: Caves of Qud: Now in Open Beta
Post by: forsaken1111 on July 17, 2015, 05:20:07 pm
Right, I know I can see them once I am in-game. I was kind of hoping to be able to see them beforehand. Seems a sort of obvious thing, to see what a skill does that you get as part of the caste you're picking. No? Some of they are no-brainers but some are very non-obvious. What exactly does snake oiler do? I had to look it up and then make a new character.

These are little QoL things that people are going to be looking for now that it's released to a wider audience.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Retropunch on July 18, 2015, 08:02:44 am
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?
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on July 18, 2015, 09:36:06 am
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?

Yeah; at least sound/music and finishing the main plot (which means lots of new areas/items/monsters, etc). We've also got a skill revamp in mind, amongst other random stuff.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Tnx on July 18, 2015, 12:25:07 pm
How would I go about making a viable ranged character?  Does a true man melee still fall off in relative power later on?  Are espers still the king of everything?

EDIT: Do multiple gloves/boots/bucklers on my extra arms/legs do anything?
Title: Re: Caves of Qud: Now in Open Beta
Post by: puke on July 18, 2015, 09:55:53 pm
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on July 18, 2015, 09:57:08 pm
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.

...also, fyi, We're planning a skill & tinkering refactor/rebalance that addresses a lot of these long standing issues.
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on July 18, 2015, 11:14:41 pm
*Added support for -savepath command line. (i.e. coq.exe -savepath "c:\my data\my qud saves") The directory will be created if it doesn't exist.
*Added support for more OSX & international keyboard keys
*Fixed an exception when reverting a Domination
*Fixed some spiky memory gobbling by flame traps in Golgotha
*Fixed some spiky memory gobbling with electric discharges
Title: Re: Caves of Qud: Now in Open Beta
Post by: MrWillsauce on July 18, 2015, 11:59:17 pm
The way to play a successful tinker is to go with high ego so that you can easily buy out all the scrap bits that the merchants like Argyve have for sale. Once you get a little bit into the game, you can get into a groove of liberally using grenades, and then selling off loot gained from encounters for more than enough scrap to rebuild those grenades. Or get lucky with an energy weapon blueprint. Tinkers are my favorite type of character to play by far, but I'd be interested in seeing them rebalanced.


There is an exploit where you can build tonics from blueprint disks without needing to use their special ingredient.
Title: Re: Caves of Qud: Now in Open Beta
Post by: blazing glory on July 19, 2015, 12:00:10 am
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?

EDIT:Eh, never mind, I dieded, again.

CoQ is merciless.
Title: Re: Caves of Qud: Now in Open Beta
Post by: puke on July 19, 2015, 12:44:42 am
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?

Sounds like you already found one way :)

I can't rightly remember, but I am pretty sure there was a teleport cheat (or level change cheat?) that was put in exactly for that sort of problem.
Title: Re: Caves of Qud: Now in Open Beta
Post by: SharpKris on July 19, 2015, 02:24:36 am
can i assume there's a bigger difference between the free ascii version and the graphic steam version? and if so by how much that it's worth investing 10$ in?
Title: Re: Caves of Qud: Now in Open Beta
Post by: Aquillion on July 19, 2015, 04:34:09 am
Found a small bug with cybernetics:

If you get the Eigencannon installed in your left arm, there will be an "auto-equip" option for it if you select it on your equipment screen.  Choosing this will cause it to become equipped in your right-hand missile slot (your remaining free one), occupying it (while still occupying your cybernetic slot).  This is irreversible, effectively causing you to lose the missile slot on your remaining hand.

EDIT:  Ah, someone reported this here (http://forums.freeholdentertainment.com/showthread.php?688-Cybernetic-Laser-Arm).
Title: Re: Caves of Qud: Now in Open Beta
Post by: Greenbane on July 19, 2015, 07:58:28 pm
I've read combat in Caves of Qud isn't as detailed as DF combat, but just how detailed is it? Is there a complex wound system? Rich combat interactions? Separate extremities to harm and therefore cause various effects? Wrestling?

DF combat is admittedly too convoluted at times (detail is awesome but the UI is hellish), but that doesn't mean there couldn't be several intermediate steps between that and simply hacking away at an HP counter.

So what's it like in this one?
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on July 19, 2015, 08:01:22 pm
[SteamQud July 19 #2, 2015]
*Decreased object creation (and thus zone build) time by around 300% by doing it slightly better than the worst way possible
*Fixed 'throttle animations' option. It wasn't working at all. Turn this on if Qud is melting your laptop into a puddle of lava.
*Improved redrock and rustwell zone creation times by 100% by not doing the slowest part twice for no reason.
*Force disabled compression, disregarding option state, since it makes Unity violently explode at the moment.
*Reduced overall memory use for game objects by about 30%.
*Fixed zone suspension system spamming commands like crazy and keeping references to cached zones.
Title: Re: Caves of Qud: Now in Open Beta
Post by: puke on July 19, 2015, 11:05:44 pm
I've read combat in Caves of Qud isn't as detailed as DF combat...

So what's it like in this one?

Nothing is.  Closest contender is IVAN, and even it isnt.

This has a HP counter and also various status effects.  all equipment is damageable and degradable, but also upgradeable.  various bonuses and penalties interact in complex ways across most aspects of the game, so there is lots of neat stuff to micro manage and optimize if you like that sort of thing.

You have lots to do in combat with various moves and abilities, so you're not just bumping into something until its HP counter goes down.  That said, its just a HP counter without any real anatomy.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Mephansteras on July 19, 2015, 11:57:52 pm
The exception to that is that there are some ways to dismember an enemy, which does have an effect. Cut off an arm and that attack option is gone for the enemy, and so on. Still not the same as DF combat, but it's something.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Greenbane on July 20, 2015, 08:42:31 am
I suppose that is something. Some manner of anatomy is necessary, from my point of view, though simulating tendons and fat is excessive, and being able to target and break a goblin's right foot's fourth toe adds close to nothing to a game.

IVAN's system was quite robust and limb-aware: you could actually get replacements made of various materials, and all the properties that incurs.

The challenge is to produce a sensible, detailed damage model which doesn't go overboard. My suggestion: model limbs (arms, legs, torso and head) and the most vital organs (brain, heart, lungs, and bowels/guts to comprise the digestive system, maybe spine too). Combine that with flavourful descriptions of the various combat interactions and voilá.

From my point of view, the combat system is the core of the roguelike: it's the most frequently used system, and therefore requires great depth to ensure a great longevity.

All that said, I realize I've veered off-topic. The game looks really cool, and I'll be getting it before long. :P
Title: Re: Caves of Qud: Now in Open Beta
Post by: Beggars` Sect on July 20, 2015, 02:17:33 pm
So glad Qud lives on...definitely a Major RL for me, when it comes to complexity & gameplay, and writing/atmosphere is on par with best films/books - a thing I can very rarely say about a videogame.

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.

It`s also great to hear the sales were even bit bigger than Sproggiwood - goes to prove that the traditional roguelikes are not all as toxic and unsellable as some people think. And hopefully will give you some food for thought when considering writing similar game in the future...
Title: Re: Caves of Qud: Now in Open Beta
Post by: Aquillion on July 20, 2015, 05:20:34 pm
Rock Paper Shotgun (http://www.rockpapershotgun.com/2015/07/20/caves-of-qud-review-early-access/) has reviewed it.  They find it a bit tricky to pick up (though they recognize that this is normal for the genre and that the issue might be that it's just not their thing.)

I think there are a few small things that could help.  One idea in particular:  Make the back-door entrance to the cave passage that leads from Joppa to Red Rock visible, and have the NPCs on the watervine quest point the player to it directly, suggesting that they descend to the river and follow it as a way of solving the quest.  In my experience, going that way is actually a lot easier and safer, especially for people just learning the game; traveling overland is risky and very random.  That way, that passage can be used as a sort of "tutorial" quest that leads the player into the game more gently, with less risk of a sudden out-of-depth monster killing them with no warning.  (There's still some risk -- named snapjaws with powerful abilities sometimes appear in there, and eventually they're going to hit giant crabs and the like -- but in my experience the difficulty curve along that path is among the smoothest in the game, whereas when you start traveling overland you risk much more variance.  It'd be good to use that as a way to give new players a basic introduction to the game before throwing more dangerous things at them.)

If you do that, make sure to have the NPCs warn the player against wandering off the path -- you can encounter fire ants and die very fast if you take a wrong turn.
Title: Re: Caves of Qud: Now in Open Beta
Post by: rumpel on July 20, 2015, 05:53:39 pm
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.

Btw, right now the game has 73 reviews of which are 100% positive - quite impressive imo. Usually at this number of reviews there's at least 1 - 3 negative ones.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Tnx on July 20, 2015, 05:54:31 pm
Maybe a new quest where the village has you go adventure in the south marshes of Joppa?  That's where I always level up my characters before taking on any of the quests.  I typically play on the extreme safe side though, my current mutant for example, just finished the grishling's quest at level 16.  I dunno how I feel about pushing newbies towards the underground straight away, as the ivory traps down there quickly become the most bullshit death in any PC's life.
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on July 20, 2015, 05:56:12 pm
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.

The steam files are DRM free. Copy and run them anywhere.
Title: Re: Caves of Qud: Now in Open Beta
Post by: beorn080 on July 20, 2015, 05:57:46 pm
I just had an idea for balancing Tinkerers, ironically based off that exploit mentioned earlier.

Remove the Tinker line of skills. In its place.

Disk Technician: You are skilled at crafting items from their blueprints. However, you can only follow the plans, not innovate on them. (No chance for special attributes, however would have a slightly lower intelligence point to acquire then tinker 1. Can only craft with disks, not actually learn them.)

Tinkerer's Memory: You can commit all but the most advanced data disks to memory. In addition, the act of crafting from memory allows you a better understanding of the gear you make, allowing for customization and increased yields. (Can learn what are now tier 1 and 2 recipes. Good chance of getting at least one bonus attribute to gear crafted, with a somewhat poor but still possible chance of getting multiple bonuses. Any recipe that does not have a chance for modifiers has a chance to increase the yield, a 50% chance for each item the recipe normally makes. So, for example, the lead slug recipe normally makes 5 slugs. Each slug made gives a 50% chance to make an extra one, for a possible yield of 5-10 slugs. Grenades and tonics have a 50% chance of getting an extra out of the deal, which helps when you're dealing with rare materials to make said tonics from. Should have a requirement around the tinker 2 level, if not slightly higher.)

Expert Tinker: You  rank among the best tinker's in the Qud. You can commit all recipes to memory, and have will make exceptional gear. (Always get a modifier on crafted gear. Non modifier items always produce extra amounts. High chance of multiple mods on a single piece of gear. Intelligence point should be higher then tinker 3.)

Skill points for the first should be lowish, letting non intelligence based characters get access to it reasonably early, at the cost of otherwise useful combat skills. Skill points for the other two skills should be higher then the current tinker skills, to further emphasize the mad scientist kills everything with uber weapons motif. Oh, and you only get bonuses when crafting from memory, to avoid the ability to simply use a disk a few times for a super weapon, then sell it back to someone.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Aquillion on July 20, 2015, 07:49:31 pm
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...
Title: Re: Caves of Qud: Now in Open Beta
Post by: Tnx on July 20, 2015, 11:12:38 pm
I ran across an antelope herd with one of them being a unique, he had a pair of gloves for trade named "Icy Vapor" which seems to freeze enemies on hit.  The gloves were valued at zero though, I'm guessing that's a bug?
Title: Re: Caves of Qud: Now in Open Beta
Post by: Beggars` Sect on July 21, 2015, 03:43:15 am
The steam files are DRM free. Copy and run them anywhere.

Well, I`m not on Steam. Plus would like to buy it again (donated before).

This RPS write up is both pathetic and toxic by the way (also the comments below it). And this is supposed to be a site that "understands" niche games, yet here they show to be completely clueless. Funny thing is, Qud was one of my first roguelikes, and yet I found it very accessible - proper menu system, great feedback on cause/effect, amazing gfx and so on.

With coverage like this, who needs bad press...sad, really.
Title: Re: Caves of Qud: Now in Open Beta
Post by: rumpel on July 21, 2015, 04:57:12 am
Yeah, I found that RPS "review" quite disappointing, too. IIRC they commented more positively on less "accessible" games before - I'm not sure what happened there. But hey, all the 77 reviews it has gotten on Steam are positive! :D

Edit: Just got another stupid death. There was a sleeping slumberling and I was like "Oh yeah, he's sleeping, just walk by." - worked. When I came back I didn't walk turn for turn, but rather hit the walk right key for half a second to speed things up a bit - huge mistake! Suddenly I was reading "You died. Killed by slumberling." Well, fuck. It was skipping all the combat turns. I just arrived at the grit gate. :/
Title: Re: Caves of Qud: Now in Open Beta
Post by: Greenbane on July 21, 2015, 08:33:41 am
RPS misses the mark sometimes, tasking genre-unaware people to review games. It's not the first time Marsh Davies in particular takes on a game he doesn't seem inclined to understand (Alec Meer sometimes does it with strategy games, I think). In Caves of Qud's case, he doesn't appear to have the patience nor interest to learn the mechanics nor see past the interface. He'd likely hate Dwarf Fortress with a passion.

Reviewing a game like this might be passingly useful to average gamers without any particular interest in roguelikes, but I believe it's a methodology which does more harm than good. If I like a given genre and wanted to read a review of a game I might be interested in, I'd rather the reviewer could appreciate and tell me about its nuances.

At any rate, I don't know if it's accurate or not, but the review mentions a grind, which if existent should indeed never be combined with permadeath. Progress in roguelikes isn't supposed to be slow and grindy, considering you can die at any moment. But I won't say anything further, without confirmation about whether that grind exists.
Title: Re: Caves of Qud: Now in Open Beta
Post by: rumpel on July 21, 2015, 08:36:53 am
I don't really know what he refers to as I didn't expierence any grind (yet?). Also, I didn't see anybody else complaining about "grind" either.

There's a (huge) discussion on reddit about the review: https://www.reddit.com/r/roguelikes/comments/3e1hgu/rock_paper_shotgun_reviews_caves_of_qud/
Title: Re: Caves of Qud: Now in Open Beta
Post by: cerapa on July 21, 2015, 08:42:01 am
I have done a bit of grinding when trying out builds that are really weak at the start. But just a few crocs in the swamp to get a few early levels.

Honestly, a lot of his problems seem to stem from the fact that he didn't know how to go to the overland map. The animals around are a lot more dangerous than snapjaws, so he assumed that he wasn't leveled up enough to do anything.
EDIT: Plus the fact that he couldn't figure out that * signified his main hand.
EDIT2: And instead of upgrading his mutations, he instead saved them up and bought phasing.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Retropunch on July 21, 2015, 09:30:45 am
I would second making the first quest/what to do initially more obvious and understandable. CoQ is pretty unique as far as RLs go in terms of being an open world - most are very linear and as such, I think it's really worthwhile ramping up the initial directions.

Many players say the rust cave quests are the first ones to attempt - so perhaps the quest to fetch the knicknack should be pointed out to the player first. This could be given even right at the very start?

I don't think this would hurt the game at all, but it'd certainly help newer players to the genre find their feet.
Title: Re: Caves of Qud: Now in Open Beta
Post by: forsaken1111 on July 21, 2015, 09:34:36 am
Hm, I've always gone to red rock first.
Title: Re: Caves of Qud: Now in Open Beta
Post by: cerapa on July 21, 2015, 09:38:16 am
Same here.

Rustwells always seemed harder.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Mephansteras on July 21, 2015, 10:30:10 am
Same here.

Rustwells always seemed harder.

Me too. I usually find nastier enemies down in the rustwells then I do RedRock, although you can get a nasty surprise at either if the game is feeling cruel. Or kind, in a way. I once beguiled a Salt Hopper I found in one of those two places. Made for a pretty easy run until I died to something moronic. A Jilted Lover, or somesuch.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Fniff on July 21, 2015, 11:08:06 am
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: forsaken1111 on July 21, 2015, 11:10:48 am
"Fetch me five rat tails from yonder basement!"
Title: Re: Caves of Qud: Now in Open Beta
Post by: ConsUme on July 21, 2015, 11:31:06 am
So... the game is out in early access... for $9.99 okay I can handle that...

Wait the ASCII version is still free?

I'm confused?
Title: Re: Caves of Qud: Now in Open Beta
Post by: rumpel on July 21, 2015, 11:33:10 am
Yeah, there's an outdated ASCII version still available for free download. You can play ASCII with the Steam version too, btw.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Ehndras on July 21, 2015, 02:40:31 pm
Aww, damn. 9.99. I'd love to play CoQ, but i'll have to wait a few months til my financial situation improves and I actually have a functioning bank account. Is there any gameplay difference between the Steam and standalone ASCII versions?
Title: Re: Caves of Qud: Now in Open Beta
Post by: Beggars` Sect on July 21, 2015, 02:46:39 pm
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.

I believe that biggest help to newbies would be more decent coverage in press (and of course in the manual/webpage too) regarding what roguelikes really are and how to approach them. Hint: they`re not CRPGS (despite all the similarities) and shouldn`t be expected to behave as such. What would be the point of an "easy" quest as suggested above, if later on game goes back to "normal"? Only more frustration (also for the non-newbs, I get this in TOME a lot having to slog through super easy first dungeon). And if you start tinkering with the game proper you might as well go and write a CRPG.

What I`d tell the new players would be to try and change their mindset and understand the rules - otherwise they will never enjoy a true RL. So, stop being attached to "you" as your precious character, after it bites the dust hit the Random Creation and watch another poor sod`s story unfold. Embrace the permadeath and enjoy the tension plus new found urgency to do things right, instead of sleepwalking through some scripted battles. Learn to retreat...when was the last time you had to do it in a CRPG? Probably never - plot won`t advance. And so on and on...

As for Qud itself, there`s no grinding unless you want to. First quests can be tricky, especially with more esoteric characters, but that`s whats it`s all about - ADOM is similar. Anyway, usually these weak at start kick butt later on.

The only "problem", (similarly to ADOM again and most RLs with an overworld) is the repetitive nature that might seem to some as an excuse in calling for ability to save. Randomizing the overworld would help in a way but...with Qud`s level of complexity there`s never a dull moment anyway, so why bother?
Title: Re: Caves of Qud: Now in Open Beta
Post by: Witty on July 21, 2015, 05:22:28 pm
I've never had to grind a character. I think some people just have a different idea of exactly what kind of game Qud is striving to be.

Having played quite a bit following the initial steam launch - I really have only two major complaints.

Firstly, the sidebar message reel isn't very good. It's very clunky, and it's pretty damn hard to tell what exactly is going on, and when it happened. Not to mention you can never go back and read old messages (AFAIK) once new messages crowd out their place - so figuring out why you're suddenly on fire or something means you basically have to guess. Having a DF-style report screen, I feel, would greatly help this issue.

Secondly, I personally feel the surface world is waaaay overcrowded with hostiles. I was walking through the hills near the rust wells in travel mode - got lost  - and suddenly found myself surrounded by pretty much everything, all trying to kill me and only me. A squad of those hill hermits, snapjaws, baboons - just everything. I died obviously, but it really did feel kinda cheap to me. Literally every screen I ran too was just littered with these guys. I firstly don't think it makes much sense for all these critters to be allied with one another in the first place, and I definitely don't think they'd all be living in such close proximity to each other in such high numbers. Spread out their populations a bit.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Dostoevsky on July 21, 2015, 05:51:04 pm
Is there any gameplay difference between the Steam and standalone ASCII versions?

As I understand it, the patchnotes here (http://steamcommunity.com/app/333640/discussions/0/530646080848194826/ (http://steamcommunity.com/app/333640/discussions/0/530646080848194826/)) are currently only for the 10 buck version, but unormal has suggested (possibly in this very thread) that the free version will also be updated in time. In the end, the key differences will be tiles/sound/music (and the latter two are not yet in the steam version).  Not 100% sure that my memory is correct there, but that's what I remember.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Mephansteras on July 21, 2015, 07:27:39 pm
(https://img.ie/images/2015/07/22/85da5364e1554fd21520bc1722f13e11.jpg) (https://img.ie/image/gkF)

I....just....unormal, this faction system....
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on July 21, 2015, 07:28:19 pm
(https://img.ie/images/2015/07/22/85da5364e1554fd21520bc1722f13e11.jpg) (https://img.ie/image/gkF)

I....just....unormal, this faction system....

Blame Jason, I'm just trying to make it stop crashing. ;)
Title: Re: Caves of Qud: Now in Open Beta
Post by: Mephansteras on July 21, 2015, 07:45:21 pm
Ah. Well, hilarious in any case. :)
Title: Re: Caves of Qud: Now in Open Beta
Post by: forsaken1111 on July 21, 2015, 07:45:39 pm
Oh god my sides
Title: Re: Caves of Qud: Now in Open Beta
Post by: BigD145 on July 21, 2015, 09:30:38 pm
Why don't the crabs like me? I just keep telling them they have cancer.
Title: Re: Caves of Qud: Now in Open Beta
Post by: blackmagechill on July 21, 2015, 10:54:53 pm
It also leads to one of the funniest bugs in the game, where Ulraig the warden is hated by the zealot or Mehmet and then clobbers them when they try to fight him over tricking their faction out of their fresh water or whatever.
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on July 21, 2015, 11:50:13 pm
[SteamQud July 21, 2015]
*Moved every remaining event to the event pooling system. What could go wrong?
*Fixed a really stupid memory leak with the event pool, sheesh.
*Fixed a really insidious bug where silent & cancelled flags wouldn't always get properly reset in event pool events
*The ammo magazines of clone's missile weapons should properly have their contents cloned instead of referenced from the source object. This probably didn't entirely break the object copying system.
*Clones now wait for their entire body to finish materializing before trying to equip stuff. This also probably didn't entirely break the object copying system. Seriously no-one caught this bug in 11 years?
*Updated pathfinding to no-longer allocate as much garbage on the heap. This probably didn't entirely break pathfinding.
*Farmer's daughters are now slightly less captivating.
Title: Re: Caves of Qud: Now in Open Beta
Post by: UristMcDwarf on July 22, 2015, 12:00:45 am
i'm interested in this hilarious faction system

tell me more
Title: Re: Caves of Qud: Now in Open Beta
Post by: forsaken1111 on July 22, 2015, 04:29:36 am
i'm interested in this hilarious faction system

tell me more
Did you read above? Insects hate him for not admitting them to the local library...
Title: Re: Caves of Qud: Now in Open Beta
Post by: Fniff on July 22, 2015, 07:46:58 am
Antelopes like me!
Thanks, antelopes, I like you too.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Il Palazzo on July 22, 2015, 07:51:20 am
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. :(
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on July 22, 2015, 08:13:33 am
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. :(

That's just a bug if so.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Mephansteras on July 22, 2015, 09:28:11 am
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Nighthawk on July 22, 2015, 11:49:07 am
*Farmer's daughters are now slightly less captivating.
This amuses me.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Rooster on July 22, 2015, 12:08:57 pm
Last I played this game was 4 years ago or something like that.

That was back when injectors permanently boosted stats to mutants. I also discovered a bug where you could get the points for a disadvantage and then lose the disadvantage and keep the points.

Right now I have a character on level 22 that's pretty much invincible.

Dedicated Esper, didn't put many points in ST or AG, and only 14 IN to start with.

The game is pretty much a cakewalk when you know what you're doing. I have about 1000-2000 water and no way to spend it.

I always play the game a certain way, and it leads to more or less smooth sailing until Bethesda Susa (at least with mental mutants, gonna try to play a True Man next for the cybernetics)

It goes like this:

Talk to argyve, get a level.
Walk down the hidden stairs in the pool NW in Joppa for free 50 xp
Go down to the marshes and kill glowfish, glowpods and giant dragonflies. Each gives 10 - 25 exp and none of them fight back.
Grind to level 4, level 3 if you're feeling ballsy.
Get the red wire or do the girshling quest, either is fine and about the same difficulty
Travel to Grit Gate
Go south east, grind on madpoles until level 14-15.
Talk to Indrix, go north, by the time you reach Mamon you'll be level 18
Laugh at Mamon. He's pretty weak against mental mutants.
Keep the prism
???
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Greenbane on July 22, 2015, 01:00:10 pm
Hmm, random question: does the player's sprite/tile change or is it always the same regardless of mutations, powers, etc.?

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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Nighthawk on July 22, 2015, 03:54:25 pm
Hmm, random question: does the player's sprite/tile change or is it always the same regardless of mutations, powers, etc.?

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.
Pretty sure Photosynthetic Skin changes your default color to green. Apart from that I'm not sure.
Title: Re: Caves of Qud: Now in Open Beta
Post by: rumpel on July 22, 2015, 04:29:30 pm
I started with a different icon on my gunfighter than I did with my usual 4 armed axe wielder. So maybe the background (Marauder etc) each has a different icon.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Aquillion on July 23, 2015, 01:01:51 am
Keep the prism
???
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.
Doesn't the prism murder your willpower, making all your mutations take much longer to cool down?

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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Aquillion on July 23, 2015, 02:08:50 am
[SteamQud July 5, 2015]
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'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.
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: forsaken1111 on July 23, 2015, 06:58:29 am
Oh is that what's going on? I just thought burgeoning was complete shit because the plants were hostile to me. Heh
Title: Re: Caves of Qud: Now in Open Beta
Post by: Generally me on July 23, 2015, 12:44:26 pm
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
Title: Re: Caves of Qud: Now in Open Beta
Post by: Arcvasti on July 23, 2015, 01:10:08 pm
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.

Esper is my personal favourite because of all the neat things it lets you do. Usually Force Wall + Pyro/Cryokinesis with another single target ability thrown in[Light Manipulation or Sunder Mind will do the trick, although the latter requires you take a mental disadvantage, all of which are annoying]. If you're going Esper with mental mutations, you'll need maxed Ego and Willpower and decent Constitution. Ego gives your mental mutations extra effective mutation levels, which means you can put mutation points normally used for leveling your mutations into getting MORE mutations[This is why you take the Esper trait, to make sure all mutations gained this way are mental mutations].

True men are trickier to do right, because they give up neat mutations in exchange for more stat and skill points, which means you have to get a lot of mileage out of all your extra skills and stats. Generally using firearms or tinkering is the best way to do this and I don't have nearly as much experience with those builds.

As far as general advice goes:

Get yourself up to level 5ish before doing any of the starting quests. Don't mess with Equiwhatevers unless you have a safe way of killing them. Salthoppers are nasty, sprint away from them as fast as you can. Don't get surrounded by anything, no matter how pathetic they are, lots of weak enemies with the Swarmer ability can become deadly in groups. Don't mess with the Elder or the Warden in the starting village, the former is a powerful Esper who fucks with your interface and the latter can stunlock you to death easily. The Zealot is fair game and you can freely loot all of the houses as long as you close the door first. There's some good stuff in there and you can easily find enough artifacts in there to go up a level from that one guy's tinkerer quest thingy.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Aquillion on July 23, 2015, 02:32:06 pm
Oh is that what's going on? I just thought burgeoning was complete shit because the plants were hostile to me. Heh
Yeah, 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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: MrWillsauce on July 23, 2015, 02:35:12 pm
When you recruit allies with Beguiling or Proselytizing, they seem to move really slowly and it's annoying.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Il Palazzo on July 23, 2015, 02:52:35 pm
Bug: Recycling suit doesn't seem to work.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Mephansteras on July 23, 2015, 03:40:54 pm
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.

Warden is good. For a nice easy starting build I'd go with average stats all around, and Regeneration, Light Manipulation, and maybe Electrical Generation. Gives you some nice combat mutations and the ability to ditch the torch. Having a proper Shield or secondary weapon is quite handy at the start. Beguiling can be nice as well, since you can charm various critters into following you and being meat shields.

Oh, and get a ranged weapon. Gun if you can, bow if not. Always attack wall plants at range unless you have no choice. The possible damage & effects from them isn't worth it and they can't hurt you at range.

Also, if you step on a young ivory STOP and heal before doing much else (unless you're in combat). Regeneration will save you from the bleed but you can be badly hurt and easy prey to whatever else you run into. In fact, a good rule of thumb early on is to always rest up and heal before moving on to new rooms. It is easy to die if you're below green health no matter how effective you are in combat.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Generally me on July 23, 2015, 05:30:00 pm
Thanks for the advice. I haven't actually tried anything other than melee orientated class so thanks for the tips. Also I've found that salt hoppers are really good to level up on. I just hit them a few times, run away and rinse, repeat. Then when they die I instantly level up.
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on July 23, 2015, 07:31:12 pm
[SteamQud July 23, 2015]
*More garbage carnage for the heapgod
*Added a memory-usage check & warn that will show a warning as you approach 3gb of memory use, so you can save and relaunch the game, instead of heap crashing
*Reduced a pretty horrifying amount of heap thrash on the inventory screen
*Added some more tiles
*Fixed Sunder Mind's damage scaling past level 10
*Fixed a few player-self-hostility bugs
*Fixed pig tile
*Save management now support "D" for delete as well
Title: Re: Caves of Qud: Now in Open Beta
Post by: Aquillion on July 23, 2015, 08:12:46 pm
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
Play 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.

Good mutations for escape options include:

* Sleeping gas (it doesn't affect everything, but it's wonderful against the stuff it affects.)
* Force Wall (use it to wall off dangerous things so they can't reach you.)
* Force Bubble
* Teleportation
* Phasing

Good mutations for offense include:

* The burning / freezing hand mutations
* Light manipulation
* All the stinger mutations.
* Electrical generation
* Sunder mind
* Pyro / Cryokinesis

Also, it might help to play an apostle and use Proselytize to ensure you always have a companion.  It works on almost everything.  Watervine farmers are pretty good companions early on.

When you encounter a new enemy, look at them to see how tough they are.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Aquillion on July 23, 2015, 09:06:16 pm
In the most recent version, at least in icon mode, pyrokinesis / cryokinesis are causing some very weird graphical distortions to all characters to the right of the field (they make it flicker to the left and display the characters rather than the icons.)

My character had high-level clairvoyance capable of revealing the whole map.  Not sure if that had anything to do with it (I was testing the changes to Sunder Mind when I came across this, so I cheat-leveled the character to level 25.)
Title: Re: Caves of Qud: Now in Open Beta
Post by: Witty on July 23, 2015, 11:02:24 pm
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on July 23, 2015, 11:04:07 pm
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. I've got some bug where turns aren't incrementing properly, I'd really like a log if someone can reproduce that.
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on July 23, 2015, 11:09:41 pm
Nevermind, have it resolved. Fix going up in a minute.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Witty on July 23, 2015, 11:12:24 pm
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on July 23, 2015, 11:13:22 pm
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.

A patch a minute for us badcoders.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Il Palazzo on July 24, 2015, 05:29:58 am
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).
Title: Re: Caves of Qud: Now in Open Beta
Post by: Generally me on July 24, 2015, 05:59:11 am
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).
I also want to know this
Title: Re: Caves of Qud: Now in Open Beta
Post by: Greenbane on July 24, 2015, 06:32:46 am
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).

If the game has no DRM, then you might be able to copy it to a different location in your computer, and it'd never be updated there.

Steam has otherwised disabled the ability to disable updates.
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on July 24, 2015, 08:55:23 am
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?
Title: Re: Caves of Qud: Now in Open Beta
Post by: Il Palazzo on July 24, 2015, 09:08:49 am
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on July 24, 2015, 09:09:41 am
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.

C:/Users/<username>/AppData/LocalLow/Freehold Games/CavesOfQud on windows.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Generally me on July 24, 2015, 11:45:52 am
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Mephansteras on July 24, 2015, 11:47:10 am
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.

Well, it is a rogue-like. :)
Title: Re: Caves of Qud: Now in Open Beta
Post by: RoguelikeRazuka on July 24, 2015, 12:12:27 pm
Hey. I managed to finish the first quest to Red Rock. For my second time. Where should I head for now?

PS why is this roguelike so popular? Haven't find anything awesome in it by this far.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Mephansteras on July 24, 2015, 12:26:34 pm
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.

Rustwells is next for the Argyve (sp?) quest. After that I usually hit up Rust Gate before moving on.

As for why it's so popular...well, it's the combination of things. The wide variety of mutations/abilities, the setting, the tinkering system...it's just fun. *shrug*
Title: Re: Caves of Qud: Now in Open Beta
Post by: Generally me on July 24, 2015, 12:30:33 pm
I like the descriptions of stuff and trying to get advanced technologies.
Title: Re: Caves of Qud: Now in Open Beta
Post by: RoguelikeRazuka on July 24, 2015, 01:14:12 pm
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, readily ripping my ring mail either.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Arcvasti on July 24, 2015, 01:33:41 pm
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.

Mostly the mutation and tinkering systems. They're hella cool. Everything else ranges from neat to "just there".
Title: Re: Caves of Qud: Now in Open Beta
Post by: Ehndras on July 24, 2015, 02:00:04 pm
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.

Kill everything you can and, like all roguelikes, EXPLORE! I've only completed Rust Well and Red Rock and I already have a combined armor of 5, dodge of 19, and wield two buffed versions of those blue metal weapons (axes, in my case), I forget what its called.

I found some elastyne gloves that give me 2 dodge and +1 agility, and a bunch of other armors with interesting stats, and I'm doing pretty damn well for myself so far. I even killed a unique creature in its lair. :) I guess its also just about luck, and picking the right class for your play style.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Witty on July 24, 2015, 03:12:38 pm
Bug: Recycling suit doesn't seem to work.

I can confirm this one. After dumping the initial collection of water (8 drams I think?) into one of my waterskins, the suit never refills. Could just take a really long time to refill, but I'm fairly certain it filled up a lot quicker before I had dumped the water.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Gunner-Chan on July 24, 2015, 03:18:16 pm
PS why is this roguelike so popular? Haven't find anything awesome in it by this far.

This is honestly something I've been trying to figure out myself. I remember quite liking this game once upon a time but now it feels... Dull and stale when I try it. I don't really understand why myself.

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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Greenbane on July 24, 2015, 04:41:36 pm
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.

Who said anything about fake difficulty? As for frustration, different people have different thresholds.
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on July 24, 2015, 04:45:21 pm
Try Sproggiwood on Savage if you want a challenging roguelike that's 180 degrees from old-school lack of accessibility and playstyle, without being easy.  ;)
Title: Re: Caves of Qud: Now in Open Beta
Post by: Gunner-Chan on July 24, 2015, 04:53:06 pm
Well to be fair I don't know if qud actually suffers from that myself. As I can't really make myself devote time to it at the moment. Just saying that in general. Doing or not doing something because "it's a rogue-like" is honestly a bit of a trap.

Compare like crawl to nethack and how the latter almost needs spoilers or multiple runs just for the sake of probing the games mechanics compared to the formers readability and feedback based systems and progression. One of those has fell into the trap and one hasn't.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Graknorke on July 24, 2015, 04:59:07 pm
Is it really fair to say that Nethack fell into any trap, given that it's to my knowledge the first roguelike that really really took off?
Or Hack was anyway, from which Nethack is directly derived.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Aquillion on July 24, 2015, 07:02:01 pm
As I recall, Linley specifically designed the original version of Crawl to basically be the anti-Nethack in that respect -- lots of new interesting spells (whereas most of Nethack's spells were just scroll / wand effects dating all the way back to Rogue), little to no need for spoilers, etc.

Between the two I do think Qud is closer to Crawl than Nethack, though.  The main thing you have to learn is which enemies are dangerous, and even then, it does have a vague danger readout.  There's nothing comparable to Nethack's ridiculous identify-ring-with-sink or scribe-elbereth-everywhere or know-exactly-what-to-wish-for tricks.

(There is the backdoor to the cave leading to Red Rock, I guess.  Personally I would prefer making that explicitly visible and having the questgiver direct you to it, as I said above -- I think that for new players, it's a better introduction to the game, since it delays the random variance of overworld travel a bit and lets them encounter the stone-throwing monkeys in a cave where they're less likely to be instantly swarmed.)

Another thing I think Qud would really benefit from is the ability to see the skill screen during character generation (when picking your attributes, in particular.)  Maybe even give players a few skill points to spend then, and make it an entire character generation step?  They can save the rest for after the game starts or something.  The issue is that the attribute cutoffs for skills are hugely important (especially for True Men), and there's no real way to know them in chargen without memorizing them.

The game plays fair in a lot of ways, though.  Golgotha is pretty nasty, but you have a recoiler by the time you go there...  maybe there could be slightly more signposts for dealing with Glotrot if you catch it (the bears could reasonably direct you to the mayor of Kyakukya for information on a cure, if you try to talk to one while in an advanced stage of infection); that's the most "guide-dang-it" thing in the game at the moment, I think, since finding the cure mostly depends on you having visited Kyakukya and seen the book before.

(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 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.

(Hrm.  That's something else worth maybe making clear to new players, but I'm not sure how.)

Better armor sometimes appears at the shop in the first town, too...  or you can travel to the mushroom village past the mountains to the east, although the quest there is harder than Grit Gate, and you're not sure to find anything better there.  Also, remember that the shops restock after a while, so you should check regularly.  Remember to get boots, gloves, and a helmet, too.

If you're a mutant, you should try to pack a powerful attack mutation like the burning / freezing hands, the stinger mutations, light manipulation, sunder mind, and so on.  Alternatively, you can bring an escape option like teleportation, force wall, force bubble, or sleep gas generation.

Some skills help, too, especially proselytize (you can bring an ally or try to proselytize attacking enemies), intimidate, and menacing stare.  The shield tree is very good for melee characters if you have very high strength and enough agility to take all the agility options (I think you only need 17 agility?)

Also, it's a good idea to have decent toughness (at least 18), and to always rest until fully healed.  A chitinous puma shouldn't be able to one-hit an 18-toughness character at full health unless you're severely underleveled.

(The need to pick your stats might also make Qud a bit more intimidating at first compared to other roguelikes, thinking about it.  People with a lot of tabletop game experience will understand that everyone needs decent toughness and that you probably want to max one attribute as high as possible, but not everyone will.  Maybe the game could offer a few premade templates to help you learn the game or to let new players get into it quickly -- maybe even combine that with letting people save their own new templates?  Hm.)
Title: Re: Caves of Qud: Now in Open Beta
Post by: guessingo on July 24, 2015, 08:01:00 pm
Is there a list of features the steam version adds?
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on July 24, 2015, 08:02:08 pm
Is there a list of features the steam version adds?

The patch notes are the main comprehensive list at the moment: http://steamcommunity.com/app/333640/discussions/0/530646080848194826/
Title: Re: Caves of Qud: Now in Open Beta
Post by: Gunner-Chan on July 24, 2015, 08:12:57 pm
(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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Greenbane on July 24, 2015, 08:54:18 pm
(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.

Space Marines are far from "True Kin", if that gives you any comfort. Genetic engineering is just controlled mutation.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Fniff on July 24, 2015, 08:56:04 pm
Although I love playing True Kin, it'd be nice if they had their own thing going on to mirror mutations. I dunno, maybe traits or being able to purchase equipment.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Arcvasti on July 24, 2015, 09:14:34 pm
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: UristMcDwarf on July 24, 2015, 10:14:19 pm
just now picked up the game, it's really good

fuck all types of plants, though.
Title: Re: Caves of Qud: Now in Open Beta
Post by: beorn080 on July 24, 2015, 10:45:30 pm
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on July 25, 2015, 12:38:38 am
*Changed the RAM warning to be incremental, only warning each time after 500mb more memory is gobbled up, so you can keep going if you're brave or annoyed or don't really care
*Upped the initial warning level to 2gb from 1.5gb
*A few small content tweaks and spelling fixes
*Fixed an unnecessary allocation during main menu rendering

So hopefully this patch will get the play experience cranked down to the point where it's fun for everyone and noone's losing games to crashes, so I can spend the weekend putting the screws down on the leaks themselves.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Aquillion on July 25, 2015, 02:12:09 am
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.

