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Tempora Mutantur
Feb 22, 2005

Buy it here on Steam Early Access! DO IT NOW!

From the Early Access trailer (https://www.youtube.com/watch?v=Qqz0p_kiDIQ):

"Caves of Qud is a science fantasy roguelike epic steeped in retrofuturism, deep simulation, and swathes of sentient plants. Come inhabit an exotic world and chisel through layers of thousand-year-old civilizations. Decide: is it a dying earth, or is it on the verge of rebirth?"

All you really need to know is right here:

Angry Diplomat posted:

Get killed by ANGRY MUTANT PLANTS. Get killed by ANGRY MUTANT ANIMALS. Get killed by ANGRY MUTANT BUGS. Kill a bear and EAT IT, just EAT AN ENTIRE BEAR. KILL EVERYTHING. Descend into the DEPTHS OF THE WORLD and retrieve ANCIENT TECHNOLOGICAL ARTIFACTS. KNIFE-FIGHT a GIANT DRILL ROBOT and WIN. Be a COOL WASTELAND KNIGHT. Be a TWO-FISTED COWBOY. Be a HOMICIDAL NINJA TURTLE with an AXE and a SHOTGUN. SPONTANEOUSLY BURST INTO FLAMES. Get into a GUNFIGHT with a HYENA-MONSTER and accidentally anger a HERD OF MAJESTIC HULKING DEMON HORSES with your crossfire. Fly into the air like a BEAUTIFUL EAGLE and then SWORD-FIGHT a GIANT DRAGONFLY. MIND CONTROL a TWO-HEADED BOAR and MAKE IT WEAR CHAIN MAIL and KILL YOUR ENEMIES. Encounter a LEGENDARY PLANT with an INTIMIDATING SKULL MASK and the ability to THROW FIERY DEATH FROM ITS HANDS. CONTRACT HORRIFYING DISEASES. Go to THE DEATHLANDS and discover that THE DEATHLANDS are called THE DEATHLANDS because they will KILL YOU DEAD. HACK OFF A ROBOT’S HEAD AND EAT IT. Get into a SLEDGEHAMMER DUEL with a ‘ROIDED-OUT SUPERCANNIBAL. Be SO TECHNOLOGICALLY ILLITERATE that you BREAK A BOX OF CRAYONS attempting to figure out what it is. Be SO TECHNOLOGICALLY GIFTED that you can make an ACID GRENADE out of a PLASTIC TREE and a FOLDING CHAIR. Build your own FLAMETHROWER. Build your own LASER GUN. Build your own HANDHELD NUCLEAR BOMB and BLOW YOURSELF UP WITH IT. Collect MAGMA in a CANTEEN. Pour MAGMA into a pool of ACID to see what happens. DRINK MAGMA. TELEPATHICALLY LOCATE an enemy and HATE IT TO DEATH with your TERRIFYING BRAIN SORCERY. Have your LEGS CUT OFF and then REGROW YOUR LEGS and pick up your previous legs and EAT YOUR OWN LEGS. Encounter your EVIL TWIN and then summon six of your own GOOD TWINS to fight your evil twin’s SIX EVIL TWIN TWINS in a FOURTEEN-WAY PSYCHIC LASER DEATH RAVE and then BURN TO DEATH when all of the combined PYROKINETIC MIND FIRE from all of the TIME CLONES causes the ENTIRE MAP TO COMBUST AND MELT.

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SplatterCat Review, great summary of why you should buy Qud hey did you buy Caves of Qud? You should watch this and then play Caves of Qud:

https://www.youtube.com/watch?v=UWSlNkVeg34

(Also, the old SplatterCat video from years ago)

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Helical Nightmares posted:

CoQ was voted one of the top 10 games in 2015 by Popular Mechanics

http://www.popularmechanics.com/culture/gaming/g2339/best-rpgs-2015/


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Quick Starting Tips

  • Whenever you start a new game, press A to open your Abilities window and bind your keys so you can use them quickly, especially Sprint, so that you don't need to press A every time you need to use something from there.
  • On not dying of thirst: only fresh water is drinkable, and that's also money, so be careful to not spend all your water and die of thirst outside of town.
  • Rebind the 'l'ook key to whatever makes sense, because you should be looking at things all the goddamn time. With the way 'l'ook targetting works, you don't have to manually aim at things, the cursor will snap to targets and rotate through them as you move (and you can still 'u'nlock your targetting on the look window as well).
  • People can post character build codes (look in the section below for an example) that you can use to make the same character as them. To use a code, use the Library option when making a new character.

