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Messages - Frumple

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28261
Other Games / Re: Caves of Qud: Now in Open Beta
« 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.

28262
Other Games / Re: Caves of Qud: Now in Open Beta
« 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 :-\).

28263
Other Games / Re: Caves of Qud: Now in Open Beta
« 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.

28264
Other Games / Re: Caves of Qud: Now in Open Beta
« 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.

28265
Other Games / Re: Caves of Qud: Now in Open Beta
« 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~

28266
Other Games / Re: Caves of Qud: Now in Open Beta
« 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.

28267
Other Games / Re: Caves of Qud: Now in Open Beta
« 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.

28268
Other Games / Re: Caves of Qud: Now in Open Beta
« 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

28269
Other Games / Re: Caves of Qud: Now in Open Beta
« 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.

28270
Other Games / Re: Caves of Qud: Now in Open Beta
« 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)

28271
Other Games / Re: Caves of Qud: Now in Open Beta
« 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.

28272
Other Games / Re: Caves of Qud: Now in Open Beta
« 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.

28273
Other Games / Re: Caves of Qud: Now in Open Beta
« 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?

28274
Other Games / Re: Caves of Qud: Now in Open Beta
« 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.

28275
Other Games / Re: Caves of Qud: Now in Open Beta
« 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.

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