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Author Topic: Caves of Qud: Now in Open Beta  (Read 359400 times)

FallacyofUrist

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Re: Caves of Qud: Now in Open Beta
« Reply #3660 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).
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lemon10

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Re: Caves of Qud: Now in Open Beta
« Reply #3661 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.
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FallacyofUrist

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Re: Caves of Qud: Now in Open Beta
« Reply #3662 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...
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beorn080

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Re: Caves of Qud: Now in Open Beta
« Reply #3663 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.
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getter77

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Re: Caves of Qud: Now in Open Beta
« Reply #3664 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.
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getter77

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Re: Caves of Qud: Now in Open Beta
« Reply #3665 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.
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getter77

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Re: Caves of Qud: Now in Open Beta
« Reply #3666 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.
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getter77

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Re: Caves of Qud: Now in Open Beta
« Reply #3667 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.
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getter77

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Re: Caves of Qud: Now in Open Beta
« Reply #3668 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.
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Angle

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Re: Caves of Qud: Now in Open Beta
« Reply #3669 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? :/
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AVE

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Re: Caves of Qud: Now in Open Beta
« Reply #3670 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)?
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Angle

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Re: Caves of Qud: Now in Open Beta
« Reply #3671 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
« Last Edit: January 02, 2018, 01:53:08 am by Angle »
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FallacyofUrist

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Re: Caves of Qud: Now in Open Beta
« Reply #3672 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.
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Angle

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Re: Caves of Qud: Now in Open Beta
« Reply #3673 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.
« Last Edit: January 01, 2018, 06:22:17 pm by Angle »
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Re: Caves of Qud: Now in Open Beta
« Reply #3674 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. :/
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