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.
Fair warnings:

First, Cybernetics only become available very late in the game (near the end of the current main plotline.)

Second, they're generally much weaker than mutations.  Of the available cybernetic upgrades, I'd say only one of them would qualify as more than a one-point mutation, and it has significant drawbacks that will mean it's not usable for some characters.  I'm not even sure whether you're guaranteed to be able to get any cybernetics at all.

Spoiler (click to show/hide)


As far as other options go...  there was some talk of a trait or perk system, though my understanding is that both True Kin and Mutants would have access to it.  That was ages ago, though, so I don't know what the plan is today, if anything.
Title: Re: Caves of Qud: Now in Open Beta
Post by: UristMcDwarf on July 25, 2015, 06:02:02 am
Proselytize never seems to work for me, even as a high ego Priest of All Suns. Is there certain targets that are immune?
Title: Re: Caves of Qud: Now in Open Beta
Post by: Edmus on July 25, 2015, 08:10:13 am
PTW
Title: Re: Caves of Qud: Now in Open Beta
Post by: SharpKris on July 25, 2015, 09:25:54 am
just died of hunger after finishing all the vinewafers.
shouldnt merchants restock food atleast?
Title: Re: Caves of Qud: Now in Open Beta
Post by: Witty on July 25, 2015, 10:00:54 am
just died of hunger after finishing all the vinewafers.
shouldnt merchants restock food atleast?

They do. Merchants will restock all their wares after some time. Vinewafers are just a very light food item, and you'll go through them rather quickly.
Title: Re: Caves of Qud: Now in Open Beta
Post by: forsaken1111 on July 25, 2015, 10:02:30 am
just died of hunger after finishing all the vinewafers.
shouldnt merchants restock food atleast?
Get butchery and kill bears, pigs, etc. You get tons of food.

Or eat corpses.
Title: Re: Caves of Qud: Now in Open Beta
Post by: RoguelikeRazuka on July 25, 2015, 10:16:20 am
How can I gather some eatable fruit?
Title: Re: Caves of Qud: Now in Open Beta
Post by: forsaken1111 on July 25, 2015, 10:17:17 am
How can I gather some eatable fruit?
Harvestry skill, use it on watervines and various types of trees like the starapple tree
Title: Re: Caves of Qud: Now in Open Beta
Post by: Ehndras on July 25, 2015, 10:22:26 am
I typically kill dragonflies and eat their corpses. I've eaten a surprising number of strange corpses, and to no ill-effect.
Title: Re: Caves of Qud: Now in Open Beta
Post by: beorn080 on July 25, 2015, 10:42:35 am
So, the watervine swamp are no longer completely safe to just wander and explore, however, the potential rewards for doing so successfully are far higher. I just killed a rare enemy group, ended up with 6 chem cells, a lightsaber, a solar cell, two urberrys, and 5 sphinx salt injectors. In the watervine swamp.
Title: Re: Caves of Qud: Now in Open Beta
Post by: puke on July 25, 2015, 12:14:29 pm
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Arcvasti on July 25, 2015, 01:17:18 pm
I typically kill dragonflies and eat their corpses. I've eaten a surprising number of strange corpses, and to no ill-effect.

Yeah, unlike many roguelikes, eating insect corpses doesn't poison you. Snapjaw corpses give very little nutrition, but most everything else is fair game.
Title: Re: Caves of Qud: Now in Open Beta
Post by: chaoticag on July 25, 2015, 02:36:58 pm
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Aquillion on July 25, 2015, 03:48:25 pm
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.
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.

Aside from that, as far as I know, nothing is immune (I assume it doesn't work on robots, but I never tried it.)  It works on snapjaws, pumas, oozes, major NPCs, and just about anything else.  I usually play mutants with maxed Ego, and it is fairly reliable as long as the target isn't above my level -- not 100% reliable, but I can walk up to a hostile enemy and have a decent chance of getting it on my side.

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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Aquillion on July 25, 2015, 03:57:12 pm
Also, indiegames.com (http://indiegames.com/2015/07/caves_of_qud_roguelike_you_mea.html#more) has covered Qud.
Title: Re: Caves of Qud: Now in Open Beta
Post by: puke on July 25, 2015, 08:15:41 pm
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: forsaken1111 on July 25, 2015, 08:41:10 pm
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.
isn't there a dollars symbol on the trade screen?
Title: Re: Caves of Qud: Now in Open Beta
Post by: puke on July 25, 2015, 08:47:51 pm
I suppose "made a mistake" should include "didn't pay enough attention to the game to know what they were trading in"
Title: Re: Caves of Qud: Now in Open Beta
Post by: Roundabout Lout on July 25, 2015, 11:27:21 pm
Yeah, I don't really expect much from indiegames.com anymore, that's sort of par for the course.

Major props to the devs, I've always liked Qud, but the new graphics really tie it all together for me.
New. Favorite. Game. Period.

Keep it up guys, I can't wait to see what this will develop into.
PTW
Title: Re: Caves of Qud: Now in Open Beta
Post by: RoguelikeRazuka on July 26, 2015, 11:07:04 am
I guess I have been bloody successful so far! Mine is 9 lvl. He was able to get a laser rifle somehow. My question is what items tend to go rusted? And where can I find some energy cells to charge up my laser rifle and flame dagger? What place is safe enough to store my stuff in?

PS I probably ought to cease playing immediately, otherwise being rapt and reckless I'm going to lose again...
Title: Re: Caves of Qud: Now in Open Beta
Post by: Aquillion on July 26, 2015, 11:11:12 am
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.

I find the easiest place to get them is by pulling them out of elemental weapons used by other people, though.  They look like trinkets until identified.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Piotrhabera on July 26, 2015, 01:00:57 pm
Are there any diffrencess between FREE ASCIII version & PAY steam graphical version? (expect tiles) I meant additionall content that is unavilable for the free version
Title: Re: Caves of Qud: Now in Open Beta
Post by: beorn080 on July 26, 2015, 01:19:38 pm
Are there any diffrencess between FREE ASCIII version & PAY steam graphical version? (expect tiles) I meant additionall content that is unavilable for the free version
There 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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: guessingo on July 26, 2015, 01:29:32 pm
I looked at the changelist on steam. It looks like odds and ends. Do you have a specific direction you are taking the development? How much different is the steam version from the free one?

Onemore stupid question. WHen I use my steam application and I search for caves of qud it doesn't show up. I think because its in Greenlight. There used to be a way to click on greenlight on the main page. Its gone. I can find it when I google search but I want to navigate in the steam application. Anyone know?
Title: Re: Caves of Qud: Now in Open Beta
Post by: puke on July 26, 2015, 01:42:06 pm
From following unormal on the twitters, it sounds like there is a lot of memory cleanup going on to make the game more efficient and run better under unity.

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.

It sounds like there are also a bunch of bug fixes.  I am understanding that there is a roadmap for additional features and content, but those are not yet being worked on.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Aquillion on July 26, 2015, 07:28:39 pm
I have discovered the most amusing exploit ever.

Eater's Nectar Injectors are ultra-rare things that increase your stats permanently (by the way, does anyone know where to get Arsplice Seeds?)

A Booster Gun can be loaded with one injector, which it fires to hit an enemy.  You can get them from certain robots in Bethesda Susa, although it's not easy (I think the easiest way is to use the axe skills to dismember them and hope they drop it.)

Temporal Fugue duplicates get copies of anything you're equipped with, including ammo.  You can probably see where this is going now, but...

You can load an Eater's Nectar Injector into a Booster Gun, then equip it and use the Temporal Fugue to produce duplicate of yourself, then stand between them and the enemy.  Occasionally, they will shoot you with their booster guns by accident, giving you a permanent stat boost or mutation point, without using up any permanent resources.  You can repeat this as often as you have the patience for.

(In practice it is much harder to exploit than it seems -- the duplicates were not cooperative when I did it.  But I managed to get them to hit me a few times, and it does work.  I tried it with Evil Twin, but sadly they didn't seem interested in using the booster guns to attack -- though maybe it was because I was too close to them?  Hrm.  Maybe with a way to force some sort of distance, like force bubble.)

I don't actually feel this needs to be "fixed".  It's incredibly obscure and requires combining a lot of different things in an odd way; you have to have Temporal Fugue and the axe tree, and you also need an Eater's Nectar Injector -- not easy to find.  And at the end of the day, if someone wants to exploit such a bizarre combination of stuff, it's not really game-wrecking.  But I found it amusing enough to mention it here.  In theory, you could use this to get the benefit of any injector, although you'd risk being hit by more than one copy and suffering side-effects (not a problem with Eater's Nectar Injectors, which take effect immediately.)


An unrelated bug, maybe related to the cloning changes recently:  I put an Eater's Nectar Injector in my thrown slot as a test, then used a cloning drought to clone myself, then used Domination on the duplicate.  When I tried to unequip the injector, it was treated as if it was on the ground, not in my hand -- there was no option to unequip it, but there was an option to 'get' it.  Getting it and then using it somehow resulted in me still having an injector in my inventory, which I could equip and use again repeatedly.  I think the bug here affects all thrown items equipped by clones, or something of that nature.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Kaitol on July 27, 2015, 01:58:54 am
*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*

*is confused, because the last time an Artifex went down there they were immediately gangbanged by a snapjaw brute and two hunters surrounding the stairs*

I know newbie hazing is in fashion, but that seems a bit cruel nonetheless.

Title: Re: Caves of Qud: Now in Open Beta
Post by: Arcvasti on July 27, 2015, 12:00:37 pm
*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*

Only reason I ever use that tunnel is for the instant 50 xp it gives you for going down it. I've had a couple games where I wandered around in the deep dark caverns below Qud as a means of "safe" and "easy" transport to dungeons and I am never going down there again if I can help it. Wandering around in the dark and damp with no idea where the hell I'm going doesn't become that much more fun when I don't personally have to suffer through its consequences. DF's caverns in adventure mode are even worse.



On an unrelated note, the Asphalt Mines up near the top left of the map have pretty good loot. Tinkering scraps EVERYWHERE, minimum carbide level equipment and a decent amount of artifacts. More importantly, the enemies there aren't that much worse then normal underground giant bugs, with the exception of the one firebreathing pig enemy who is sort of annoying. I had to recoil to Joppa after the second level because I picked up so much stuff there.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Piotrhabera on July 27, 2015, 01:18:39 pm
Sadly, in my country 10 bucks is somewhat expensive (Given the fact I am in Poland, it costs around 40 PLN) I can indeed, afford it but i am saving my money for other investments, However, playing ASCII edition has gaven me enlightenment, I should one day buy it
Title: Re: Caves of Qud: Now in Open Beta
Post by: lemon10 on July 27, 2015, 01:34:43 pm
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Mephansteras on July 27, 2015, 02:22:38 pm
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.

I don't know...it seems level-based a bit. I've done a few runs comparing the two (the tunnel vs the overland entrance) and it seems to be about the same. By the time you've gone through one the other is pretty nasty, but they seem to be on par for starting out in the runs I've done. Which is only 4 so far, so take that with a grain of salt.

Biggest problem with the tunnel route is that it is a lot longer to actually get through since you're not skipping tiles. You do level a bit more before finishing the quest, but given that part of the reason to do the quest is to level faster with the bonus XP I'm not sure that's very helpful.

The loot down there is good, though, especially for True Kin.
Title: Re: Caves of Qud: Now in Open Beta
Post by: RoguelikeRazuka on July 27, 2015, 02:26:05 pm
Does Mehmet's dying of getting a deathblow from the warden (and thus not finishing his quest) affect the subsequent walkthrough drasticaly?
Title: Re: Caves of Qud: Now in Open Beta
Post by: rumpel on July 27, 2015, 02:39:12 pm
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Arcvasti on July 27, 2015, 03:38:04 pm
Does Mehmet's dying from getting a deathblow from the warden (and thus not finishing his quest) affect the subsequent walkthrough drasticaly?

Not really. Argyve's quest is the one which kicks off the main plot.
Title: Re: Caves of Qud: Now in Open Beta
Post by: forsaken1111 on July 27, 2015, 05:20:35 pm
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
Title: Re: Caves of Qud: Now in Open Beta
Post by: Crazy Horse on July 27, 2015, 05:27:28 pm
As an eager student of the origin of names I find it impossible to ever get along with the goat-man in Kayuka. The amount of times I've had to flee from that village..

Loving the new tileset though!
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on July 27, 2015, 05:59:32 pm
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.

Unity's garbage collector is also just trash and is dying with heap allocation exhaustion, so at first I'm just trying to eliminate those crashes.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Aquillion on July 27, 2015, 06:24:09 pm
I don't know, I always found the tunnel route easier if I have a decent build.  Since I wanted to try a non-Esper for once, I just went through it with an 18 str / 18 agi / 26 toughness / 18 int Watervine Farmer mutant with freezing hands, regeneration, night vision and spit slime, and nothing in there seemed to be a particular threat to me.  (I did get lucky and get an electric axe early on, but this is typical.)

I mean, of course it's not easy as an Artifex, but nothing is easy as an Artifex.  The last I checked, the basic advice for starting an Artifex is to kill glowfish for XP until you reach level 6 or something.  Being an Artifex is suffering.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Il Palazzo on July 27, 2015, 06:31:35 pm
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.

If you run out of food or water, or get too close to a dawnglider, just reload with a new character until you get lucky.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Greenbane on July 27, 2015, 08:45:41 pm
I've finally shelled out for the game. Looks like it deserves the support, and has the potential to grow into something even greater.

You might be hearing of my post-apocalyptic adventures soon!
Title: Re: Caves of Qud: Now in Open Beta
Post by: rumpel on July 27, 2015, 08:55:44 pm
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

Not that I know of. I took the same build I died before and I wasn't neutral with them then.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Arcvasti on July 27, 2015, 09:01:17 pm
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.

If you have freezing hands or force wall+ranged attack or something similar, you can kill equimaxes for oodles of XP. The tricky bit is not getting swarmed by a herd of them. You've gotta attack one where no other equimaxes can see you so they don't aggro you immediately.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Aquillion on July 27, 2015, 09:40:49 pm
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on July 27, 2015, 11:15:58 pm
Ok, Beta branch has a build that cleans up the event subsystem, the UI & zone building somewhat. I hope it helps the crashes some. :(

*Assorted memory management improvements
*Reworked UI to generate vastly less garbage
*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>
Title: Re: Caves of Qud: Now in Open Beta
Post by: Aquillion on July 27, 2015, 11:39:35 pm
A small feature suggestion:  Would it be possible to have the savefile description list your caste / profession instead of just "mutated human" or "True Kin?"  Maybe something like "Unormal the Apostle Mutant" or "Unormal the Syzygyrior" or the like.  Those are more specific -- at the moment, there are only two options, "True Kin" or "Mutated Human", which can make it hard to recall what a character was.  (Especially when using a random name, which you may not recall.)
Title: Re: Caves of Qud: Now in Open Beta
Post by: RoguelikeRazuka on July 28, 2015, 11:09:58 am
I have finally escaped from that damned 'secret' tunnel. You guys NEVER wander in it, unless you want to get lost and eventually die from starving. There were also some powerful beasts like robots, turrets and fire ants, by the way. Fortunately, I was lucky enough to gain 6 levels crawling around there and make my way out alive after all. So I'm of 10 lvl now, cool.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Aquillion on July 28, 2015, 06:15:06 pm
Oh yeah, that's the one really important thing about it.  Straight down until you find the river, then north along the river until you get to red rock.  Wander anywhere else and you might encounter much nastier enemies.
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on July 28, 2015, 09:35:59 pm
Pretty sexy build of Caves of Qud up on the Beta branch just now. I'm getting pretty happy with performance and GC behavior. I want to add save file versioning and then it's ready for the public branch, I think.
Title: Re: Caves of Qud: Now in Open Beta
Post by: RoguelikeRazuka on July 29, 2015, 07:57:16 am
Wow, I'm doing really well so far! Mine is a 17 lvl mutant with shell and freezing hands of 9 lvl and he is stuck at Bethesda Susa now. My question is what skills would you guys suggest to focus on? Currently I wield 2 carbide longswords and the carbin gained from the bears. I have invested some amount of skill points in Tinkering II(and dual-wielding as well, btw), but how will I benefit from tinkering? I haven't yet got lucky enough to gather powerful schemes of any kind. My stats equal or are slightly over 22 (except the two last ones, which even don't reach scores of above 14). One problem is that sometimes my char can't get through enemy's armour, he also misses quite frequently; these put him in danger especially when fighting those stone guys in Bethesda Susa's depths. How do I fix that?
Title: Re: Caves of Qud: Now in Open Beta
Post by: Il Palazzo on July 29, 2015, 08:14:32 am
For accuracy with swords buy as many sword skills as you can afford - each gives you a +1 to hit.
When fighting armoured opponents, consider switching to hammers.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Greenbane on July 29, 2015, 09:46:04 am
My first character is an Agility-focused Warden mutant. I've picked mutations which increase Agility and quickness, plus a paralyzing stinger.

I've only just started (level 4) and I'm doing okay, but I suppose it's not a particularly creative build so it's a bit dull.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Retropunch on July 29, 2015, 10:23:41 am
I absolutely love the new version - 10/10 definitely recommend. It's well worth the extra money, although I guess some might want to hold out until a few content based changes/additions are made.

On a different note, I just got one-shotted by a chaingun turret when entering the next screen :(

 
Title: Re: Caves of Qud: Now in Open Beta
Post by: Witty on July 29, 2015, 11:08:22 am
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Retropunch on July 29, 2015, 01:25:14 pm
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?
Title: Re: Caves of Qud: Now in Open Beta
Post by: Arcvasti on July 29, 2015, 01:32:31 pm
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?

Cold resist is important. This shouldn't be much of a spoiler since, IIRC, the bears tell you that anyways.
Title: Re: Caves of Qud: Now in Open Beta
Post by: RoguelikeRazuka on July 29, 2015, 02:16:58 pm
Hey. Is the creator hanging out here on the forum?

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.
Spoiler (click to show/hide)

Spoiler (click to show/hide)
Title: Re: Caves of Qud: Now in Open Beta
Post by: Retropunch on July 29, 2015, 03:00:12 pm
So as this is in development, I'd like to make a few suggestions for early game changes. One of the hardest bits for RLs to get right is the starting game, because even good players tend to have to go through it quite a few times.

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.

Quest order - Some sort of pointer of where to go first would be a good idea. Even if it's just a throw away phrase from Mehmet about how relatively peaceful the Southern Swamps are, it'd at least give the player some pointers.

bandages - Giving the player two or three bandages would be helpful for the odd bleeding injury that insta-kills a character.

Remove fish/non-able to attack creature xp Fish and other creatures not able to attack shouldn't really give XP. Even though it's not a lot, it shouldn't be a viable strategy to just hunt fish.

Really, my big gripe is the chests - it's a must, but it's also time consuming especially if you accidentally down a few characters in a short space of time.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Witty on July 29, 2015, 03:54:43 pm
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: RoguelikeRazuka on July 29, 2015, 04:22:41 pm
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on July 29, 2015, 08:32:38 pm
[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
Title: Re: Caves of Qud: Now in Open Beta
Post by: Witty on July 30, 2015, 02:40:56 pm
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.

But the game is still in beta, with a lot more content to come later. I'm sure more villages and such will be added in time, making in-depth interaction more viable. I'm just saying it's kinda odd to judge the game in its current state, since its current state is unfinished. IIRC, the newly added reputation system is supposed to be a launching pad for greater NPC interaction, so that's probably going to come in time as well.
Title: Re: Caves of Qud: Now in Open Beta
Post by: forsaken1111 on July 30, 2015, 02:53:02 pm
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
Title: Re: Caves of Qud: Now in Open Beta
Post by: beorn080 on July 30, 2015, 02:55:55 pm
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.

You don't even want to know how much loot you can get out of Grit Gate.
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on July 30, 2015, 03:00:03 pm
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: forsaken1111 on July 30, 2015, 03:23:44 pm
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on July 30, 2015, 03:32:42 pm
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.

We're gonna keep it closely held at the moment, we're still not sure quite what we're going to do with it, but we HAVE AMBITIONS(TM).
Title: Re: Caves of Qud: Now in Open Beta
Post by: forsaken1111 on July 30, 2015, 03:33:23 pm
No worries. I figured as much. :)
Title: Re: Caves of Qud: Now in Open Beta
Post by: RoguelikeRazuka on July 30, 2015, 04:12:29 pm
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?
Title: Re: Caves of Qud: Now in Open Beta
Post by: Retropunch on July 30, 2015, 05:44:06 pm
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.

I agree with this - I wouldn't mind it if there was some sort of consequence or whatever for stealing all there stuff, but at the moment it's basically just like an added bit of character generation. Build character, loot stuff, get initial missions. Whilst I don't think that Qud needs to be taken down to DCSS levels of lean - It just seems a bit redundant to have to keep on doing the same stuff on start.

My suggestion would be to either give the player a random assortment of stuff on start or buff all starting classes a little bit and take the chests out.
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on July 30, 2015, 06:25:35 pm
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?

Limb-aiming is probably not a priority, no. Finishing the main quest through is our top priority at the moment.
Title: Re: Caves of Qud: Now in Open Beta
Post by: MrWillsauce on July 30, 2015, 07:39:22 pm
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: ZeroGravitas on July 30, 2015, 11:24:48 pm
[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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on July 30, 2015, 11:28:45 pm
[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.

Yeah I borked it with the tile painting thing but I will unbork it soon. You can play on the previousstable branch in the meantime, if it is a gamebreaker.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Aquillion on July 31, 2015, 12:05:09 am
Thinking about it, I feel that the one thing tinkers really need is the ability to make robots.  I mean, I know it's been suggested before, but it would just make them a lot more interesting and would give them something more useful to do in the late game.  Data-disks for robots, and maybe Reverse Engineer could have a chance of giving you the tinker recipe for a robot after killing it (assuming it has one.)
Title: Re: Caves of Qud: Now in Open Beta
Post by: Retropunch on July 31, 2015, 06:06:20 am
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?
I know that it's not too much hassle in the grand scheme of things, it just seems like an unnecessary thing to have to do and something that is easily game-able (find rubbish stuff? quick restart and try again!)

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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Mephansteras on July 31, 2015, 10:23:29 am
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: forsaken1111 on July 31, 2015, 11:03:25 am
I felt so bad. Once I stumbled upon a pig farm and for whatever reason (factions!) the pigs were hostile to me. I ended up slaughtering the farmer's entire livestock pen full of pigs which he understandably was upset about, so then I had to kill him as well.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Retropunch on August 01, 2015, 05:34:33 am
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.

Yeah, I've stumbled across a few, but I'd just like to ratchet up the interaction a little bit. Even if there were no quests or anything, just a bit of lore and some traders.
Title: Re: Caves of Qud: Now in Open Beta
Post by: RoguelikeRazuka on August 01, 2015, 11:51:26 am
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 game is entirely done...
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on August 01, 2015, 12:08:59 pm
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.)
Title: Re: Caves of Qud: Now in Open Beta
Post by: RoguelikeRazuka on August 01, 2015, 02:20:28 pm
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.)
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Witty on August 01, 2015, 03:36:20 pm
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: beorn080 on August 01, 2015, 03:38:54 pm
I've gotten those once or twice while looting Grit Gate. They seem to be about equal to a level 1 or 2 multiple arms mutation. Which is hilarious when you also have multiple arms. When I got it for the first time, I had the wish that we could equip more missile weapons based on extra hands and go all six six shooter on people.
Title: Re: Caves of Qud: Now in Open Beta
Post by: guessingo on August 01, 2015, 06:26:49 pm
Is there an end game yet? I saw unormal getting the final quest working?
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on August 01, 2015, 06:28:18 pm
Is there an end game yet? I saw unormal getting the final quest working?

That's our current priority, but there's a lot to do.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Witty on August 01, 2015, 06:33:11 pm
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...

As a sidenote: Does anyone know how to unbind keys from the default keybindings? 
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on August 01, 2015, 11:43:57 pm
*Walls and liquid pools now dynamically repaint
*Fixed Psychometry not correctly showing both options and not correctly identifying an artifact if you learned it's blueprint
*Fixed target pickers giving away the location of invisible enemies
*Fixed an issue with nearby hostile monster detection
*Fixed an issue that sometimes prevented Argyve's quest from advancing properly
*Fixed an issue when bombs detonated inside inventories
*Fixed an issue with building the final zone in Warden Indrix's quest
*Fixed monsters being unwilling to cross a tiny puddle of blood
*Changed monsters to be a little less willing to step into lava
*Fixed harvest spamming the log with "you take" messages
*Fixed harvest saying you harvest a single item even when you harvested multiple
*Fixed a bug with Cryokinesis and Pyrokinesis graphical effects
*Fixed ammo autoequip being unable to load into an equipped missle weapon
*Multi-ammo reloading no longer forces you to unload if you exit the dialog without selecting replacement ammo
*Added an appropriate message for when mutant physiology reacts adversely with a tonic
*Lowered the autoeat priority on a couple items
*Fixed small garbage generation issues
*Improved the memory performance
Title: Re: Caves of Qud: Now in Open Beta
Post by: Aquillion on August 02, 2015, 02:49:23 am
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.
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Il Palazzo on August 02, 2015, 05:48:11 am
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Crazy Horse on August 02, 2015, 09:14:41 am
If there is chute crabs (there isn't always) go through it quickly as possible. Don't hang about to let the chute crabs stack on the level below as they will instakill you when you drop down. An automatic weapon with the accuracy perk is a must even on melee types; I generally find one before lvl 20 in or around the monkey god village to the east.
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on August 02, 2015, 09:17:54 am
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.

These issues should be fixed in last night's patch.
Title: Re: Caves of Qud: Now in Open Beta
Post by: RoguelikeRazuka on August 02, 2015, 09:59:19 am
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.
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.
PS once I died there after resting on the conveyor, such a great idea ha ha.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Il Palazzo on August 02, 2015, 10:21:22 am
I see. So it's basically 'spray everything with ranged fire of some sorts and never stop'.
Title: Re: Caves of Qud: Now in Open Beta
Post by: MrWillsauce on August 02, 2015, 01:41:24 pm
You should assess each hazard and determine if you should deal with it, or just run past it down to the next floor. You should get off to those alcoves on the side and rest back to full health whenever you get the opportunity, but don't spend any more time on the conveyor belts than you need to. If you see the endless crab swarms coming, just run. Run like hell. Also drugs are essential.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Aquillion on August 02, 2015, 01:43:30 pm
The most important bit of advice for Golgotha is to spend as little time there as possible.

If you're really, really tough, you could consider taking the backdoor, but it requires at least 160 HP for a mutant to survive even with a rubbergum injector, and you need some way to get inside (a vibroblade can cut through the walls.)  I think a True Kin can survive with 80 HP, since injectors are more effective for them?  A True Kin could probably do it with one Shade Oil Injector and one Rubbergum Injector.

If you're getting swarmed, an electric weapon might help.  Grenades might help, too -- there's no reason not to burn resources in Golgotha, since you just want to rush through there quickly.  Also, a Skulk Injector could help you move quickly.
Title: Re: Caves of Qud: Now in Open Beta
Post by: MrWillsauce on August 02, 2015, 01:49:15 pm
Taking the skulk is a gamble, unless you have Juicer; you won't be able to heal yourself as long as the skulk injector is active.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Il Palazzo on August 02, 2015, 01:51:52 pm
Is it even possible to clear it out, or are these crabs spamming ad infinitum?
Title: Re: Caves of Qud: Now in Open Beta
Post by: MrWillsauce on August 02, 2015, 03:04:05 pm
You might be able to destroy the tile that spawns them.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Aquillion on August 02, 2015, 07:09:44 pm
The reputation system and the water-gift ritual seem a bit rough around the edges.

1.  When you give a water-gift to someone and that makes you neutral or positive with their faction, shouldn't that stop any current combat with them (and with members of their faction, so their bodyguards don't proceed to murder you?)  I accidentally ended up hostile with the villagers of Joppa due to giving water to the wrong person, and while giving water to Mehmet made me positive with them again, he kept on attacking me.

2.  Quests should improve your standing with a faction as a reward for completing them.  I'd already done the watervine quest; it seemed a bit silly for all of Joppa to decide that I must be killed after that because I gave water to a tortoise they hated.

3.  Joppa in particular should probably be a bit harder than usual to offend due to its importance to the plot and the time most players spend there.  I would suggest, in addition to reputation bonuses there for the quests, that you get a bonus with them the first time you introduce yourself to the elder.  Similarly, simply introducing yourself to the Barathumites should improve your reputation with them a bit (since you're introducing yourself as an ally of someone they trust -- either the mayor of Joppa or Argyle.)  This will make it a bit harder for players to render the main quest impossible due to a diplomatic faux pas.

4.  The negative impacts for doing the water ritual with someone who is hated by another faction are a bit steep and a bit extreme (as far as I can tell, it's the same as you'd get for killing them, but reversed.)  Compounding this is the fact that most faction leaders seem to be hated by more people than they're liked by; this means that killing people is a good way to raise your reputation with everyone overall, whereas the water ritual actually ends up lowering your reputation if you do it a lot.  That seems backwards.  Being a diplomat should, overall, make people like you more than going around killing named uniques, or at least shouldn't make people hate you more.

5.  There should be a warning about the penalty for violating the sacred hospitality of the water ritual somewhere.  I mean, logically, my character should know the customs of Qud, even if I don't.  Possibly a warning could pop up before attacking someone you've done the water ritual with (although there's a lot of ways to attack indirectly, so it could be tricky.)
Title: Re: Caves of Qud: Now in Open Beta
Post by: Aquillion on August 02, 2015, 11:13:29 pm
Also, on a new character, I found some Grishlings in the watervine marshes east of Joppa.  As soon as I saw them, all steps of the Red Rock quest completed themselves (except for bringing the corpse back), and when I brought the corpse back, it treated it as though I'd gotten their corpse from Red Rock.  I guess it sort of makes sense?
Title: Re: Caves of Qud: Now in Open Beta
Post by: Retropunch on August 03, 2015, 04:57:55 am
Completely agree with both of Aquillion's points. The reputation system I'm assuming is getting an overhaul anyway as part of the larger faction stuff planned, which I think will be great.

As far as quests go, both that and the hunt for a knicknack quest (as you can give any artifact as a knicknack) can be completed by not doing the required steps. Whilst that's understandable (and not a bad thing), it does seem a bit broken until you realise what's going on. I'd suggest that you special case grishlings to be just the ones at Red Rock, and maybe stop the player using any of the artifacts in Joppa as a knicknack.

 
Title: Re: Caves of Qud: Now in Open Beta
Post by: Greenbane on August 03, 2015, 07:36:05 am
In my current game, a squad of Putus Templars, led by a legendary one, spawned on the third level of Red Rock. I'm somewhat concerned since I haven't completed the quest there. Enemies don't follow you across vertical levels, do they? I remember they chase you across surface screens at least.

At the same time, I wonder whether I could use my wit and/or inventory to concoct some underhanded trick and bring down at least one of the templars and loot their impressive gear. The main problem is my lack of sufficiently advanced armour piercing weapons.

I've an acid grenade and a stun grenade, but I don't think they'd be enough, and my sharp iron sword and musket would helplessly plink off. I used my paralyzing stinger to incapacitate and slowly chip away at a legendary apeman, but even if I succeeded in paralyzing a templar, I wouldn't be able to capitalize on the situation without getting surrounded by his buddies.
Title: Re: Caves of Qud: Now in Open Beta
Post by: MrWillsauce on August 03, 2015, 02:47:01 pm
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Greenbane on August 03, 2015, 04:34:04 pm
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.

Hmm, that's possible. Furthermore, when I was chipping away at the aforementioned legendary apeman, he seemed to stack the "paralyzed" status effect. Before he died, he must've been inflicted by it over a dozen times.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Greenbane on August 04, 2015, 09:11:28 am
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: RoguelikeRazuka on August 04, 2015, 10:21:33 am
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.
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Witty on August 04, 2015, 11:17:01 am
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.

That'd be pretty cool, balance issues notwithstanding. Light legacy features in roguelikes are always a nice touch.

Maybe Argyve could give some unique dialogue regarding his last apprentice's demise, depending on how far your last character got in the main questline. 

The only issue I see would be the technical challenge of preserving the area where your character died. Say they died in some random no name dungeon in the ruins. A new character would almost certainly have a completely different area layout then what your previous character had. There are loads of ways you could work around this, though.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Retropunch on August 04, 2015, 11:45:43 am
I always like legacy features, although I have to say that preserving the level/area (and then rebuilding up stuff around it like enemies and what have you) would presumably be a lot of work for a small gain.

As Witty said, Argyve could have some dialogue options and perhaps Tam could have some of the last characters gear? That'd give a nice balance between making the world persistent without a huge amount of work
Title: Re: Caves of Qud: Now in Open Beta
Post by: Greenbane on August 04, 2015, 12:02:10 pm
I suppose it does present a technical challenge, but the world doesn't undergo structural changes between generations, as far as I know. The location of places doesn't change: only the actual in-level layout once the player gets there.

That said, I have encountered random fulcrete ruins when travelling across the world map, so that kind of dynamically-occurring locations might deepen the technical complexity of this.

Anyway, it might be more difficult in the end. I just think it'd be nice to leave some kind of footprint on the world, an idea of persistence. And finding an old character's corpse would be a sort of mini-adventure in itself, even if ultimately the fancy item you were hoping to reclaim isn't there.


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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Witty on August 04, 2015, 12:57:34 pm
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.

We need some effects for eating corpses in general. I don't think the game has any at the moment (even for girshlings).

As for the technical challenges - I think it'd be more feasible if the game simply saved your dead characters general info (equipment, mutations, etc.) and the very general location of where they died. That way the corpse could spawn randomly (and without a whole lotta hoopla) while you were exploring in that general area. It probably wouldn't spawn the corpse in the exact manner of where they died - but it's something.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Retropunch on August 04, 2015, 02:01:03 pm
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.

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.


Title: Re: Caves of Qud: Now in Open Beta
Post by: beorn080 on August 04, 2015, 03:59:29 pm
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.

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.
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Witty on August 04, 2015, 09:22:29 pm
And besides, a corpse wouldn't necessarily have to spawn. It could be a decently rare encounter, like Razuka suggested. On top of that, it could just select say one to three random bits of equipment to appear on the corpse. That way, it'd still be the nice occasional homage to your old characters, and if you happen to find their remains - you'd still get a little reward for your efforts. Nothing necessarily game breaking imo.
Title: Re: Caves of Qud: Now in Open Beta
Post by: MrWillsauce on August 04, 2015, 09:23:49 pm
I think the whole idea is dumb.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Aquillion on August 04, 2015, 11:44:36 pm
It doesn't fit Qud well, in my opinion.  Also, Argyle's previous apprentice is already in the game, sort of -- you can find out what happened to him if you search the marshlands well enough.
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on August 05, 2015, 12:06:00 am
Hah, this bug has been around for literally like 10 years. Feels good.

[Beta branch]
*Incremented save file version (i.e. broke saves)
*Fixed long-standing issue with limb regeneration forgetting parts that had been dismembered
*Fixed an issue with limb regeneration improperly sorting regenerated parts
Title: Re: Caves of Qud: Now in Open Beta
Post by: forsaken1111 on August 05, 2015, 05:26:41 pm
Yeah I'm really against legacy or ghost files stuff. I don't really think it fits, and we don't need to shove copycat featured into such a unique game.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Witty on August 05, 2015, 07:41:08 pm
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Angle on August 05, 2015, 09:07:04 pm
Grenades!
Title: Re: Caves of Qud: Now in Open Beta
Post by: Arcvasti on August 05, 2015, 10:32:39 pm
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.

Screen change kiting is love. Screen change kiting is life. Unless you have any decent aoe mutations, this will be your mantra. I've never been terribly fond of grenades, since they tend to explode in my face and inconvenience ME as well[The ~2 times I've actually used the things, that is.]. Plus I'm a horrible miser and never use consumables anyways. My main problem with goatfolk is the sower guys and their mini-grenades. They do annoyingly large chunks of ranged damage. At least their seed things are relatively valuable when sold and pretty common.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Il Palazzo on August 06, 2015, 03:05:46 am
Specifically those large bands of goatfolk.
Kill a goat sower and throw the seeds at them.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Aquillion on August 06, 2015, 06:44:41 am
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 shamans are particularly nasty due to their special abilities.  For them, I find Menacing Stare is incredibly valuable (they won't use their powers while retreating.)  Or you can try to make your ranged attacks so powerful that you can kill them before they get a chance to do anything, like with Sunder Mind.  Or you can use Freezing Hands / Cryokinesis to freeze them solid and maybe kill them.  Berate will slow them down and weaken their mental powers, too.

Clairvoyance is useful against ranged enemies, since it lets you figure out their exact location so you can shoot back at them if they're outside your normal vision range.  Night vision goggles or the kindle mutation also work for this.  Another trick is to throw a glowsphere; just make sure you have another light source.

If you're not a mutant, you need a powerful gun.  It isn't optional.

Also, there's nothing particularly wrong with just retreating if you get into trouble.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Arcvasti on August 06, 2015, 11:44:20 am
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: lemon10 on August 06, 2015, 05:04:00 pm
Yeah, grenades (especially the seeds, which you can spam as every sower drops like 5) are very helpful. You do have to be careful while using them though, as if your stats aren't good they can be very inaccurate *especially at close range*. But the ability to deal a ton of AOE damage is worth it as long as you are cautious in using them (eg. don't ever target them close enough to you that they could miss and hurt you).
Title: Re: Caves of Qud: Now in Open Beta
Post by: beorn080 on August 06, 2015, 05:57:15 pm
If you don't have good stats, the safest to use are Freeze and Stasis. Stasis is especially fun, as even if you miss, you make a wall. So if you throw it at a small pass, you can block it off and escape easy.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Aquillion on August 06, 2015, 07:19:45 pm
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.

(Metamorphosis is unfinished content; I assume the final version won't ignore levels.)
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on August 07, 2015, 05:12:12 pm
Now that the code base is stable (knock on wood), we're going to move to a cadence of weekly "feature friday" patches. Intra-week incremental patches will be made to the Beta branch. These patches may not be individually large, and due to the nature of our work we may not always hit our goal, but we're excited to start to bring new content to Qud on a regular basis!

*Default and previousstable branches have been rotated
*Added a new armor mod: recycling. Armors with the recycling mod collect, purify, and store up to 8 drams of the wearer's wastewater.
*Added steel arrows
*Added boomrose arrows. They explode.
*Added UI support for multiple ammo types
*Added a graphical effect for hologram tiles
*Convinced Svenlairnard that he should wield both his legendary swords
*Fixed an exception with the Burgeoning mutation
*Fixed an exception with drawing liquid graphics at the edge of the screen
*Made NPCs equip their miscellaneous equipment a little less predictably
*Improved box of crayons (not all boxes are created equal)
Title: Re: Caves of Qud: Now in Open Beta
Post by: Witty on August 07, 2015, 05:37:42 pm
*Convinced Svenlairnard that he should wield both his legendary swords

Aww...
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on August 07, 2015, 06:23:30 pm
*Convinced Svenlairnard that he should wield both his legendary swords

Aww...

