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Clever Spambot posted:Amphibious isn't that bad iirc. Every one of the 4-pointers has the potential to outright kill you in the wrong situation. You could make the argument that amphibious is the easiest to mitigate, since you can build with the intent to be stupidly wealthy (overburdened with water) all of the time. Excepting novelty builds, the extra point isn't worth the added effort / survivability hit of the worst defects, in my opinion.
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# ? Oct 3, 2014 21:06 |
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# ? Jun 13, 2024 17:52 |
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You guys are welcome to use the latest private Beta of Caves of Qud: https://www.dropbox.com/sh/vlkzatq58yqkdl5/AAAybqz-6WaBp4NxZysLq2A8a?dl=0 *Mutation cost rebalance: Adrenal Control - 3, down from 4 Burrowing Claws - 2, down from 3 Corrosive Gas - 3, down from 4 Electromagnetic Pulse - 2, down from 3 Heightened Hearing - 2, down from 3 Phasing - 4, down from 5 Photosynthetic skin - 2, down from 3 Sleep Gas Generation - 2, down from 3 Spinnerets - 3, down from 4 Stinger (all types) - 3, down from 4 Two Headed - 2, down from 3 Clairvoyance - 2, down from 3 Disintegration - 3, down from 4 Ego Projection - 2, down from 3 Light Manipulation - 4, up from 3 Mental Mirror - 2, down from 3 Precognition - 4, up from 3 Sunder Mind - 4, down from 5 Syphon Vim - 3, down from 4 Teleport Other - 2, down from 3 *Added a new terminal font (Thanks Brian Turcotte!) *Added support for '-oldfont' to revert to the older lower-resolution texture *Added a new dungeon (Trembling Dunes, lower-leftmost square of world map) [build currently waiting final monster/item population] *Added low contrast accessibility mode (OpenGL only) *Fixed stun rod not stunning *Fixed beak having the same description as horns *Fixed some issues with cross-faction aggro levels *Fixed an issue with gas propagation near world's end *Fixed an issue where dart guns and other magazine-loaded multi-ammo guns weren't providing a selector *Fixed the description of dismembered limbs being capitalized *Fixed spark ticks being worth a static amount of XP *Fixed question mark not always calling up information in the shop *Fixed crayons being rustable *Fixed axe whack affecting non-combat targets *Fixed typos *Modding support: *Added support for loading mod files from subdirectories *Added support for Worlds_*.xml, Quests_*.xml, Conversations_*.xml, BuildingTiles_*.xml *Added new GenericPack part: <part Name="GenericPack" Table="<encountertable>" Amount="XdY+A" Radius="X"></part> *Added new GenericSolid builder: <builder Class="GenericSolid" Material="<material blueprint>" ClearFirst="true|false"></builder> *Added descriptions of the object a disk creates to the description of data disks *Fixed stun rods not stunning *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
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# ? Oct 3, 2014 21:36 |
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Edwhirl posted:Anyone have any advice for Caves of Qud for starting out? I know there was a post about it a long time back, but I can't seem to find it. here's the old post about it. It was using that esper build, but there's still some helpful info in there if you're starting from scratch. If you don't wanna mess with mutations a True Man Praetorian is the most powerful/straightforward human.
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# ? Oct 3, 2014 21:37 |
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Unormal posted:You guys are welcome to use the latest private Beta of Caves of Qud: https://www.dropbox.com/sh/vlkzatq58yqkdl5/AAAybqz-6WaBp4NxZysLq2A8a?dl=0 Just so you know, chrome and IE both triggered on the installer saying it was a virus. security essentials didn't pick up anything, but the browsers didn't like it.
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# ? Oct 3, 2014 22:04 |
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Edwhirl posted:Just so you know, chrome and IE both triggered on the installer saying it was a virus. security essentials didn't pick up anything, but the browsers didn't like it. Weird; I'm positive it isn't infected with anything, but I posted a .zip as well for anyone concerned with the installer or just would rather have a zip.
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# ? Oct 3, 2014 22:09 |
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It's probably just because at some point there has been a file called setup.exe on that domain that was malicious. I doubt they're actually scanning the file.
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# ? Oct 3, 2014 22:12 |
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Unormal posted:Weird; I'm positive it isn't infected with anything, but I posted a .zip as well for anyone concerned with the installer or just would rather have a zip. yeah I scanned it and my hard drive just to make sure and there's nothing. ..btt is probably right, you could probably just rename it to something else and it'd be fine.