Angry Diplomat posted:

Water is really easy to replenish honestly, so don't worry about "wasting" it - I routinely dump some out if I need a little more carry weight for the trip back to town. If you're really running low, scrounge up some random weapons from Snapjaws or whatever (ideally steel or better, maybe iron if you can carry it, don't bother with bronze as it's basically worthless) and sell it all to the nearest non-follower NPC willing to trade with you. They don't even have to be a merchant - if they can put up a trade interface, they can buy things and fill your waterskin. Taking your time is a good thing in this game.

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FAQ/Random Stuff

Discord

Official discord: https://discordapp.com/invite/cavesofqud

The roguelike discord, covers a ton of games including Caves of Qud: https://discord.gg/nxDRPD

Gimme dat wiki
https://wiki.cavesofqud.com/wiki/ It draws from game data files, so it's generally extremely up to date/accurate for in-game details

What's the difference between True Kin and Mutants?
Mutants get mutant abilities of your choosing instead of those things, with a ton of customization during character creation. You can level up your mutations after creation (you get a mutation point each level) or spend 4 mutation points to get a new randomized mutation (you are presented with three options and choose one, unless your specific build has changed that). Mutants that focus on mental powers (espers) have a special enemy mechanic where there is a %-chance every new map tile to have a powerful extra-dimensional psychic assassin (or a few of them) because overall, there is no upper limit to the power of an esper. Living long enough to reach that point as an esper, however, may take a little bit of practice. Mutants that focus on physical powers (chimeras) get a new random limb every time they get a new mutation, which is kind of hilarious and insane if not random (could be an extra arm, could be an extra face growing out of your face).

True Kin are humans born into the shelter of great arcologies, shielding them from the harsh environment and leaving them more-or-less normal human beings. They get more starting attributes, more skill points throughout the game, better starting gear, and BADASS CYBERNETICS. Cybernetics can be found as loot and installed at Becoming Nooks (a few nooks are guaranteed spawn locations as well). The Praetorian class in particular is a general fighter class that starts with extremely good armor, weapon and shield, and a rifle (extremely useful) with the skills to use all of them fairly well.

Regarding True Kin cybernetics:

Angry Diplomat posted:

Cybernetics are nowhere near as powerful as mutations in the early game, but very lategame True Kin can become absolutely terrifying cyborg killing machines who see through walls while quad-wielding gatling lasers that draw infinite power from their cybernetic internal reactor, or permanently flying techno-angels who float around dismembering everything with a halo of razorblades.

It's hard to overstate just how bonkers an endgame True Kin can get, but that relies on certain combinations of implants together with lots of cybernetic credits, so you'll spend a ton of time diving ruins and haggling with gutsmongers before you reach that point. Mutants scale up a little more organically but are frankly just as capable of being horrifically powerful, although they do it in slightly different ways.

Some people present True Kin as a sort of "advanced" option for more experienced players, but I honestly feel that they're a superb introduction to some of the habits that will help you win. They get slightly better stats and more skill points, allowing you to spread your skills around more without crippling yourself, and their lack of mutations forces you to get used to using ranged weapons and consumables on a regular basis, which is frankly a super important habit to cultivate either way.

If you're looking to try something different, absolutely give True Kin a shot. I recommend an Artifex with moderate intelligence and good physical stats - you'll probably want to grab a basic ranged skill (rifles or pistols) and a basic melee skill (long blades and short blades both go very nicely with tinkering) for the accuracy bonuses at some point, but aside from that you have lots of room to really spread out and experiment.

How about skill builds?
Some of these are older build codes that don't work, but are retained here for the general explanations of playstyles which are still applicable.

Snake Maze posted:

I've been looking for an excuse to talk about this build that I like, so here is what I would argue is possibly the strongest overall build in Qud: A really fast nerd