One hand giveth.
Title: Re: Caves of Qud: Now in Open Beta
Post by: beorn080 on August 07, 2015, 06:27:24 pm
*Added boomrose arrows. They explode.
Yeeeesssssssss
Title: Re: Caves of Qud: Now in Open Beta
Post by: Aquillion on August 07, 2015, 06:55:03 pm
Suggestion:  If the game has multiple arrow-types, it should also have multiple types of bows!  At the very least, a constructable bow using cheap materials would be nice (some sort of scrap compound bow, with a bonus to accuracy or damage or range or some such thing.)

(Part of the reason I want a ranged weapon that can be cheaply made from the most common materials is for Deploy Turret.)
Title: Re: Caves of Qud: Now in Open Beta
Post by: MrWillsauce on August 07, 2015, 10:41:10 pm
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on August 07, 2015, 10:41:58 pm
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.

Whoops. That's debug code I left in. I'll post a fix on tomorrows Beta branch release. :o
Title: Re: Caves of Qud: Now in Open Beta
Post by: Witty on August 07, 2015, 11:54:17 pm
Devs recently had an interview with #GamesMatter, for those interested. (https://www.youtube.com/watch?v=Ad6a3NYStEw)
Title: Re: Caves of Qud: Now in Open Beta
Post by: Retropunch on August 09, 2015, 11:52:46 am
Super happy that content patches are coming!

I'd really love the tinkering aspect to be extended - especially being able to improve base items a bit.
Title: Re: Caves of Qud: Now in Open Beta
Post by: beorn080 on August 09, 2015, 05:36:35 pm
Another new game. Another warden immediately killing the Girshling quest leader. Although, he IS hated for killing one of Joppa's leaders.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Witty on August 09, 2015, 05:56:19 pm
Spoiler (click to show/hide)
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on August 14, 2015, 11:22:09 pm
*Added a new inhabitant to Joppa (meow)
*Added a new type of bow
*Added resonance grenades that disintegrate inorganic matter
*Added powered exoskeleton ('worn on back', rare)
*Refreshed the Short Blades skill:
  -New power: Hobble (150 sp, 15 agility), an activated attack that immobilizes your opponent
  -New power: Rejoinder (150 sp, 25 agility), a passive ability that lets you make a free short blade attack whenever an opponent misses you in melee
  -Shank now applies to your primary hand attacks as well as your off-hand attacks
  -Juke is now a prerequisite for Pointed Circle
  -Pointed Circle's cost was reduced from 250 to 100
  -Pointed Circle's agility requirement was reduced to 23
*Refreshed the Wayfaring skill's Wilderness Lore powers. They now:
  -Double the chance of interesting encounters
  -Reduce the chance of getting lost
*Added a new open air tile type
*Made underground caves more cave-like
*Fixed 'Enter' not working properly on the Saved Games screen
*Electromagnetic pulses now properly disable items in the inventories of non-robotic creatures
*Phasing now forces you into an open space as the final move, if possible.
*<redacted>
Title: Re: Caves of Qud: Now in Open Beta
Post by: Aquillion on August 15, 2015, 06:44:44 am
Aww, compound bows can't be crafted.  (Or at least they can't be deconstructed?)

The short blade changes have made the tree awesome.  I'm playing a 26-agility character with shank and rejoinder who found an early carbide dagger, and dodge-tank is definitely a viable strategy, at least early on.  (I suspect that it will be weaker later on when enemies tend to have more powerful abilities that don't care about dodging, and tend to have nasty ranged attacks so I can't immediately shank them to death, but that's true for all melee strategies.)

An observation:  Agility-based characters have no real way to cover significant distances quickly or safely while under fire.  If you don't have the strength for Charge, you're limited to Juke and Jump, both of which are short-range.  That seems odd.  I find my character has a lot of trouble with ranged attackers (they're a mutant, so I have them using freezing hands; and if they weren't they could rely on ranged attacks of their own...  but it feels like there should be an agility-based way to close the distance with a powerful ranged attacker without being killed.  I guess you can Sprint, rely on Run, and hope you dodge everything, but that seems unreliable.)
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on August 15, 2015, 07:06:05 pm
*Fixed some issues and improved the performance of the Asphalt Mines builders
*Fixed Pointed Circle's prerequisite link
*Fixed spinner being displayed when you wait 0 turns
*Fixed text-entry fields not responding to escape
*Overland rivers now flow more naturally into bodies of water
Title: Re: Caves of Qud: Now in Open Beta
Post by: puke on August 16, 2015, 12:24:57 am
*Fixed some issues and improved the performance of the Asphalt Mines builders

Oh!  Are there reasons to go there now?  Or is it just a dungeon?
Title: Re: Caves of Qud: Now in Open Beta
Post by: Aquillion on August 16, 2015, 09:07:08 am
Bug report:  When I delete a saved game from the saved game list, it deletes multiple saves, not just the one I wanted.  I lost the game I was playing while trying to delete some saves from old versions.  :-\
Title: Re: Caves of Qud: Now in Open Beta
Post by: MrWillsauce on August 17, 2015, 12:50:31 pm
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on August 17, 2015, 03:15:07 pm
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'
Title: Re: Caves of Qud: Now in Open Beta
Post by: forsaken1111 on August 17, 2015, 03:40:11 pm
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Intrinsic on August 17, 2015, 04:15:10 pm
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.

Pre-patch i had worked out a Short Blade build which i had been breezing through things and was gonna do a guide on. Then i saw the patch notes and it was clear it'd be rediculous. As it stands if i press auto-explore my guy runs around the map and if i get attacked i "rejoinder" (surely meant to be riposte?) and 1 shot them and the game doesn't even stop auto-exploring for combat just carries on. Of course there are some enemies which are a bit harder, it took me ~3 attacks for that boss thingy on lvl5 of Golgotha...
Title: Re: Caves of Qud: Now in Open Beta
Post by: Aquillion on August 18, 2015, 04:54:37 am
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.

Granted that being agility-focused makes it easy to branch out into ranged attacks, but I still have trouble believing an agility-focused dodge-tank short-blade build is ever going to be as powerful as a late-game Esper.  You have no way to close distance rapidly, no defenses against attacks that can't be dodged, no easy escape options and so on -- you can fill some of these gaps with mutations, but not as well as an Esper can.  You can fill them less effectively by spending stat and skill points, but you have a limited pool of those (especially if you're a mutant), and the dodge-tank / short blades thing consumes a lot of them.  You can also rely on equipment, but to get the full use out of the dodge-tank thing, you need to focus on equipment that won't wreck your DV, and you need a hand free, which means no shields, no heavy armor, and so on.

My feeling is that you'll breeze through the early game and can probably do all right in Golgotha if you move quickly and avoid the vents (although you might have to cure yourself of glotrot afterwards), but sometime around Bethesda Susa, someone's going to get a lucky hit on a ranged attack and you'll die without warning...  or you'll bump into a named unique Esper somewhere along the line who will throw up a Force Bubble, then kill you with undodgeable mental mutations.

"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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Aquillion on August 21, 2015, 05:09:24 am
Update:  Yes, a short blades focus is a lot less powerful once you get to Bethedsa Susa.  I'm struggling against Cragmensch, taking lots of damage from mental attacks or the stray boulder that hits me, and had to use a lot of injectors to beat the trolls.  I didn't spend too long preparing -- the Cragmensch would probably be easier to kill if I had a vibrodagger or a powerful elemental-branded weapon, or if I'd spent a while grinding for levels, skill points, grenades, and bits to make grenades; but at that point it wouldn't be the short blades that were really carrying me, anyway.  Other weapons have higher penetration caps (and Vibroblades are better than Vibrodaggers, if I were using them), so the difficulty with Cragmensch is a disadvantage to daggers specifically and not just to melee combat.

More importantly, there's a bug with the cybernetics information terminal.  It's adding an extra newline after every line, which pushes much of what it says out of the text box.

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.  Pity, beating him would certainly solve my mobility problems.  (Granted, I didn't grab that ability that disables movement...  Saad Amus lacks ranged attacks, so possibly that could shut him down while I finish him off with my Eigencannon.  I'm not sure it disables charge or the Fume-Flier, though.  I also gave up the dual-wield aspect of short blades to get the Eigencannon, which might be lowering my damage output a bit, but there's no way it would have been enough to just beat Saad Amus in a straight-up fight, whereas axes and swords give you a chance to disarm him.  And of course even if I managed to beat him, his sword is a long blade; there's no comparably-powerful short blade that I'm aware of.)
Title: Re: Caves of Qud: Now in Open Beta
Post by: FallacyofUrist on August 21, 2015, 05:49:30 pm
...
and I just started playing yesterday. This game is incredible.
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on August 21, 2015, 06:45:39 pm
Caves of Qud feature Friday!

*Made a bunch of tweaks to the reputation system
  -Some creatures are now 'aggressive'. Aggressive creatures will attack you even if your reputation with their faction puts you in the neutral range. If their faction is friendly toward you, though, agressive creatures won't attack you.
  -Some creatures are now 'docile'. Docile creatures won't attack you even if your reputation with their faction puts you in the 'disliked' range. If their faction despises you, though, docile creatures will attack you.
  -We introduced the concept of private faction holy places. You're only welcome in a faction's private holy place if your reputation with that faction is friendly or better. 
  -The rep values for the dislike/neutral and neutral/friendly cutoffs have changed to -250 and 250 
  -Rep values are now properly color-coded on the Reputation screen
    >(bright red = despised)
    >(dark red = disliked)
    >(cyan = neutral)
    >(dark green = favored)
    >(bright green = revered)
  -The Reputation screen displays more info on each of the reputation levels
  -The starting reputation values were all changed. More factions start neutral to you now.
  -The reputation bonuses for genotype, mutations, and kits were adjusted.
*Villagers now admire their warden for defending their village (this means Warden Ualraig and Mehmet will play nice more often)
*Warden Indrix is now always hated by goatfolk for some reason he won't share
*Young ivories and lurking beth changed social groups
*Shield skill refresh
  -Made Shield Slam an activated attack with cooldown 40. It still triggers for free when you charge an opponent.
  -Fixed Shield Slam not triggering when you charge
  -Swapped the prerequisites for Shield Slam and Staggering Block
  -Removed the buckler prerequisite for Shield Slam
  -Wardens now start with Shield Slam instead of Staggering Block
*Acrobatics skill refresh
  -Removed the encumbrance restrictions for Spry and Tumble
*Harvestry now displays the right amount of harvested items
*Faction members will more vigilantly assist each other in combat
*Taught NPCs to use Shield Slam and Hobble
*Elder Irudad now directs adventurers to Argyve
*Underground caves structures are now interlinked
*Fixed some random seeds not saving and loading properly
*Added a new item: metamorphic polygel
Title: Re: Caves of Qud: Now in Open Beta
Post by: forsaken1111 on August 21, 2015, 06:54:05 pm
Did you look into the thing where you're sometimes hostile to your own plants when using the burgeoning mutation?
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on August 21, 2015, 06:54:50 pm
Did you look into the thing where you're sometimes hostile to your own plants when using the burgeoning mutation?

In theory that's fixed. Though it tends to rebreak from time to time as we continue to hammer on the faction system internals.
Title: Re: Caves of Qud: Now in Open Beta
Post by: beorn080 on August 22, 2015, 01:33:52 pm
Spoiler regarding new item

Spoiler (click to show/hide)
Title: Re: Caves of Qud: Now in Open Beta
Post by: Aquillion on August 22, 2015, 07:40:35 pm
Spoiler regarding new item

Spoiler (click to show/hide)
Spoiler (click to show/hide)
Title: Re: Caves of Qud: Now in Open Beta
Post by: forsaken1111 on August 23, 2015, 07:01:57 am
Those sound more like bugs than intended function...
Title: Re: Caves of Qud: Now in Open Beta
Post by: Il Palazzo on August 23, 2015, 07:54:01 am
The waterlogged cavern seems bugged after the update. The river ends abruptly after 1-2 areas, and the rest is just generic open caverns (but it's still possible to reach Joppa through them).
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on August 23, 2015, 10:01:56 am
Those sound more like bugs than intended function...

Yeah, those behaviors are bugs :)
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on August 24, 2015, 12:51:29 am
FYI, fixed the waterlogged tunnel and some little bugs with shield slam and the stacking issues with metamorphic polygel on the Beta branch.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Emma on August 24, 2015, 06:19:42 am
Just like to say that I bought this to day and am finding it really, really great. Thanks for making this unormal.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Intrinsic on August 24, 2015, 12:52:19 pm
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Intrinsic on August 26, 2015, 06:34:22 am
Just completed the current content for the 1st time!

Almost had an issue due to a bug when i went into Tomb of the Eaters. Going down onto what i guess was the final floor the game took ages to generate the level and ate almsot 2gig of memory on the process, then when the game unfroze the floor was totally empty, i could move up and down onto different screens but again they were empty. Luckily i had a recoiler! I also lost my left arm and hand etc in there due to saw droids ;p luckily regeneration brought it back after a few days.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Aquillion on August 27, 2015, 05:48:10 am
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.

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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Intrinsic on August 27, 2015, 12:08:55 pm
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.

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.

I'm wondering if something went funky, here is the log:

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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Rakonas on August 27, 2015, 06:47:19 pm
So I'm in a bind right now where I just don't have any direction. I'm level 13 and I can't quite do Golgotha, so I checked out the mushroom village but the quest there suggests level 20. I've gotten a couple levels working on buying gear from grit gate but now there's really nothing I can think to do. I don't want to try Golgotha again and fail (though I guess I can just keep trying with a recoiler, I feel it'll be unfun), but all I can think to do is keep collecting shit to sell and then leave the water by the merchant until they restock. What do people normally do between 13 and 20?
Title: Re: Caves of Qud: Now in Open Beta
Post by: Arcvasti on August 27, 2015, 07:58:59 pm
Try the Asphalt Mines. They have good loot and aren't too difficult, besides one monster that breathes fire.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Il Palazzo on August 27, 2015, 08:01:30 pm
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Aquillion on August 27, 2015, 10:14:47 pm
Depending on your build and strategy, Golgotha is doable at level 13, but I can hardly blame you for putting it off.  The trick is mostly to move quickly, avoid the vents, and have a lot of injectors.  I'd say that your equipment (and mutations, if you're a mutant) are more important than your level -- as an Esper, I usually try to level a bit more before doing Golgotha if I don't have good emergency mutations like Teleportation, Force Bubble, or Temporal Fugue.

I assume you've already:
* Completed the Watervine quest
* Made it to Grit Gate (and done the questline up to there, of course.)

You could:
* Explore ruins around Grit Gate.
* Fight Equimaxes, which should be easy and should still give decent XP.
* Explore the river near the Mushroom Village, but avoid going all the way to the end and fighting the boss.
* Explore the Rust Arch or whatever it's called midway between Joppa and Grit Gate (it's basically just another ruin at the moment, though.)
Title: Re: Caves of Qud: Now in Open Beta
Post by: Intrinsic on August 28, 2015, 02:04:21 am
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.

King crab corpses also weigh only 5lb for some reason so they're great to carry as a snack!
Title: Re: Caves of Qud: Now in Open Beta
Post by: Aquillion on August 28, 2015, 05:10:11 am
I'm wondering if something went funky, here is the log:

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.
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?
Title: Re: Caves of Qud: Now in Open Beta
Post by: Aquillion on August 28, 2015, 05:36:57 am
*Shield skill refresh
While 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.

Most of the other abilities that have "off-the-path" ability prerequisites tend to be very different than this, with lower required values, more useful effects, and benefits that are worthwhile even if you're not that good at the main point of the tree (eg. the push-people-away abilities in the ranged combat trees, which are both low enough that someone focused on the tree could grab them without a huge sacrifice, benefits that make this worth it, and effects that can make it worth picking up the tree for them even if you're not really focused on ranged combat.)  Whereas shield wall doesn't seem useful to anyone.

I could see a lot of fixes for it (bump Shield Wall down to 19 willpower, replace the Willpower requirement with Strength or Agility and / or buff it somehow, etc), but has anyone else ever used the skill?
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on August 28, 2015, 04:59:39 pm
Caves of Qud Feature Friday!

*Renamed Cudgel power 'Flurry' to 'Barrage'
*Dual Wield refresh
 -New power: Flurry, an activated attack with cooldown 60. You attack with every hand, including extra hands granted by mutation or technology.
 -You get both Flurry and Offhand Strikes when you purchase Dual Wield
 -Ambidexterity now also reduces Flurry's cooldown by 10
 -Ambidexterity's cost was reduced from 400 to 300 skill points
 -Two-weapon Fighting now also reduces Flurry's cooldown by 10
 -Two-weapon Fighting's cost was reduced from 500 to 300sp
*First Aid refresh
 -Staunch Wounds is now an out-of-combat, activated power that immediately cures bleeding effects with a bandage. If you have hemophilia, you have to staunch wounds a few times to stop bleeding.
*Added a new item: portable beehive
*You can now put items on tables. You can examine items on tables owned by other people without them minding. They'll still mind if you take the items, though.
*Moved a book from Mayor Nuntu's inventory to a table in his hut
*Fork-horned helm now increases reputation with antelopes and goatfolk
*Croccasins now decrease reputation with unshelled reptiles
*Issachari sun veil and banner now increase reputation with the Issachari tribe
*Puma chitin vest now decreases reputation with cats
*Ape fur equipment now decreases reputation with apes
*Leafy helm and leafy vest now increase reputation with trees
*<redacted> now decreases reputation with water barons
*Added tiles for shawls and cloaks
*Fixed an issue where directional keybindings were overriding hotkeys on some screens
*Added a UI option to allow directional keybindings to override hotkeys (default: No)
*Added a default keybinding for 'wait n turns' (shift+w)
*Added a default laptop keybinding for look (;)
*Removed some debug commands from the default keybinds
*Metamorphic polygel no longer clones whole stacks of items
*Fixed some build issues with the waterlogged tunnel
*NPCs no longer have the unquenchable desire to shield slam you when they don't have shields
Title: Re: Caves of Qud: Now in Open Beta
Post by: ZeroGravitas on August 29, 2015, 09:38:33 am
is a chitinous puma really a kind of cat though

Title: Re: Caves of Qud: Now in Open Beta
Post by: puke on August 29, 2015, 11:11:17 am
You go ahead and tell one that it isn't.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Aquillion on August 30, 2015, 04:34:07 am
Oh man.  There needs to be an Apex Predator skill (or maybe a Talent / Perk if a system for those is ever implemented) that changes the reputation penalties animal equipment gives you into bonuses.  Like, you murder a puma and wear its hide and now all pumas recognize you as their chief (or defer to you out of fear).  That seems like something a barbarian in a post-apocalyptic wasteland would do.

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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Retropunch on August 31, 2015, 03:42:38 am
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.

Really good idea. Even giving the player say, 1/4 of the XP would make a huge difference to factions.
Title: Re: Caves of Qud: Now in Open Beta
Post by: teoleo on September 01, 2015, 11:56:59 am
the free version is the same game of steam version but with no graphic?
Title: Re: Caves of Qud: Now in Open Beta
Post by: Arcvasti on September 01, 2015, 12:13:25 pm
the free version is the same game of steam version but with no graphic?

I think the steam version has a few extra features starting about a month or two ago, but there isn't that much of a gameplay difference between them ATM, IIRC.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Retropunch on September 01, 2015, 12:24:28 pm
the free version is the same game of steam version but with no graphic?

And without the new content/patches.
Title: Re: Caves of Qud: Now in Open Beta
Post by: puke on September 01, 2015, 12:32:25 pm
the free version is the same game of steam version but with no graphic?

http://forums.freeholdentertainment.com/showthread.php?6-Caves-of-Qud-Version-History/page32

Page 32-37 is the steam change list.  Most of it is bugfix and optimization, some of it is new features and content.  But there are seriously 5 pages of micronormal (munormal?  how do you pronounce that?) posts detailing the changes.  It is fairly significant.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Retropunch on September 03, 2015, 07:10:53 pm
Yeah it's well worth buying the steam version if you liked the ASCII version. Whilst the changes so far haven't been huge in terms of story/content, I feel there was a lot of work needed to get to a stable code base and I'm sure things will start ramping up in terms of features/story.
Title: Re: Caves of Qud: Now in Open Beta
Post by: getter77 on September 04, 2015, 07:16:54 am
Yep, totally worth it given the robust progress thus far---especially The Friday's of late.   8)

The escalation of this as it snowballs down the mountain closer to completion will be a glorious spectacle.
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on September 04, 2015, 06:18:04 pm
Feature Friday!

*Bows and Rifles got a big refresh. We streamlined the marking system, made everything much friendlier on the UI, and changed all the Fire powers.
 -Updated power: Draw a Bead (0 sp, 19 agi). You spend a turn to draw a bead on a target and mark it. Whenever you fire at a marked target with a bow or rifle, your agility is treated as if it were 2 points higher for the purpose of determining your accuracy. You may only mark one target at a time. If you lose vision of a marked target, that target becomes unmarked.
 -Updated power: Suppressive Fire (150 sp, 19 agi). You fire at a marked target. If your shot penetrates, your target is suppressed and can't move for 3-5 rounds. Then your target is unmarked
 -Updated power: Wounding Fire (150 sp, 19 agi). You fire at a marked target. For each penetration on each shot that hits, your target bleeds 1 point of damage per round (save: 20 + max damage of the weapon). Then your target is unmarked.
 -New power: Sure Fire (150 sp, 19 agi). You fire at a marked target with no accuracy penalty (the accuracy of your weapon still matters). Then your target is unmarked.
 -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.
 -New power: Disorienting Fire (200 sp, 25 agi). As long as your target can't see or hear any faction allies, Wounding Fire is upgraded to Disorienting Fire. Disorienting Fire also reduces your target's DV and MA by 4 for 5-7 rounds.
 -New power: Beacon Fire (200 sp, 25 agi). As long as your target is flaming, luminous, or phosphorescent, Sure Fire is upgraded to Beacon Fire. Beacon Fire shots are also treated as critical hits.
 -New power: Ultra Fire (300 sp, 29 agi). Cooldown 100. You fire at a marked target. Your shot combines the effects of all the other Fire powers you have. Then your target is unmarked.
*Added a new shield mod: Spiked. Spiked shields add bonus damage to Shield Slam equal to your Strength modifier and cause your target to bleed.
*Blood-stained neck-ring now increases reputation with baboons
*Rejoinder no longer triggers when you're frozen, asleep, prone, paralyzed, stunned or stuck
*Shield Slam damage was reduced from (Strength modifier)d4 + Shield AV to (Strength modifier)d2 + Shield AV
*Paralyze now wears off properly
*The Options menu still loads when there's a corrupt file
*The game now suspends when not in focus
*Added pillarboxing for ultra widescreen aspect ratios
*Fixed a bunch of typos
*Fixed hotkey overlap for Psychometry
*Fixed some minor issues during Golgotha level construction
*Fixed CPU usage going nuts when minimized
*Quditor updates:
 -The map is now draggable and zoomable
 -Left-click now selects a cell
 -Alt+left-click now selects the top blueprint in a cell
 -Ctrl+left-click now places the selected blueprint
 -Right-click now clears the top blueprint in a cell
 -Added an "Add 1 <selected blueprint>" button to Cell Contents
 -Added blueprint searching
 -Added Save as...
 -Fixed file browsing
Title: Re: Caves of Qud: Now in Open Beta
Post by: Nighthawk on September 04, 2015, 07:21:47 pm
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? Or do more things than just walls qualify as "solid obstacles?"
Title: Re: Caves of Qud: Now in Open Beta
Post by: Arcvasti on September 04, 2015, 07:49:58 pm
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?

One word: Hall. Ways. In narrow confines, like in caves or dungeons, its pretty easy to lure enemies into one-tile corridors. I predict this ability will almost be TOO strong.
Title: Re: Caves of Qud: Now in Open Beta
Post by: lemon10 on September 04, 2015, 09:04:26 pm
Too strong does seem like a bit of a misnomer. It does seem very strong in specific circumstances (like the flight+flaming hands combo is outside), but I would say that the majority of fights take place where you can't use that ability. Hallways aren't actually that common in many areas.
Title: Re: Caves of Qud: Now in Open Beta
Post by: ChairmanPoo on September 05, 2015, 12:19:43 am
Is the Steam version DRM-free?
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on September 05, 2015, 01:37:30 am
Is the Steam version DRM-free?

Yeah, if you run the exe files directly they won't fire up the Steam integration.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Salmeuk on September 07, 2015, 06:21:25 pm
Having just purchased this game and gotten a basic feel for the gameplay I decided on an arconaut. I was wandering aimlessly and stumbled upon a disturbing sight: hordes of massive tortoises bearing down upon a hapless scavenger. At the back was one particularly large tortoise, with aged and purple skin. I knew enough about these tortoises to keep my distance as they shredded the poor snapjaw. Then, they noticed me. I threw a high explosive and bits of flesh and shell were thrown up high, but the purple monstrosity charged onwards! A second grenade felled the beast, and I made the poor assumption that because the big mean guy was dead, his minions wouldn't pose a problem. The first hit from the first tortoise practically exploded my abdomen and that was that.

A few characters later I ran into some cultist hiding in a building. I had procured a shotgun just outside of town from a particularly clumsy snapjaw, and quickly blasted the cultist to bits. I stepped forward to retreive his carbide dagger (mmm) when I'm dropped to 9 health from a massive, screen-covering explosion. I only caught a momentary glance since the explosion knocked me back behind the wall on the same turn I moved, but it was something like a traipsing or shambling mortar. I died the next turn when it walked around the corner and immediately fired, obliterating myself, itself, and that stupid carbide dagger to boot.

This game has a well-wrought style in both game design and the creative assets (the writing especially, reminds me of Jack Vance in a good way). Refreshing, actually, to be so immersed in a roguelike.
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on September 11, 2015, 05:17:40 pm
*You can now save, share, and import character builds!
  -When you create a new character, you can name and save the build to your build library. You can also copy the build code to your clipboard or tweet it. 
  -From the character build library, you can pick a saved build to play, rename a build, type in a build code, paste in a build code, or tweet about a build. The build library is accessible from the character creation screen.
*Turrets now have a 1-turn warmup sequence before they start firing
*Shank no longer raises the penetration cap of short blades by 1
*Torches now display a description of their condition rather than a precise count of remaining turns (What??? You thought you were some sort of optics savant?!)
*Added an overlay message log that spans the bottom of the screen. It's more readable than the sidebar message log. We'll be improving it, too.
*Added a new UI option "Show overlay message log" under User Interface. It's disabled by default.
*Improved the UI for storing things in containers
*Saved games on the save management screen are now sorted by age
*Improved the performance of the Golgotha level builder
Title: Re: Caves of Qud: Now in Open Beta
Post by: hemperor on September 14, 2015, 03:14:44 am
the ASCII version is totally full except for the grahical pack right?????
Title: Re: Caves of Qud: Now in Open Beta
Post by: Niveras on September 14, 2015, 05:14:30 am
AFAIK the ascii version does not have any of the updates that have been applied to the steam version. That includes recent updates to content/skills and bug fixes.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Retropunch on September 14, 2015, 05:29:35 am
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.
Even just the Turret having a 1-turn warm-up makes a huge difference! Thanks for that Unormal!
Title: Re: Caves of Qud: Now in Open Beta
Post by: Emma on September 14, 2015, 05:35:46 am
The character build library is bloody amazing, it's much nicer being able to save and use templates.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Aquillion on September 15, 2015, 11:21:42 am
IIRC Unormal has said that the free ASCII version will eventually get the updates going to the Steam version -- it's not being abandoned.
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on September 18, 2015, 08:22:04 pm
Feature Friday!

*Added a new weapon: hypertractor
*With Harvest, you can now harvest dreadroot tubers from dreadroot
*With Master Harvestry, you can now harvest yondercane from yonderbrush
*Added fences
*You can no longer sprint through pools of liquid
*Big pools of liquid now (correctly) cost more energy to wade through
*Gave Intimidate and Berate more descriptive descriptions
*Fixed some typos
*Fixed an issue with slowdown when a sparking baetyl is onscreen
*Fixed an issue where loading a character from the character library would sometimes double-up mutation stat bonuses
Title: Re: Caves of Qud: Now in Open Beta
Post by: Blind Wolf on September 22, 2015, 03:34:44 pm
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: PrimusRibbus on September 22, 2015, 03:56:21 pm
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.

The first commercial roguelike, Beneath Apple Manor, was made in 1978 and actually pre-dates Rogue. Commercial roguelikes were common throughout the 80's, only becoming less common in the 90's when the entire genre was in decline. It's only logical that the resurgence of roguelikes would see the return of commercial options.

Maybe it's because I'm old enough to have bought plenty of roguelikes in the 80's, but I see absolutely nothing about the genre that should prevent it from having commercial games again.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Mephansteras on September 22, 2015, 03:59:47 pm
I don't see any reason there can't be paid for roguelikes. Someone is putting a lot of time and effort into making the game, why shouldn't they make money doing so? Granted, I expect a more polished game and some decent support if I have to pay money for it compared to a free game, but that's partly my responsibility as a consumer to shop well and partly the responsibility of the developer if they're going to charge for what they make.


Besides, there are still tons of free roguelikes out there, and those will never go away since the developers are making them for fun rather than to make money. The only existence that is in question is the paid for ones, and that just depends on the market.
Title: Re: Caves of Qud: Now in Open Beta
Post by: forsaken1111 on September 22, 2015, 04:04:23 pm
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!
Title: Re: Caves of Qud: Now in Open Beta
Post by: Retropunch on September 22, 2015, 04:09:45 pm
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.

This is ridiculous. As Mephansteras says, any game that's had time and resources put into it should be able to charge if they want to. Roguelikes aren't any different from any other genre, especially as defining a games genre is largely impossible. CoQ has RL elements, but it also has a story - does that still make it a RL? You can buy and sell items - still an RL? We can't just lump games together and say 'these have to be made for free'.

However, I DO understand that there's a level of quality that you expect from a commercial game that you don't get with a stereotypical freeware Roguelike. CoQ is currently moving out of that phase, and so the transition into a paid game makes sense. It is currently Early Access, so it's not 'commercial quality' yet, but I feel that myself and 183 other people can't really be wrong.

Title: Re: Caves of Qud: Now in Open Beta
Post by: getter77 on September 22, 2015, 05:01:40 pm
This is absolutely a worthwhile project for them to charge a bit of money for, after all these years even well before I started this topic/called it~ all the way back in 2010, at a time when it was just pure HOPE that they'd one day have the opportunity and means to act upon all that rich & delicious potential inherent to it.  Gains have been all over the place and good all over at a good clip---an excellent balance struck as far as how an Early Access project on Steam especially can well be conducted in a vast sea of incredibly terrible ones.

The notion that Roguelikes(Rogue itself was sold for a time among many other classics!) somehow have some magical handicap such that they should always be free is a beyond tired old heap with absolutely no leg to stand on---passion without the resources to actualize them in full is one of the saddest things, as while resources are ostensibly generic, passion in particular is quite unique and ephemeral...down to the very specific individuals involved and their short time on this spinning rock of ours.  That the creative team itself was able to hold it together, all these years, independent of all else as just people being people---is astoundingly rare outright and double that notion specific to gaming out of all niches as it just doesn't tend to happen period.

If it isn't there yet to some general standard, then it is probably just a matter of time and enjoying the ride while seeing it all come together from the sidelines or in the thick of it---lively momentum is one of the most important, yet under appreciated, factors when it comes to these sorts of things working out for the good of all.
Title: Re: Caves of Qud: Now in Open Beta
Post by: puke on September 22, 2015, 09:31:25 pm
Well... I hate to be the devil's advocate here, because its just such a jerk thing... but there might be some (albeit unintentional) truth to what he said:

The massive resurgence and commercial success of the roguelike is causing developers to brand any game with any sort of procedural content as a rougelike.  Because people are buying it.  Action platformer?  Roguelike.  4x strategy?  Roguelike.  I haven't seen a FPS "roguelike" yet, but I don't doubt there is one on Steam somewhere.

And this dilution of the market is, by some measures, killing the genre in its more traditional definition.  Certainly, the Berlin Convention has become something of an atavism.

But, in more serious news, I am MORE than happy to pay for my COQ.  Free COQ has nothing on the much more professional and paid-for COQ.  It's just more satisfying all around.  If the only COQ you get is free, you just aren't having the full COQ experience.
Title: Re: Caves of Qud: Now in Open Beta
Post by: getter77 on September 23, 2015, 07:50:17 am
I think the genre will weather some long overdue "flattery" just fine considering rpgs, adventures, and so on have managed just fine with their own hybrid dalliances---if anything, the hybrids strengthen the "classics" as they actually do far more, and far more loudly, to raise the core issues into the limelight and thereby the classics outright even if in some oft needless defenses thereof.  Most of the Berlin's darlings had/are/still etc gone stagnant and abandoned---relegated to the reliquary instead of their true forms as living works of finely woven entropy. Had history played out in a more correct fashion, this little phase would've already come and gone well over a decade past---but now beats never by far.  Doubtlessly, some are reckoning it from a crass marketing perspective without knowing the Why behind it all, but ultimately it is the spirit of the thing that is most important---that plucking from the future and across disciplines from the realms of pen & paper to the monitor that was one of the great incomplete advances from mostly the 80's.   The weakest of the lot won't be able to sustain themselves on trendy latching on alone, as per usual, and the rest are certainly in good standing for a place at the grand table---purity isn't the driving force of Roguelikes and, by the very nature same as other fundamentalist notions, can't be....spirit enmeshed with ambition is.

ADOM is a situation unto itself, which I can understand easier by taking a step back and viewing it from beyond more than just financial incentive/passion dynamic---a whole lotta (rough) life has happened to the man and his spiffy team since The Resurrection, but they are still trudging onward to make good on things as best they can given the circumstances.  If finance was the ruling, driving force...especially in the lands of Crowdfunding being what they are...they'd have had a much easier time on themselves to "not" and just fade away.  As such, that means something in my estimation, and the significance is not lost on me versus getting blinded by the mundane business equations.
Title: Re: Caves of Qud: Now in Open Beta
Post by: puke on September 23, 2015, 09:18:21 am
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.

I actually think its a passing fad.  Likely the mass market audience will get tired of it, and people will stop calling everything  roguelike. 

But there will always be madmen making games like this, and I hope they get paid enough to continue the projects they love.
Title: Re: Caves of Qud: Now in Open Beta
Post by: ThtblovesDF on September 23, 2015, 09:41:10 am
The more big companys fuck up and do cash grabs, the better I feel about each dime I throw at indy devs, where your cash still makes a difference.
Anyway, you are clearly allowed to dislike the cash aspects, but you can hardly demand they all be free. Freeware is free.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Retropunch on September 23, 2015, 01:11:50 pm
I definitely agree that a lot of indie devs have started to cash in on old creations and put in the bare minimum to sort of make it viable for sale. This was one of my fears with CoQ when I saw it was going paid - I worried they'd just do a token amount of work, grab a bit of cash and then just leave it.

I'm STILL slightly worried by that - the idea of early access is that you pay for something and you get a finished game at the end. CoQ is so big/complicated that I'm worried that they won't 'finish' it sufficiently on the amount that they earn from it (although it does seem to be doing well!). If that happened we'd be left with a better - but not finished - product. Obviously where you draw the line is a big one, and I'm sure they have their own ideas, but I can see the reluctance of some people to buy in when it might not get finished.

Still, for the amount I paid I feel a very decent amount of work has been done on it - it's more just the principle of 'early access should equal a finished game' that I'm worried about.
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on September 23, 2015, 01:18:53 pm
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Retropunch on September 23, 2015, 02:20:51 pm
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't believe how great that is to hear!!! I've played CoQ over many years and it's been a staple in my life that I've kept going back to - I'm so relieved that you'll keep working on it!

To clarify though, when I talk about finished game, I don't mean it in terms of that there's nothing more to add, I just mean when it gets to the point where it's sort of 'here's a very coherent game and everything works' - each patch gets nearer to that, and I can't wait to see what you add next!
Title: Re: Caves of Qud: Now in Open Beta
Post by: bahihs on September 23, 2015, 08:24:53 pm
I'm on the fence on buying the beta version. How much has been added? Are tinkerers actually useful now (they were my favorite class, but they suck)?

Have new locations been added, random or otherwise? I remember several areas in the free version were disappointingly incomplete (There was an area at the end of the salt desert if iirc that is empty). New quests? Items?

I really want to buy this (I probably will one way or the other) just want to know if there is now a significant enough difference between this and the free version that would actually make the purchase worth it or if I should wait a bit.

Also is there an option for ascii graphics or is it just graphical?
Title: Re: Caves of Qud: Now in Open Beta
Post by: puke on September 23, 2015, 10:04:57 pm
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: bahihs on September 23, 2015, 10:25:15 pm
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.

Thanks, I think I'll wait until a few more features kick in
Title: Re: Caves of Qud: Now in Open Beta
Post by: puke on September 24, 2015, 08:41:46 pm
Haha,

New game, walked to RedRock overland instead of using map travel.

When I got there, the surface was covered in webs and spiders were fighting off a swarm of Girshlings.  Good news, I completed the first part of the quest to discover the critters INSTANTLY.

Bad news, Superdead.
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on September 25, 2015, 04:58:18 pm
Feature Friday!

*New item: geomagnetic disc
*Qud's foremost historian, the Baccata Yewtarch, graces us with the first volume in his most recently published series, a survey of the strange civilizations across Moghra'yi, the Great Salt Desert
 -Vol I: The Sunderlies
*More creatures now carry books (hurray, literacy!)
*Mechanical wings now increase your reputation with birds and winged mammals
*Bludgeon, Clobber, and Barrage now have more descriptive descriptions
*Rejoinder will now only counter-attack misses by your current target
*Added an automatic save game backup & attempt-restore-on-save-exception mechanism
*Mafeo now stocks a lot of basic ammo
*Tinkering lead slugs now creates 50 instead of 5
*19 new tiles
*Fixed torches not stacking properly
*Fixed some typos
*Fixed some book and story formatting issues
*Fixed the asphalt mine stairs again
*Fixed an issue that would sometimes prevent canyon zones from generating
*Fixed Yuckwheat Stem's tile
*Fixed Crysteel Hammer improperly being two-handed
*Fixed Rhinox-Skull Maul improperly being one-handed
*Fixed a few unfinished items that were showing up as data disks
Title: Re: Caves of Qud: Now in Open Beta
Post by: puke on September 25, 2015, 07:31:17 pm
*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?
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on September 25, 2015, 07:44:49 pm
*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?

It's the target you see in the sidebar (you see it's HP there.) You can set it with ctrl+t or it's set automatically when you attack something. Rejoinder will set it automatically if something misses you while you have no current target, which means you can actually still slay a bunch of trash mobs with this implementation in a single turn if you one shot each of them (since killing your target clears your target, then the next creature misses you triggering rejoinder, etc)

It does mean you can't just melee a single tough guy down and rejoinder spam everyone else that approaches; if you get surrounded by tough guys you can't one-shot, rejoinder isn't going to help.
Title: Re: Caves of Qud: Now in Open Beta
Post by: puke on September 25, 2015, 09:28:42 pm
Wow, that sounds really well balanced. 

Id see how it feels in play, but it wouldn't be a fair evaluation since I totally cheat.

I mean, ill still see how it feels, but my case isn't worthwhile feedback for you (:
Title: Re: Caves of Qud: Now in Open Beta
Post by: puke on September 25, 2015, 11:47:11 pm
possible bug but, since it happened on a save betweeen upgrades, it probably isnt worth counting.