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# ? Oct 3, 2014 22:17 |
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Hey, for anyone beta testing Sproggiwood who's finding it pretty easy. You can go into settings and change the difficulty from Easy to Hard (I know -- that settings menu is a mess right now). Hard is substantially harder than Easy and at the moment there's no way to start a game on Hard, so you guys may have missed it. We'd definitely appreciate if you tested on Hard if you're finding Easy to be a breeze.
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# ? Oct 3, 2014 22:26 |
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hand of luke posted:Hey, for anyone beta testing Sproggiwood who's finding it pretty easy. You can go into settings and change the difficulty from Easy to Hard (I know -- that settings menu is a mess right now). Hard is substantially harder than Easy and at the moment there's no way to start a game on Hard, so you guys may have missed it. I did my testing on hard but I don't think it's possible for anything to actually be difficult with biting frost and/or ice traps.
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# ? Oct 3, 2014 22:37 |
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dis astranagant posted:I did my testing on hard but I don't think it's possible for anything to actually be difficult with biting frost and/or ice traps. Ice traps are long deprecated. When did you do your last testing? You might find the later dungeons more challenging (swamp/hills on Hard). I'll be adjusting the hills population over the weekend, too, so that the boss doesn't subdivide for all eternity.
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# ? Oct 3, 2014 22:41 |
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hand of luke posted:Ice traps are long deprecated. When did you do your last testing? You might find the later dungeons more challenging (swamp/hills on Hard). I'll be adjusting the hills population over the weekend, too, so that the boss doesn't subdivide for all eternity. Ah, it's been a few weeks. I think vampires had just been implemented.
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# ? Oct 3, 2014 22:43 |
Doom Goon posted:I triggered them all except for the 2 Surma ones (can't get past that one area) and the companion one, which I tried many ways to trigger (scrolls, shrines, charming, randomly getting a sheep in the Tutorial) and couldn't find one that worked. Oh, another bug is when you "retry" after fleeing it doesn't retry with any (some?) of the default equipment.
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# ? Oct 3, 2014 23:56 |
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hand of luke posted:Hey, for anyone beta testing Sproggiwood who's finding it pretty easy. You can go into settings and change the difficulty from Easy to Hard (I know -- that settings menu is a mess right now). Hard is substantially harder than Easy and at the moment there's no way to start a game on Hard, so you guys may have missed it. What does Hard actually change? Is it like more monsters/dungeon features/monsters get more abilities/different AI, or is it just buffing monster HP/Armor/Damage? The later doesn't seem that fun and it's usually the sort of thing that Hard Mode in games means.
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# ? Oct 4, 2014 00:00 |
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Doom Goon posted:I'll just answer my own question then. Apparently Unity games like to use the registry And, yeah, ice weapons are my go-to which probably means they're OP. I'm just using the default player prefetences to store state at the moment (which is in the registry on Windows). I plan to move the serialization to a save file but it'll probably be post 1.0 release. At this point the pref based serialization is a stable known quantity so I'm a little wary to muck with it for small (though nice) gain.
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# ? Oct 4, 2014 00:07 |
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Potsticker posted:What does Hard actually change? Is it like more monsters/dungeon features/monsters get more abilities/different AI, or is it just buffing monster HP/Armor/Damage? The later doesn't seem that fun and it's usually the sort of thing that Hard Mode in games means. Adding more hp/armor/damage means something rather different in a turn-based game with permadeath than it does in a game where you continue to run circles around things shooting them. If it's the difference between, "99.9% of the time I kill it and heal to full" versus "95% of the time I kill it and heal to full" that's huge. I have no idea what they did, though I would hope the AI would remain the same and just be good in both of them.
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# ? Oct 4, 2014 00:08 |
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Potsticker posted:What does Hard actually change? Is it like more monsters/dungeon features/monsters get more abilities/different AI, or is it just buffing monster HP/Armor/Damage? The later doesn't seem that fun and it's usually the sort of thing that Hard Mode in games means. The mosters do have and deal more, but they're separate population tables, so the ratio of monster types/etc changes as well. Though it won't be whole new types of monsters.
