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Author Topic: Caves of Qud: Now in Open Beta  (Read 540336 times)

FallacyofUrist

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Re: Caves of Qud: Now in Open Beta
« Reply #3525 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.
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Generic Arms Race.

Would you like to play a game of Mafia? The subforum is always open to new players.

Edmus

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Re: Caves of Qud: Now in Open Beta
« Reply #3526 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.
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jocan2003

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Re: Caves of Qud: Now in Open Beta
« Reply #3527 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
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Edmus

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Re: Caves of Qud: Now in Open Beta
« Reply #3528 on: December 16, 2016, 12:44:18 am »

This game really does feel too good to be true sometimes. :P
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getter77

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Re: Caves of Qud: Now in Open Beta
« Reply #3529 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)
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getter77

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Re: Caves of Qud: Now in Open Beta
« Reply #3530 on: December 24, 2016, 08:24:20 am »

Quote
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)
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Bronimin

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Re: Caves of Qud: Now in Open Beta
« Reply #3531 on: December 26, 2016, 01:44:04 pm »

-
« Last Edit: June 07, 2018, 05:11:48 pm by Bronimin »
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getter77

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Re: Caves of Qud: Now in Open Beta
« Reply #3532 on: December 31, 2016, 08:07:20 am »

Quote
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].
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getter77

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Re: Caves of Qud: Now in Open Beta
« Reply #3533 on: January 07, 2017, 08:04:26 am »

Quote
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.
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getter77

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Re: Caves of Qud: Now in Open Beta
« Reply #3534 on: January 14, 2017, 08:04:37 am »

Quote
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.
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getter77

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Re: Caves of Qud: Now in Open Beta
« Reply #3535 on: January 21, 2017, 08:08:30 am »

Quote
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.
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Edmus

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Re: Caves of Qud: Now in Open Beta
« Reply #3536 on: January 22, 2017, 12:45:14 am »

So what's everyone's thoughts on the procedural sultan dungeons thus far?
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chaoticag

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Re: Caves of Qud: Now in Open Beta
« Reply #3537 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.
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ThtblovesDF

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Re: Caves of Qud: Now in Open Beta
« Reply #3538 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 : /
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Edmus

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Re: Caves of Qud: Now in Open Beta
« Reply #3539 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?
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