Save was just before Mamnn, on the same map where I would have met him.  Friday upgrade occurs.  Load game, and I meet three of him.  No idea how many there would have been before the upgrade.

Kill all three.  the first one I kill drops his unique items, the last one i kill ends the quest.

I would have expected that two were time shifts or something, but the fact that the first one dropped his stuff while the thrid ended the quest, suggests bug.

Of course, upgraded save,  so maybe all bets are off.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Mephansteras on September 26, 2015, 02:08:42 pm
Bug report: New game and I find two Border revolvers, which is great. Unfortunately, hitting 'r' to reload only loads the first one. I have to manually go in and reload the second one, which is a pain.
Title: Re: Caves of Qud: Now in Open Beta
Post by: puke on September 28, 2015, 09:43:32 pm
another bug report, since this seems to be one of the more active places for the game (second to twitter) and tweeting them just feels inappropriate:

Portable beehives generate water, not honey.  Which is nice and all, but I already have a stillsuit or whatever its called.

Also, the stillsuit seems to generate water even when not worn.  The "work when not worn" is probably fine for the hive, but maybe inappropriate for the stillsuit.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Angle on October 01, 2015, 01:58:51 pm
I'm having a lot of trouble with the game using loads of memory. Like, I load it and it gives me the "you're using too much memory" warning within a minute or two. I'm in bethesda susa. I could post my save, if you like.
Title: Re: Caves of Qud: Now in Open Beta
Post by: puke on October 01, 2015, 02:24:04 pm
I had similar issues there, I could clear one or two levels before running low.

I think when I played the free version, the only time I made it there I just took the elevator and did not stay long enougg to run into issues, but I also think the new unity version is leakier.

I'm currently in the tomb of eaters and running out of ram about 2-3 times per level with a 750mb save file.

Thinking of just restarting after a few patches.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Angle on October 01, 2015, 03:07:07 pm
It's funny, I didn;t have any trouble before bethesda susa. I think one of the enemies has memory leaks out the wazoo or something.
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on October 01, 2015, 03:22:58 pm
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Angle on October 01, 2015, 03:48:16 pm
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.

Done, waiting on update. Also - heres an idea for a cool mutation - Teleport Object. Teleports an object of your choice from your inventory into an opponents inventory - or into their body, if you get lucky. Use this to administer tonics at range, or to drop grenades on your enemies with precision. Or just weigh your opponents down with heavy objects. Alternatively, you could have it allow you to pick things up at range. Snatch that nice artifact out of the acid from across the map, or take away your enemies Fullerite Plate mail so you can actually damage them!

Edit: Nope, that didn;t do it. It might be the room - I have burgeoned plants sitting in convalescence. Could that be par of the problem?
Title: Re: Caves of Qud: Now in Open Beta
Post by: puke on October 01, 2015, 08:04:29 pm
While cool, that cheapens the tinker ability to lay mines.  Tinkers already have it rough finding a niche
Title: Re: Caves of Qud: Now in Open Beta
Post by: forsaken1111 on October 02, 2015, 02:23:34 pm
While cool, that cheapens the tinker ability to lay mines.  Tinkers already have it rough finding a niche
Laying 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.

There aren't really classes anyway, in that way, so a 'tinker' is just someone who happens to have a few skills. Nothing stops a tinker from being able to teleport his homemade grenades into people's mouths.
Title: Re: Caves of Qud: Now in Open Beta
Post by: puke on October 02, 2015, 02:44:39 pm
hmm.  one view of game design, is that each general build should be fun to play on its own.  part of that is asking the question "are there enough reasons to play this build over another?  and will it be roughly as enjoyable?"

giving all of the benefits to the mental mutants reduces the value of investing in those other skill trees.  which in turn makes true men and tinkers (artifexes especially) less enjoyable, because you know you could easily get better results doing it a different way.  And as the optimal path leads you down a specific road, the game becomes less varied.

Its like if you gave "light control' 10x the damage on its laser strikes.  cool for that mutant, but why would anyone ever take the guns skill? 

Or extend the range of the remote viewing power such that it can get you un-lost in the wilderness.  Why would anyone take pathfinder?

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.

Even in a single player game, the different play styles should be valuable and fun.  Qud is not really balanced, and I dont think it should be.  But one may wish to ensure that different builds are all generally fun on their own.

Cant speak for unormal though, I'm sure if he likes your suggestion he'll put it in.
Title: Re: Caves of Qud: Now in Open Beta
Post by: forsaken1111 on October 02, 2015, 03:05:18 pm
Not EVERY build can be fun in a game where you have freedom of choice. If I made a character with harvestry and butchery as their only skills that wouldn't be a very fun experience as I'd probably die straight away.

Similarly, not everyone thinks the same things are fun. I might pick guns over "light control" in your scenario because I don't want to throw lasers around, simply because of the theme of my character, or because I don't want to be a weird mutant thing
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on October 02, 2015, 05:00:24 pm
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
Title: Re: Caves of Qud: Now in Open Beta
Post by: Angle on October 02, 2015, 07:50:20 pm
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?
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on October 02, 2015, 08:15:50 pm
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?

It might, but Bethesda has a few unique problems that are just due to it's implementation, and won't be fixed by these general fixes.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Angle on October 03, 2015, 01:44:19 pm
Arg. Now I got through to the cryo chambers and it's crashing without even giving em the warning first.
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on October 03, 2015, 01:57:02 pm
Arg. Now I got through to the cryo chambers and it's crashing without even giving em the warning first.

I'd take a zip-up of that save if you don't mind, to support@freeholdgames.com
Title: Re: Caves of Qud: Now in Open Beta
Post by: Angle on October 03, 2015, 04:46:17 pm
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on October 03, 2015, 05:09:44 pm
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
Title: Re: Caves of Qud: Now in Open Beta
Post by: Angle on October 03, 2015, 05:29:25 pm
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on October 03, 2015, 05:38:47 pm
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]
Title: Re: Caves of Qud: Now in Open Beta
Post by: Angle on October 03, 2015, 06:06:44 pm
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]

Aha! I was looking in the steamapps folder. Alright, found the save, send it to you.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Aquillion on October 04, 2015, 05:14:41 am
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.

And I usually end up not buying Psychometry, even as a psychic tinkerer.  Psychometry itself is, honestly, a really weak mutation compared to other options.  Maybe it looks tempting to a tinker, but at the end of the day all it does is let you get consumable recipes faster -- which are the cheapest ones to buy disks for -- and get the recipes for stuff you already own, which is virtually worthless for non-consumables because you rarely need huge numbers of copies of stuff.  It's a mutation that becomes worse and worse the further you go into the game, since eventually you reach the point where you would have gotten all the recipes you wanted elsewhere.  I'd go so far as to call it one of the worst mental mutations.  The problem is that tinkering is so terrible that even one of the worst mental mutations in the game looks tempting to someone using it.

Right now, tinkering is just weak across the board.  There's no particular long-term value to being able to create stuff, because you can eventually find or buy everything you need anyway, at which point all your investment in tinkering is utterly wasted.  Grenades, turrets, and recharges are the only things tinkering really offers, but those are also the easiest things to get, and not that great compared to most other options (especially considering the investment involved -- intelligence is not actually a great stat at high levels, since extra stat points has diminishing returns, especially if you lack the stats for other powerful skill trees on account of raising intelligence.)  Data disks are horribly expensive (and often, for anything but consumables, you might as well just buy the finished product.)

The whole way tinkering works needs some fundamental rethinking from the ground up -- tinkers need some ability to improve on their existing equipment, say (or cybernetics, for True Kin.)  They need ways to access or develop recipes for things they don't already have beyond paying nearly as much as you would for the finished product or relying on the scant three random things you get from the Tinker skills.  I still think recipes for robots (maybe with a skill that gives you a chance of having a defeated robot drop its data disk) would be a good idea, too, since companions are something you actually benefit from being able to create repeatedly on the fly.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Mephansteras on October 04, 2015, 05:32:29 pm
I love Psychometry, not least because it lets you open doors without key cards. That alone is pretty powerful, and goes well with Tinkering since it lets you get a lot more scrap as well as some potentially very powerful loot.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Angle on October 05, 2015, 02:33:01 am
Yeah, I love to play esper tinkers. Though I never start with psychometry, I try to pick it up later.
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on October 09, 2015, 07:09:10 pm
Feature Friday!

*'Neath the lee of a desert dune, a robot augur has a vision of a Six Day Stilt bustling with merchants and pilgrims. Soon... soon...
*The Baccata Yewtarch's genius is truly unbound. This week, he graces us with his new volume, "Across Moghra'yi, Vol. Ia: Athenreach"
*New rare helmet mod: terrifying visage
*New rare axe and long blades mod: serrated
*Fixed some typos
*Fixed a few issues causing zone building failures
*Fixed an issue with improper wall and water tiling along edges
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on October 16, 2015, 04:59:59 pm
Feature Friday!

*We refreshed Adrenal Control. Here's the new version.
 Adrenal Control (4 MP)
   +5 quickness
   You can increase your body's adrenaline flow by up to 5 grades.
   Each grade gives you an extra 10 quickness (+1 quickness per mutation level) and +3% chance per round to exhaust yourself (-0.2% chance per mutation level).
   When you exhaust yourself, you lose your adrenaline bonus and fall asleep 5 rounds later. You stay asleep for 5 rounds.
   Increasing and decreasing your adrenaline flow are free actions.
*The Baccata Yewtarch has outdone himself with a thrilling account of the peculiar habits of foreign espers in "Across Moghra'yi, Vol. III: Oth, the Free City".
*Tidings of the Six Day Stilt renovations have arrived:
 -Work on the Stilt continues
 -The Mechanimsts have commissioned renowned sculptress Petramaia to adorn the cathedral at the Stilt with several statues and two relief sculptures depicting important scenes from the Canticles Chromaic
 -Apple farmers, apothecaries, bookbinders, and cobblers from across Qud have begun their trek toward Stiltgrounds' bazaar
 -Scouts have noticed 3 deer centaurs prancing toward the Stilt
Title: Re: Caves of Qud: Now in Open Beta
Post by: puke on October 16, 2015, 05:38:26 pm
If only it had more content!

 (joking, joking)

You're a giant among men, unormal.
Title: Re: Caves of Qud: Now in Open Beta
Post by: ductape on October 17, 2015, 06:04:23 pm
after watching this thread for years, I finally went ahead and bought it on Steam. On a lark and mostly to support the developer and his obvious dedication. I usually give up quite easily on roguelikes, the usual gripes about interface, difficulty, and permadeath.

I went ahead and gave this a go, and after a few tries, i have managed to live through the starter quests. Definitely very fun and the world is quite interesting. I find myself curious enough to actually (L)ook at things and this has been rewarding.

I will die soon, and then start again.

I am worried I may become bored with the quests if I must repeat them over and over again. Is it fun and viable to skip the quests and just go off on your own, are there interesting things to uncover that are not part of the quest line?
Title: Re: Caves of Qud: Now in Open Beta
Post by: puke on October 17, 2015, 06:35:40 pm
The mushroom village has its own local quest.  There are some non-quest dungeons, such as the giant arch and the tomb of the eaters and the asphalt mines.  And soon, the seven day stilt.

You'll find random monster lairs and merchants and villages just by traveling around.  The entire salt desert to the west and badlands to the east are non-quest related, and have higher threat monsters in them.
Title: Re: Caves of Qud: Now in Open Beta
Post by: ductape on October 17, 2015, 07:02:47 pm
Thanks, so now i know there are non-quest dungeons and stuff. Guess what I am asking about is if other people play the quests every single time. Is this the norm?
Title: Re: Caves of Qud: Now in Open Beta
Post by: puke on October 17, 2015, 08:17:22 pm
I usually do, because redrock and rustwells are reliable places to level up and get cheap fungible loot.  But only usually. 

Often I'll break off and wander around the ruins, as those locations tend to strike a good threat/reward balance.
Title: Re: Caves of Qud: Now in Open Beta
Post by: puke on October 17, 2015, 10:05:26 pm
I think you can descend infinitely.  I've not seen that specifically, but I also have not been down 30 levels.

There is a unique ape god temple that has trees underground.. And I have seen some bugged levels, one did include trees.  But it seems rare.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Aquillion on October 19, 2015, 06:42:09 am
The Red Rock quest is totally optional anyway (its questline doesn't actually lead anywhere at the moment.)

You could just wander around and explore rather than doing quests, but it's probably a good idea to do at least Argyle's questline up until you gain access to Grit Gate.  Getting the recoilers for Grit Gate and Joppa will help you a huge amount in terms of getting around, and Grit Gate offers better stuff for sale.

(I think you can technically enter Grit Gate by doing the Red Rock questline instead and telling them you're a friend of Joppa's elder, but you won't be able to continue the main questline there until you do Argyle's quest.)
Title: Re: Caves of Qud: Now in Open Beta
Post by: Aquillion on October 19, 2015, 07:12:04 am
There seems to be a bug with the new Adrenaline Control.  On some characters, I don't collapse from exhaustion when exhaustion happens; instead, it gets put on cooldown for about 51 turns.  It says I will collapse from exhaustion in X turns, counting down from 5 to 0, but when it hits 0 it just says I'll collapse in 0 turns, and I don't collapse at all.

My character has Adrenaline Control, Phasing, Sleeping Gas Generation, and Enhanced Hearing.  And I'm an Arconaut.

Thinking about it, does Sleeping Gas Generation make you immune to being slept?  That could be it.
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on October 19, 2015, 09:41:10 am
Thinking about it, does Sleeping Gas Generation make you immune to being slept?  That could be it.

Yeah, that's what's going on, actually.
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on October 23, 2015, 08:21:17 pm
*New plant: fracti
*Added bronze brazier
*Added vases, pitchers, and bottles
*Added woven basket
*Furniture now gets placed around merchant tents more pleasingly
*Added a bunch of furniture tiles
*Added fluted wall tiles
*Tidings of the Six Day Stilt renovations continue to arrive:
-Work on the Stilt continues
-Fracti has invaded the Stiltgrounds. Perhaps the Mechnamists will succeed in pruning it
-The priests ready the hologram of Glorious Shekhinah for display
-Petramaia makes tremendous progress on her artistic marvels. Her depictions of the Sacred Joining and the Edification in marble relief look to be unrivaled in all of Qud.
-Restoration work has begun on the astronomical clock
Title: Re: Caves of Qud: Now in Open Beta
Post by: puke on October 23, 2015, 10:32:03 pm
*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?
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on October 23, 2015, 10:47:48 pm
*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?

In Qud these are all the same.
Title: Re: Caves of Qud: Now in Open Beta
Post by: puke on October 24, 2015, 12:05:52 am
:D
Title: Re: Caves of Qud: Now in Open Beta
Post by: Dostoevsky on October 24, 2015, 02:56:48 pm
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?
Title: Re: Caves of Qud: Now in Open Beta
Post by: bahihs on October 24, 2015, 02:58:34 pm
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?

Sure just get a couple of chairs and table. Or just stand. The real question is does the brazier provide comfort AND support?
Title: Re: Caves of Qud: Now in Open Beta
Post by: puke on October 24, 2015, 03:14:03 pm
So is it or is it not a flaming garment that you can eat off of?
Title: Re: Caves of Qud: Now in Open Beta
Post by: Niveras on October 25, 2015, 05:08:29 am
Yes.
Title: Re: Caves of Qud: Now in Open Beta
Post by: puke on October 25, 2015, 09:54:18 am
I'll take two, then.
Title: Re: Caves of Qud: Now in Open Beta
Post by: puke on October 30, 2015, 01:24:24 pm
Saw some pics of the Stilt on the Twitters.  Is a Feature Friday coming? 

Looking forward to being able to make a pilgrimage!
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on October 30, 2015, 01:51:27 pm
Saw some pics of the Stilt on the Twitters.  Is a Feature Friday coming? 

Looking forward to being able to make a pilgrimage!

Yup, though it's still in process, and I'm out for vacation for a week after next week, so it'll be a few weeks before it's totally complete.
Title: Re: Caves of Qud: Now in Open Beta
Post by: puke on October 30, 2015, 03:06:41 pm
I'm out for vacation for a week after next week, so it'll be a few weeks before it's totally complete.

'sallright, I enjoy the anticipation.
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on October 30, 2015, 03:09:45 pm
*News is slow this week across Qud, but construction work continues at the Six Day Stilt
 -The Mechanimists unveil the first prototype of their Sacred Well, into which pilgrims may toss artifacts in exchange for reputation
 -Shoemakers, gunsmiths, and grenadiers have made their way to the Stiltgrounds bazaar
 -It dawned on the Stiltgrounds merchants that business might pick up if they hang signs outside their doors
 -Lots of new sign tiles
 -The Mechanimists have started converting creatures from other factions. They appear around the Stiltgrounds.
 -Farm animals are making their way toward the Stilt
 -Fraci tiles appear more detailed
 -Initial support for music and sound was added. A sample dirge echos through the halls of the Stilt cathedral
Title: Re: Caves of Qud: Now in Open Beta
Post by: RoguelikeRazuka on November 01, 2015, 04:07:34 pm
Hey I wonder what's new on the work at finishing the main quest line?
Title: Re: Caves of Qud: Now in Open Beta
Post by: Edmus on November 01, 2015, 07:05:26 pm
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!
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on November 03, 2015, 06:15:47 pm
Look, we're doing very important things.

Like adding faces.  :o

(http://i.imgur.com/Nd4uzQu.png)
Title: Re: Caves of Qud: Now in Open Beta
Post by: Mephansteras on November 03, 2015, 06:46:43 pm
So before now we were all faceless? Spoooooky :P
Title: Re: Caves of Qud: Now in Open Beta
Post by: cerapa on November 03, 2015, 07:11:25 pm
Does this mean I can cut off someones face and wear it as a mask?

I'm guessing no, but a man can hope.
Title: Re: Caves of Qud: Now in Open Beta
Post by: puke on November 03, 2015, 07:39:09 pm
Next up, Janus style diprosopus mutants with multiple faces on the same head. 

This should reduce the cooldown for dialogue based abilities (proselytize) similar to how two heads reduces cooldown for mental mutations.
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on November 03, 2015, 08:46:53 pm
(http://i.imgur.com/gM3hsT7.png)
Title: Re: Caves of Qud: Now in Open Beta
Post by: Nighthawk on November 03, 2015, 10:27:13 pm
Spoiler: GIF (click to show/hide)

I am so ready.

Also, that ogre ape's face is so bloody that it needs two bloody descriptors. That's got to be the bloodiest face around.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Aquillion on November 03, 2015, 10:32:15 pm
I am more concerned with that fist's penetration value.
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on November 05, 2015, 06:25:33 pm
Feature Friday (one day early, cause I'm on vacation next week!)

***Quick note: we'll be out of town next week, so there won't be a Feature Friday patch on November 13th. We'll pick up again the following week, on November 20th.

*The 'face' is a new equipment slot distinct from 'head'. So now you can wear helmets and masks at the same time, or, more stylishly, horns and a beak.
-Helmets with the "terrifying visage" mod occupy both the head and face slots.
-Night-vision goggles no longer grant +1 AV.
-The Beak defect now grants 2 bonus mutation points instead of 3.
*A new salt desert ground tile was added.
*The loading font was changed.
*Hear ye, hear ye! More tiding from the Six Day Stilt!
-The Mechanimists have managed to prune the fracti to acceptable levels. They've also noticed the appearance of colorful thorns on the plants.
-The merchants have wisely decided to (mostly) orient their tents toward the road
-Ctesiphus no longer spawns as a Mechanimist convert; his convictions are firm.
-Some regulatory agency mandated that gunsmiths stop selling 12-gauge shells; they were tricking buyers into thinking 12-gauge shotguns had been invented yet.
-The campfire choirs now have a Mechanimist preacher leading their flock. They spout short prayers (soon to be full sermons).
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on November 20, 2015, 07:01:17 pm
"Look, Elder, across the marsh. It's Sytep and Tirutep."
"Aye. Back from the Stilt, they are. Fetch my cane and ferry me to the cistern. They bring tidings, and I must hear."

*Eschelstadt II, High Priest of the Stilt, has made an appearance inside the cathedral. He's giving a grand sermon to all pilgrims by the Sacred Well.
*The Mechanimist preachers on the Stiltgrounds have started delivering sermons, too. Topics include the Argent Fathers, baetyls, and the story of the Sacred Joining.
*Petramaia, realizing she had reversed her plans for the marble relief of the Edification, tore the relief down and rebuilt it.
*The marble reliefs inside the Stilt were named and given descriptions.
*The statues of the Argent Fathers inside the Stilt were named and given descriptions.
*More animal farmers and shepherds have arrived at the Stilt, including
-goat herders
-ray cat herders
-crab farmers
-beetle farmers
-snail farmers
-leech farmers
-amoeba farmers
*Farm animals no longer open the gates to their pens.
*Beetle jerky was added.
*Stiltground merchants are more conversational.
*The Stiltground road tiles were changed.
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on November 29, 2015, 10:42:46 pm
*New book: On the Origins and Nature of the Dark Calculus by Barathrum the Old
*Added Mechanimist pilgrims that trek toward the Sacred Well at the center of the Six Day Stilt from whereever they are in Qud
 -Some pilgrims are Mechanimist converts
 -Some pilgrims are listening to sermons around the Stiltgrounds
*Fracti were renamed to their singular form, fractus
*New faction: succulents
*Fracti belong to the succulents faction
*When you walk over a fractus, you take 1 damage and your movement is hampered, unless succulents like you
*Added a 'sitting' status
*The flocks of pilgrims, choralers, and converts listening to the sermons on the Stiltgrounds are all seated
*Added a grenade shop sign
*Fixed some issues with extraneous stairs getting generated at the entrances of main dungeons
*Fixed some issues with dungeon map connections in the ruins and Tomb of the Eaters
Title: Re: Caves of Qud: Now in Open Beta
Post by: Ehndras on December 02, 2015, 01:56:57 am
I am more concerned with that fist's penetration value.

...To the OOC thread we go.
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on December 04, 2015, 04:27:37 pm
Tirutep: "On guard, Sytep! A snapjaw approaches.
Sytep: Nay, nay, it's just the Elder. He's knifejacked a snapjaw's furry countenance and wears it over his own!
Elder: "Hello, friends!"

*When you wear the severed face of your enemy, you get an Ego bonus based on the enemy's level and a -500 reputation penalty with each of the enemy's factions
*Severed faces got better descriptions
*The Wardens Esther, sheriffs of the Six Day Stilt, have taken up their post
*Stiltgrounds NPCs now wander around the Stiltgrounds in a more lively fashion, walking in and out of shops and conversing with each other (unless they're rapt by a sermon)
*Pilgrims no longer belt out their intentions
*New possible Stiltgrounds merchant: schematics drafter
*Starting reputation with succulents was reduced
*Fracti actually deal damage when unfriendly creatures walk over them
*NPCs path around fracti now that it's prickly
*The sacred well was greatly embellished
*A splendid, marble dais now surrounds the sacred well
*New tile: bedroll
Title: Re: Caves of Qud: Now in Open Beta
Post by: Nighthawk on December 07, 2015, 08:31:15 am
*When you wear the severed face of your enemy, you get an Ego bonus based on the enemy's level
Holy face-snatching Fridays, Batman. This makes so much sense I'm ashamed I didn't come up with it myself.
Title: Re: Caves of Qud: Now in Open Beta
Post by: FallacyofUrist on December 07, 2015, 09:41:29 am
I can only imagine the boost from wearing that bear's face(now a mask, basically).
Title: Re: Caves of Qud: Now in Open Beta
Post by: puke on December 07, 2015, 03:26:19 pm
All I can think of is:

Quote from: TMBG topic=We Want a Rock
Everybody wants prosthetic foreheads on their real heads

Title: Re: Caves of Qud: Now in Open Beta
Post by: Ehndras on December 08, 2015, 12:58:18 pm
Can I wear a human face on my human face?

We need human cannibals, stat!
Title: Re: Caves of Qud: Now in Open Beta
Post by: forsaken1111 on December 09, 2015, 08:39:22 pm
We need randomly uploaded/downloaded bones files so I can find Ehndras' last dead character and wear his face on my face.
Title: Re: Caves of Qud: Now in Open Beta
Post by: getter77 on December 14, 2015, 09:12:46 am
Quote
*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
Title: Re: Caves of Qud: Now in Open Beta
Post by: getter77 on December 20, 2015, 08:50:20 am
Quote
*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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: FallacyofUrist on December 23, 2015, 11:35:40 pm
Two things: how do you sever faces anyway and...

My most recent character pulls out his pump-action shotgun and blasts an irritable tortoise(or perhaps a boar, I don't remember exactly), killing it. Within the shotgun's firing cone are two glow crows, neutral to me. The only two shotgun pellets that didn't hit the boar split up, and hit the crows. Yes, you heard right. And the crows were rather moderately distanced from my character, not short-ranged. Oh chance.

How good is a Stasis grenade III, anyway?
Title: Re: Caves of Qud: Now in Open Beta
Post by: destroythecore on December 24, 2015, 02:11:08 am
Not sure if crazy but Qud is somewhat-sort of feeling like Adom to me.
Title: Re: Caves of Qud: Now in Open Beta
Post by: beorn080 on December 24, 2015, 07:28:06 am
I think ranks on stasis grenades only affect duration. But they're all good, as they create a 3*3 force wall that traps things inside it. Wonderful for getting away or setting a trap.
Title: Re: Caves of Qud: Now in Open Beta
Post by: FallacyofUrist on December 24, 2015, 10:24:04 pm
Or... perhaps, dealing with slumberlings.
If they weren't so fast.

Make a land mine out of one, yeah.
Title: Re: Caves of Qud: Now in Open Beta
Post by: getter77 on December 28, 2015, 08:51:10 am
Quote
*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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: FallacyofUrist on December 30, 2015, 11:25:45 pm
in other news... my level 10 tinker seemed rather tough with his carbide flaming long sword and dual wielded steel long sword, plus a wide assortment of grenades(plus shotgun and grenade launcher), so I decide to go explore that mushroom village place.

Oh, nice and nice and calm!

Hello, goatfolk pariah!

"Hello, goatfolk pariah!"
"Do not call me that?"
"Why?"
"We must fight!"

Courtesy of a fullerite axe, my tinker loses half of his HP. I try to use force bubble to prevent that from happening again while I plan my next move.
Then my character died before putting up the bubble.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Beggars` Sect on December 31, 2015, 07:13:48 am
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?
Title: Re: Caves of Qud: Now in Open Beta
Post by: Azkanan on December 31, 2015, 08:27:47 am
>Reading this thread as if it was brand new. Really interested to see people's opinions.
>2010.

Oh.
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on December 31, 2015, 03:17:06 pm
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. ;)
Title: Re: Caves of Qud: Now in Open Beta
Post by: getter77 on January 03, 2016, 05:14:43 pm
Quote
"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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Ygdrad on January 04, 2016, 07:36:11 pm
Bought this during the winter sales on steam and I've been having a blast. Still dying tons and trying to figure things out though.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Ygdrad on January 09, 2016, 06:50:32 am
So I made an esper and had both Proselytize and Beguile. I made 2 goats into allies and they were really useful for a while. Eventually I tried destroying webs blocking my way using their help. After hitting the web a few times I was feared by dreadroots right into the web. The two goats did not stop attacking the web I was tangled in :|

My two goat friends helped me to death.
Title: Re: Caves of Qud: Now in Open Beta
Post by: getter77 on January 10, 2016, 08:27:15 am
Quote
*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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: FallacyofUrist on January 13, 2016, 07:20:31 pm
Huh. I got a Metamorphic Polygel. What should I use it on?
Title: Re: Caves of Qud: Now in Open Beta
Post by: Mephansteras on January 13, 2016, 09:33:07 pm
What does it do?
Title: Re: Caves of Qud: Now in Open Beta
Post by: FallacyofUrist on January 13, 2016, 09:39:22 pm
Oh hi mafia moderator.

It replicates whatever item its used on, but only works once.

Title: Re: Caves of Qud: Now in Open Beta
Post by: Mephansteras on January 14, 2016, 12:32:41 am
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Arcvasti on January 14, 2016, 12:52:01 am
It replicates whatever item its used on, but only works once.

use it to replicate another metamorphic polygel, duh
Title: Re: Caves of Qud: Now in Open Beta
Post by: Tiruin on January 14, 2016, 02:39:35 am
>Reading this thread as if it was brand new. Really interested to see people's opinions.
>2010.

Oh.
It's brand new with every patch ;3
Which means it's upgrading everytime, with new content or adjusted and modified content :)

It's been months for me, and I'll be trying to get back into this nice game. Forgot how to submit bugs though, as I've still to re-open the game after all the dust it gathered. >.<
Title: Re: Caves of Qud: Now in Open Beta
Post by: FallacyofUrist on January 14, 2016, 09:46:40 am
It replicates whatever item its used on, but only works once.
use it to replicate another metamorphic polygel, duh
If I did that, it would just be used up. Gain one, lose one.

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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: puke on January 14, 2016, 10:04:11 am
dual long sword is a pretty great way to go.  It's usually either that or short blades for me, since they have such great skill trees.  I like the stat specialization possible with short blades.

If you're specializing in long blades though, its hard to do better than the unique named weapons that guy in the mushroom village has.  I'm not sure if you can get them from him peacefully -- I think he used to be willing to trade one of them many versions back, but he probably won't any longer.

Cloning one of those would be worthwhile.

Or if you find an anit-mater cell and wish you had two.  Or, if you tinker, and something is made with a really rare high-end bit...
Title: Re: Caves of Qud: Now in Open Beta
Post by: FallacyofUrist on January 14, 2016, 10:53:07 am
Warden Indrix? Yeah, I'm not killing him anytime soon. And domination isn't an option as I'm playing with a True Kin.

In my previous game, I used the short blade skill tree and got Rejoinder for the first time.
THEY SHALL DIE BEFORE ME IN MELEE!
Title: Re: Caves of Qud: Now in Open Beta
Post by: puke on January 14, 2016, 11:36:34 am
I couldn't remember if it was the warden or the hunter that had them.  He'll aggro you without provoking the rest of the villiage (at least he used to) if you do his quest wrong.  Or if you bring his brother back with you instead of killing him.  But without Dominate, that might be hard.

How about Beguile?
Title: Re: Caves of Qud: Now in Open Beta
Post by: FallacyofUrist on January 14, 2016, 06:49:46 pm
And [mutations] aren't an option as I'm playing with a True Kin.
Title: Re: Caves of Qud: Now in Open Beta
Post by: puke on January 15, 2016, 06:58:32 am
Oops, I meant "Proselytize", not "Beguile".
Title: Re: Caves of Qud: Now in Open Beta
Post by: Salmeuk on January 15, 2016, 04:15:44 pm
My favorite build right now is a roleplay heavy set of mutations and skills: I take the beak deformity, and with wings and heightened speed and nightvision. I play this "bird person" as an arconaut, and getting started can be surprisingly difficult! I mean flying is strong, but no face or back slots plus very little health requires some strategy for those early levels. Once you get enough arrows or a rifle, you can take most anything on the ground as long as it can't shoot you and you avoid pissing off the giant mosquito swarms. Falling down is still a death sentence, though, and your wings are useless underground. However, If you're smart about it the flying bonus to wayfinding lets you rush up to the stiltgrounds and pilfer / purchase lots of goodies.

I'm still pretty new to the game, but the unique setting is probably the biggest selling point for this game. Roleplaying is a much smoother experience due to the item design that encourages both flavor AND utility, while letting minmaxers do their thing if they so desire. I have fun visualizing this bird person flapping about, a rifle strapped to his back, two daggers and countless grenades strapped to his belt. It's pretty good when he talks to this one character who I've forgotten the name of, and she blames "the birds" for some massive catastrophe or something. *flaps angrily out the hut*

Other builds include a farmer cursed to mutate uncontrollably, a precog scholar who can experiment his way through the unknowns of Qud, and a dual-weild Syzyrgior (?) who acts insufferable around lowborns.
Title: Re: Caves of Qud: Now in Open Beta
Post by: getter77 on January 17, 2016, 08:18:00 am
Quote
*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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: FallacyofUrist on January 17, 2016, 05:53:46 pm
So I'm at the bears place with my character.

Merchant: selling a chain pistol, twin to the one I already have. Cost: 400 drams.

"Well, I could sell my nuggets... perhaps throw in the polygel... oh wait."

I promptly duplicate my chain pistol and save myself 200 drams.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Salmeuk on January 17, 2016, 10:59:17 pm
The whole "Aphorisms about Birds" book was added just to troll me, I swear. . .
Title: Re: Caves of Qud: Now in Open Beta
Post by: FallacyofUrist on January 20, 2016, 05:02:19 pm
In other news, I accidentally raided Golgatha and completed the "More Than a Willing Spirit" quest.
Title: Re: Caves of Qud: Now in Open Beta
Post by: getter77 on January 24, 2016, 08:19:33 am
Quote
*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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on January 29, 2016, 02:35:12 am
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. ;)

Humble builds are now updated to the latest and I can now self-service builds so I'll keep them updated once a month.
Title: Re: Caves of Qud: Now in Open Beta
Post by: puke on January 29, 2016, 05:31:43 am
*We've replaced the quest, Ripe for the Conflagrating

But do we still get to make bananas foster / flambe?

I so want the quest to be:  "okay, take this flame thrower, and this cart load of brown sugar, and these barrels of rum..."
Title: Re: Caves of Qud: Now in Open Beta
Post by: getter77 on January 31, 2016, 08:30:27 am
Quote
*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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: beorn080 on January 31, 2016, 12:42:08 pm
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.
 
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Aquillion on February 01, 2016, 01:08:21 am
I, um, uh, geez.  I really really really do not agree with the removal of Expert Disassemble.  For many builds, that skill was not optional, and while modding serves as a substitute, this basically takes a significant portion of what tinkering used to do and makes it unplayable.  Removing Expert Disassemble makes it almost impossible to reasonably get the bits for any of the high-tier items without spending so much time and money that you could have more easily obtained whatever you were trying to create directly.

I mean, this obviously isn't the direction I wanted things to go in, since I preferred tinkers being able to deconstruct / reconstruct things on a whim without losing bits.  Modding should be useful, but it seems to me like removing Expert Disassemble nearly kills the usefulness of any other tinkering -- now that bits, especially higher-class ones, are going to be substantially harder to get, most tinkers aren't going to want to waste them on anything they can get elsewhere.  (Previously, the only reliable way to get high-class bits was to buy things containing them and deconstruct them.  Those things are only offered occasionally, so now you can't really reliably get them at all -- Expert Disassemble was essential for playing any character that wanted to build certain things.)

The game still has the fundamental problem that, for almost all non-consumable recipes, you're likely to only want to build it once ever; data-disks (and, now, high-class bits) are so expensive and hard to find that you'd usually be better off just trying to acquire whatever you're looking for directly rather than spending time tinkering.  I still strongly feel that being able to deconstruct and reconstruct stuff without losing bits is the only way to make the ability to create stuff from scratch ever "feel" tinkery under this system (because then you could quickly pull out whatever you need on the fly) -- right now, it's basically a more complicated and difficult way to produce stuff.

Also...  Expert Disassemble was removed, but Reverse Engineer was left in, though it has the same problem.  I'm not necessarily saying Reverse Engineer should be removed, because right now it's really hard for tinkers to get recipes even without it, but I don't understand why Expert Disassemble (which I thought was extremely important to any dedicated Tinker build, and the main reason to shoot for an otherwise-mostly-overkill Intelligence of 25 in the first place) was removed, when the much less important Reverse Engineer was left in.

More generally, I'll reiterate what I said back when I argued that tinkers should be able to disassemble stuff they built...  it feels like you're too worried about whether stuff incentivizes unfun play.  Yes, that's a concern, but I suspect that the people who actually had their gameplay twisted in unfun directions by Expert Disassemble, or who would have done unfun things with the ability to deconstruct and reconstruct their gear repeatedly using it, are a tiny, tiny portion of the userbase; wheres the restrictions you're putting in place to prevent that problems for everyone across the board.  Removing Expert Disassemble is a severe over-reaction to a very minor problem.  There's always going to be somewhat silly or unfun strategies that players can dig up or convince themselves to focus if they really want to; but I think that beyond a certain point, you have to just let people decide how they're going to enjoy the game, and just try to make sure that an unfun behavior doesn't start to feel necessary.  It's fine if some people want to save stuff to only disassemble it once they have Expert Disassemble; it's only a problem if people feel that they can't play any other way.

(Another example:  The basic ability to sell things -- at all -- incentivizes a far more serious unfun behavior than either of the Tinkering issues mentioned above, since it encourages players to carry every single thing that isn't nailed down back to a merchant and leave it in a pile to trade as necessary.    Anyone who was saving stuff to disassemble later with Expert Disassemble is almost certainly carrying everything that's not nailed down back to pile it up near a shopkeeper.  As far as I can tell, this is not avoidable without removing the ability to sell things to shopkeepers entirely.  Some games have gone that way, but you'd be cutting out part of the scavenging theme of Qud in order to do it, so I don't think it'd be a good idea.)
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on February 01, 2016, 01:41:50 am
We're probably going to add some "invention" skills that provide non-disassemble routes to generate bits you need from unwanted bits (tier 0 and otherwise), as well as stuff like data disks; rather than having disassemble be the one true route to generate all resources. Now that disassemble isn't a perfect breakdown, we'll probably re-enable dissembling previously constructed items. Your concerns are totally valid but disassemble on it's own is kind of unfun, and I want to kick the whole system around a little more and see if we can reach a better local maxima in fun.

(P.S. We can always trivially go back to "disassemble gives you all the bits" if our travels around the field of possibilities don't end up fruitful. I'd just ask you to approach the new stabs at system balance with an open mind and give feedback like "I don't have enuf bits, yo!", etc; which you're doing here. We don't have massive spreadsheets for Qud like we would for a newer design, so it's hard to advance without just iterating. I'd rather just do a stepwise build of the changes we can make inside of a week, each week, rather than a single monolithic untested change. So we're gonna iterate!)
Title: Re: Caves of Qud: Now in Open Beta
Post by: Mephansteras on February 01, 2016, 10:18:29 am
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Retropunch on February 01, 2016, 02:35:25 pm
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 completely agree - this has been one of my favorite bits (ba-dum-tish) of CoQ and definitely puts it above many other RLs. It makes you feel more like you're trying to survive rather than just dungeon delve.

Whilst I agree that I wouldn't necessarily have wanted Expert Dis. taken out, I do think that Invention and more paths to item generation would be great and could lead to a lot more 'fun' ways to play. Maybe just adding a few bits to loot lists would help in the short term.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Aquillion on February 04, 2016, 12:23:18 am
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.)
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on February 04, 2016, 12:24:44 am
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.)

I like this post.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Aquillion on February 04, 2016, 12:53:53 am
Another idea I just had:  Perhaps an Intelligence skill that lets you use your Intelligence mod for accuracy (if it's higher than Dexterity) when using a weapon whose tinkering recipe you know.  This would encourage people to make builds that depend entirely on Intelligence for combat, where their goal is to buy the tinkering recipe for a powerful weapon and craft it early on (or, for an Artifax, craft one of the things whose recipe they start with.)

It wouldn't invalidate Dex + Int builds, since those builds would have high dodging and could learn a bunch of Dex-based combat skills, whereas the int-focused build would have to settle for being able to hit things.  But it'd open up a few more options, I think.

EDIT:  Also, another idea for if everyone else seems to find high-tier bits too rare:  Ensure that when the player deconstructs something, one of the bits they get will always be one of the highest-tier bits in whatever they're deconstructing.