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# ? Oct 4, 2014 00:08 |
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I don't think I've ever noticed a practical difference in monster hp beyond some enemies taking 2 hits and others taking 1 (not counting bosses)
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# ? Oct 4, 2014 00:10 |
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HP is actually mostly the same, but damage is way higher and out of depth encounters are more common. Basically, the game is a lot less forgiving, so you have to use optimal tactics more often. You should get into more sticky situations.
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# ? Oct 4, 2014 00:13 |
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Harder monsters earlier doesn't sound that exciting for a game where you already pick your difficulty based on which dungeon you choose, but I'll try and give it a whirl this weekend to see how it works in practice.
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# ? Oct 4, 2014 00:20 |
Right now "Hard" is pretty much what I'd consider normal, in that I usually make it through unless I'm choosing a class that I think is weak (Vampire seems pretty tough). I don't notice goatmen that much w/o it toggled, for instance. Of course there's ways around a weak class, too, with the right equipment selection. And I expect that baselevel of difficulty to change with a little tweaking of the equipment and some skills, anyway. It probably does need some more challenge options but I'm not really worried about that; I get absolutely destroyed in CoQ.Unormal posted:I'm just using the default player prefetences to store state at the moment (which is in the registry on Windows). I plan to move the serialization to a save file but it'll probably be post 1.0 release. Oh, I don't know if these are "bugs" but charmed wisps still sap you, and I got a mushroom companion from a scroll in the Hill area which liked to put down hostile portals, both which are actually pretty great.
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# ? Oct 4, 2014 01:25 |
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Doom Goon posted:Right now "Hard" is pretty much what I'd consider normal, in that I usually make it through unless I'm choosing a class that I think is weak (Vampire seems pretty tough). Which dungeons in particular?
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# ? Oct 4, 2014 01:47 |
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I don't understand the purpose of the thief's new backstab skill when enemies seem either die in one hit or 2.
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# ? Oct 4, 2014 01:55 |
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Unormal posted:You guys are welcome to use the latest private Beta of Caves of Qud: https://www.dropbox.com/sh/vlkzatq58yqkdl5/AAAybqz-6WaBp4NxZysLq2A8a?dl=0 Time to see if it works in Wine
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# ? Oct 4, 2014 02:00 |
hand of luke posted:Which dungeons in particular?
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# ? Oct 4, 2014 02:44 |
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So... Just made it to level D50 in ADOM. This is only the second time I've done it (the first time I was nothing like prepared for it and got wasted instantly. That was years ago). My monk had most stats well above 30 (strength at 62) and was decked in artifacts: preserver, vanquisher, saint's shirt, boots of the divine messenger, true aim, plus 5 or 6 I just carried around for no particular reason. Speed of over 150. I killed the Greater Balor and slaughtered 5 of his balor buddies with practically no dent in my resources. Was going after the remaining four. Ghost lord drifts by me and hits me on a fluke...I'm playing a human. I die of old age at level 46, just minutes away from certain victory. I thought if something like this happened I would rage, throw things. Scream and weep. But I feel nothing... ...nothing... oriongates fucked around with this message at 13:49 on Oct 4, 2014 |
# ? Oct 4, 2014 11:34 |
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And that is why you always play the elder races in ADOM.
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# ? Oct 4, 2014 13:06 |
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Another Sproggiwood bug - I beat the boss of The Bloated Grotto, but it was on a teleport pad when it died, and I couldn't move on to the tile to pick up the chest (teleporting on the pad also didn't trigger it). I had to quit out as there was nothing else I could do.
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# ? Oct 4, 2014 14:12 |
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Naar posted:Another Sproggiwood bug - I beat the boss of The Bloated Grotto, but it was on a teleport pad when it died, and I couldn't move on to the tile to pick up the chest (teleporting on the pad also didn't trigger it). I had to quit out as there was nothing else I could do. Hah, that's a good one! I'll fix it up.
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# ? Oct 4, 2014 15:02 |
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Unormal posted:Hah, that's a good one! I'll fix it up. Thanks! Here's another one for you - you don't seem to actually need to equip the Alchemist's Vial to get double potion uses. It's selected as default when I start a map, but I can select Rumakko's Jewel instead and still drink a health potion twice.
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# ? Oct 4, 2014 15:12 |
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Unormal posted:Hah, that's a good one! I'll fix it up. On the same note, Scroll Of Wonder spawns of altars sometimes block paths to other rooms in a level.