code:
H4sIAAAAAAAAC81W32vbMBB+L/R/EGaPjknSMEYgD5nXtd2SkTahG4w+yPZhi8qS0Y+WEPK/72Snje2Wph202BAc3Xd3+nx3+uzN8REhXkpzuAOlmRTemHjDoB8M+yfBycDzSzyyjCc1hwE69HdYLhPLQaP5r1sTsqluj9BqXYAL+nM1C8KMKhobUF9dRh1c2sT9zkBIg27zMsAnU60hj/i6Fy4xoPDJdbX3ZM/MJ6HlxiqYCLBGUe6ThY04i3/CeiVvQUyE5bziWJJJqKFI45Edmj6Zt1L7hkme0Ntvgjkf/F3auTXUQELObU5Fw+tJLR+wbfVn6/93LZc26mgpG8wOV3Ln7pKeWaE5Eymoj6pi2TrMrTtYxxa3w5XMC8zYr1s0cIjLHPtzW12b+oLsZnhX5FMXpFhMOcExB1UBfisilFYYdB+0gWuqGC2hfhu6q6BfqENuI68Ob/3X8jsHlmYGmSXk0rL4VoDWHaI3x+lgBQcyg7RLvFYZ1op8t6pLnO5lLwOqUD47xOpCKWZohC10Mo+p3p3afnHzQco3NXjEI2ugi9LXJndY+xaSCaMXVsUZ1ThM42aDvaVRIFKTITBsdMabpowzs0bgSxNYSZtmpbZgo5vt9C6EAc5ZCiKGZ+DfjPNC3uN7bEw+N6HTVKJxtLfVx9KjxbKAcn56o1ETuIKcMoFvx7bIR/jAUyf9zYh3nJ0wk1LD0uC5RT4zGZcnp4Nz9BLRV3yZtOLcZj9kUdC3fZ24283x0fYfji2fQYQLAAA=
The basic concept is a tinker/gunner with extremely high movement speed and electrical generation (which pulls double duty as a powerful melee attack, and a powersource for all the toys you tinker up). The build is very strong at basically every point in the game, and also has enough going on (between the ranged/melee split and tinkering stuff) that both moment to moment combat and broader gearing and itemization stay interesting.

The core mutations are Multiple Legs, Heightened Quickness, and Electrical Generation.

Multiple Legs lets you move faster. Heightened Quickness lets you do everything faster. These two stack together multiplicatively, giving you an almost insurmountable action economy advantage - very few enemies can threaten you when you take 8 steps for every 1 of theirs. Electrical Generation is a great mutation in general - it's a powerful attack that ignores AV and DV - but it's also unique in that it recharges based on your subjective turns, not the global turn counter most cooldowns run off of. That means that moving fast lets you recharge more quickly, and this build can move very fast.

For your fourth mutation you have a lot more flexibility. In the build I pasted above I went with two hearted, which isn't flashy but makes you nearly unkillable, with tons of extra health, a longer sprint duration, and quick access to the endurance skill tree (which you can afford easily, thanks to your high intelligence). That said, the build isn't hurting for survivability, so feel free to play around with something else - burrowing claws, wings, precognition, time dilation, heightened hearing, there's tons of fun options. (Note that phasing doesn't synergize as much as you might think - it's active duration is based off your turns, so no matter how fast or slow you can run, the distance you can travel while phased is the same.) I wouldn't bother learning new mutations after the start, though - your points are better spent pumping up your starting mutations as high as they can go.

Stats are 12 strength, 20 agility, 20 toughness, 20 intelligence, 16 willpower, 14 ego. You're good with guns, you're smart, and you have tons of hp. Strength barely matters at all - you have electrical gen for melee damage and multiple legs for carrying capacity. Ego is a bit more important, since you'll be buying data disks and artifacts, but just pick up snake oiler in Ezra and you'll still be bathing in cash by midgame.

Your general gameplay loop will be running into a room, shooting anything that moves (remember that you can shoot while sprinting!), and zapping anything that gets close or has too much AV/DV for your guns to easily handle. Towards the midgame you'll want to keep an eye out for a jacked data disk - that lets you power devices using your natural electrical generation instead of energy cells. Fire your guns as much as you want! Keep a force bracelet on 24/7! Rocket Skate everywhere! The world is your giant clam. You can easily spare the points for Tinker 3, so as the run goes on you'll be able to make a bunch of fun toys to play with, which you can then use as much as you want thanks to electrical gen serving as an endless battery. Don't forget that making an item sturdy cancels out the break chance from being overloaded - overloaded generally isn't amazing on weapons but a lot of gear with unique effects can be strengthened by it, like making ulnar stimulators give +2 str and agl.