EDIT 2:  Also also, it occurs to me that it is far from obvious to new players that Argyve is a shopkeeper; I remember back when I was just learning how to play, it took me a while to notice this.  I'm not sure how to make it more obvious, though.

EDIT 3:  Another suggestion:  Possibly make Reverse Engineer an inherent power of Disassemble rather than a separate skill.  This would avoid the situation where people are encouraged to wait on disassembling anything with a recipe until they've learned it, and as mentioned above, it ought to be a bit easier for tinkers to get recipes.  Tinkering is already a bit of a skill point sink, which negates some of the advantages of extra skill points that Intelligence gives you.
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on February 05, 2016, 11:19:51 pm
*We made some more tweaks to Tinkering.
 -When you disassemble an item, you now always get the highest tier bit in that item's schematic. You also get a 50% chance at each remaining bit.
 -You can now disassemble tinkered items.
 -Item and mod descriptions are now displayed on the Tinkering screen. We'll improve the UI for this text box in a future patch.
 -All of your learned mods are now displayed below the list of items on the Tinkering > Mod screen, under 'Known Modifications'.
 -Item schematic bits are now sorted from lowest to highest tier.
 -Modding a stack of items no longer results in the modded item disappearing.
 -We fixed an issue that caused incorrect bit costs to sometimes be displayed on the Tinkering screen.
*When you buy a new mutation, the mutation descriptions are now displayed on the Choose Mutation screen. We'll improve the UI for this text box in a future patch.
-Factions now have preferences for certain types of items. The preferences change per world seed.
-The faction reward for completing one of the branches of The Earl of Omonporch was changed to a faction heirloom. The heirloom is of the faction's preferred item type.
-New book: Heirlooms of Qud.
-We fixed the broken identation for all in-game books.
-Quditor now supports ctrl+left click to paint continuously.
-Quditor now supports ctrl+right to remove an object.
*Fixed some situations where the game would incorrectly delete the Mods folder
Title: Re: Caves of Qud: Now in Open Beta
Post by: Aquillion on February 06, 2016, 04:56:45 am
I'm unable to use the "Repair" skill to repair the broken mechanical wings.  Does it not work on that kind of broken-ness?

In fact, is repair supposed to appear on my character's ability screen?  It's not there at all, and I can't do it through the item interface.  I'm playing an Artifex, so I started with it.

Or am I unable to repair them because they're not identified?

EDIT:  Yes, that was the reason.  I got Argyve to repair it for me.  Perhaps he should have some special dialog if the wings or the flattened remains are brought to him, though, since it's his apprentice (and presumably he'd recognize the wings.)

EDIT 2:  I purchased a pair of ape fur gloves from the hunter in the mushroom town, and can't equip them from the equipment menu (that is, they don't appear in the list of stuff for my hand slot.)  I can equip them fine from my inventory.  Other ape fur gloves seem fine.

EDIT 3:  I found a turret that had converted to the Mechanists in the Six Day Stilt.  That seems odd.  I was able to talk to it, too.  Are turrets sentient?
Title: Re: Caves of Qud: Now in Open Beta
Post by: Aquillion on February 08, 2016, 05:14:17 am
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Aquillion on February 11, 2016, 03:25:03 am
A totally unrelated suggestion:

I've never been totally happy with the Phasing mutation; while it works as a decent escape option, it doesn't scale very well as you raise it in level, and most of the time its practical function is a bit too similar to Force Bubble and Teleportation (which overshadow it.)

I suggest making it a toggled ability like the new Adrenaline Control, with a chance of failing each turn (after a few turns of warning, like with Adrenaline Control, so you don't get stuck in a wall.)  Obviously the failure chance would probably have to be a bit higher given what it does.  Leveling it up reduces the failure chance.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Ygdrad on February 11, 2016, 07:49:31 am
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.

This! A hundred times this! I would love to be able to play tinker as a viable main specialization, tying it to int and making the stat more useful would just be icing on the cake. I like the cyborg idea, maybe it could be a sort of mutation for true kins or a specialty of theirs, something to make them a little more favorable when compared to mutants.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Aquillion on February 12, 2016, 12:59:00 am
Some minor bugs with cybernetics:

The machine that explains cybernetics to you has a bunch of extra line breaks in its text, making it go off the bottom of the screen.

The toggleable night vision implant makes the player be highlighted in green even if they have a light source (in which case they shouldn't be green, I think?)  This has actual meaningful implications in some cases, since it prevents you from easily seeing your health warnings via your color.  Oddly, I'm pretty sure night vision goggles don't have this issue.  If there are external light sources, the player is not highlighted in green; but if they have one equipped, they're green (even though nothing around them will be.)

A possible issue with modding:

I can reinforce compass bracelets.
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!

Also, I can mod elemental brands onto ranged weapons, but (as far as I can tell) they don't seem to do anything.

It allows me to put a flexiweave mod on equipment that already has no DV penalty (where it doesn't do anything.)  Probably it should disallow this (players might see it's an option, assume it would give a DV bonus, and waste bits / mod slots on it.)

I'm not quite sure this is a bug, but the Ceremonial Vibrokhopesh mods as if it was a bronze-tier weapon (that is, you pay only the base cost for your initial mod on it, whereas most high-tier weapons charge you more from the get-go.)  Given how difficult it is to get, this might not be a big deal, but I thought I ought to point it out.


Another small unrelated bug:  The down arrow doesn't work in the change-battery menu, even though it says it does.


Some suggestions:

You can't see what a mod does by looking at its disk (that is, when considering buying it.)  That'd be a nice addition.

It'd be nice if disks reminded you whether you already know that recipe or not when examining them -- it can be difficult to remember whether you have a particular level of a particular type of grenade when considering buying it in a shop.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Aquillion on February 13, 2016, 01:05:17 am
I can reinforce compass bracelets.
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!
Belatedly, an alternative approach to this:
Make reinforced bracelets act as bucklers (which makes logical sense -- a reinforced bracelet isn't going to act as armor, but you can do the Wonder Woman thing and block attacks with it.)  So you only get their AV bonus on a successful shield block with them.

Maybe even spin that off into an entire "shielding" mod that can be applied to wrist equipment to make it act as a buckler, and it can only be reinforced after that or somesuch.
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on February 13, 2016, 01:18:06 am
We fixed a bunch of bugs this week and added a few new features.
*You can rename a follower now as long as they don't already have a proper name. 'L'ook at the follower and hit 'R' to rename them.
*Added appropriate body types for fish, oozes, crabs, and turrets.
*Added an option under Automation to automatically light and douse torches (defaults to off).
*Added an option under Automation to autosave every 5 zone transitions (defaults to off).
*Added an alchemist table tile.
*Changed Warden Indrix's tile.
*Fixed the marble dais tiles in the Six Day Stilt cathedral.
*Using all your Light Manipulation charges no longer toggles the light off.
*Changed several items to stack even with minor status effect differences (lead slugs, shotgun shells, missiles, arrows, and bandages).
*Fixed solar cells not recharging while socketed.
*Fixed the AI going dormant when presented with a missile weapon it needed to reload but no appropriate ammo.
*Fixed some corner cases where the Carpace DV penality would become permanent.
*Fixed Kyakukya hunters having no weapons.
*Fixed Mayor Nuntu having only 1 HP.
*Fixed some issues with Psychometry not properly identifying objects and sometimes showing modded object names in the schematics you discover.
*You no longer autoeat while asleep.
*Fixed bridges and dirt roads sometimes spawning multiple times in a cell.
*Fixed one cause of stairs spawning on top of each other.
*Fixed several map types incorrectly marking small, closed-off areas as reachable.
*Fixed several of the character creation options, including the weekly challenge, not being selectable if you didn't have a most recent character template.
*Fixed a zone build crash.
*Fixed stair placement sometimes failing even when valid placement locations were available.
*Fixed some instances of zone build failures due to stair placement.
*Fixed some instances of surface zones failing to build when stairs were requried (particularly the 8 zones around named dungeons).
*Fixed some named dungeons being unreachable through surface travel.
*Fixed canyon builders not being aware of stair locations.
*Fixed a bunch of typos and formatting issues.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Aquillion on February 13, 2016, 05:04:10 am
Also...  the Tomb of the Eaters sometimes generating entirely-empty levels is a known issue due to that location not being finished yet, right?

EDIT:  Also, I got a copy of my face after it was cut off by a Madpole (I healed it with Ubernostrum), but I think my character eventually ate it automatically.  Perhaps faces shouldn't be edible?  They're really too valuable and interesting for it.  At the very least, they shouldn't be eaten automatically.
Title: Re: Caves of Qud: Now in Open Beta
Post by: getter77 on February 21, 2016, 08:21:38 am
Quote
*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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Angle on February 21, 2016, 09:11:47 pm
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.  :P
Title: Re: Caves of Qud: Now in Open Beta
Post by: beorn080 on February 21, 2016, 09:50:17 pm
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.
I feel as though this information should be reported. Just times you drank lava, so that we can have a competition.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Aquillion on February 27, 2016, 04:32:55 am
Is it intentional that the merchants around the Six-Day Stilt never restock?
Title: Re: Caves of Qud: Now in Open Beta
Post by: getter77 on February 28, 2016, 08:51:58 am
Quote
*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
Title: Re: Caves of Qud: Now in Open Beta
Post by: BigD145 on February 28, 2016, 09:05:06 am
The beginnings of touch on a windows os tablet? I greatly support this. More options to chew on qud on the run.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Intrinsic on March 01, 2016, 05:15:23 am
He said a while back he was working on a tablet version so yeah i guess his is a step in that direction.
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on March 01, 2016, 11:13:32 am
Yeah, working towards mobile as well:

https://twitter.com/unormal/status/703697869782577153
https://twitter.com/unormal/status/704160365660151812
Title: Re: Caves of Qud: Now in Open Beta
Post by: Blaze on March 02, 2016, 10:29:40 pm
So I took my esper into the new Fungal forest and things got a little messy. And I discovered tons of shenanigans with liquids.

1. Cryokinesis doesn't cool lava, it freezes it; creating frozen lava which can be walked across and never thaw without external heat.
2. Pyrokinesis can destroy small lava pools.
3. Frozen honey is an inescapable death trap without external help.
4. Oil can be set on fire, but will eventually put itself out without losing any volume.
5. Water doesn't do anything to lava, instead you get a pool of dilute lava or magmatic water.
6. Frozen oil is a double slip hazard.
7. Lava doesn't ignite oil, becoming oily lava or magmatic oil.
8. There doesn't appear to be any interactions between liquids (excluding a certain one), so you can have a pool of magmatic, luminous, dilute, lush, bloody, oozing, oily, slimy, honeyed salt which will poison, heal, ignite, and taste good while simultaneously tasting terrible.
Title: Re: Caves of Qud: Now in Open Beta
Post by: getter77 on March 06, 2016, 08:10:22 am
Quote
*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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: getter77 on March 13, 2016, 07:33:36 am
Quote
*Added a prototype design for biomes, which alter the flora and fauna of maps and appear procedurally throughout the overworld and underground each game. Biomes have multiple grades and are generated with gradient noise maps. To try them out, from the Options menu, select 'Enable unfinished biome content' under Debug. We'll be refining them in coming weeks.
-Added 3 grades of a slime-based biome: slimy, slime-drenched, and slime bog.
-Added 3 grades of an asphalt-based biome: tarry, tar pools, and flaming pits.
-Added some creature templates for creatures generated in slime-based biomes: web-toed, slimy-finned, and slime-spitting.
-Added some creature templates for creatures generated in asphalt-based biomes: kindlethumbed and firethumbed.
-Added a special reward in slime bogs (hint: it's a puddle of rare liquid).
-Added a special reward in flaming pits (hint: fossils).
*Added an option for smaller overlay buttons: From the Options menu, choose 'Show overlay user interface (small buttons)' under User Interface.
*Added mouse support to the main menu and some character creation screens.
*Enhanced framework for more mouse support in the coming weeks.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Retropunch on March 18, 2016, 02:39:45 pm
Biomes sound awesome!!! So excited to see how it fits in!
Title: Re: Caves of Qud: Now in Open Beta
Post by: getter77 on March 26, 2016, 03:21:04 pm
Quote
*Added tiles for the following creatures.
-rhinox
-yempuris phi
-disciple of the sightless way
-novice of the sightless way
-sewage eel
-ironshroom
-lurking beth
-yonderbrush
-agolmaggot
-plastronoid
-rimewyk
-voider
-spitting slug
-Slog of the Cloaca
-Jotun, Who Parts Limbs
-Fjorn-Kosef, Who Knits the Icy Lattice
-Haggabah, Who Plies the Umbral Path
*Added 3 grades of a rust-based biome: rusty, rust-shrouded, and rust bog.
*Added some creature templates for creatures generated in rust-based biomes: rusted (for robots) and qudzu symbiote (for living creatures).
*Added a rust-chewed reward in rust bogs.
*Biomes no longer appear in certain preset locations such as Joppa, Golgotha, and Bethesda Susa.
*Reduced the density of slime and asphalt pools in slimy and tarry biomes.
*Added a new plant to the slime biomes: scumgrass.
*Maps align much more cleanly now. If a tile is open at the edge of a map, you can proceed to the adjacent map (under most circumstances).
*Added an HP bar to the prototype overlay UI.
*The overlay message log and status bar are now seperate UI options ['Show overlay message log' and 'Show overlay status bar'].
*Fixed some memory and crash issues during character creation.
*Fixed some issues with the mouse cursor jumping around.
*Fixed an issue in the asphalt mines that caused stairs to sometimes not be generated.
Title: Re: Caves of Qud: Now in Open Beta
Post by: FallacyofUrist on March 26, 2016, 06:20:46 pm
My character just met a chrome pyramid...
If he wasn't so high leveled(19 or 20, I think), he'd probably be dead...
Title: Re: Caves of Qud: Now in Open Beta
Post by: Aoi on March 26, 2016, 08:04:00 pm
How does taking multiple levels of Unstable Genome work? Each point gives another 1d3 roll for a free mutation?

Edit: Oh. Duh. Each point of it you buy at character selection gives you one d3 chance of selecting one of three mutations at level up. Basically, "pay 3 points now, have a chance of getting 5 point mutations later".
Title: Re: Caves of Qud: Now in Open Beta
Post by: Carnwennan on March 27, 2016, 07:35:36 am
How do I get rid of that colour filter on the steam version? I much prefer the plain black of older versions.

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

Would you mind putting an option to disable the cosmetic filters into the options menu, unormal? Entirely for the less patient individuals that might be tempted to ask for a refund after only a cursory look for an off switch :)
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on March 27, 2016, 10:57:52 am
How do I get rid of that colour filter on the steam version? I much prefer the plain black of older versions.

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

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

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

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

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

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


You can copy display.txt out to your save path so it doesn't get stomped by steam updates if you want.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Carnwennan on March 28, 2016, 09:08:40 am
Gotcha, Thanks. I pasted the rough numbers that you gave into the display file and used some incredible paint skills (colour picker, screenshots of the old version :)) to refine it a little bit. I'll have to play and see how it looks in game since some colours were radically different, but the values that I worked out from the title screen were:

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

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

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

E: Very slight corrections - the water was getting a little messed up (both blue colours were the same),  very slight refinement to green and... red colours? Something like that.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Kishmond on April 01, 2016, 06:27:53 pm
Hey, can the illness-related messages be upgraded to popups on the screen even in the early stages? It's no fun to learn you suddenly have glotrot when you thought you were fine. It's easy to miss those messages about feeling sick.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Aoi on April 02, 2016, 02:30:24 pm
...I think this takes the cake for a stupid death.

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

Jumped down the deep shaft.
Title: Re: Caves of Qud: Now in Open Beta
Post by: getter77 on April 03, 2016, 07:11:00 am
Quote
Qud just got more picturesque. Added new tiles for the following creatures and objects.
chrome pyramid
booster bot
scrap shoveler
ice frog
leech
bloated leech
segmented mirthworm
quillipede
scorpiock
spark tick
irritable tortoise
small, medium, and large boulders
campfire
copper, silver, and gold nuggets

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

The wire strand description now makes it clear that it's copper wire.
Added a hallucinogen to the fungal jungle (more info to come).
The fungal jungle no longer has procedural biomes.
Roads and salt water rivers no longer appear in the fungal jungle.
Fungal jungle maps now generate with their lichen-fueled pools pre-secreted.
A prodigy mushroom scientist has taken residence in the fungal jungle, half a dimension over.
Fixed an issue causing the High Scores screen to be blank.
Fixed an issue causing the Joppa graveyard fence to be removed along the border of the map.
Title: Re: Caves of Qud: Now in Open Beta
Post by: getter77 on April 10, 2016, 07:17:28 am
Quote
Added tiles for the following creatures.
        salt kraken
        Issachari raider
        Issachari rifler
        twinning lamprey
    Qud's cartographers made great strides this week, discovering not only that the fungal jungle looks nothing like it was conjectured, but also that it's located in an entirely different region of Qud.
        The fungal jungle was moved to a more southernly location.
        The fungal jungle overland terrain tiles were changed.
        Added a few new grass tiles.
        Liquid-secreting lichens were renamed to liquid weeps. For example, 'acid-secreting lichen' -> 'acid weep'.
        Added more weeps! Water, cider, gel, asphalt, salt, oil, wine, and slime.
        As it turns out, there are mushrooms in the fungal jungle. Added spotted shagspooks, dandy caps, and brooding puffs.
        Mushrooms take on the pigment of their nearby weeps.
        Oozes no longer hate fungi.
        The hallucination effect was changed. It should induce fewer headaches now.
    Added support for pinch gestures.
    Add mouse support to Select Arcology and Caste screen for true kin.
    Hovering over conversation choices now highlights them.
    Fixed left click not closing text input dialogs.
    Fixed some issues that caused stairs not to generate in Bethesda Susa.
    Fixed an issue that caused overland encounters not to trigger.
    Reduced saved game file size by ~60%!
    Popup dialog choices are now clickable.
    Fixed an exception when applying the Rusty creature template to robots.
Title: Re: Caves of Qud: Now in Open Beta
Post by: getter77 on April 17, 2016, 07:39:10 am
Quote
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: getter77 on April 24, 2016, 07:22:15 am
Quote
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: getter77 on May 01, 2016, 06:58:25 am
Quote
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).
Title: Re: Caves of Qud: Now in Open Beta
Post by: getter77 on May 08, 2016, 07:30:01 am
Quote
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Symbiode on May 08, 2016, 09:19:52 pm
Hello! First off, I love Caves of Qud.

Secondly, I noticed when you Dominate a creature that you have charmed as an ally, when you use it to kill things it doesn't earn any XP while under your control. Is this on purpose? If not, it would be great if your dominated creature could earn xp, as it's a really fun playstyle to dominate something and use it as a remote killing machine.

Thanks for making a great game, and for all the recent updates you've done! I always look forward to the new patch notes and features!
Title: Re: Caves of Qud: Now in Open Beta
Post by: getter77 on May 15, 2016, 07:19:04 am
Quote
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: getter77 on May 22, 2016, 07:16:38 am
Quote
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: getter77 on May 28, 2016, 07:07:40 am
Quote
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: FallacyofUrist on June 02, 2016, 08:11:08 pm
What in the world is "taco suprema"? It cost... 600 drams of water. 600. For a taco.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Niveras on June 03, 2016, 04:40:43 am
It's a good taco.
Title: Re: Caves of Qud: Now in Open Beta
Post by: chaoticag on June 03, 2016, 04:53:38 am
Oh hey, this topic is back up again. So uh, I have to ask... am I supposed to have this weapon? Seems a bit odd. Doesn't take in ammo and over penetrates.
Spoiler (click to show/hide)
Title: Re: Caves of Qud: Now in Open Beta
Post by: FallacyofUrist on June 03, 2016, 08:40:42 am
I'm betting you got really lucky for this stage in the game.
Though I'm pretty sure it needs charge packs or whatever to fire.
Title: Re: Caves of Qud: Now in Open Beta
Post by: chaoticag on June 03, 2016, 08:51:26 am
Seems to fire just fine without. In fact, it takes no ammo so far as I can tell and doesn't need a chem cell? That and a weight of zero is a bit suspicious.
Title: Re: Caves of Qud: Now in Open Beta
Post by: FallacyofUrist on June 03, 2016, 04:07:15 pm
And now it seems like a glitch to me.
USE IT! ABUSE IT! POST YOUR TALES IN THE PLAY WITH YOUR BUDDIES SUBFORUM!
Title: Re: Caves of Qud: Now in Open Beta
Post by: Blaze on June 03, 2016, 06:05:46 pm
The Eigencannon is a reference to the X-buster/Megabuster IIRC, once you equip it, you can never take it off and give up an arm (and relevant slots) for it. However, it has infinite ammo, fires in a line, deals un-resistable "disintegrate" damage and weighs nothing while equipped.

I think it uses rifle/bow skill.

Also, since it's a cybernetic item, only True Kin can use it.
Title: Re: Caves of Qud: Now in Open Beta
Post by: chaoticag on June 03, 2016, 06:10:39 pm
...you sure about that? That character is a mutant and it seems to work just fine. At least on this character. Esper even.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Blaze on June 03, 2016, 06:13:28 pm
Then it looks like instead of the Prosthetic item, you got the actual weapon item; which is undoubtedly a bug.

Everything else most likely still applies.
Title: Re: Caves of Qud: Now in Open Beta
Post by: getter77 on June 04, 2016, 06:58:01 am
Quote
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Salmeuk on June 09, 2016, 03:18:49 pm
So I just figured out how you can use acid from one of the spitting slugs to melt fulcrete walls. You just pour it over the point you want to penetrate and wait for a few turns. It seems a little broken, that a fairly easy-to-find trash substance negates the purpose of those rare and expensive colored card keys. Maybe, for balance, you should need one of the glass vials to hold acidic substances, and consequently be limited to a few drams per vial?

I feel a little stupid, I only put two and two together once I noticed that the honey skunks acid-gas, if correctly baited, would easily melt entire sections of fulcrete. Now, whenever I notice a spitting slug I make sure to grab at least thirty drams of the good stuff.

I also found one of the artifacts, so spoilers below:

Spoiler (click to show/hide)

I still think traipsing mortars are bullshit aha, I've lost more characters to their walk-around-the-corner-oneshots than anything else.
Title: Re: Caves of Qud: Now in Open Beta
Post by: chaoticag on June 09, 2016, 05:34:55 pm
Getting through colored doors is also easy as a mutant. Just use psychometry. In fact, if you're making a tinker type character, the only reason not to take psychometry is if you're a chimera.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Aquillion on June 10, 2016, 12:24:32 am
There's a lot of ways to get past doors.

Psychometry, Clarivoyance + Teleport, Phasing, that injector that gives you phasing (although you might want to have two), vibro-weapons, disintegration, disintegration grenades (I forget their actual name; the ones that do massive damage to anything inorganic)...  when I played a non-mutant tinker, I just used disintegration grenades to dissolve the walls around the doors.  Acid and acid grenades work, too, but are less effective, since some walls have massive health.

Also, if you're using violent methods, you have to be careful not to destroy whatever's on the other side.
Title: Re: Caves of Qud: Now in Open Beta
Post by: getter77 on June 11, 2016, 07:04:08 am
Quote
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: getter77 on June 18, 2016, 07:06:08 am
Quote
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: getter77 on June 26, 2016, 06:57:06 am
Quote
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: getter77 on July 02, 2016, 07:06:36 am
Quote
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Salmeuk on July 02, 2016, 08:25:04 am
Has anyone played around with the map editor? I have some issues. I can access it quite alright, but I'm not sure how to go about adding things to the maps I load. I do see the "alt-click to select to palette" but I'm not sure what I'm supposed to be clicking.
Title: Re: Caves of Qud: Now in Open Beta
Post by: hops on July 02, 2016, 09:35:16 am
This has been on the edge of my awareness for a while now, but maybe it's time to check this out. I'll post my impression of it later.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Ardent Debater on July 02, 2016, 09:38:27 pm
Where can I download the graphical version of this?
Title: Re: Caves of Qud: Now in Open Beta
Post by: Blaze on July 03, 2016, 05:59:03 am
Only the Steam version has tiles. Free versions are ASCII only.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Salmeuk on July 05, 2016, 09:17:47 am
I made a mod that lets you butcher glowfish, since I hated carrying the heavy corpses around. It was really easy, and even though I mostly made it for myself I decided to release it on the workshop.
Title: Re: Caves of Qud: Now in Open Beta
Post by: getter77 on July 10, 2016, 06:57:13 am
Quote
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."
Title: Re: Caves of Qud: Now in Open Beta
Post by: getter77 on July 18, 2016, 07:05:40 am
Quote
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]
Title: Re: Caves of Qud: Now in Open Beta
Post by: Ygdrad on July 18, 2016, 09:54:06 am
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: forsaken1111 on July 18, 2016, 09:57:12 am
I always thought they were weaker on purpose, as a sort of challenge like the housecat race in crawl which is literally just a cat
Title: Re: Caves of Qud: Now in Open Beta
Post by: Nighthawk on July 18, 2016, 10:34:06 am
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.

It's especially noticeable early-game, where a True Man can squash most enemies without suffering too much while a Mutant will have to rely on their abilities and scurry away if they take too much damage (unless you're playing a tanky kind of mutant).

Haven't gotten a True Man to late game myself, mainly because I have more fun with Mutants, to be honest, but they seem perfectly viable as is.
Title: Re: Caves of Qud: Now in Open Beta
Post by: puke on July 18, 2016, 11:26:49 am
Without cheating, I my furthest game was with a True Man Praetorian.  The ability to take blows and penetrate armor was hugely valuable into the mid game.

For game-time spent, True Men tend to start stronger and level up faster due to their increased power.

If you have more patience to grind stats and level up, I think those advantages would evaporate.  True Men don't have higher stat caps, just higher starting stats.  Mutants can have everything True Men can, plus they can have mutations.  Long term, it is a Mutant's game.

The "rebuke robots" thing is pretty neat when it works, though I was never able to make extensive use of it.
Title: Re: Caves of Qud: Now in Open Beta
Post by: George_Chickens on July 18, 2016, 02:02:12 pm
Does CoQ have a win condition yet?
Title: Re: Caves of Qud: Now in Open Beta
Post by: puke on July 18, 2016, 04:48:58 pm
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on July 18, 2016, 05:00:09 pm
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's an obvious spot where we say "you got to the end of the main quest as it currently is"; the actual storytelling of the storyline itself doesn't resolve at the end of it yet, but it's not ambiguous when you "win" the current main plot.

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. :)
Title: Re: Caves of Qud: Now in Open Beta
Post by: forsaken1111 on July 18, 2016, 05:17:15 pm
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?
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on July 18, 2016, 05:20:05 pm
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: forsaken1111 on July 18, 2016, 05:21:26 pm
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.
Nah I was just curious, didn't know about it.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Ygdrad on July 18, 2016, 05:21:30 pm
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on July 18, 2016, 05:29:45 pm
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.

Puling stats for this year: http://i.imgur.com/rXYKHVW.png

The top is characters completing the first quest you get, the last is characters completing the last mainline quest.
Title: Re: Caves of Qud: Now in Open Beta
Post by: puke on July 18, 2016, 06:23:33 pm
The dev is watching you fail @_@

The dev is watching me cheat :B
Title: Re: Caves of Qud: Now in Open Beta
Post by: George_Chickens on July 19, 2016, 07:59:57 am
Oh, shit. Does this mean you can tell when I savescum?  :'(
Title: Re: Caves of Qud: Now in Open Beta
Post by: getter77 on July 24, 2016, 07:10:59 am
Quote
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: getter77 on July 30, 2016, 07:05:16 am
Quote
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...
Title: Re: Caves of Qud: Now in Open Beta
Post by: beorn080 on July 30, 2016, 05:17:00 pm
So, I just tinkered up a geomagnetic disk. Dude, it's awesome.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Edmus on July 30, 2016, 09:03:50 pm
That sounds like fun.
I just ran into something called a "emerit wight"?
Or something similar to that. Something starting with E descriping a wight. It was right beside what can only be described as an underground oasis, with two sconces, a plastic tree, a folding chair, and a wooden table. It had the default "a hideous specimen" description. It died easily, as it was hostile; anyone have a idea what it was?
Title: Re: Caves of Qud: Now in Open Beta
Post by: beorn080 on July 31, 2016, 10:02:33 am
Having taken it into group combat situations, it is far better then amazing. Captain America HO!

I do have a question. How the devil does one use a portable wall? I've got a nuclear cell I found slotted into it, but activating it does nothing. Throwing it did nothing, and I somewhat doubt equipping it and smacking a guy will do anything, but I can give that a try.

Edit: Commentary on that wall as well. I found it on the body of a dead putus templar in the red rock river. Perhaps the Putus should not spawn down there, as I only beat them and their unique leader, who had night vision?, thanks to obscenely overpowered equipment and a mass assortment of lethal and protective mutations. You're average person at that point would have been destroyed by them, or forced to retreat and miss the very useful loot down there.

Edit the second: I just dove underground, and encountered what I think is some sort of spatially distorted area. My avatar would randomly jump around as I moved about, including off screen.

Edit, part three: I just scored a hand e nuke from a pile of trash. I am now perhaps the most powerful character I have ever ran.

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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: getter77 on August 06, 2016, 07:17:05 am
Quote
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Edmus on August 10, 2016, 03:27:05 am
One shot by a rhinox in some deepish caverns. That was one of the least fun deaths I've encountered in a while. First time I've seen a rhinox too, he was just chillin' down there. 
Title: Re: Caves of Qud: Now in Open Beta
Post by: getter77 on August 13, 2016, 07:02:28 am
Quote
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: getter77 on August 20, 2016, 07:02:23 am
Quote
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Salmeuk on August 20, 2016, 08:26:05 am
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
Title: Re: Caves of Qud: Now in Open Beta
Post by: beorn080 on August 20, 2016, 08:55:27 am
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
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Edmus on August 20, 2016, 08:09:02 pm
Golgotha is easy if you play for the win. It's not a dungeon that rewards faffing about. You don't even need to fight Slog.
Title: Re: Caves of Qud: Now in Open Beta
Post by: beorn080 on August 20, 2016, 08:30:54 pm
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: getter77 on August 27, 2016, 07:27:44 am
Quote
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>
Title: Re: Caves of Qud: Now in Open Beta
Post by: Aoi on August 27, 2016, 11:27:07 am
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.

I had an even stupider Golgatha death with somebody way powerful too: I mistook an auto-death shaft for one of the chutes you're supposed to jump down. Fell to my death, with like L7 Wings... (It was my first trip through Golgatha in like five years, so I forgot what a lot of the features were called.)
Title: Re: Caves of Qud: Now in Open Beta
Post by: Edmus on August 27, 2016, 07:43:49 pm
There are auto death shafts?
What are they called?
Title: Re: Caves of Qud: Now in Open Beta
Post by: beorn080 on August 27, 2016, 10:15:44 pm
You can jump down the elevator shaft to the bottom of golgatha. I've heard its survivable with a rubber gum injector and high health.
Title: Re: Caves of Qud: Now in Open Beta
Post by: NullForceOmega on August 27, 2016, 10:18:50 pm
I really like this game, but I am so very bad at it.  Any recommendations for someone who hasn't gotten past the Rust Wells, ever?
Title: Re: Caves of Qud: Now in Open Beta
Post by: puke on August 28, 2016, 03:35:26 am
Spend more time level grinding in safe areas?  Make a character build that better suits your play style?

Praetor with 2H sword is a straightforward and solid build that should take you pretty far as long as you don't get too reckless.
Title: Re: Caves of Qud: Now in Open Beta
Post by: NullForceOmega on August 28, 2016, 04:01:14 am
I need some basic help here, I don't know what stat distributions are good for anything (I get that you want high stats in your primary areas, but I'm not seeing how to balance them so I'm not ruining my survivability.)  I don't have any kind of clear idea what skills are useful early on vs. late game.  There is just a vast amount of information that I am not in possession of, and I'm not very good at roguelikes in the first place.

I've had a few characters make it through the Wells themselves, gathering the 200' of wire.  But by the time I get out, I've so badly depleted my supplies that whatever engages me next kills me.

As for builds, I've got a 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.  And a mental mutant who has thus far completely failed at basic survival.

I'm not even sure what is supposed to be safe to fight, snapjaw scavengers are obviously easy pickings, but hunters are not, and brutes can pretty easily crush me, bears tear me to pieces, chameleons are really dangerous, giant amoeba are either very easy or very deadly.  I worry about picking fights with the neutral creatures because I have no idea what they are capable of.  Plants are the most confusing, as they either deal next to no damage and die easily, or suddenly take me from fifty hitpoints to nothing from a couple stupid seeds.
Title: Re: Caves of Qud: Now in Open Beta
Post by: puke on August 28, 2016, 04:24:25 am
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.

Title: Re: Caves of Qud: Now in Open Beta
Post by: NullForceOmega on August 28, 2016, 04:38:04 am
The biggest problem is that I get pulled into fights I can't escape from, so I end up using meds (salve, bandages), then I get pulled into more fights, rinse repeat, and eventually I'm no longer able to survive the encounter due to attrition.  I know that I can just wait outside of combat and heal, and if I'm lucky backpedal long enough to regain some HP while fighting, but it doesn't always work, and I end up dead.

I haven't had any problems with food or light, those are fairly easy to deal with.  Hell, I've never lasted long enough to run out of water.

I have a penchant for balanced 'no weakness' builds which is probably causing part of my problem, I don't like negative modifiers, but I probably need to give something up in order to be more robust.
Title: Re: Caves of Qud: Now in Open Beta
Post by: puke on August 28, 2016, 05:07:26 am
yeah, take the weaknesses.  Your tinker is full of them, so instead of trying to compensate for it just dump the places he is already weak and double down on the places he is strong.

make up for it by having an opposite character build (your phys mutant, for example), and enjoy both play styles at different times.

The strongest armors have dodge penalties.  make a heavy hitter that sacrifices range and dodge.  make another character that goes the other way -- cant hit hard and no heavy armor, so needs to dodge and needs to find alternate methods of penetrating armor.

If you're not having a problem with food, then dont hesitate to bail out back to town and sell loot / buy bandages.  play slower.

You say you're not a big roguelike player, but I'll make a nethack analogy anyway:  nethack is widely considered to be a hard game.  I have never won it myself.  The truth is different -- it is NOT a hard game.  it is a game that requires very methodical and careful play.  The only time you lose, is when you get in a hurry and start taking shortcuts.  Often it happens after you start to get stronger, because you get cocky and start getting lazy.

Qud isnt exactly the same, but it is similar.  You need to play carefully and methodically, especially if you are not using a brutal melee build.  There is a story a few posts up from somebody with a super strong character that got wiped by chute crabs.  because he got cocky and cut corners.

play methodically.  take the trip back to town when your supplies are running low.  dont engage that thing that looks risky.  Getting too deep and dangerous in the rustwell?  there are THREE of them, just start over on level 1 of a different well.

Have you done the "whats eating the watervine" quest?  I'm not sure if that one is easier or harder than the rustwell, but I usually do it first.  it is fairly similar
Title: Re: Caves of Qud: Now in Open Beta
Post by: puke on August 28, 2016, 05:41:46 am
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, or Axe, depending on which skill tree looks cooler to you.

One of the builds I personally enjoy (though it has been nerfed a bit) is the multi-limbed physical mutant with short blades (edit:  BBDWMMMEAAU1BNB2):

Put everything into agility, dump strength.  Get "Shank", "Juke", "Pointed Circle", "Tumble", in that order.  Work "Jab" in there somewhere, whenever you feel like it, as well as advancing the Dual Wield tree.

As you can see, this is pretty demanding and takes a while to get good because of all the skills involved.  Also, requires a little maneuvering in combat as you need to manage your juke cooldown and cant really fight high armor things until you find some other way to crack them.   (edit:  i think the extra arms may not give skill based extra attacks any more -- only extra attacks from the mutation its self -- so this build might not be as functional as it used to be)

The Praetor on the other hand, you can just bump into shit until it dies.  rinse, repeat.

EDIT:  see paranthetical edits above
Title: Re: Caves of Qud: Now in Open Beta
Post by: Edmus on August 28, 2016, 05:58:35 am
Puke's got good advice. I prefer the high agility builds, myself. A Eunuch True Kin is pretty easy if you race for rejoinder in the skills.
Always try to have 18 toughness, as it's not a stat you should dump.
Also, sometimes fighting is a bad idea, in those situations you will want to run away using your sprint ability. It's very powerful, and if you can work in some clever movement and some disposables it can get you out of most binds. Either to lick your wounds to reengage, or just to live to fight another day.

edit:
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: puke on August 28, 2016, 06:21:37 am
I haven't thought about Qud character builds in a while, but now I want to make a "drummer" that dual wields blunt and focuses on stun-locking.  Needs both Str and Agi though, so could be even harder to get started.

figure a starting +4 strength, you'd have 10% to bludgeon on each attack (attack, not hit?) and additional 6% to clobber with stacking penalties. 

Once you stun something large, switch over to a 2H blunt (which have the best penetration in the game) and crack it open.

edit: Haha!  BCSLKKOEBEBJBNBPBUB1CC  this build is not great starting out. 

editedit:  BCQLMMOEBEBJBNBQCC still not great but traded fur and chimera for phasing.  I thought fur was doubling down on ape relations, but realized greybeard gave bonus to bears, not apes.  has enough powers to increase that adding random new ones is not that useful (unless save scumming) so figured chimera was a waste.
Title: Re: Caves of Qud: Now in Open Beta
Post by: beorn080 on August 28, 2016, 11:40:02 am
Chimera is a very poor choice in the mutation list. All it does is lock you into physical mutations when getting a random one, which odds are you're never going to do due to how mutation point hungry physical muts are. I think it might her interesting to give it a random mutation effect. Random thought, every level 1/3 chance of nothing, 1/3 chance of an extra mp, 1/3 chance of unstable genome style mutation for a physical one.
Title: Re: Caves of Qud: Now in Open Beta
Post by: puke on August 28, 2016, 12:26:51 pm
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.

Title: Re: Caves of Qud: Now in Open Beta
Post by: beorn080 on August 28, 2016, 02:25:21 pm
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.

The issue is not deciding to never want a new mutation. Its that physical mutations take a lot of MP to build up. If you get three that can be powered up, that's 27MP to max them. Which is a bit over 23ish levels. Its true that you don't need to max them, but its very worthwhile, especially any mutation that takes up a slot. On the Esper side, the bonus levels you get from ego means you can effectively get an extra mutation even with just a +! to ego, if you have three mutations.

As to help the drummer, I recommend seeking out the Strange Glowpad in the watervine swamps around Joppa, while killing any glowfish or crocodile you find and ignoring glowpads. The Strange Glowpad is usually in a box 5 wide and 3 tall of world zones centered on Joppa, in the Salt Marsh. You can also stumble across some Bloody Remains that contain at least one exceedingly useful artifact. Bring trade goods for the Strange Glowpad, and get the Joppa and Gritgate recoilers, which will let you go rob Grit Gate's EXCEEDINGLY useful treasure stocks.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Frank2368 on August 28, 2016, 02:55:48 pm
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?
Title: Re: Caves of Qud: Now in Open Beta
Post by: puke on August 28, 2016, 05:07:24 pm
Wait how do I reuse a turret?

Okay, I could have sworn that this was something I read could be done in the change log, but I can't find it now and can't find any way to do it in the game.