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# ? Oct 4, 2014 15:22 |
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ToxicFrog posted:
Caves on Qud on linux report: mostly works. There are a bunch of obvious things that don't work: - running it with mono: it tries to load opengl32.dll (?!) and dies - running it with mono in console mode: tries to use features in System.Console that mono doesn't implement - running it in wine: can't find the windows mono install and dies - running it in wine after installing mono by hand: ditto This is what did work: code:
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# ? Oct 4, 2014 15:43 |
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oriongates posted:So... Unless you play as an elder race, and even then perhaps still, I don't understand why it isn't considered part of the prevailing player wisdom that blessing/carrying/using all the potions that tie to youth and longevity is paramount very nearly right up their with making plenty of holy water and a bit of unholy. Biskup really should add in a pointed part about the dangers of aging in the forthcoming versions and tutorial dungeon.
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# ? Oct 4, 2014 16:08 |
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ToxicFrog posted:Caves on Qud on linux report: mostly works. I should probably just make a little console and input emulator in Unity and just release a unity version.
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# ? Oct 4, 2014 16:29 |
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Unormal posted:I should probably just make a little console and input emulator in Unity and just release a unity version. that would be awesome.
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# ? Oct 4, 2014 16:40 |
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Unormal posted:Oh, as usual if you play it, it'd be awesome if you could take the survey: https://www.surveymonkey.com/s/V2CPC3H I filled out the survey, although there's two things I forgot to mention. 1) Text scrolls up, so the line you're reading is moving, which is kind of annoying. 2) Enemies that are frozen may unfreeze and attack on the same turn. So if something's in a block of ice and I move next to it, I get hit. I expected them to work like spiderwebs and give me a 'free' turn, which is usually the case so the issue may just be them unfreezing visually at the wrong time. This game is really fun also. I got to the 'unwinnable' 7th level and I would agree that is the case.
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# ? Oct 4, 2014 18:56 |
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Naar posted:Thanks! Here's another one for you - you don't seem to actually need to equip the Alchemist's Vial to get double potion uses. It's selected as default when I start a map, but I can select Rumakko's Jewel instead and still drink a health potion twice. Keep these coming, please! Both of these bugs are new to us and extremely helpful (Unormal might have a better way for you to relay bugs to him; I'm sure he'll chime in if he does).
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# ? Oct 4, 2014 20:16 |
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So, playing Caves of Qud, and I'm dying every 5-10 seconds. I read some builds that say use this or use that but I really don't want to, I just wanna play a hulking dude that beats up dudes with swords Any tips?
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# ? Oct 4, 2014 20:29 |
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more qud questions: what does a timecube do and is it worth saving up a giant pile of stuff to buy the datadisk from a merchant?
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# ? Oct 4, 2014 20:54 |
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Pladdicus posted:So, playing Caves of Qud, and I'm dying every 5-10 seconds. I read some builds that say use this or use that but I really don't want to, I just wanna play a hulking dude that beats up dudes with swords You can get a nice amount of loot and levels right at the beginning of the game, without even fighting anything. There are three houses with chests in them, and there's no consequence for stealing as long as you close the door so nobody can see you. Argyve (at the west edge of town) will give you a quest to bring him two artifacts. If you don't start with grenades, you can usually buy a few cheap artifacts (ancient, mysterious folding chairs!) from the merchant at the east end of town. My favorite characters to play are espers with huge amounts of Ego. Ego boosts the level of your mental mutations, so you can spend all your mutation points on unlocking new mutations instead of upgrading existing ones.
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# ? Oct 4, 2014 21:37 |
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# ? Jun 13, 2024 17:52 |
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Pladdicus posted:So, playing Caves of Qud, and I'm dying every 5-10 seconds. I read some builds that say use this or use that but I really don't want to, I just wanna play a hulking dude that beats up dudes with swords there's not much to making a basic melee character; you put most of your points into strength and toughness then walk into things. I'm not really sure where you could go wrong, unless you're immediately embarking out into the world map at level 1? Follow the plotline for a while, build up a few levels, and then set out when the storyline sets you out. Edwhirl posted:more qud questions: what does a timecube do and is it worth saving up a giant pile of stuff to buy the datadisk from a merchant? iirc it's used in high level tinkering, probably to make some kind of high-end energy weapon? Alternatively, it might not do anything there are (especially as you get closer to the end of the game) quite a few pieces in a half-finished state.
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# ? Oct 4, 2014 21:38 |