There's this pretty sweet dragon build that Snake Maze made (the workshop link is strictly optional and just if you want to use a mod to add the build as a preset with a custom tile created by megane) which is actually very new player friendly since it doesn't rely on anything other than murdering with natural mutant weapons -> leveling up -> improving mutations (for murder) and guides you through how to use the build (most critically how to change your primary limb to your dragon-horns)

Snake Maze posted:

Alright, here's one of my favorite builds. It started with some idle thoughts about getting a bunch of natural armaments at once, but it ended up coalescing together into a build that fits together really well both thematically and mechanically

Basically just a dragon

code:
H4sIAAAAAAAAC81W32/aMBB+r9T/wYr2GBAw1gckHmi6jantxAqik6Y+mOQWrDp25B9FjPG/72woJOk22kpUQUKJ/d2dv9x3Pnt1ekJIkNIMHkBpJkXQI0Gn2Wp2Wu+bH86C0OMzy3hSMGijQWuLZTKxHDRO/3BjQlabxw6aLHNwTt9vrprRnCoaG1DnLqJufrOJ+38GIQ2aXXuHkAy0hmzGl41ojA55SKabtft7ZiGJLDdWQV+ANYrykIzsjLP4EpYTeQ+iLyznG46eTEINRRo7djj1zryU2gUGeUJvvwjGfLR3Ya+toQYSMrQZFSWrJ7l8xNabl3X46lyO7aymqSwxO5zJrblPJMazCai3yqEXDmPrGmaxwu1wHrMcI7aKMxo4xD7GftdufqvigGwreJvkc6uUXDCRkojThS6u4W0jaYVBw3YVmFLFqIdaVehhA33F/uOWCIrwOnwuswgTldMYakTpQqL20MisjjkkNSI2lEocRbu5D/w6UrdYVXUqqKGU95r8lIp8AjDHJ7Yf3L1RhxsYo9jMGqhji6uSO9zjRpIJo0dWxXOqcb/1yvIGY6NApGbuROuWpAkGKePMLBE5KwMTadO5AO2aZLusZ/BFGOCcpSBi9zGVkLeM81wu8LzqkU4Z+phKVx37uWJRBjQf5+Drp9HtloEbyCgTuE+qzXyGHzxwLb7sccTaiaw2MmO/YIfXsIb+RfJwLYntFl2tBJ6SVP2+lIqu1yWbHJxIjmlxFssh8aJXgVxJgT1j/FevYyo1l1LDGD/CYOVcydh3uDqq9R+iz7gpVvz8AQwalImoWOI1Z4obkqbwsuuje9ydnqz/AIFc3TojDQAA
Workshop link

Mutations:
  • Horns
  • Carapace
  • Burrowing Claws
  • Wings
  • Double-muscled
  • Hooks for feet
Custom Sprite! (usage instructions here)



The basic concept is a bulky melee character with lots of natural equipment. Also, a dragon. The pros are that you're incredibly strong, even in the early game - you'll start out at level 1 with 10 penetration on your attacks! That's already mid to lategame levels of penetration, and it's only going up from there. You also don't really care about getting good gear - you'll be growing stuff better than any shop can sell you. All you need is exp and you're set.

The cons are that you're very hungry for mutation points. You definitely can't afford to be learning new mutations midgame. Skillpoints are also pretty tight, so it pays to know where you can use the water ritual to learn good skills.


The heart of the build is the fact that natural weapons have no penetration cap. Penetration rises with your strength, but with normal weapons you'll eventually hit a point where the weapon itself is holding you back, and you just can't hit any harder. With natural weapons, the only limit is yourself. We'll be going all in on strength to make the most of all our natural weapons. Double-muscled is required to hit Maximum Strength. It also adds a chance to daze the enemy on hit, which is pretty effective on this build - we'll be making more attacks per round than you might expect. Horns take up the head slot; high level horns are already one of the best weapons and best helmets in the game, even if you don't focus on strength as hard as we are. As soon as you start the game you should open the equipment screen and use tab to make horns your primary weapon. Burrowing Claws occupies your hands for another pair of natural weapons. Since they're shortblades we can also pick up jab and bloodletter for more attacks and a chance to bleed. Their raw damage isn't amazing without levels, and other mutations will probably get first dibs on mutation points, but your sky-high penetration will help them keep up, and utility of being able to ignore walls can be very nice. Carapace continues the natural equipment theme by filling up our body slot. It's hungry for mutation points, but if you keep it leveled carapace will be stronger than any body armor you could get at pretty much every point in the game. Wings occupy the back. They have a bunch of different benefits, but the biggest one for this build is the extra charge range. Being able to instantly teleport up to 7 tiles while also delivering an even stronger attack than normal is incredibly useful for a dedicated melee build. The reduced chance of getting lost is also a big help, since it makes the various wayfaring lores less necessary.

