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Author Topic: Caves of Qud: Now in Open Beta  (Read 398664 times)

IonMatrix

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Re: Caves of Qud: Now in Open Beta
« Reply #3735 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.
« Last Edit: December 01, 2020, 05:48:19 am by IonMatrix »
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Frumple

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Re: Caves of Qud: Now in Open Beta
« Reply #3736 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.
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Mephansteras

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Re: Caves of Qud: Now in Open Beta
« Reply #3737 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.

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Iduno

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Re: Caves of Qud: Now in Open Beta
« Reply #3738 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. 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.
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IonMatrix

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Re: Caves of Qud: Now in Open Beta
« Reply #3739 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.
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Mephansteras

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Re: Caves of Qud: Now in Open Beta
« Reply #3740 on: December 02, 2020, 11:31:55 am »

Yeah, you basically draw on the screen with it.
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Iduno

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Re: Caves of Qud: Now in Open Beta
« Reply #3741 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.
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Frumple

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Re: Caves of Qud: Now in Open Beta
« Reply #3742 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.
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Iduno

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Re: Caves of Qud: Now in Open Beta
« Reply #3743 on: December 02, 2020, 10:27:29 pm »

Ah, disarm. That sounds a lot easier to control.
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Nighthawk

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Re: Caves of Qud: Now in Open Beta
« Reply #3744 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?
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Frumple

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Re: Caves of Qud: Now in Open Beta
« Reply #3745 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
« Last Edit: December 03, 2020, 07:08:28 pm by Frumple »
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DeKaFu

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Re: Caves of Qud: Now in Open Beta
« Reply #3746 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'OkÚs

I haven't used it myself and can't vouch for it for Qud in particular, but it might be worth a shot.
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Nighthawk

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Re: Caves of Qud: Now in Open Beta
« Reply #3747 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'OkÚs

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!
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