Guess I was wrong  :(
Title: Re: Caves of Qud: Now in Open Beta
Post by: Aoi on August 28, 2016, 10:17:19 pm
I like using Burning Hands, Wings, and Carapace. The former two means you can kill most things on the surface easily, including wandering traders (eventually), and Carapace will help keep you alive when wings fail, or you're indoors, until you have good non-burning hands offensive capabilities. And the heat resistance will keep you from setting yourself aflame constantly.
Title: Re: Caves of Qud: Now in Open Beta
Post by: puke on August 30, 2016, 03:26:54 pm
Reports!

1 - this greybeard drummer sucks, but the more I die before level 4 the more I think I can do cool stuff with him if I can just survive a bit longer

2 - Mehmet was totally just killed by Warden Ualraig.  That used to be common enough, but I thought that bug was fixed?  I'm not sure what random background trait caused the hostility as I wasn't fast enough in examining Mehmet before he died.

3 - Got a weird fungal forest at the enterance to Red Rock.  Mushrooms, pools of wine, the works.  Bug?  Don't think that i supposed to be there.

4 - Asphalt pools seem to be all over the starting region now.  Intended?
Title: Re: Caves of Qud: Now in Open Beta
Post by: puke on August 30, 2016, 05:52:00 pm
Further reports!

5 - greybeard drummer managed to die at level 4.  was going good, but couldn't outrun a purple snapjaw and his gang.

6 - Mehmet was disliked by Baetyls for disrespecting their women (or something similar).  Baetyls have women?

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!
Title: Re: Caves of Qud: Now in Open Beta
Post by: Aoi on August 30, 2016, 08:37:21 pm
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!

I recall reading that the mutations that give extra equipment slots are mostly bugged and don't give the correct stat boosts for the newly added slot; only the original one counts.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Edmus on August 31, 2016, 06:19:23 pm
Puke, so far as I'm aware, mushrooms, asphalt and slime biomes spawn in random locations.
Title: Re: Caves of Qud: Now in Open Beta
Post by: puke on September 01, 2016, 03:25:45 am
maybe I was blind, I see the extra "hands" slot now.

Got to level 5, going strong, died to a young ivory.  Got pissed and turned off permadeath.

Met a baetyl in Grit gate guarded by TWO chaingun turrets (dafuq?).  Thanks, phaseing!  Thing wanted seven fullerite somethings for a blast cannon.  Told it to get effed.

By level 6 the drummer / stunlock build is looking pretty great, but he is a slow runner and I am leary of advancing double-muscled any further as I already have trouble catching archers.

Think sowers will screw me up once I meet them, will need to find a solution to that problem.

As mentioned above, unsure that all specials are proc'ing for all attacks.  I have a TON of extra attack and stun/daze chances from various abilities and mutations, and there is no telling without a debugger if they are triggering each other or not.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Goatmaan on September 01, 2016, 07:01:02 am
Skimmed this thread a little, then decided to read a review on rock paper shotgun from July 2015.
Just part way down I read "the poetic ramblings of a mad goatman". O.k. I'm interested!  :P


   Goatmaan
Title: Re: Caves of Qud: Now in Open Beta
Post by: Edmus on September 01, 2016, 07:09:09 am
Horns, fur, and so on, here's my take on making a goatman mutant. Probably plays terribly.
BCNIOETEAAU2BJBLBPB1CK
Title: Re: Caves of Qud: Now in Open Beta
Post by: puke on September 01, 2016, 07:23:39 am
"the poetic ramblings of a mad goatman"

dont forget bloodthirsty. 

I am currently running a pure melee build, dealing with the goat people in general and Mamon specifically is going to be a real trick.  I might skip it, and only go down there if I need to learn the cure after Golgotha..  Might have enough armor by then that it wont be as much of a problem?

Horns, fur, and so on, here's my take on making a goatman mutant. Probably plays terribly.
BCNIOETEAAU2BJBLBPB1CK

Try this one:  BEQOOKKEBABEBLB1  After suffering slow speed from double-muscles in the past, I added adrenal control for a get-out-of-dodge.  Considered hook-feet to simulate hooves, but thought that was a bridge too far.  Almost went with socially repugnant, but couldnt think of any other mutations he really needed and the points would have been wasted. 

Don't think goats see in the dark, but could be wrong?

edit:  sorry, i said those were not horns and clearly I was smoking crack.  Somehow thought I read "claws" but on second inspection it seems like I must have been high.
Title: Re: Caves of Qud: Now in Open Beta
Post by: puke on September 01, 2016, 07:31:35 am
Okay, there is something wrong with the character seeds.

The first time I looked at yours, it had "claws".  when I reloaded it, it had "horns".  When I made mine, it had horns, when I reloaded it there were "tusks".  I reloaded your again, and it had "antlers"

maybe it is intended to be randomized, but some of those take hand slots, others head slots, others face slots.  I can see random descriptions for horn / antler, but randomizing the slot cant be intended behavior can it?
Title: Re: Caves of Qud: Now in Open Beta
Post by: Edmus on September 01, 2016, 07:37:05 am
Goats hold many a secret...
Honestly I just wanted to use up some of the extra points from ravenous. I think I went far more for form than function. Yours looks quite playable!

I've noticed there's a distinct mutation hole for the ability to eat scrap.

Fake edit:
That's very interesting, and sounds like a bug. Antlers aren't a normal option. Are these claws or burrowing claws?
I wonder if other mutations that are normally unavailable are accessible through char-seeds.
Title: Re: Caves of Qud: Now in Open Beta
Post by: puke on September 01, 2016, 07:47:28 am
reload your saved seed a few times, take a look.

They didn't say "burrowing" but I'm not sure what the actual function is since the character summary does not give mutation descriptions and I didn't actually start a game.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Edmus on September 01, 2016, 08:13:51 am
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
Title: Re: Caves of Qud: Now in Open Beta
Post by: puke on September 01, 2016, 08:35:35 am
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

I am not running mods. 

Could not get claws and antlers to reproduce.  50% chance I was smoking crack on claws, since I didn't realize there was a problem at the time and was not reading closely.  100% certain antlers really happened.

(http://i.imgur.com/lWhSBZU.jpg)
Title: Re: Caves of Qud: Now in Open Beta
Post by: puke on September 01, 2016, 08:43:20 am
HA!  Just started again to take a look at the in-game text, and got antlers.  The in-game description is exactly for "horns" and says "Horns jut out of your head"

Tusks say the same, and occupy a "head" slot rather than a "face" slot.  Suspect this feature was put in before the head/face separation.

This is from the in-game character sheet, rather than the pre-game of the previous posts.  Inventory and mutation list say "antlers" or "tusks" or singular "horn", but descriptive text always reads "horns"

(http://i.imgur.com/2PGIysX.png)
Title: Re: Caves of Qud: Now in Open Beta
Post by: Edmus on September 01, 2016, 10:04:21 am
That's really quite fascinating. I wonder why it occurs. Perhaps chimera and unstable genome are to blame?

Edit: a simpler build and it's doing it for it too.
BAEEEEEGAAU2BL

Edit2: Just ocurred as I was going through char gen. Double checking this isn't a feature of horns, then I'm testing chimera and unstable genome as potential causes.

Edit 3: Turns out that is just a feature of horns. Sometimes they are tusks or similar, I suppose. How strange.
Title: Re: Caves of Qud: Now in Open Beta
Post by: beorn080 on September 01, 2016, 11:51:40 am
Multiple legs is always a decent choice for a bit of utility and move speed.
Title: Re: Caves of Qud: Now in Open Beta
Post by: getter77 on September 03, 2016, 07:03:22 am
Quote
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Goatmaan on September 03, 2016, 12:52:36 pm
Sounds fun, I might be playing soon.

  Goatmaan

Edited for brainfart!
Title: Re: Caves of Qud: Now in Open Beta
Post by: Ygdrad on September 09, 2016, 01:40:03 am
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Edmus on September 09, 2016, 01:57:23 am
The rifle skill tree is very strong, and if you find some wandering dromads an early grit-gate recoiler means pretty much infinite ammo.
My experience with tinkers is pretty limited though.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Ygdrad on September 09, 2016, 02:10:40 am
Is there a way to deal with exhaustion, either reduce its duration or be immune to it one way or an other? I was always wondering why placing a turret caused enemies to wail on me for multiple turns when the placement only takes one turn, seems to be because your character gets exhausted after.
Title: Re: Caves of Qud: Now in Open Beta
Post by: beorn080 on September 09, 2016, 02:45:08 am
Pistols is also a good build, what with the dual firing ability. A pair of chain pistols and dual fire puts out a serious wall of lead.

The mechanic you are thinking of is Energy, and AFAIK, there are almost no ways to mitigate it. Two heads mitigates mental action energy costs, and there are a few skills in the pistol tree that drops the cost of shooting pistols. If it really costs that much energy to deploy a turret, I'm not sure how useful a skill that is. Note that, in general, a far better escape mechanism are grenades. Specifically, Stasis, Freezing, and Stun/Sleep, in order of usefulness. Though, a Freezing III grenade will stop all combat for a very long time, in a VERY wide area. Stasis is more controlled, and also acts as an impromptu force wall effect. Stun and sleep are gas grenades, and so of iffy reliability.
Title: Re: Caves of Qud: Now in Open Beta
Post by: puke on September 09, 2016, 06:57:50 am
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.

I love the concept of a trueman Artifex.  They are the BEST early, as you can disassemble all the junk you find.  Depending on your starting blueprints and the luck of what you find, they can be quite powerful. 

But every time I start a game as one, I don't get far before I start wishing I had Psychometry. 

All those objects lost to unsuccessful disassembly.  All that money spent on blueprints.  Sure, the Artifex has better stats and skills, but the opportunity cost is pretty high.  Mostly a question of play style, though.  You might not feel the same frustrations.

Title: Re: Caves of Qud: Now in Open Beta
Post by: getter77 on September 10, 2016, 07:02:55 am
Quote
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: boatie on September 15, 2016, 05:07:19 pm
Anybody got a code for a good starter character for noobs?
Title: Re: Caves of Qud: Now in Open Beta
Post by: puke on September 15, 2016, 05:54:27 pm
Follow the quote links to their original posts, I have cut them down a bit. 

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

I usually don't play with this kind of build, but I do think it is the easiest and simplest.  A build like this once took me to Golgotha, without too much trouble.  Can't remember, maybe as far as BS?  It was in the long-ago.

You can mostly just bump into things and kill them, though it is still a hard and capricious game so you need to run from stronger stuff and cant just stand there and get shot by ranged foes.  The build comes with rifle/bow skill, so don't forget to use it and any related special abilities.  sometimes you need to engage at range, even though you are strong and have a big sword.

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.

This is a lot closer to the kind of builds I prefer playing with.  It is a little trickier, but also probably more successful once you get the nuances of it.  run away more, use range against big things more, rely on maneuvers and specials in combat.  Manage the cooldown timers.
Title: Re: Caves of Qud: Now in Open Beta
Post by: boatie on September 16, 2016, 06:48:31 am
Great, thank you very much!
Title: Re: Caves of Qud: Now in Open Beta
Post by: getter77 on September 17, 2016, 07:28:31 am
Quote
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>
Title: Re: Caves of Qud: Now in Open Beta
Post by: getter77 on September 24, 2016, 07:02:13 am
Quote
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: getter77 on October 02, 2016, 07:26:07 am
Quote
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
Title: Re: Caves of Qud: Now in Open Beta
Post by: getter77 on October 08, 2016, 07:57:14 am
Quote
Monster AI now properly considers maximum range when trying to use a missile weapon.
1-point mutations are no longer included in the mutation choices offered by unstable genome.
Watervine farmers now correctly start with skillfull harvestry.
You no longer see flurry messages when invisible creatures open into a flurry of blows.
Updated descriptions for the following objects.
poison gas, scalding steam, and cryogentic mist
crusty loaf
hunk of cheese
Ekuemekiyyen greens
food cube
smoldered mushroom
Fixed an exception caused by a bogus item called FungusPuffer3.
Fixed some issues causing auto-movement to not always properly take into account new or destroyed walls.
Fixed an exception occasionally caused by covering items with liquid (e.g., spraying an item in your inventory with freshwater).
Fixed an issue that occasionally caused dismembered limbs not to regenerate.
Fixed an exception caused by monster AI using the area of effect abilities.
Title: Re: Caves of Qud: Now in Open Beta
Post by: getter77 on October 15, 2016, 07:39:53 am
Quote
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Edmus on October 18, 2016, 01:35:16 am
Jason Grinblat's now working full time on CoQ (and other Freehold games).  (https://twitter.com/ptychomancer/status/788077014821384192)
:D
Title: Re: Caves of Qud: Now in Open Beta
Post by: Ygdrad on October 18, 2016, 11:22:29 am
Neat. With this, the story will get finished faster so I can still fail to reach the end.

Will this change plans for the game or just speed things up? Is the dev planning on adding more things to the game now that it's a fulltime job?
Title: Re: Caves of Qud: Now in Open Beta
Post by: FallacyofUrist on October 18, 2016, 10:46:08 pm
Found something interesting.

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

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

Anybody else interested in body-swapping?
Title: Re: Caves of Qud: Now in Open Beta
Post by: Retropunch on October 19, 2016, 12:37:09 pm
Jason Grinblat's now working full time on CoQ (and other Freehold games).  (https://twitter.com/ptychomancer/status/788077014821384192)
:D

Awesome!!!! I'm glad it's working out for them enough to be able to do this - I played CoQ years ago and never thought I'd see the day it got finished!
Brilliant news.
Title: Re: Caves of Qud: Now in Open Beta
Post by: getter77 on October 22, 2016, 07:34:46 am
Quote
We have an announcement! Jason, one of our core team's two members, is now working full-time on Caves of Qud! Not only does this mean better weekly patches, but we'll also be bundling updates into bigger feature releases every few weeks. Stay tuned for more info. Until then, here's the first of our new and improved weekly patches.

Added a new quest to the end of the main questline: Pax Klanq, I Presume?
Gave Pax Klanq dialog.
Spruced up Pax Klanq's hut.
Renamed the fungal jungle to The Rainbow Wood.
Added a new fungal infection: Klanq. You may observe strange behavior among the infected.
Added a procedurally-driven quest: Spread Klanq.
Added a new item: quantum mote.
Added descriptions for Eater's flesh, Eater's fleshcap, and human remains.
Added Barathrum the Old.
Added Barathrum's study beneath Grit Gate.
The stairs leading to Barathrum's study are now locked and require a key.
Added Euclid, a Markov-fueled prattleplant that loves to talk.
Added new furniture.
bookshelves with more procedural books
Barathrum clock
Barathrum clock with Q Girl pendulum
brass foaminator
flux gauge
electrodicus
Added new book: Crime and Punishment
Spruced up Q Girl's space, giving her more workbenches and tinker furniture.
Goatfolk no longer always hate baboon faction leaders for disproving famous theorems.
Added message log entries for NPCs unequipping items.
Added message log entries for NPCs tossing items aside.
Added clickable tiles for moving to an adjacent map when zoomed in.
Fixed tile for Mechanimst catechist.
Fixed grammar issue with night-vision goggles' article.
Fixed Shem -1's name in the quest text for A Call to Arms.
Fixed a liquid duplication issue when pouring volumes onto empty containers laying on the ground.
Fixed an issue that caused the sizes of message boxes to grow as more were displayed.
Made the text fit better on some character creation screens in the new UI.
Slightly increased default UI reference resolution to better accommodate small screens.
Title: Re: Caves of Qud: Now in Open Beta
Post by: getter77 on October 29, 2016, 07:31:57 am
Quote
We refactored the population of ruins maps.
Tweaked the baseline populations of underground ruins to be slightly more challenging.
Ruins now include a variety of special encounters found in underground caves.
Underground ruins no longer have the same flora as surface ruins.
We did some work on the new UI.
Added a multiple choice dialog.
Added buttons for increasing and decreasing the message log font size.
Fixed some missing ASCII character mappings.
Fixed some popup menus overflowing the screen.
Reduced the number of mutation points granted by the Amphibious defect from 4 to 3.
Fixed a big bug with movespeed calculation. Getting your movespeed above 100 now properly makes you move faster.
Things with brains no longer catch on fire when standing in the same tile as a campfire.
Let's say you mentally dominate a baboon, level up, and want to buy some skills for your baboon friend/thrall. Previously, based on the way NPC attributes were calculated, sometimes you couldn't purchase the skill even if your thrall had the prerequisite attributes. Now you can.
Tusks are no longer a substitute for horns. After all, tusks are teeth.
1-point mutationts are no longer included in the choices when you buy a mutation.
When you buy a new mutation, exclusions defined in mods are now properly respected.
Creatures no longer fail to equip their natural weapons, like claws and bites, when they're stuck in webs or sticky liquids.
The special event in the A Call to Arms quest no longer resets when you save and load in the middle of it.
Added a downward staircase to the center-right of the Barathrumite enclave in Grit Gate. These stairs let you descend through Barathrum's study level to the underlevels of Grit Gate.
Renamed the fungal jungle to The Rainbow Wood in the sidebar and message log.
Added salt pool and asphalt pool objects. Their absence was causing [empty] liquids to appear.
Fixed an issue with displaying of Warden Indrix's dialog.
Fixed an exception with arconaut and Mechanimist pilgrim shopping behavior.
Fixed a bug with domination that was causing maps to be remain and memory, leading to a slow but crushing memory leak.
Fixed a rare exception during light rendering.
Fixed a formatting issue with the opening Joppa story.
Title: Re: Caves of Qud: Now in Open Beta
Post by: getter77 on November 04, 2016, 07:06:21 am
Quote
Brian is out of town for a week starting tomorrow, so there will be no patch next week, and we're posting this week's patch today. In the mean time, Jason will be working on our next feature arc, procedural histories for the Eater-Sultans of Qud! More info to come.

We fixed portable wall and changed how it works.
Portable wall is now a consumable item that creates 9 contiguous wall tiles in a pattern of your choosing.
Added a description to portable wall.
Added a new wall type: foamcrete.
In rusty biomes, qudzu now tend to cluster on walls, where they can.
New UI: multiple-choice dialogs and popups are now navigable via the keyboard or gamepad.
New UI: multiple-choice dialogs now respect hotkeys.
Player names are now trimmed of whitespace. This means typing 'space' and pressing 'Enter' while naming your character now gives your character a random name.
We made a few tweaks to the process of curing fungal infections.
Leech corpses and bloated leech corpses now have distinct display names. This change means it's now clear which corpse is required for the fungal cure, hopefully eliminating the specific frustration of thinking you've cured your infection when you really haven't.
Salt kraken corpses and worm of the earth corpses are no longer included as possible fungal cure components.
We tweaked the position of the stairwell leading to the lower levels of Grit Gate again. We removed the stairwell added last week, and made the old stairwell in the upper-right corner of the map accessible once you complete the quest 'More Than a Willing Spirit'.
Tinkers now start with freshwater.
The empty glass bottles sold by ichor merchants now properly store liquids.
Fixed a broken sand dune tile on the world map.
Fixed an issue with creature pathing when phased.
The water baron lobby has won a great victory: you can no longer net extra water by pouring water into a pool of more water.
Fixed some weird interactions between bleeding and player mods, including an issue causing the bleeding effect to stack multiple times.
Fixed the 'time-dilated' status effect from appearing multiple times in status descriptions.
Updated the copyright date.
Anthro and phytopologists of Qud are beginning to gain insight into the lives of the Sultans, Eaters who ruled Qud ages ago. Cultural artifacts have revealed factoids such as this one:
"Near the location of Canontau, Yyroq Mon Mad was captured by bandits. He murdered their leader by writing him out of the annals of history, and was thenceforth known as Inkshouter."
Title: Re: Caves of Qud: Now in Open Beta
Post by: FallacyofUrist on November 04, 2016, 08:37:30 am
My latest character is basically a Genius Bruiser.

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

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

I just love the fact that you don't need to load turrets with ammo. That means all those short bows snapjaw hunters have? Each of them is a deathtrap in the making.
Title: Re: Caves of Qud: Now in Open Beta
Post by: FallacyofUrist on November 16, 2016, 10:09:55 am
Bump to explain my latest characters:
A whole bunch of dead ones. Plus one fungus-riddled(took up four slots) character that invaded Bethsusa or whatever it was called at level 13-15 or so.

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

Then I promptly got killed by a slug, in true Caves of Qud fashion.
Title: Re: Caves of Qud: Now in Open Beta
Post by: getter77 on November 19, 2016, 08:12:55 am
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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."
Title: Re: Caves of Qud: Now in Open Beta
Post by: getter77 on November 24, 2016, 08:07:08 am
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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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: getter77 on December 03, 2016, 08:07:08 am
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We added Steam leaderboard support for the daily and weekly challenges.
For both challenges, only your first attempt counts. We might tweak this logic for the weekly challenge later.
At character death, on the Game Summary screen, your rank is shown, along with the 5 players immediately in front and behind you.
We plan on adding support for leaderboard browsing later.
We added some new item mods and made some related changes.
New armor mod: feathered
New armor mod: scaled
New armor mod: wooly
New helmet mod: serene visage
New boot mod: spring-loaded
Renamed 'spring-loaded plastic boots' to 'bounding boots'.
Croccasins now increase reputation with unshelled reptiles instead of decreasing it.
New book: On Humanoid Mimicry of Animals and Plants, which explains why some creatures like it when you wear clothing that mimics them while others don't.
You can no longer gain your bearings by talking to creatures who refuse to speak to you.
Clones of non-player creatures no longer have the description, "It's evil you."
Fixed an issue causing books to be categorized as 'misc' items after loading a game.
Fixed an issue causing thrown weapons (including geomagnetic disc) to occasionally disappear after being thrown.
Fixed an issue causing the new UI to occasionally remain visible after being disabled.
Fixed an issue causing ganglionic teleprojector to lock up player input.
Fixed an exception caused by inanimate objects trying to take actions.
Title: Re: Caves of Qud: Now in Open Beta
Post by: getter77 on December 10, 2016, 08:11:55 am
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Added a new music track to the main menu.
Added a wind particle effect to salt dunes maps and world map tiles.
New glove mod: gesticulating
Added new descriptions for the following items.
fossilized remains
small sphere of negative weight
scrapped waydroid
dormant waydroid
Handwritten books now have gold titles. Procedurally-generated book have white titles.
Bookbinders now sell both handwritten and procedurally-generated books.
Updated the tile colors of bronze, silver, and gold security doors in Bethesda Susa.
Replaced the sconces in the Temple of the Rock with braziers.
Items belonging to temporal fugue clones now fade from existence when the clone does, even if they've since left the possession of the clone.
Bottles and vases are now listed as water containers.
Powers with burst-shaped effects, such as pyrokinesis, cryokinesis, and stunning force, are now properly range-restricted when you target with them.
Fixed Sheba Hagadias awarding XP for a single book more than once. Exchanging multiple copies of the same book still works.
Fixed axe powers Whack and Trip not triggering properly.
Fixed an issue that occasionally caused the player's current zone to be inactive.
Fixed some text display bugs in the descriptions of floating glowsphere and elastyne items.
Fixed the spring-loaded mod appearing as 'wooly' on tinker screens.
Title: Re: Caves of Qud: Now in Open Beta
Post by: FallacyofUrist on December 15, 2016, 11:55:37 pm
There needs to be a discussion about this game. More discussion, I mean.

Let's discuss the following items:
Bottle of black ooze. Sold by a merchant at the Six Day Stilt, who also sells bottles of LAVA. For exorbitant prices.
Sphere of negative weight. I don't know what will happen if I dropped it, but I'm not trying.
On Humanoid Mimicry of Animals and Plants, a 2-page treatise I found in a cave.
And of course, a flaming cannibal juicer librarian who I promptly gave said treatise to.
Also, portable wall. I don't know what it does, but it might be nice.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Edmus on December 16, 2016, 12:05:16 am
I don't know what black ooze is myself. have you tried drinking it?
Negative weight spheres are okay to drop, I think, but you shouldn't ever need to. Weirdly if they rust they still work, which is nice. I suppose their negative weight isn't tied to their function as an artefact.
Was that juicer the librarian in the stilt? That's a pretty metal librarian.
I think portable walls work now. I have a feeling they are one time use and are similar to a mutant ability afaik.
Title: Re: Caves of Qud: Now in Open Beta
Post by: jocan2003 on December 16, 2016, 12:08:31 am
Shit.... i dont know why i thought this game was vaporware, glad to see today i was wrong!, i used to love this game :D
Title: Re: Caves of Qud: Now in Open Beta
Post by: Edmus on December 16, 2016, 12:44:18 am
This game really does feel too good to be true sometimes. :P
Title: Re: Caves of Qud: Now in Open Beta
Post by: getter77 on December 16, 2016, 08:17:33 am
No update this week, but next week's is due to be extra juiced up as a result of such.   8)
Title: Re: Caves of Qud: Now in Open Beta
Post by: getter77 on December 24, 2016, 08:24:20 am
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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.

 8)
Title: Re: Caves of Qud: Now in Open Beta
Post by: Bronimin on December 26, 2016, 01:44:04 pm
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Title: Re: Caves of Qud: Now in Open Beta
Post by: getter77 on December 31, 2016, 08:07:20 am
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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].
Title: Re: Caves of Qud: Now in Open Beta
Post by: getter77 on January 07, 2017, 08:04:26 am
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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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: getter77 on January 14, 2017, 08:04:37 am
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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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: getter77 on January 21, 2017, 08:08:30 am
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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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Edmus on January 22, 2017, 12:45:14 am
So what's everyone's thoughts on the procedural sultan dungeons thus far?
Title: Re: Caves of Qud: Now in Open Beta
Post by: chaoticag on January 22, 2017, 03:40:27 am
Seems a bit odd, but you know what, it adds some life and flavor to things I feel? I mean, you still murder hobo your way into these cults and all but still. Generally pretty fun and gives you more ways to die before you even hit grit gate. Always a plus.
Title: Re: Caves of Qud: Now in Open Beta
Post by: ThtblovesDF on January 26, 2017, 03:29:19 am
Love the Dungeons

...

I found a Hand-E-Nuke and used it- it blew up the entire screen, then my savegame got corrupted by it and I couldn't load it anymore : /
Title: Re: Caves of Qud: Now in Open Beta
Post by: Edmus on January 26, 2017, 05:02:57 am
I have a feeling the oddness is mostly tied to them being a new feature. THey could use more integration with the static world, I feel.
The feeling it gives of venturing into an unknown exotic land is good, which Qud has at first anyway, but loses over time due to familiarity. I also dig the middle eastern vibe.

It nuked away the fabric of reality. :P
How much damage did it do to you?
Title: Re: Caves of Qud: Now in Open Beta
Post by: getter77 on January 28, 2017, 08:02:16 am
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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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Mephansteras on January 31, 2017, 10:31:10 am
These changelogs look great. I really need to fire this up again!
Title: Re: Caves of Qud: Now in Open Beta
Post by: Anvilfolk on February 02, 2017, 01:06:03 pm
I caved in and bought this because supporting roguelikes is definitely a thing.

I'm a little annoyed that I have to chat up the same people every time I restart the game, go through the same motions. It adds a layer of busywork that I really dislike :(
Title: Re: Caves of Qud: Now in Open Beta
Post by: Retropunch on February 02, 2017, 09:05:19 pm
I caved in and bought this because supporting roguelikes is definitely a thing.

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

Yeah, this has to be my only real niggle with CoQ - although I feel it's an acceptable trade off for having a bit more of a story/direction than most RLs.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Frumple on February 03, 2017, 08:02:49 pm
... okay, I've been kinda' putting it off for a while, but picking up the EA version is actually starting to get meaningfully tempting. Two quick questions, though: Is the autoexplore pathfinding any better than in the available ASCII download? Can... can you cook or salt raw meat, yet?
Title: Re: Caves of Qud: Now in Open Beta
Post by: getter77 on February 04, 2017, 08:21:35 am
Quote
We revamped the Short Blade skill! The last iteration of Short Blade was a bit too powerful. Shank let agility-focused melee characters completely dump their strength stat, and Rejoinder was just too efficient at dealing out damage. With the redesign, Short Blade should now fall within the range of the other newly revamped skills, though it's more flexible in terms of possible cross-pollination with other skill trees.
These are the new & updated powers. Check them out in game for the stat requirements and costs.
Short Blade Proficiency: You get +2 to hit with short blades.
Bloodletter: Your short blade attacks that penetrate have a 75% chance to cause your opponent to bleed (0-1 damage per turn. toughness save; difficulty 20 + your agility modifier). The opponent saves to stop bleeding each round, and the save difficulty decreases by 1 each round. This effect can stack a number of times equal to 1 plus your agility modifier.
Jab: When you wield a short blade in your offhand, you make offhand attacks twice as often. This bonus applies to organic hands (natural and mutated) but not robotic hands.
Hobble: You make an attack with a short blade in your primary hand, looking for a weak spot in your opponent's armor. If you hit, you penetrate exactly once and hobble them (-50% movespeed for 16-20 rounds).
Pointed Circle: Whenever you juke an opponent while wielding a short blade in your primary hand, you make a free attack. If you have Bloodletter, the attack's chance to cause bleeding is 100%.
Rejoinder: Once per turn, when an opponent misses you with a melee attack, there's a 40% chance you make a free attack with a short blade you're wielding.
Shank: Activated; cooldown 20. You make a melee attack with a short blade in your primary hand (preferred) or offhand. If you hit, the attack gets +2 penetration for each negative status effect your opponent suffers from.
The following changes are related to the Short Blade rework.
Reduced Juke's cooldown to 40 rounds.
Reduced Juke's skillpoint cost to 200.
Tumble now reduces Juke's cooldown to 20 rounds.
Reduced Tumble's skillpoint cost to 150.
Aggressive stance and dueling stance now bestow their bonuses on short blades you have equipped, as long as you have a long blade equipped in your primary hand.
Eunuchs start with Hobble instead of Shank.
Changed the wall destruction calculation for Slam. Now you destroy walls with AV less than 5 times your strength modifier instead of 10 times.
Increased the AV of marble walls.
Quests to recover historic relics now properly complete when you pick up the relic.
Fixed a bug that caused all of Qud's lairs to cluster around Joppa. They are now more evenly distributed through Qud.
You can no longer find legendary versions of existing NPCs (e.g., "Esmeralda, the legendary Warden Ualraig").
Added chronology entries for the following actions.
beguiling a creature
proselytizing a creature
renaming a follower
discovering the location of a historic site
visiting a historic site
recovering (some) historic relics
Added an upper bound to particle effects.
Added a button for auto-explore to the overlay UI.
Added a warning before you quit without saving when permadeath is enabled.
Mimics now properly copy the tile of their target.
The 'wait' command in any keybinding is now mapped to numpad5 for the purpose of targeting yourself.
Fixed the title of Corpus Choliys.
Gave plated knollworm the right tile.
Target rifles no longer appear in dynamic encounters.
Excluded several NPCs from dynamic encounters.
Fixed an exception when completing the quest, Spread Klanq.
Fixed a crash and some rendering issues on the text version of the highscore screen.
Fixed weekly/daily seed flags sticking around inappropriately when you picked them, backed out, and then started another game type.
You now get the Unstable Genome message after the levelup message, not before.
Fixed a rare exception with reputation when you moved across maps.
Fixed some stair placement issues in Bethesda Susa.
Reduced a bunch of performance issues in runaway memory situations.
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on February 05, 2017, 12:27:59 pm
... okay, I've been kinda' putting it off for a while, but picking up the EA version is actually starting to get meaningfully tempting. Two quick questions, though: Is the autoexplore pathfinding any better than in the available ASCII download? Can... can you cook or salt raw meat, yet?

Yes, autoexplore was totally refactored. No cooking yet.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Frumple on February 05, 2017, 06:33:06 pm
Good to know, heh. As amusing as it occasionally is to assume all those glowing corpses finally got to my critter and it was randomly dancing around rooms as it meandered about, it's kinda' silly. Less good on the cooking, but at least I know the time I spent dousing chunks of raw meat in diluted salt water was wasted and to not keep trying :V

... also, still tooling around the ASCII version, but: (http://www.upl.co/uploads/poor-thing1486336075.jpg) Somewhat unfortunate moniker for a goatman, ehehe. Makes me wonder how intentional that particular name-title pairing is/was.
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on February 05, 2017, 07:24:41 pm
psst here's a few steam keys for the old bay12 hands

??Z0I-I6KHI-0PZVT - ?? = sounds like late
6TVI2-KAEYF-P5??? - ?? - Inter???
HWVQ5-W9LWD-FK??C -  ?? - general electric
Title: Re: Caves of Qud: Now in Open Beta
Post by: Frumple on February 05, 2017, 07:44:04 pm
Eeyy. Thanks, ehehe.

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

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

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

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

E3: Oh wow. I'm not exactly sure what's happening, but apparently when you take water from the thing's water pool, the individual pool tiles gain fresh water. Looks like somewhere between half and a third what you shove in your water containers. Stepped into a fresh 3k pool, got ~600 drams worth of water, look at the pool and it's up 300 and a bit.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Salmeuk on February 06, 2017, 04:30:13 am
Eeyy. Thanks, ehehe.

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

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

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

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

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

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

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

Much more worthwhile are the wine/honey weeps.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Frumple on February 06, 2017, 08:41:42 am
Yeah, there is the weight thing. Rub is this particular character also happens to be high strength and has multiple legs :3 Weight limit when I last saved for the night was at like... somewhere over 500.

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

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

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

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

E: Also... if I've got like a bundle of mixed questions, possibly-bug reports, suggestions, and observations (last little bit I've just been taking the occasional note in a text file), is there anywhere in particular that'd be a good place to dump it as a single text blob? Could separate it out, but that'd be annoyingly spammy pretty much anywhere, heh. Could drop it here, but if there's a better place for it (steam discussions, whatev'), it'd probably be better if I tossed it there.
Title: Re: Caves of Qud: Now in Open Beta
Post by: raeborga on February 07, 2017, 02:24:50 pm
psst here's a few steam keys for the old bay12 hands

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

PS. I have an amber version of the ascii tileset that I probably won't be using now. If I'm allowed to post the bitmap I'll add it here.
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on February 07, 2017, 02:30:01 pm
E: Also... if I've got like a bundle of mixed questions, possibly-bug reports, suggestions, and observations (last little bit I've just been taking the occasional note in a text file), is there anywhere in particular that'd be a good place to dump it as a single text blob? Could separate it out, but that'd be annoyingly spammy pretty much anywhere, heh. Could drop it here, but if there's a better place for it (steam discussions, whatev'), it'd probably be better if I tossed it there.

Anywhere is fine, here, steam forums or support@freeholdgames.com
Title: Re: Caves of Qud: Now in Open Beta
Post by: Frumple on February 07, 2017, 03:00:21 pm
Cooee. Here'd probably be least effort so...

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

What's came up so far, anyway. Haven't gotten around to checking for a known issues list, or looked at the steam discussion's bug subforum much, so it's entirely possible I'm repeating known stuff, but eh. Mostly from a fairly straightforward (if somewhat artificially powerful... I may have had a few more mutations than I probably should have >_>) run through the main questline, ended trying to clear out/figure out how to take control of the spire. Little bit at the end from a tiny bit playing a gunuslinger.
Title: Re: Caves of Qud: Now in Open Beta
Post by: unormal on February 07, 2017, 03:05:59 pm


Thanks for the feeback!

There's a couple little (hard to see) buttons on the right side of the message log that let you change the text size.
Title: Re: Caves of Qud: Now in Open Beta
Post by: beorn080 on February 07, 2017, 04:26:39 pm
For high av enemies, pack a vibro weapon. When powered, they automatically penetrate, but no more. If you cant get through, it will, but it won't do bonus damage. Note that it also works for walls, and that makes a video dagger a very good find for digging.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Frumple on February 07, 2017, 06:05:07 pm
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.

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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: beorn080 on February 07, 2017, 08:37:23 pm
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.

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 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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Frumple on February 07, 2017, 09:24:55 pm
... 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.

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
Title: Re: Caves of Qud: Now in Open Beta
Post by: beorn080 on February 07, 2017, 10:31:35 pm
... 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.

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
The warden spawned with aggression towards Joppa. Or that guy spawned with aggression to wardens. It happens, rarely.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Frumple on February 07, 2017, 11:31:09 pm
Oooh. Yeah, that makes sense. It's hilarious, and now I'm thoroughly cemented in not ever trying to kill that warden, because it somehow dissolved mehmet into a plume of cryogenic smoke in <1 turn.

Probably the aggression towards wardens bit, though. Warden critter was still chill towards everything else in the town, and not in the spontaneous existence failure sort of chill it apparently shared with mehmet. Poor mehmet.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Anvilfolk on February 08, 2017, 09:39:36 am
So I wonder whether there could be something like the auto-explore function but for talking to quest-givers. Like auto-quest? I know it's weird, but repeating initial busywork is literally the main thing keeping me from firing up the game more often.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Frumple on February 08, 2017, 10:08:34 am
I'm no coder, and I haven't looked at basically anything of what bits of CoQs stuff is visible from our end, but even with that just poking in the .xmls for a few seconds (was looking to see if anything gave a better idea of where the hell that glowpad was hiding :P) suggests you'd at least be able to auto-give the quests on game start, or something along those lines. Probably wouldn't be that hard to tweak things so stuff finished and rewards were received more or less immediately, too.

... all that said, you can totally just walk out of joppa and never come back, if you really don't want to deal with the main quest. Could probably burn your way into grit gate, too, if you felt like it, though I have no idea what that'd do to hostility and whatnot. Know you could blow your way through a wall at some point back when ASCII was all there was without enraging the porcupine bears, but that may have changed somewhere between then and now.
Title: Re: Caves of Qud: Now in Open Beta
Post by: beorn080 on February 08, 2017, 10:31:56 am
You can go to grit gate straight off the bat with no issues. If you have phasing, or a method of smashing fulcrete walls, you can get in easy enough. If you're a water baron, or completed the first three steps of the tinkera quest, they'll let you in if you talk to the speaker a second time after giving them the cd. Phasing is a good mutation to get in, as it also gives you safe access to the dozen odd lockers in the north east,corner with no chromelings in the room. I think force bubble and the item version will push doors and the forcefield out your way too.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Frumple on February 08, 2017, 11:52:49 am
Good to know. Personally have tended to take corrosive gas if I've got any points left over in chargen, for dealing with those walls. Tried burrowing claws just recently... iirc those things got to like level 6 and still couldn't dint fulcrete, much less anything harder. Meanwhile the gas'll bring down just about any wall in the game from turn one, with a little patience. S'also pretty helpful in fights, since the AI tends to avoid the clouds, letting you keep some number of critters off of you. Not as good as force bubble, but cheaper, faster to CD, and deals damage on top of it. course, the downside being that it destroys loot without even blinking but *shrugs*

Dunno how well stunning force'll work with that, though. It'll knock some doors out of the way, but seems like it doesn't effect others. Might just need to be higher level than what I just tested it with, I'unno. Thing's also quite possibly even easier to aggro things with than corrosive gas, which is a bit of a feat.

E: Though yeah, phasing can be great for that. I just tend to devalue it a little for breaking into places 'cause I don't like having not an exit route readily available, ehehe. Can run back through a hole in the wall :P
Title: Re: Caves of Qud: Now in Open Beta
Post by: Frumple on February 09, 2017, 07:54:35 pm
Double-post, but it's another travelogue/feedback dump and I'm not 100% sure it'd fit in an edit to the last post. Also too lazy to actually check, ahaha! Incidentally, if anyone knows exactly how extra equipment slots work, I'd still love to hear about it, heh. Bit shorter, I think, but still...


E: Interesting note of arguable relevance. It turns out if you tell the game to random remaining stat points during character creation when you have substantially more than you should (like, say... five hundred or so >_>), the game will lock up pretty hard. CPU use maxes out, game turns unresponsive, can't exit normally, have to kill process. If I had to guess, I'd guess it's 'cause of trying to stuff in points that would bring every stat well over their allowed maximum. Not even sure if it's something that's possible to encounter outside of modding or cheating, though, so, like. Importance or whatever is probably next to nil, ehehe. Still, figured I'd mention it just in case it wasn't already known behavior.

E2: How to Make Bad Decisions, Caves of Qud Edition: Volume 1: Giving the Snapjaw a Flamethrower.

Chapter 1: What could go wrong?
Chapter 2: Oh god, my everything is on fire!
Chapter 3: It burns but does not consume.
Chapter 4: Why am I not dead!?
Epilogue: Sweet merciful gods of death grant me release.
Post-script, written by the merciful gods of death: "No."
Title: Re: Caves of Qud: Now in Open Beta
Post by: Salmeuk on February 10, 2017, 04:45:23 am
I have a habit of nabbing a waterskin of saltwater at the start of every game in case I get into a !!situation!!. It leaves a nice little pile of salt, too, which I imagine pairs nicely with my corpse after I inevitably die [despite surviving the fire].
Title: Re: Caves of Qud: Now in Open Beta
Post by: Frumple on February 10, 2017, 05:09:24 am
Heh, it's a thought. Usually got plenty of water sloshing around if I need to put the fire out, for what that's worth.

... though from recent experience when the snapjaw has a flamethrower it's not really the on fuego part you should be terribly worried about. I watched that laughing nightmare oneshot a slumberling at one point, which was all kinds of "oh shiiiiii-". Character's toughness was a bit silly (and had carapace besides, iirc), so it wasn't really happening to me, but it was still easily chunking me for 30, 40 damage with collateral/misfire hits.

And, as mentioned, when you give NPCs a ranged weapon, they tend to become very enthusiastic about using it. Just... not exactly stellar on the aim or concern for friendly fire fronts, ahahaow

E: And in other news, it's not a giant scorpion, but it is a legendary eyeless king crab. That now has a chaingun. Also a bit over a thousand slugs after a shopping stop in grit gate, ehehe. Fortunately poorly aimed chaingun bullets don't hurt nearly as much as flamethrower blasts. Also the crab is surprisingly accurate for something that doesn't have eyes! Though in retrospect giving the giant blind crustacean a gat was... maybe not the wisest decision in the world, from a conceptual standpoint.

Though re: that crab, it was kinda' odd, but beguile attempts on it that failed didn't put beguile on cooldown. Let me basically spam the ability until it got through. Pretty sure that doesn't normally happen. Might be a legendary thing?

E2: Aww. Chaingun crab died. Actually, crab died in like one turn to a single fire ant attack that didn't even hit it and the chaingun got destroyed in the process. Steam is freakishly deadly in this game. Completely wrecks any items that get caught in it, too. At this point I'm think the deadliest terrain in the game is <anything that can burst into steam>, at least of the stuff you see anything even approaching often. Pretty sure I'd rather get hit with a fireball standing in asphalt than standing in water. You can survive being on fire for a good while, and put it out besides. Steam just straight up kills you, and rapidly. Rip crab king of chainguns ;_;7
Title: Re: Caves of Qud: Now in Open Beta
Post by: getter77 on February 11, 2017, 07:58:48 am
Quote
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: guessingo on February 11, 2017, 03:34:07 pm
How long is the main quest? I read somewhere that is not done and the game just ends at some point. Assuming you live through it, how many hours of game time?
Title: Re: Caves of Qud: Now in Open Beta
Post by: Frumple on February 13, 2017, 03:01:24 pm
Quest just ends at some point, but you can still wander around as you please, I think. I'm pretty sure if you were somehow able to survive the process, you could go through the main questline stuff relatively quickly... maybe less than four or five hours or somethin'. But, uh. You're not going to do that on your first run. Or your tenth or whatev'. Game rapidly gets very, very dangerous.

Speaking of that! Today I learned that phase cannons deal light damage. This is, in fact, very important! Because enemies can have light manipulation. And light manipulation can reflect light damage. And phase cannons are capable of dealing well over 150 damage in one attack. And you're probably not going to have more HP than that when you walk into a room full of psyberneticists and they finish stunning you. Phase cannons are now on my "list of items to never use again". Which is a shame, 'cause they're ruddy awesome right up until the point they get you to one-shot yourself in the face :V


E: Oh yeah, I had completely forgot I had screenshot the combat log from when I was apparently playing rocket frisbee. Here we go:(http://www.upl.co/uploads/extreme-bullet-catching1487040037.jpg)
You know things are getting real when your critter casually walks past an incoming missile and nabs it mid-transit.
Title: Re: Caves of Qud: Now in Open Beta
Post by: FallacyofUrist on February 16, 2017, 03:01:51 pm
Huh. Weird sultan dungeon thingy is fun.

At least until you fall down a shaft and get cornered by worms.

Not even the special thingy saved me(though it did slow them down).

Next run: lose horribly to worms, lose horribly to worms, get mad, break out flamethrower, worms start dying in droves.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Frumple on February 16, 2017, 03:06:27 pm
Heeeey, you just saved me from double posting, ahaha. Thanks :V

Though re: flamethrowers, I played around a little with 'em in my current romp. There's a picture down below! I am never using flamethrowers again.

Anyway, another text dump thing. This'un's probably about the size of the rest of them so far combined. Plus it's pretty littered with actual bug reports and weird balance issues, even moreso than the previous one, I think. Also has pictures! And a fairly sure fire way to kill chrome pyramids, if having some fairly strict requirements.

Not sure how actually helpful these dumps are, but eh. Note taking feels nice-ish, and if I'm already jotting stuff down might as well put it out there.

Apologies in advance for the size of these things, since they're probably a bit oversized for what's appropriate on a forum. Probably could resize them somehow but it's more work than I got in me at the moment.
Spoiler: Flamethrower gone wild (click to show/hide)

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.
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.

Also, mostly unrelated to that, it turns out I was wrong about it being cloned chrome pyramids that cause the buggy HE missiles. Happens whenever you disarm one of the missiles the pyramids have equipped, not when they get cloned or whatev'.

*Though it's probably worth mention that's not as troublesome as it might seem, since disarming and decapitation is with zero doubt, so far as I've noticed, the best way to kill leering stalkers (and the pyramids themselves, but they don't give bits needed for the spheres). If you're loitering in swarm rack territory getting the bottleneck 7 bits is probably not going to be a substantiative issue.
Title: Re: Caves of Qud: Now in Open Beta
Post by: getter77 on February 18, 2017, 08:00:14 am
Quote
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: lemon10 on February 18, 2017, 03:02:18 pm
Throwing a few responses out there to Frumples lengthy posts.
Quote
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.
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.

Re: Beguiled creatures.
Yeah, creatures equipped with armor and weaponry are pretty silly. Given that with good equipment you can get like +14AV on top of their default AV they get pretty impossible to kill by enemies with regular attacks. I tend to avoid giving them ranged weapons though, since they kind of suck at using them (stopping like 15 spaces away and just firing till they kill it or run out of ammo) as well as missing like every shot. Finally, either the weapon is nearly useless at that stage or it can murder you as well if you get in their way.

Also note that if you get dominate creature you can control your beguiled creature as well, and thus change their equipment. Or more interestingly, buy skills and mutations for them with the points they get when they level up.

Also, a finding of my own: Ironshanks gives you a pretty huge AV bonus once the disease has progressed a lot. Yes, you move at the speed of molasses, but it doesn't matter that much when the disease gives you a +8 AV (for a total of like 14 AV on my lightly armored dude) and you don't need to move thanks to all your mental mutations being able to kill at range and how your follower can murder all the chaff for you.

Re: Fungus.
Yeah, I just run away from any fungus screen the instant I see it. It isn't worth the risk of getting infected. Although Glowcrust can actually be decently useful early on in both the luminous hoarshroom (which acts as a cold resist+salve injector) and how the Glowcrust itself gives you a small cold resist bonus.

Re: Salve injection time
As far as I am aware salves take a turn to inject, which can indeed totally kill you.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Frumple on February 18, 2017, 06:16:25 pm
why did this get so long DX
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.

Stat wise... you can actually skimp on ego a bit, especially if you go two-headed; if you can reach the point you're getting ready to try a pyramid, you're past the point you can whack seekers until you cut off a couple faces and net yourself that cool +6. I'd guess something like a 17/17/16/18/20/14? Something along those lines. Start tinker and all you'd need is 3 int and a bit of will... could probably even manage not putting any actual attribute points into int at all, and save 'em for will. Most potentially irritating part is getting strength up for dismember/decapitate, but I suppose you could get by with just a serrated longsword or two, it'd just take longer to stab the mostly helpless pyramid to death.

Basically, it's not really that bad from a requirement standpoint, I don't think. It's also a setup that could totally kill pyramids but still get wrecked by a fair few things out there, heh. Key to the whole thing is surprise disarm on something that doesn't really have a response to it (well, and presumably bug abuse with the phase/swipe interaction, ehehe), and there's plenty in the game that either have nothing that can be disarmed or can still blow you up with a mutation or grenade or somethin'.

... that said, re: the swarm racks and the above, it's also a setup that happens to be able to farm leering stalkers even more easily than it does the pyramids, and it turns out both the blast cannons you disarm in the process and their heads (removing which is about the only realistic way you're going to kill them) can be disassembled into 7s, which is the very thing spheres of negative weight need to craft, heh. You'd have to kill like fifteen or twenty to get it reasonable (bit shy of 40 otherwise, less if you can weght-mod the rack), but once you can safely 'port/swipe their weapons killing fifteen or twenty stalkers isn't much more difficult than mowing down snapjaws, if significantly more time consuming.

What it all boils down to is I'd probably recommend either stalkers and pyramids can't be disarmed (natural weapon, basically), or they have some sort of melee backup that's more meaningful than an unarmed fist attack. Rest of it's mostly just for fun, heh.

*EMP would be an obvious one, and possibly open things up for less teleport investment (it could get you another turn or three to let 'port cool off without getting a face full of swarm rack), ego projection might help with making the swipe check (Or meeting the strength req? I haven't taken proj to check if that works, yet) and leave room for a 1 pointer. Burgeoning would be pretty solid if you're going two-headed, too, since it's freakishly overpowered and you can get its CD just as low as you can the 'port.** There's room to play around, there.

**Which is just a complete mess, by the by. Was screwing around at one point and managed to more or less indefinitely block pyramid swarm volleys just by sticking an unending wave of plants between me and the pyramid. You'd think the relatively limited range on the thing would make explosives more dangerous, but if you get burgeoning to a 1-2 turn cooldown, most ranged stuff that doesn't pierce might as well no longer exist. Pretty sure you can chuck grenades over most plants, too...

===

Also, totally didn't know about the dominate thing. Seriously going to have try that, and soon :3
Title: Re: Caves of Qud: Now in Open Beta
Post by: beorn080 on February 18, 2017, 11:18:14 pm
At one point burgeoning was CRIMINALLY easy to get to a one turn cooldown. Lets just say taking it, temporal fugue, and evil twin was not the best idea ever. However, it does make an interesting way to farm low end plant materials, and possibly a way to farm cash.
Title: Re: Caves of Qud: Now in Open Beta
Post by: lemon10 on February 19, 2017, 02:00:37 am
Nope, you need to get teleportation to 12 to get it down to 5 cooldown.
10 gets you to 25, which is just not quite enough to have it lower then phasing outside of maxed phasing and high (24) willpower. 11 is much easier, requiring both much less phasing and willpower.

Claravoyance+sunder mind is pretty damn amusing too, given that you can kill literally anything that isn't a robot and doesn't have a mind sheild without them even seeing you.

It is a neat plan though, but I don't think I'll use it since I am far too addicted to playing pure mental mutants with 24 points in ego (who with a good face can get all the way up to level 13 mutations without even buying a single mutation level).
Title: Re: Caves of Qud: Now in Open Beta
Post by: Frumple on February 19, 2017, 06:27:17 am
Yeah, I have trouble convincing myself to go pure physical or mental, mutation wise, though it's easier with physical. At the absolute least two headed is both cheap and freakishly helpful for anything using mental mutations, heh. CD reduction and an extra +3 ego? Yesplease.

Though huh, could have sworn port hit bottom at 10. Might have been because I've always been using it with the extra head? That's... still not really a problem, though. Even that base of 14 has pretty much zero problem building up +2 or so ego bonus from somewhere. Could probably even go a point or two lower, heh. 14 would only need two +all levels to hit it, if you have two headed and that second face. Honestly, now that I'm thinking about it, it kinda' seems like ego may just be the easiest stat in the game to buff...

All that said, a pure mental critter would still be pretty capable of doing stalkers without much trouble (if your AV and health is decent-ish, you don't even particularly need to phase), and could use injectors to cover the lack of phase if for whatever reason you wanted pyramid faces. actually, pyramid heads are about the only reliable source of 8s I've noticed, so...

E: Heh. Doing the beguile/dominate thing (also picked up two-headed, teleport, and teleport other, with hooks to offset the cost). Accident with an open door lead to me beguiling a watervine farmer, and now I'm wondering why exactly mehmet needed to send you to red rock. This critter's murdering everything that moves down here, and about the most I'm doing is occasionally shooting something with a bow. And so far all he's picked up is basic axe proficiency! And another axe. and armor. 5 AV/8DV is nice for this point in the game

Also the farmer just killed a second snapjaw shotgunner. Actually hurt it a fair bit (and near killed me in the process), but the farmer is still winning.

E2: Aww, nevermind. Fight with a snapjaw warlord, brute, scavenger, and two hunters killed the thing. To its credit, the only thing that survived was the hunters, heh.

E3: That said, bug! At least with this hunter that has heightened hearing, if you go to look at the mutation description it reads
Code: [Select]
<description>

This level:
<Does level 1 stuff>

Next level:
<Does level 2 stuff>
Otherwise appears normal, though.

Also swapping bodies is... apparently a level transition? Be nice if it didn't count towards <areas until autosave> increments...

E4: Ah, no, that last one's not consistent. Maybe it's heightened hearing causing nearby maps to be generated? Something's doing it, anyway.

Also this hunter's color is changing when I dominate it. Been from red to white to green so far. Might be something specifically with ASCII mode, I'unno.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Aquillion on February 22, 2017, 02:59:53 am
E3: That said, bug! At least with this hunter that has heightened hearing, if you go to look at the mutation description it reads
Code: [Select]
<description>

This level:
<Does level 1 stuff>

Next level:
<Does level 2 stuff>
Otherwise appears normal, though.
Almost every NPC-only mutation looks like that currently; they just haven't had their descriptions implemented yet.
Title: Re: Caves of Qud: Now in Open Beta
Post by: getter77 on February 25, 2017, 09:13:59 am
Quote
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: getter77 on March 04, 2017, 07:58:45 am
Quote
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
Title: Re: Caves of Qud: Now in Open Beta
Post by: getter77 on March 11, 2017, 07:56:32 am
Quote
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: getter77 on March 18, 2017, 06:59:46 am
Quote
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: getter77 on March 26, 2017, 07:39:49 am
Quote
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Iduno on March 27, 2017, 02:44:43 pm
"Added a new high-tech item, nano-neuro animator, that makes a nearby wall or door sentient"

Ah, right. Now I remember why I bought this game.
Title: Re: Caves of Qud: Now in Open Beta
Post by: getter77 on April 01, 2017, 07:03:58 am
Quote
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!
Title: Re: Caves of Qud: Now in Open Beta
Post by: getter77 on April 08, 2017, 07:15:02 am
Quote
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: getter77 on April 15, 2017, 06:58:21 am
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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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: getter77 on April 22, 2017, 06:57:00 am
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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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: getter77 on May 06, 2017, 07:07:35 am
 8)
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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!
Title: Re: Caves of Qud: Now in Open Beta
Post by: getter77 on May 13, 2017, 07:12:33 am
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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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: getter77 on May 20, 2017, 06:57:05 am
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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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: getter77 on May 27, 2017, 06:55:13 am
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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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: getter77 on June 03, 2017, 06:55:07 am
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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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: getter77 on June 10, 2017, 07:14:53 am
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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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: getter77 on June 17, 2017, 07:01:36 am
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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...
Title: Re: Caves of Qud: Now in Open Beta
Post by: getter77 on June 24, 2017, 07:11:27 am
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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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: getter77 on July 01, 2017, 07:16:02 am
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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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: getter77 on July 16, 2017, 07:20:18 am
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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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Retropunch on July 16, 2017, 04:09:29 pm
Just chiming in to say thank you for continuing to post these - it's all awesome and I love seeing all the updates. It also saves me a trip to the steam page which is always appreciated!
Title: Re: Caves of Qud: Now in Open Beta
Post by: Edmus on July 16, 2017, 06:16:49 pm
Yeah, right on, getter77.
Title: Re: Caves of Qud: Now in Open Beta
Post by: getter77 on July 17, 2017, 08:01:34 am
Heh, it warms the heart to see how far this topic has come since the start---what a journey it has and continues to be.    :)
Title: Re: Caves of Qud: Now in Open Beta
Post by: Edmus on July 17, 2017, 09:34:11 am
Oh, just to report a discovery regarding cybernetic credit wedges and where you can now access them easiest:
Spoiler (click to show/hide)
Title: Re: Caves of Qud: Now in Open Beta
Post by: getter77 on July 22, 2017, 06:54:33 am
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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
Title: Re: Caves of Qud: Now in Open Beta
Post by: Caz on July 23, 2017, 03:33:35 pm
Hmm, interesting Esper nerfs. I wonder what 'Espers are now watched' means...
Title: Re: Caves of Qud: Now in Open Beta
Post by: BronzeElemental on July 27, 2017, 08:58:58 am
You find origami unicorns everywhere
Title: Re: Caves of Qud: Now in Open Beta
Post by: FallacyofUrist on July 27, 2017, 06:46:44 pm
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).
Title: Re: Caves of Qud: Now in Open Beta
Post by: getter77 on July 29, 2017, 06:51:23 am
Quote
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Repulsion on July 31, 2017, 10:50:55 pm
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).

I've been trying to figure out allies recently. Is Dominate the only way to see their stats and skills and such? I've acquired several allies with proselytize and enjoyed watching them level up and get decked out with all the gear I give them (how can an eyeless crab use a musket, by the way? lmao), but they inevitably die due to being unable to command them more intricately... or so I think. There's still a ton of things I don't know about this game.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Frumple on August 01, 2017, 07:21:32 am
Yeah, unless something's been added since the last time I played, dominate's the only way to get access to a minion's level-up stuff. Is why if you're planning on doing basically anything with minions (that isn't plantspam, anyway), you take dominate.

Iirc you don't even have to put points into it afterwards. Just need that one so you can fiddle with things.
Title: Re: Caves of Qud: Now in Open Beta
Post by: FallacyofUrist on August 02, 2017, 04:32:52 pm
Beguile-Dominate combo is awesome.

Then that character took a seed to the face and died. Oh sorrow.

Now I'm playing a True Kin Child of the Hearth.

Getting Slam so early is awesome. Enemies don't seem to enjoy being punted through walls.

Also, the starting equipment for that in the wiki is off. I got like 8 injectors or something instead of the expected variety.

I don't mind, though.

On a related note, what happens when you melee attack somebody with an injector? Like, say, a love injector?
Title: Re: Caves of Qud: Now in Open Beta
Post by: getter77 on August 05, 2017, 06:57:04 am
Quote
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="&amp;W"></tag>
BleedPrefix, ex: <tag Name="BleedPrefix" Value="&amp;Wsappy"></tag>
Title: Re: Caves of Qud: Now in Open Beta
Post by: Repulsion on August 06, 2017, 06:30:17 pm
Currently running an attempt at a mutated gunslinger, picking up teleport and multiple legs for maneuvering around and kiting enemies. To get rid of the rest of the mutation points, I picked up kindle and nightvision, which have been a bit underwhelming. Nightvision is nice but I figure I could have gone for fur or something and just used a glowsphere in my offhand, but I suppose it's nice to have a secondary weapon for melee. It was also nice in the early game when I was yearning for more slugs, but that problem was solved once I got to Grit Gate and bought all the slugs from the entry merchant, since he seems to always carry around a thousand.

My character feels pretty good right about now. Leveled up multiple legs gives great movespeed, which when combined with constant pistol barrage is surprisingly effective. I was very hesitant to do Golgotha since I felt a bit under-leveled (I was about level 10 when I entered), but I decided to just sprint through the vents instead of getting caught up fighting a flood of chutecrabs and gells. The Slog fight felt tense but I realized it couldn't really catch me, so in the end it was a done deal. I did end up getting Glotrot (for the first time actually... it's super annoying), and come to think of it kindle did help me light a canteen on fire to help cure the Glotrot, but then again I could have just used a campfire. I also used it for clearing a few paths through the Golgotha ooze, so overall kindle definitely seems like a mutation that rewards creative use. I still mostly just use it as a mediocre, close-range version of clairvoyance, though.

As for now, I'm gearing up to do Bethesda Susa, which I've never done before. I figure I should aim for at least 25+ cold resist, but who knows. It's interesting to debate which current equipment I have is worth sacrificing for cold resist, but it seems like this mostly depends on what you find. Nevertheless, I'm going to focus on tinkering to hopefully get an upgrade to my borderlands pistols, and also try to get weathered from the endurance tree for Bethesda. Seems like it's time to farm the caves a bit.

Edit/Update: Just electrified my pistols, and I think that elemental mods, or at least the electrical mod, is bugged and not working on borderlands pistols. Unless it's simply reporting the extra damage as normal damage, but I'm unsure.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Blaze on August 06, 2017, 10:10:25 pm
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Repulsion on August 07, 2017, 09:34:59 am
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: George_Chickens on August 07, 2017, 08:12:18 pm
Minor spoilers?
Spoiler (click to show/hide)

Also, where does CoQ keep its saves? I might be traveling soon and I'd like to take them with me.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Blaze on August 08, 2017, 01:11:29 am
As of the August 4 update, shield do work (or so says the changelog, I haven't built a shield character recently).

Saves are stored in AppData/LocalLow/Freehold Games

Spoiler (click to show/hide)
Title: Re: Caves of Qud: Now in Open Beta
Post by: lemon10 on August 08, 2017, 07:05:10 pm
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.
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).
I strongly recommend always getting the skill, because otherwise your first stunlock will result in your death basically 100% of the time.
Title: Re: Caves of Qud: Now in Open Beta
Post by: FallacyofUrist on August 08, 2017, 07:09:45 pm
Actually, one of my recent deaths was due to a stunlock. Though admittedly I was fairly hurt beforehand.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Repulsion on August 08, 2017, 10:04:48 pm
I strongly recommend always getting the skill, because otherwise your first stunlock will result in your death basically 100% of the time.

Yeah, just learned this firsthand with the loss of another promising run to two Equimax. The first stun let the second get in range, and even though I was an AV-focused run I was stunlocked from 65 or so HP to death. I was actually a bit speechless because I went from "no worries I'll pop a Witchwood bark and sprint away" to "aw geez" in the span of a few seconds.

Qud is a harsh and fickle mistress. Sometimes there's thousands of drams of honey in your first Sultan lair and sometimes you lose your way and get dropped right next to a Legendary Seeker in the salt pans. In my most recent run I had opened up the cudgel skill tree and then found a Gaslight Kris right afterwards at Red Rock 1, and since I have nearly equivalent STR and AGI I'm considering just switching over to shortblades. Then again, maybe I should go for a dual wielding hybrid... endless options, but the principal matter is living to fulfill them  :P
Title: Re: Caves of Qud: Now in Open Beta
Post by: getter77 on August 12, 2017, 07:03:28 am
Quote
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: getter77 on August 26, 2017, 07:41:15 am
Quote
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: getter77 on September 02, 2017, 07:01:11 am
 8)

Quote
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: getter77 on September 09, 2017, 06:54:50 am
Quote
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: getter77 on September 16, 2017, 06:52:46 am
Quote
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>
Title: Re: Caves of Qud: Now in Open Beta
Post by: ollobrains on September 16, 2017, 10:43:46 pm
weekly updates awesome job, how are the steam sales going i do own this so youve got my support
Title: Re: Caves of Qud: Now in Open Beta
Post by: Edmus on September 17, 2017, 04:14:19 am
I came first in this week's challenge build!  Corrosive gas is my new favourite mutation!
Unfortunate that teleport-other doesn't work when you've been axe-hooked, because my high AV build kind of relied on that weasel tactic. The first troll of bethesda susa had none of it. I was welcome in mechanimist holy places too. Oh well. Still came in 1st by 10,000 points!
Title: Re: Caves of Qud: Now in Open Beta
Post by: getter77 on September 23, 2017, 07:19:59 am
Quote
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Ehndras on September 23, 2017, 07:28:20 am
Quote
Fixed some issues causing autoexplore to not recognize hostile turrets as hostile.

...When suddenly, countless intrepid adventurers suddenly stopped dying so often.

"I swear, that turret wasn't there when I walked by. It just materialized from thin air and shot me in the face!"
Title: Re: Caves of Qud: Now in Open Beta
Post by: getter77 on September 30, 2017, 07:17:16 am
Quote
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: getter77 on October 07, 2017, 07:09:47 am
Quote
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: getter77 on October 14, 2017, 07:00:02 am
Quote
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Ehndras on October 16, 2017, 04:57:17 pm
Quote
Helping Hands no longer adds additional arms

Awwwww. The irony is immense.
Title: Re: Caves of Qud: Now in Open Beta
Post by: getter77 on October 21, 2017, 07:06:41 am
Quote
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: FallacyofUrist on October 21, 2017, 01:41:54 pm
My sleeping gas has evolved to a new level of power. It's now capable of putting trees and watervines to sleep!

Bug, I think. Also works on amoebas.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Ehndras on October 21, 2017, 10:14:02 pm
Eh... I mean, they're living organisms. I don't see why you can't put 'em to sleep, as in, temporary hibernatory statis. Fry their nerves or something. Plants may not resemble mammals, but they do have rudimentary sensory organs, plus, they already hibernate during the winter in colder climates, so...
Title: Re: Caves of Qud: Now in Open Beta
Post by: FallacyofUrist on October 23, 2017, 03:40:02 pm
Didn't think about that. But what about the amoebas I put to sleep?
Title: Re: Caves of Qud: Now in Open Beta
Post by: Ehndras on October 24, 2017, 10:28:29 am
Quote
"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."
Title: Re: Caves of Qud: Now in Open Beta
Post by: Ehndras on October 24, 2017, 10:29:38 am
*cough* Dunno but I found this.

On Amoeba's hibernating:

Quote
"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
Title: Re: Caves of Qud: Now in Open Beta
Post by: FallacyofUrist on October 26, 2017, 10:17:29 am
For crying out loud, I spent so long trying to kill a single chaingun turret with an inaccurate shotgun when I had a bloody semi-automatic pistol on me. And the ammo needed to use it.

Me stupid.
Title: Re: Caves of Qud: Now in Open Beta
Post by: getter77 on October 28, 2017, 07:11:12 am
Quote
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...
Title: Re: Caves of Qud: Now in Open Beta
Post by: FallacyofUrist on October 28, 2017, 05:35:44 pm
Dead. Never should have angered the Fellowship of Wardens.

New Game!

Dead. Forget how.

New Game!

Oh wow. Brainwashed slugsnouts and salthoppers are absolutely killer in the early game.

I've been considering putting up a Caves of Qud thing in the Play with your Buddies subforum for a while now...
~~~
Cooking system? There's going to be a cooking system?! I won't have to eat raw meat anymore!? Sign me up!
~~~
Does anyone have any tips for dealing with fungal infections? My last character(before the brainwashing) was a bit hampered by his fungal infections(though ironically, I managed to get the Warden chasing me stuck in a puddle of wax for long enough to escape for a short time).
Title: Re: Caves of Qud: Now in Open Beta
Post by: lemon10 on November 01, 2017, 03:52:05 pm
Like all diseases and infections, the cure for fungus is found in the pages of the Corpus Choliys. It is sold by the mayor of Kyakukya. Note  that the components of all cures are randomly generated, and thus they differ in every game.

Typically, getting the cure to any of the diseases is a huge pain as it requires going to buy the book, then hunting for all the random stuff you need (eg. asphalt and wine, or desalinated slime (which requires a desalination tablet) and honey, ect).
I find that its far better to avoid getting any diseases/fungi at all. Thus, even though fungi zones aren't any more dangerous then other regions, I avoid any region with them entirely and make sure I never step into a cloud or enter melee range with fungi creatures.
Title: Re: Caves of Qud: Now in Open Beta
Post by: FallacyofUrist on November 01, 2017, 05:07:42 pm
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...
Title: Re: Caves of Qud: Now in Open Beta
Post by: beorn080 on November 01, 2017, 05:37:27 pm
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...

Foot powder.
Title: Re: Caves of Qud: Now in Open Beta
Post by: getter77 on November 04, 2017, 07:14:54 am
Quote
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: getter77 on November 22, 2017, 08:14:18 am
The super big update has shifted forward a bit on account of being about as such, however:

Quote
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: getter77 on December 02, 2017, 08:15:31 am
Quote
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: getter77 on December 23, 2017, 08:49:52 am
Deliciousness Dawns~   8)

Cooking & Hunger Rework Feature Arc

Quote
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: getter77 on December 30, 2017, 08:02:16 am
Quote
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Angle on December 30, 2017, 11:28:14 pm
Wow, this game has really come a long way since I started playing. I especially like the fungus. Maybe add a fungus-centered skill tree? With abilities to let you deliberately infect yourself with fungus, in specific spots, or increase the benefits you get from fungus? So if you happen to think that a glowcrust infection on your left arm would be just the thing, there are skills to let you cultivate one? :/
Title: Re: Caves of Qud: Now in Open Beta
Post by: AVE on December 31, 2017, 01:46:19 pm
How bad is Psychic Glimmer? Is pure Esper a suicide at endgame (I mean after lvl30, not when finishing main quest)?
Title: Re: Caves of Qud: Now in Open Beta
Post by: Angle on December 31, 2017, 07:57:13 pm
Oh, another idea - make harvestry proc even when you walk next to a plant. So you don't have to impale your face on fractus bushes anymore... :/

Also, heres a first draft for a fungus skill tree:

Mycology [150]
-Mycologists Creep [0, Willpower 15] Activated ability: for the next ten rounds, you move at half speed and don't trigger sporeclouds when you walk next to mushrooms. Other creatures still do. (Can be ended as a free action.)
-Mycologists Resistance [0, Toughness 15] You have a significantly decreased chance of getting random fungal infections. (Toggleable)
-Mycoculture [150, Toughness 17] You may harvest spores from mushrooms, and prepare them into a gel that you may apply to your body to purposefully grow mushrooms.
--Mycologists Ease [200, Toughness 19] Decrease the DV/attribute penalty of all fungal infections by 1.
---Mycologists Harmony [300, Toughness 23] Decrease the DV/attribute penalty of all fungal infections by an additional 1.
----Embrace the Fungus [400, Toughness 27] Gain 1 bonus Toughness from each fungal infection.
--Advanced Cultivation [300, Toughness 21] You may choose one of your fungal infections to cultivate into an advanced form, gaining increased benefits! (Activated ability. Can be used again, will return the previous choice to normal and advance a different infection, after a delay.)
---Cultivation Mastery [400, Toughness 25] All of your fungal infections are cultivated into advanced forms, increasing their benefits.

This skill tree is probably slanted way too far towards the high end skills. Though maybe some of those are actually just overpriced medium and low end skills? I dunno. :/

I would also suggest significantly decreasing the likelyhood of getting a fungal infection. Make it so that even walking up to a mushroom doesn't guaranty you a fungal infection. Also, give fungal infections more penalties - attribute costs, the like. Though I guess having them take up an equipment slot is bad enough. Also, make it easier to find spray bottles. Having to go to the six day stilt for them is a huge pain. :/

Also also the customs and wayfaring skill tree is really cool, but I think it needs more stuff, and the existing stuff is probably overpriced. Maybe add another skill that lets you get more reputation from each person by trading them another secret? :/

Edit: Oooh, maybe have rare strains of fungus to hunt for? Perhaps even procedurally generated ones. And the ability to breed your own fungus in different directions over time? :0
Title: Re: Caves of Qud: Now in Open Beta
Post by: FallacyofUrist on January 01, 2018, 03:33:19 pm
Fungus improvements: I like the idea. I despise how easy it is to be infected at present.
~~~
I really like that you fixed the bug in which you can be stabbed through the floor.
~~~
The new culinary system is awesome, though the ability to cook without any ingredients seems unbalanced.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Angle on January 01, 2018, 05:39:33 pm
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.

Thank you! The skill tree there is definitely unbalanced, though. Either the skills are way too good to all be on the same tree, or they're overpriced. Not sure which. :/
~~~
Eh, cooking without ingredients basically just makes your hunger go away. Not super impressive. :/

Edit: In other news, a bug report - you can still eat Apple Matz from Elder Irudads oven even as a carnivore.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Angle on January 05, 2018, 11:56:39 pm
So it turns out, if you have teleport other, you can use it on Argyve, Elder Irudad, and Tam, steal all their shit, and not have them get mad at you at all. :/
Title: Re: Caves of Qud: Now in Open Beta
Post by: getter77 on January 06, 2018, 08:32:43 am
Quote
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: ZeroGravitas on January 09, 2018, 10:17:03 am
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?
Title: Re: Caves of Qud: Now in Open Beta
Post by: Angle on January 09, 2018, 05:01:28 pm
So like, what is the general meta anymore? I remember trying to play Qud a few times a few years ago and never really got much farther than the Red Rocks cave. Are there viable True Kin character builds or is it all about maxing specific mutation/attribute sets?

Well, they reworked true kin so you start with a cybernetic enhancement. I'll admit I've never played them much, but I think they're viable. :/
Title: Re: Caves of Qud: Now in Open Beta
Post by: Edmus on January 11, 2018, 05:48:45 pm
True kin are still easier to play than mutants last time I checked.
Title: Re: Caves of Qud: Now in Open Beta
Post by: getter77 on January 13, 2018, 08:34:20 am
Quote
You can now cook with slime.
You can now cook with neutron flux. Do so at your own risk.
Named NPCs can now be hated by a faction for insulting various aspects of their culture, not just their women.
Named NPCs can now be admired by a faction for praising various aspects of their culture.
Rivers that course through the salt desert are now rivers of salt.
We made a bunch of performance improvements for late games (games with high-level player characters that have explored a lot of the world).
Reduced save file size by 30-90% across the board, but late games benefit more.
Greatly improved memory use in late games.
Fixed several issues causing objects to memory leak in late games.
Fixed several issues that caused more zones than necessary to be loaded into memory.
Objects cloned by temporary metamorphic polygel are now themselves temporary.
Fixed an issue that soft-locked the game when you cooked in the Rainbow Wood (and more rarely in a few other places too).
Fixed an issue that let you cook with more ingredients than the maximum by selecting too many ingredients, unselecting some, then cooking.
Fixed the formatting on some campfire popups.
Fixed the position of the target picker help text.
Fixed an issue causing some walls to be painted incorrectly after loading a saved game.
Improved memory use for some objects.
Fixed a rare issue causing objects generated during world generation to not properly spawn in game.
Title: Re: Caves of Qud: Now in Open Beta
Post by: getter77 on January 20, 2018, 08:45:30 am
 8)

Quote
We added legendary chefs.
You'll find their kitchens as new overland encounters.
Each kitchen contains an oven where you can sample the chef's dishes.
Chefs may share one of their recipes during the water ritual.
Each chef sells a personalized cookbook.
Canned Have-It-All no longer contains neutron flux. This means that cooking with canned Have-It-All no longer has the chance to cause critical gravitational collapse. The makers of canned Have-It-All realize this change to their formula renders their product in violation of advertising law, but "canned Have-Most-of-It" didn't do as well in market research, so they're willing to take their chances in court.
You can no longer cook on the world map.
You can now make camp any time there's no campfire nearby.
When you make camp, you're no longer asked to choose a direction until it's confirmed that you can camp here.
Campfire sounds now respect global sound settings.
You can now go up or down stairs via the Use command.
The glowpad merchant is now a member of the Consortium of Phyta, as intended.
Changed the colors of the witchwood tree and its bark.
Restored the option to automatically dissasemble scrap.
Added a new prerelease UI element for ability cooldowns. You need to enable the prerelease input manager to change ability selection bindings (Options > Controls > Prerelease: Use new input manager).
Added item costs to the prerelease trade UI.
Fixed the molting basilisk poison message being displayed when non-player characters were infected.
Fixed an issue with the popup message generated when you travel to a known lair or workshop for the first time.
Fixed an issue in the prerelease input manager that allowed you to use abilities even when they were on cooldown.
Fixed an issue that caused projectiles to apply their on-hit effects to the attacker if they didn't penetrate the defender's armor.
Fixed an issue that occasionally caused injectors to apply their effect even if they didn't penetrate the defender's armor.
Fixed an issue with sacrificing items at the Sacred Well where whole stacks of items were improperly consumed.
Fixed an issue that caused some liquid containers with cookable liquids to not appear in the ingredient selection menu.
Fixed an issue that allowed you to select zero-volume liquid containers as cooking ingredients.
Fixed an issue with food preservation that resulted in the wrong number of servings being preserved.
Fixed some issues that caused the wrong number of servings to be consumed while cooking.
Fixed an issue that caused stacks of energy cells to disappear from the trade UI when you tried to recharge them.
Fixed some additional issues with item stacks.
Removed some archaic statues to non-existent sultans.
Fixed the game thread not properly suspending when the game window went out of focus.
Fixed a memory leak that occasionally occurred if the game window was out of focus for long periods of time.
Fixed some spelling errors.
[modding] AmmoGeneric now supports a new field, SpecializedProjectileObject, that combines with the existing ProjectileObject field to allow AmmoGeneric-based magazine weapons to load several types of ammo. You use the new field to specify an ammo object whose behavior you want to mimic. For example, let's say you create two new ammo objects, each with the AmmoGeneric part. If you set the ProjectileObject field in both parts to "Projectile12Gauge", a gun that can load Projectile12Gauge ammo will be able to load both your new ammo objects. You can then set the SpecializedProjectileObject fields on both parts differently, say one to "IncendiaryBullet" and one to "ElectrifiedBullet". Now these new ammo objects will mimic the behavior of the IncendiaryBullet and ElectrifiedBullet objects respectively, and they'll both be loadable by guns that can load Projectile12Gauge ammo.
Title: Re: Caves of Qud: Now in Open Beta
Post by: getter77 on January 27, 2018, 08:20:16 am
Quote
We added some more detail to Qud's chefs.
Legendary chefs are now interested in learning your recipes during the water ritual.
Added mini restaurant tents to the Stiltgrounds, each with a chef. You can buy cooking ingredients, buy a cookbook, or sample one of the meals from the cookbook at the chef's oven. All Stiltground restaurant ovens also serve Hot and Spiny.
The restaurant signs currently use the same pepper icon as apothecaries. They'll get an updated sign soon.
There's now a tiny chance that any given creature is a mechanical version of itself.
The location of the oddly-hued glowpad is now a journal secret.
The looker popup box is now smarter about how much screen real estate it uses. It no longer overlaps the object you're looking at.
The description pane on the Tinker screen is now scrollable.
Cooking effects no longer grant mutations that are excluded by your current mutations.
The prerelease trade UI now displays item values properly adjusted by your Ego score and no longer displays way too many significant digits.
You can now scroll the looker popup box with '+' and '-' on the number row.
Fixed an issue that caused some bad behavior when you closed a conversation with escape instead of selecting the end option.
Fixed cybernetic fist equipment showing up with inappropriate mods and spawning as loot.
Fixed an issue that let you incorrectly beguile multiple creatures.
Inspiring presence no longer stacks multiple times.
Fixed some issues with temporary and non-temporary items stacking.
Fixed a memory leak in some items that create force fields.
Fixed an issue that caused an exception when you walked near a liquid volume with the 'show nearby objects' option enabled.
Fixed an issue that caused zones to be thawed too often when you transitioned between zones.
Added an unequip:<body part name> wish to force an object to unequip.
Title: Re: Caves of Qud: Now in Open Beta
Post by: getter77 on February 03, 2018, 08:24:57 am
Quote
Added chronology entries for the following important events in your character's life.
Becoming loved by a faction
Inventing a new recipe
Successfully cooking with neutron flux
Getting one of your limbs dismembered
Eating a creature's face (raw)
Imbuing an inanimate object with life
Chronology entries logged while you're on fire now read a bit differently.
Lurking beths appear much less frequently in early-game historic dungeons.
Moving very, very quickly no longer causes you to move backwards in time.
Creature AI now more intelligently reloads cell-based weapons.
Fixed an issue causing turrets to improperly use ammo.
Fixed an issue that caused energy cells to double-occupy sockets when creature AI reloaded cell-based weapons.
Level up choices are no longer trivially scummable.
Fixed an issue causing games to become unloadable, especially after using Precognition.
Fixed an error that caused games to fail to save when certain cooking effects were applied to your character.
Fixed an issue that caused cooking effects to still grant you mutually exclusive mutations.
Fixed some cases where cookbooks failed to generate correctly.
Fixed an issue causing effects to be improperly applied to item stacks.
Fixed an issue causing some ObjectCreated events to not properly trigger.
[modding] Mods.xml now supports modding.
[modding] Objects now support the customMissileOrder and customMeleeOrder tags and properties, used to define custom melee and missile sequences for the Kill goal handler.
Title: Re: Caves of Qud: Now in Open Beta
Post by: ThtblovesDF on February 03, 2018, 10:03:35 am
So I found a genocide cube in a sultan dungeon and used it to purge "vines" from the sultanate... but there are still vines all over the place (jillted lovers at least) : /
Title: Re: Caves of Qud: Now in Open Beta
Post by: ZeroGravitas on February 05, 2018, 08:18:46 pm
So I found a genocide cube in a sultan dungeon and used it to purge "vines" from the sultanate... but there are still vines all over the place (jillted lovers at least) : /

doesn't that just kill all visible members of the faction?
Title: Re: Caves of Qud: Now in Open Beta
Post by: forsaken1111 on February 06, 2018, 06:55:49 am
If it's just all visible members then it is sorely misnamed. Traditionally in roguelikes anything called a 'genocide' does exactly what it says. Kills all of x thing everywhere forever
Title: Re: Caves of Qud: Now in Open Beta
Post by: ZeroGravitas on February 06, 2018, 11:37:40 am
If it's just all visible members then it is sorely misnamed. Traditionally in roguelikes anything called a 'genocide' does exactly what it says. Kills all of x thing everywhere forever

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

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

Title: Re: Caves of Qud: Now in Open Beta
Post by: ZeroGravitas on February 08, 2018, 01:54:54 pm
ah, another level 10 character lost to autoexploring into a space/time distortion, which promptly teleported me 20+ levels deep underground where i was instagibbed by a rhinox i never saw
Title: Re: Caves of Qud: Now in Open Beta
Post by: getter77 on February 11, 2018, 08:11:26 am
Quote
We added 15 new achievements.
In Contemplation of Eons
Perform the water ritual with Oboroqoru, Ape God.
Three-Sludge Monte
Kill a trisludge.
Five-Sludge Monte
Kill a pentasludge.
Ten-Sludge Monte
Kill a decasludge.
What With the Disembowelment and All
Find one of Argyve's old apprentices.
Gemini
Wield Caslainard and Polluxus.
Donation Level: Kasaphescence
Make an offering at the Sacred Well of an artifact worth at least 200 reputation.
Leap, Frog.
Convince a frog to teach you how to jump.
Six Arms None the Richer
Have six arms.
Synolymb
???
Free Falling
???
Hole Like a Head
???
Cosmo-Chrononaut
???
Psst.
???
That Was Nice
???
Fixed an issue causing Electric Resist to not work properly.
Fixed an issue causing excessive zone thawing, leading to heap crashes for long-running games.
Modified the 'item' wish so that you can optionally specify a number of items. For example, 'item:Staff:3'.
Title: Re: Caves of Qud: Now in Open Beta
Post by: getter77 on February 17, 2018, 08:17:40 am
Quote
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Paramatter on February 18, 2018, 12:25:35 am
So I think the save I'm playing was around before the most recent patch and I don't know if that might have anything to do with it, but I just got to the Six-Day Stilt and Esther was in a fight with the Stilt Guards evidently as a result of spawning as disliked by the Mechanimists, which she ended up losing. A handy bit of free expensive gear but a bit weird... I'll at least hang on to the red shawl in memorial.
Title: Re: Caves of Qud: Now in Open Beta
Post by: getter77 on February 24, 2018, 08:09:55 am
Quote
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: getter77 on March 03, 2018, 08:56:10 am
Quote
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: getter77 on March 10, 2018, 08:02:47 am
Quote
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: getter77 on March 17, 2018, 07:52:07 am
Quote
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: getter77 on March 31, 2018, 07:17:46 am
Quote
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: AlStar on March 31, 2018, 01:21:46 pm
I don't even own the game (yet - it's on the wishlist), but still enjoy reading about the random shit from the patch notes.

I mean, seriously:
Quote
Extradimensional psychic assassin templars with cybernetic implants now have their names appear correctly.
Quote
Albino ape hearts now count as meat.
Quote
Walls in other dimensions no longer block visibility unless your mind is appropriately altered.
Title: Re: Caves of Qud: Now in Open Beta
Post by: getter77 on April 07, 2018, 07:26:54 am
Quote
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: getter77 on April 14, 2018, 07:26:45 am
Quote
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Edmus on April 16, 2018, 08:49:17 pm
How did they resist making an Ubik reference with the normality gas?
Title: Re: Caves of Qud: Now in Open Beta
Post by: getter77 on April 21, 2018, 07:36:17 am
Quote
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: getter77 on April 28, 2018, 07:10:36 am
Quote
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: RoguelikeRazuka on May 16, 2018, 06:28:10 pm
Damn I've only just known that full release is delayed until 2019. Not particularly surprised though, considering how much work is left, though I still was bent upon playing Qud for another 150 hours *this* year with the arrival of the final version. Sad.
Title: Re: Caves of Qud: Now in Open Beta
Post by: ZeroGravitas on May 17, 2018, 02:16:41 pm
huh, i didnt figure it would ever be really finished, like df

good to know though
Title: Re: Caves of Qud: Now in Open Beta
Post by: Sime on January 19, 2019, 05:53:12 am
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: darkflagrance on January 22, 2019, 09:31:43 pm
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.


Depends on what you mean by enjoying. While on my truekin, testing my new psionic zetachrome dagger, I was accosted by a bunch of bats that seem to have permanently drained my max hp, and then evil clones of myself spawned and started hunting me but got turned to stone by an elder basilisk. Meanwhile something fired a laser that gave me horrifying defects and while running away from it down a corridor I opened a door to a machine that melted off the few remaining limbs I had left.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Iduno on January 23, 2019, 09:22:09 am
The more varied starts are interesting. Also, True Men starting with cybernetics makes up for it taking so long to find credit wedges and becoming nooks with whatever you want.

I've got to watch the devs closer again. I remember the time they were working with making twinning lampreys (must kill both in the same round or they rez) better. They started with tripletting lampreys, and I think finished with 5. They also made a throw-away joke saying they were banning mutations like a month ago. But this is how you test new stuff: https://twitter.com/unormal/status/1055702303745998848 (https://twitter.com/unormal/status/1055702303745998848)

Title: Re: Caves of Qud: Now in Open Beta
Post by: Sime on January 25, 2019, 04:36:06 am
Well that was a slightly unorthodox start of the Bey Lah whodunit quest.    Before I started the quest a swarm of hostile goatfolk had followed me into Bey Lah,  first resulting in a battle between  the goatfolk and the hindren villagers in which the hindren barely won at the cost of several causalities and then a civil-war among the hindren due to a friendly-fire incident that caused Liihart to attack and kill Warden Neelahind.    Angohind and Meyehind were also killed during battle. 
Title: Re: Caves of Qud: Now in Open Beta
Post by: Iduno on January 26, 2019, 10:43:12 pm
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: darkflagrance on January 29, 2019, 02:56:44 pm
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.

Joppa is my preferred due to argyve, ubernostrum, low difficulty environs, proximity to desert.

I learn shield on all characters since you can learn it at the stilt by water ritual. Stopsvalinn has no dv penalty anyways and is pretty much the best shield.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Blaze on March 25, 2019, 07:40:30 pm
Picked this up again, and what turned from a quest to explore Qud became a culinary adventure.

(https://i.imgur.com/RE2p1tQ.png)

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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Iduno on March 26, 2019, 08:28:10 am
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.

1) Luck or patience. Unless you are running some insane all-in on chain pistols challenge run or something, you should never run out of bullets. Then again, I'll use a (masterwork or slender) bow until I find/craft a pistol I like, so around the time I start doing Grit Gate->Six Day Stilt->Joppa runs to build up data disks.
2) Outside of Joppa's thirst at half rate food (stolen off the oven) early game and anything made with neutron flux? Nothing super interesting. I like the "fowl concoction."
Title: Re: Caves of Qud: Now in Open Beta
Post by: Iduno on November 17, 2019, 10:52:29 pm
Ok, I'm back on Qud.

I've got an 4-armed axe mutant because it's been years since I've made it to Bethesda Susa. I took high enough intelligence for tinkering 1, so which mods are best for axes? Is counterweighted good?

I know I want reinforced for armor (and anything that counts as armor, including bracelets and faces).

I am also using wooden arrows and bullets to make change (meaning I get 5-10 or so every time I trade), even though I don't have the agility to use them often.


Edit: Build is 4-arms mutation, sleep gas, freeze hands, two heads, fur, mental mirror, and narcolepsy. 18 base for everything except will and ego, with the level 9 stat point into dex, so good dual wielding comes online at level 12. Marauder for axe skills and +2 strength. Save points until you get tinkering off Grit Gate, except the first level on dual wielding (which you could wait to pick up in Bey Lah if you don't mind the stupid exploding flowers). Two heads with dismembered faces (and also knollwood skulls) means you've got a good level of mental mirror without investment. Crabs and knollworms have been 1- or 2-shot so far.

I could have gone with the shell, but tinkering means I can have reinforced shardmail (I'm level 12 and just saw one for ~3,000 in Grit Gate). It's less good, but also 4 fewer points. Dropping fur and two heads is 3 points, and loss of some utility (2 points of ego early when it matters, 6 later). Also, bad dv early when it matters isn't great. I'll probably have to make wooly ape furs etc. to deal with Bethesda Susa, but that's what having extra slots from being a mutant is for (1 less pair of gloves, 2 extra shields, one extra hat, and one extra face).

Thoughts?
Title: Re: Caves of Qud: Now in Open Beta
Post by: Aquillion on November 18, 2019, 11:44:23 am
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:

Banana chips can be used to get Psychometry, which lets you learn tinker recipes permanently.

If you want to play a cooking-focused character, Spinnerets is extremely useful, since it lets you get unlimited Phase Silk.  There's two ways to take advantage of it:

1.  Don't take Phasing.  Instead, use a Shade Oil Injector or something similar to phase for the first time and produce some phase silk.  Then, use Carbide Chef to turn this into a recipe that reliably grants you the phasing mutation, which you can now get for free via cooking - just use it and harvest the phase webs you produce for more phase silk, so you have an unlimited supply.

2.  Do take phasing.  Produce phase silk and use it to produce cooking effects that trigger when you phase, or which make your phasing last longer, or which phase you automatically.  In this case, max out your Willpower - you can stay phased permanently, or can trigger free effects very frequently, eg. rapid healing when combined with Starapple Preserves.

Always carry a lot of:

Jerky, for HP-based effects.  The 30%-40% HP increase in particular is valuable with anything that can trigger it, as is the one that triggers when you drop below 20% HP and the trigger-on-damage effect.

Starapple Preserves are good for the healing effect (eg. with the phasing trick above, you can heal 15-20 HP every time you phase.)

Salt is easy to get and is good to add when you want to get a solo effect from the other ingredient, as is Cider.

If you have a way to carry it, Lava can be used to get fire-related effects (eg. flaming hands.)

Convalessence can be used for cold-based effects and can be gathered in huge amounts at Bethesda Susa.

Slime Glands can be gotten basically for free by cooking slime (naturally, using it produces more slime, so you can get it again whenever you want.)
Title: Re: Caves of Qud: Now in Open Beta
Post by: Iduno on November 21, 2019, 07:21:05 pm
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Salmeuk on November 21, 2019, 11:15:35 pm
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?
Title: Re: Caves of Qud: Now in Open Beta
Post by: Aoi on November 21, 2019, 11:34:24 pm
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
Title: Re: Caves of Qud: Now in Open Beta
Post by: Iduno on November 22, 2019, 09:05:43 am
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

Or find the apprentice and fix the mechanical wings. That'll save a few mutation points for fun things.


Anyone know some good starting strats like this one?

About the hidden path:
Spoiler (click to show/hide)

That should get you enough equipment and xp that you can safely quick travel to the hills to kill snapjaws for a few levels. By the time you're done there, you've got a few rumors to trade in water rituals, iron/steel equipment with maybe one carbide, and good enough stats. Then I usually visit the bears to start ignoring their quest (and break the walls between their doors, but more importantly learn tinkering), the stilt, then bey lah. If you solve the theft so that Keh is banished, you can learn dual wield here. It stacks with 4-armed, making it useful.
Title: Re: Caves of Qud: Now in Open Beta
Post by: darkflagrance on November 28, 2019, 06:22:42 pm
There is a new beta, and new story content now, and a new village of wonderful agender creatures to meet.


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.

Slumberlings are the easiest. Rimewyks, snailmothers, cragmenschen, and mercurials all have 2 ego faces I think.

Coins/tokens do nothing atm.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Salmeuk on September 06, 2020, 05:38:21 pm
I encourage any fans of Qud to listen to the newest DF Talk podcast:

http://www.bay12forums.com/smf/index.php?topic=177174.0

The back-and-forth between Tarn and Brian is wonderful view of the development side of these games.


On a related note, I'm looking forward to the above-mentioned mutations rebalance. My fav char, the Owl Tinker (wings, beak, nightvision, increased hearing, increased hearing, psychometry) was already affected by the rebalance, as beak now costs a point to take, but you can also wear masks and other face items. So I've reforged the character as a scholar (more appropriate to the Owl trope, frankly) and dropped the increased hearing.

Sometimes I think psychometry is downright broken, but without it, acquiring even basic recipes for chemcells can be expensive and time-consuming.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Frumple on September 06, 2020, 08:35:58 pm
Eh... I've seen solid argument psychometry is outright detrimental, heh. It is broken, but more in the sense of largely being a waste of points :P

You kinda' touch on it yourself, there. It does save (sometimes a lot of, to be fair) time and effort/money, but... that's all it does. Literally all it does, save you time. Anything it offers can ultimately be acquired by reverse engineering or buying stuff from merchants/finding crap on the ground, so you're basically spending fairly precious/limited starting mutation points just to do that, instead of doing, well. Anything that actually does something.

Don't get me wrong, I like it a fair amount myself (and also fairly often just cheerfully cheat myself in more mutation points on character creation, heh), but that's mostly 'cause I'm pretty lazy -- I don't think the argument's wrong, per se. You're spending those exceedingly limited non-random mutations on something that doesn't actually get you much but a relatively short leg up on stuff like chem cells or lead slugs.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Mephansteras on September 06, 2020, 08:51:10 pm
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: beorn080 on September 07, 2020, 04:04:13 pm
Psychometry is front loading a tinkers chances against long term planning. Theres three data disc suppliers in the early game with a standard start, but those cost significantly for even basic gear. Sure, you can build from disc, dismantle, and go for the reverse engineer, then use the discs as trade goods, but that requires water/trade goods to start with, plus at least a level or two for reverse engineer.

Of course, for a lot of things it doesnt matter TOO much. Being able to build more then one set of Ulnar Stimulators is generally worthless early on, though it does make a decent way to turn bits into water. Being able to learn a nuclear cell could be useful, and it does feel really nice to just be able to fill out your tinker list. And it does make data discs effectively "free", since you can build one and sell it back.  Doors are, basically not an issue for the most part. HOWEVER, there is one fairly major source it opens up, and that's all the stuff on the tables with the Urshibs. That can include hoversleds and nuclear cells pretty easily, among other artifacts, and examining them has risks.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Frumple on September 07, 2020, 08:52:24 pm
Huh. Can confirm making horns your primary weapon (beta branch thing with some interesting implications) is a remarkably powerful opening gambit. Easily one of the stronger early game melee choices you can make, I think, and from what I hear it never really falls off, at least no more than melee does as a general thing.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Iduno on September 08, 2020, 07:57:35 am
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Frumple on September 08, 2020, 08:10:30 am
Well... rifle up does. Muskets are pretty anemic, usually sub-10 bullets. If you can consistently kill* chain turrets you're probably set on lead slugs for a long, long time. Crazy things drop a 1k slug stack per turret. I've seen comment even that can't keep up with the ammo expenditure of stuff like double chain pistol and you eventually more or less need the slug tinker, but I haven't gotten around to actually trying it and seeing so *shrugs*

* Or somehow get enough on their good side to trade... I had a game start with a turret tinker disguise armor that could do that. Made killing musket and rifle remarkably easy, you'd just buy all their ammo and kill from there, heh. Chain was still pretty risky, though. They have large enough ammo stores in their gun to still pretty easily kill you.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Mephansteras on September 08, 2020, 09:34:03 am
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.
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Iduno on October 22, 2020, 10:09:52 pm
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.
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.

They've also fixed the turrets dropping huge amounts of ammo thing, so if you want to use chainguns from day 1 (because you need them for snapjaws?), you'll need to find a better solution.

Chain turrets only drop ~150 now. They're still easy enough to kill once you have the charge skill (assuming you're at all capable of melee). Otherwise you have to hope they're near walls you can hide behind while slowly approaching them.

I've also gotten moderately lucky with Baetyls and eater's nectars this True Human run, and gained a total of 6 extra stat points. This is the first character I've gotten high enough agility on to have the highest level of dual wielding with *and* high enough strength to max out the appropriate melee skill (cudgels this time, using the carbide hand bones and 2 fullerite mauls in the helping hands backpack I've got equipped) that I can remember. You get a lot fewer high-end tinkering parts than using an axe or 4 to decapitate robots, but knocked-out enemies do even less damage than enemies missing a limb. Other than head, I guess. I hate seekers when I don't have mental mirror, though. A 20 willpower doesn't cut it with them.


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
Title: Re: Caves of Qud: Now in Open Beta
Post by: Frumple on October 23, 2020, 08:17:33 pm
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Iduno on October 24, 2020, 09:34:47 am
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.

Yeah, I wasn't sure if it was all waydroids, or just the ones in Grit Gate. I usually don't bother taking it, but avoiding killing robots for that long might be useful for the one bonus. It's not *that* hard to avoid enemies if you can move faster than them. The speed sandals are pretty common from snapjaws, and you'll want to kill a few of those for a level or two and some armor. Then do a quick dive to grab the minecraft guy's gear, and head to robot land for a huge boost.

If you need higher robot reputation than you start with, it might be an issue. Then you'd need to hope some bookbinders spawn in the Stilt, and you get a robot or Schrodinger page before you go insane. Maybe as a true human you could get a high enough level to rebuke it, but also without ever killing a robot? It'd be interesting to find out on a future run, anyway.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Frumple on October 24, 2020, 11:22:44 am
It's at least theoretically possible to find a robot rep boosting disguise armor, for what it's worth. I had a fairly wild run early during the latest betas that started out with that. It was amusing to casually walk up to a chaingun turret, buy all their ammo of them, and then kill them :P
Title: Re: Caves of Qud: Now in Open Beta
Post by: Iduno on November 02, 2020, 02:11:44 pm
I'm mostly finished moving apartments, so I'm back to playing games to relieve stress.

And, I just found my first treads and gun rack, and probably have enough credits to install them. If I wasn't a mutant.

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

Looks like you need to not be in control of your body to get the Graftek to do its thing. On the upside, that means your reputation with robots doesn't matter. On the downside, you need either the Ganglionic Teleprojector or the Domination ability. I got it on my True Human, and the +huge cold resist made Bethesda Susa easier (I brought me to/above 100% resist). Then I forgot to
Spoiler (click to show/hide)


Edit: Also, all of the lower levels of the ruins near Grit Gate are full of acidic slugs. 200 xp at level 21, but they keep ruining my boots (and sometimes other equipment). 1 acid + all of the slime from a giant amoeba = huge pool of acid.

Edit2: I used an injector to go pass through the locked door into Golgotha. There was no switch to open the door. That was my only injector of that type. Luckily, the door and walls only have 50 armor. I remembered eventually that recoilers exist.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Iduno on November 03, 2020, 10:00:53 pm
I'm happy enough with my new mutant to share:

St:16 (20), Ag: 18 (20), To: 19, In: 18,  Wi: 18, Eg: 14

Carapace, Double-muscled, Triple-jointed, Multiple Arms, Heightened Quickness, and you're short 4 points (I went with brittle bones, but it's a pain when you get to Golgotha: the shortcut did 184 damage with a rubbergum injector. Glad I gained too much xp doing other stuff before I went there). Maurader for +2 St and axe skills. Carapace, sprint, and heightened quickness, and okay toughness make it easier to survive. Triple jointed lets you get the dual-wielding skills (probably all but the last one) while giving you a chance to re-use sprint or flurry, and Double-muscled gets you the axe skills and keeps your penetration values at max while giving you a source of stun. Add stopsvalin or other bucklers to your 4 wrist slots for more stun (if you buy the skill). You'll get faces from your axe skills to improve your ego (add a knollwood skull, and you'll be fine). High enough int for even a mutant to buy skills and tinkering, but I put in an attribute point early and still relied on water ritual to get me a few skills (cooking, wayfinding, tinkering, shield, but no luck on trash divining this run). I'd love dual wield from Bey Lah, but waiting to find Kindrish or a lucky rep increase isn't great for a 4-armed character, and you have to solve the theft in a particular way.

I had no luck with baetyls, but cooked my eater's nectar and got lucky (cooked injectors are 25% chance at increasing all six stats by 1 which beats the 100% chance of +1 random stat or a mutation point). I also found a somewhat-early +3 ego face on a legendary Putus Templar just outside of the Stilt.
Title: Re: Caves of Qud: Now in Open Beta
Post by: ThtblovesDF on November 04, 2020, 11:06:43 am
Seth made a review of the game and I actually learned something about cooking.
https://youtu.be/o_PBfLbd3zw
Title: Re: Caves of Qud: Now in Open Beta
Post by: nenjin on November 04, 2020, 11:46:14 am
Seth's review has almost motivated me to give this a shot.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Iduno on November 04, 2020, 05:26:19 pm
Seth's review has almost motivated me to give this a shot.

It's somewhat less of a combat game, for a rogue-like, and more about exploring and seeing what kind of weird stuff you can do. That's why I like to have high intelligence (for more skill points) and also do water rituals to gain skills for free. It gives me more options. I'll take a lot of combat skills, but I'll also throw in cooking or wayfaring to find more legendary characters and ruins. I'll try to get the pariahs to teach me trash divining so I can learn more about the history that was generated for the world.

It's also fun to try to satisfy every baetyl's (old AI) treasure-hunting request. It's not going to happen because one of them'll ask for something I can't get a lot of, but I do what I can.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Mephansteras on November 04, 2020, 08:14:26 pm
If you like Roguelike games at all it's a good pick-up. Deeper than many of them, and definitely weirder in a good way.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Iduno on November 06, 2020, 11:13:53 am
I just found a generated town whose special food is "air rubbed hot meat pancake" and I think I'm going to be sick.
Title: Re: Caves of Qud: Now in Open Beta
Post by: forsaken1111 on November 06, 2020, 12:26:14 pm
so they sell burgers? plain burger patties. No bun, no cheese, nothing. Just a meat patty.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Iduno on November 06, 2020, 01:15:27 pm
That, and whatever "air rubbed" means.

Trash Divining just gave me this masterpiece:
"Somebody ate a bunch of fruit belonging to the Issachari Tribe."
Title: Re: Caves of Qud: Now in Open Beta
Post by: Frumple on November 06, 2020, 01:27:14 pm
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.

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
Title: Re: Caves of Qud: Now in Open Beta
Post by: forsaken1111 on November 06, 2020, 01:55:22 pm
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.

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
You eat the air-rubbed meat pancake.

Your reputation with the Pancake faction drops to -55

The air-rubbed meat pancake(x35) becomes hostile.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Salmeuk on November 06, 2020, 06:34:53 pm
SO I found one of these in Joppa:

(https://i.imgur.com/C9GpCym.png)

A truly HOT SEAT.

Title: Re: Caves of Qud: Now in Open Beta
Post by: Blaze on November 15, 2020, 04:35:14 am
Got back into this a while back, physical mutations are REALLY good now since they removed all the negatives for them (excluding taking up a slot for some, but that's an acceptable tradeoff). The mod scene isn't as active as others, but there's still plenty of great additions; so I'm trying a bunch.

This time I rolled a True Kin with carbide fists. I originally planned to try heavy weapons, but I found a pair of sawn-off shotguns and it's hilarious (shotguns are modded to use pistol skill instead of rifle). Charge in to daze, flurry to stun, and then unload both scoped sawn-offs at point blank to obliterate most targets.

Just finished Golgotha, and am currently combing areas to hunt Pootis Templar. It's rather ironic that hunting them is more profitable for a true kin since you can butcher cybernetics off of their bodies. Lucked out with a bunch of encounters resulting in a not-insignificant pile of nectar and more importantly, crysteel hand bones. No luck with !cold gear though, so I'm collecting coldshrooms and 420 injectors for the inevitable trip through Todd Howard's cryosleep chamber.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Iduno on November 15, 2020, 02:29:06 pm
No luck with !cold gear though, so I'm collecting coldshrooms and 420 injectors for the inevitable trip through Todd Howard's cryosleep chamber.

You should be able to buy some in Kyakukya. Tinkering wooly onto everything helps, too.
Title: Re: Caves of Qud: Now in Open Beta
Post by: IonMatrix on November 30, 2020, 07:45:11 am
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?
Title: Re: Caves of Qud: Now in Open Beta
Post by: EuchreJack on November 30, 2020, 10:14:11 am
The graphics are a lot prettier on Steam than the old free version.  Might be worth buying.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Salmeuk on November 30, 2020, 11:55:47 am
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?

Hello Ion, I hope you enjoy the game. It's one I come back to every few months (like DF) and become obsessed with, learning new strategies or making new characters.

1. The musket must be equipped in your ranged weapon slot, typically key 'r' from the equip menu. Try to use the auto-equip feature on items as it will only place them in a working slot.
2. Press 'z' and it will take you to the char info screen, and I believe you are guided further from there.
3. Melee is dependent on a bunch of different factors, but often it comes down to weapon choice and character build. Weapons have separate penetration and damage. High damage is good, but if you have low STR your penetration is actually capped and so the more armored enemies you see later on are tough or impossible to kill. AGI determines hit-chance, and STA is equally if not more important because HP is just that important in this game. One-shots are common, even against basic enemies who spawn w/ advanced artifacts
Spoiler (click to show/hide)
4. Food is kind of like, an optional skill tree, where if you ignore it there are no ill effects (for the most part), but if you pursue it, it opens up a bunch of interesting gameplay mechanics involving stat bonuses and acquiring secret recipes, and the rare materials to grant you those bonuses. The game will in fact auto-cook for you when you are traveling on the overland map (you have discovered this, right? press < like you are walking upstairs in other roguelikes). If you are not traveling, however, you first need to make a camp using the 'a'bilities screen. Then, walk up to the camp and press 'space' to use it, and you should have an option to whip up some ingredients. This will bring you to satiated, and sometimes even grant you free, useful bonuses like +hp. Water is the 'food' in this game, and you use it at a fast rate as you travel overland. Always carry 20+ and in the early game always have a plan on where and how to get more water. You can find sources of freshwater just exploring! It's also the currency, but I'm sure you have discovered that like many others after spending all your water to buy a musket and dying of thirst after only a few minutes.
5. Start in Joppa like the game recommends. Talk to everyone, and you should have three quests:
a. Go to Redrock and explore the depths, then talk to the Mayor
b. Explore the world and find a trinket for the Tinker
c. Visit the six-day-stilt in the far north after talking to the Mechanimist Pilgrim

Finish the Tinker questline, and you will be granted further instructions on how to proceed. The first two quests give good rewards.

As a beginning player, my advice is to make sure you have a decent weapon (steel melee or desert rifle)  and at least 3 points of armor protection before doing redrock or visiting the rust wells for the Tinker. However, I won't say much more. A HUGE part of this game is just exploring and learning the world through the game's lore.

6. I am unsure what you mean by this question

Some advice, to save your hands: Learn to use the auto-explore function, default key is '0' on the numpad. You can adjust the speed of the A.I. in the options, but it will clear all the fog of war on the local map and open any containers, while avoiding dangerous terrain and stopping when an enemy is spotted. It can still get you killed, but you learn to never use it in certain situations against certain enemy types. Or better yet, only use it when you know the map is safe.

Ruins should be assumed to be HIGHLY DANGEROUS to new characters, but in that same vein, the treasure inside is totally worth it. If you aren't particularly invested in a char, always choose yes when you find a ruin on the overland map, and poke your head around and get your ass destroyed by a glowmoth or a chaingun turret or whatever. A few rounds of that, and you'll start to learn how distinctly unfair the ruins are to low-level characters, but also how to avoid blind corners and to never blindly run into a doorway. Maybe you'll find an electrobow or, like one of my first every characters, an eigenrifle!

Title: Re: Caves of Qud: Now in Open Beta
Post by: Teneb on November 30, 2020, 11:59:37 am
One tactic that I found out that has saved my character a bunch of times is mind control.

Creature too strong for me to take on? Mind control it and have it wander into fights with other creatures in the level (also helps with scouting!). Once the controlled creature is about to die, just end the mind control.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Iduno on November 30, 2020, 03:32:53 pm
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?

3) I usually play with pretty good strength and agility, so I don't know for sure which of those stats affects accuracy. Taking the first level of the appropriate weapon tree usually gives you a bonus to hit.

4) Snapjaws are guaranteed to drop corpses, but their corpses are heavy. A lot of other enemies are guaranteed or likely to, and sometimes they drop from enemies fighting each other (glowcrows or dragonflies, sometimes glowpads or glowfish). Carry around a 5-weight corpse for emergencies. I don't believe hunger increases on the map view, so you should only be getting hungry near other creatures.

5) The hills east of the marshes are also full of snapjaws who will drop decent equipment. Joppa has some decent quests for early-ish game (level ~6), if you talk to the tinkerer and the named farmer. You'll also want to get the quest from the guy who tells you to go to the Six Day Stilt, because he gets killed semi-often. That's a long trip, and you'll want to be prepared before you go there (it's mostly a lot of shops, so bring a pile of copper nuggets or however you carry your money). You might also manage to find a dromad caravan wherever you go, and they have a pretty good inventory that restocks. Their guards don't restock, but sometimes carry fullerite equipment, so talk to them all (including the saltbacks).

Eventually, you'll start going into the underground, or following the plot. Once you find the bear people, I like to wander around the nearby ruins, and try a few floors underground to get better equipment and xp. They have a quest with a special reward for completing it and returning by level 18, and another reward for doing it by level 12. Trying it by level 18 isn't unreasonable.

6) Oem Tilde. This thing: ~
Title: Re: Caves of Qud: Now in Open Beta
Post by: IonMatrix on December 01, 2020, 05:07:15 am
Thanks! You guys are really helpful, and I'm really enjoying the game.

I guess I have to say goodbye to that character, though. I just learned the hard way that disintegration and evil twin does not bode well.

So, uh, I have a few new questions, if you guys don't mind.

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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Frumple on December 01, 2020, 07:05:21 am
1. Whichever you feel like putting skills into, really. I prefer axe or mace, but short or long blade are both plenty good. I'll just pick one early and stick with that, there's not so much of a pick which one as there is a build around one deal, if that makes sense.

2. Yeah. Mutation overhaul that went through recently changed it up a bit, so they got renamed.

3. Either extremely, not very, or actively detrimental, depending on what you're doing :P

If you have mental mutations you're using heavily (or are doing a lot of trading/character interaction stuff, to a significantly lesser degree), then it can be supremely important, being one of the strongest influences on your damage output and general effectiveness.

If you don't have mental mutations, it's still sorta' helpful for trade et al purposes, but is absolutely your primary dump stat and something you basically ignore and let rise passively.

If you have a bunch of mental mutations, ego might just get you brutally murdered. There's a mechanic (glimmer) that starts sending increasingly nasty critters at you if your combined mental mutation level is high enough. Ego functions as an outright multiplier for that (at a rate of ego increase * number of mental mutations), so if you have a bunch of mental mutations pumping your ego can bring down hammers you are woefully unprepared for.

... basically, it depends. If you're new I'd recommend going willpower heavy if you're running an esper or something, until you get used to things. Ego heavy can burn very bright, but it has a nasty habit of also getting you killed.

4. It's a straight progression up to zetachrome, iirc. You'll know which is better 'cause the better one has bigger numbers :P

5. Find books, sell books, mostly. Probably don't bother with weapons below (folded) carbide (or at least stick with daggers, short swords... the lighter stuff), ignore most armor unless you got a ton of free carry capacity. Get a sample of things and see what sells well. Most things light or weightless are primary trade fodder.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Mephansteras on December 01, 2020, 04:28:35 pm
For weapons I'd note that Axe and Mace are best with high strength. Short blades are agi based (mostly), and Long Blades can be used well with either.

All are good with the right builds. I often pick just based on which one I can get a carbide version of earliest.

For money, remember that items are more or less permanent on the game world. If you really want to, you can pick a place like the rust wells or red rock and fully loot them. I mostly don't bother, but I've done it before when going on a really early/heavy tinkerer and wanted to stock up on recipes from Argyve.

My usual rule of thumb is: Lighter and metal or painted/engraved/jeweled is best. Armor is usually a bad weight to price ratio. Better materials makes things more worthwhile. An iron mace is worth carrying, a bronze mace is not. A bronze dagger, however, is fine. Blades are generally better than maces and axes. Smaller the blade, the better the profit margin. Bows and staffs aren't great unless they have mods of some sort.

Title: Re: Caves of Qud: Now in Open Beta
Post by: Iduno on December 01, 2020, 05:25:13 pm
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.

3) Only if you're using mental powers or buying/selling. Keeping a knollwood skull for merchants when you have odd ego helps.
4) Bronze, iron, steel, carbide, folded carbide, fullerite, crysteel, flawless chrysteel, zetachrome. (https://cavesofqud.gamepedia.com/Axe) I chose axes because they're first alphabetically. Each better material adds some damage (~1) and 1 maximum armor penetration.
5) That happens. if you have an odd ego, add a knollwood skull. Ammunition has no weight (also some willowy or slender items), which is good for carrying. Copper nuggets are always worth 10, buying or selling. Daggers are best to keep (1 weight, good value). Longswords are usually good as well. Worn burnoose, staffs, and bows are okay to keep early game. Axes and maces don't sell for much, but if you have carrying capacity, I guess keep them. Armor other than a worn burnoose is heavy and sells for very little. Honey, cider, and wine are also valuable, especially if you find a lot (a weep). You can also carry your vendor trash back to town and drop it next to the merchants so you can afford to trade when they renew their inventory.
Title: Re: Caves of Qud: Now in Open Beta
Post by: IonMatrix on December 02, 2020, 09:36:32 am
Thanks for the help guys!

Currently playing a mutant gunlinger. Freezing hands, wings, force wall, evil twin, and heightened speed. Just got a compound bow, which I assume is much stronger than the normal short bows because I paid good money for it. Currently exploring red rock, and finding all sorts of wierd stuff. Also my character wanted to name my gloworb because I bashed some glowpad to death with it. ???

Incidently, can force wall "turn"? My evil keeps surrounding me with it.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Mephansteras on December 02, 2020, 11:31:55 am
Yeah, you basically draw on the screen with it.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Iduno on December 02, 2020, 02:28:11 pm
It obviously isn't an immediate concern, but has anyone found a good source of top tier bits (8s) other than using an axe to dismember blast turrets? I think I've seen one antimatter cell for sale ever.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Frumple on December 02, 2020, 04:37:12 pm
Disarming phase cannon turrets (which turret tinkers in deep caves can spawn) seem to be your best bet, checking. As a general thing taking apart high end robots is probably about as good as it gets. Stuff's pretty rare on the market.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Iduno on December 02, 2020, 10:27:29 pm
Ah, disarm. That sounds a lot easier to control.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Nighthawk on December 03, 2020, 06:31:14 pm
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?
Title: Re: Caves of Qud: Now in Open Beta
Post by: Frumple on December 03, 2020, 07:05:44 pm
I think it has mouse control these days? No clue how comfortable it is. You can rebind the whole control scheme though, iirc, so... you can make it whatever you prefer. Also fairly robust context menu stuff, so there's not actually that many important keys to overwrite. You really need comfortable access to diagonal movement but the rest ain't that big of a deal.

I'd just get the numpad in your situation, but I actively use the things for stuff other than gaming so *shrugs*

e: though if you're asking if it's possible to make a control scheme as comfortable as numpad for handling eight direction movement on your standard qwerty offset keyboard, then no, not in my experience. People say you can get used to other setups but it's never worked out, personally :P
Title: Re: Caves of Qud: Now in Open Beta
Post by: DeKaFu on December 04, 2020, 01:44:23 am
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.
Title: Re: Caves of Qud: Now in Open Beta
Post by: Nighthawk on December 04, 2020, 04:27:53 am
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.
This is quite a novel solution, and if it works, probably the most comfortable one. I'll give it a try. Thanks!
Title: Re: Caves of Qud: Now in Open Beta
Post by: Iduno on July 12, 2021, 06:39:48 pm
"You can no longer enter yourself if you are a piece of enclosing furniture such as an iron maiden, a regeneration tank, or a psionic sarcophagus."

Qud has some interesting situations you can get yourself into. I assume a large amount of them are due to body-swapping shenanigans, like when you could turn into a fish, and probably wouldn't ever find another land-based animal to swap with, so you'd never be able to leave the pond you were in. Or when you could turn into the giant cats that fell asleep every 10-ish rounds.
Title: Re: Caves of Qud: Now in Open Beta
Post by: thegoatgod_pan on February 08, 2022, 11:26:20 am
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
Title: Re: Caves of Qud: Now in Open Beta
Post by: Iduno on February 08, 2022, 05:57:02 pm
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

I haven't played in around a year, because they were going to do a big change, and then another and I never really got back to it.