In order to afford all of those mutations we need to take a 4 point defect. Hooks for feet is the obvious thematic winner - it occupies our feet, for another equipment slot we don't need to care about. It's also another natural weapon. A very bad one, mind you - the hooks have a damage of 1 (one). But with our penetration that's still another 3-6 damage when they hit, and since they're shortblades they can benefit from jab and bloodletter, plus double muscled gives it a chance to stun. Not bad for a defect.

The priority for leveling your mutations should be roughly Carapace > Horns > Wings > Double Muscled > Burrowing Claws. Carapace and horns get priority for your rapid advances, so they can break level 10 in the lategame. Wings I'll normally take to 6 early on for the 0% chance to fall and extra tile of charge range, but stop leveling after that.

The only really necessary skills are charge and jab + bloodletter. Shield and shield slam can be nice, for another good active skill and making your charges even stronger, and jump gets buffed by wings to become a great mobility option. I'll normally start in the wayfaring village, but hold off on buying the individual lores - the wings are normally enough to make up for it until you have more important skills set up. The Dual wield tree is nice, but very expensive. I wouldn't worry about it too much until you're comfortable with your current skills. Heavy weapons are a good fit if you can find any, since you'll have no trouble hitting the strength requirements (but will struggle with the rifle and pistol trees).

We need to pick a starting class that gives + strength, so that narrows it down to marauder and warden. I prefer marauder for instant access to charge, but you can make a good case for warden too, especially if you're planning to use rifles - this build won't have the agility to naturally learn bow & rifle for a while.

Starting stats are 26 strength, 16 agility, 20 toughness, 14 int, 12 willpower, 10 ego. Strength is as high as it can go - we're going all in on natural weapons. Toughness is the next priority, since being a dedicated melee guy without a healthy :haw: pool of hp is risky. You can take 4 points away from agi/int/will for 2 more toughness, if you want to specialize even farther. Ego is a pretty safe dump stat, since we rarely need to buy stuff anyway. Willpower hurts more, since we do care about our charge cooldown and mental armor, but we have to spare the points somewhere. You can get away with dropping agility lower than 16, since horns get bonus accuracy as you level them up, but you'll start really feeling the skills with agi requirements - acrobatics, jab, and bloodletter all require 17 agi. 14 int is about as low as you can go while still buying skills somewhat freely. Lower is doable but you'll have to plan your purchases really carefully. On level up, I'll normally dump all stats into strength. The +1 to all stats levels should shore up the rest of your build, so you'll benefit more from focusing on your strengths.

The playstyle is simple but effective: wade into melee and hit stuff really, really hard. If someone is shooting at you, or trying to eat your brain, use charge to close the distance (and probably turn them into a fine mist). You don't have many other tricks, but it turns out a lot of problems can be solved with enough force.



Tuxedo Catfish posted:

BGMOOMEMBIBOCBDX older build code, may not work

Start in Joppa or the random town that gives Crocassins.

At the start of the game, talk to the Zealot (the z) and get the quest to go on pilgrimage to the Six-Day Stilt. As a Nomad you can get there very easily without getting lost or spending too much water; arriving will instantly catapult you to level 4 plus you can visit the shrine of Resheph and then share the secret with the priest for another 250 xp, which will get you almost to level 5.

First skill points go into Acrobatics, then Spry, then Long Blades. Find a long sword and switch to defensive stance. Level-up attributes go into Strength. (Later on, when you're more confident with alternative ways of bypassing armor and positioning yourself in combat you can level Agility instead, but focusing on Strength results in an easier early game and is simpler to use.)

Mutation priority is Freezing Hands > Multiple Legs > Teleportation. Don't go into a fight while Teleportation is on cooldown. If anything reduces you to yellow health or below, teleport to the up stairs / opposite edge of the map, get to the safety of the previous floor, and rest up.

Tuxedo Catfish posted:

Okay, here are some builds, sorted by the all-important quality of APT, Axes Per Turn.

First up is the humble Axe Man: BEQMOOEIBEBNBOCBDN older build code, may not work

Axe Man doesn't believe in fancy psychic-learnin', so his only mental mutation is Mental Mirror to keep those psychics from frying his brain, and he subscribes to the theory that quickness gives you more turns, not more actions in one turn, so he's not taking Adrenal Control. (Don't mistake him for stupid -- his theory is supported by the way the game counts down the duration of buffs like Berserk!)

Instead, Axe Man takes Double-Muscled to get to 30 strength quickly and easily, Multiple Arms so he can attack with more axes, Multiple Legs to compensate for the drawback of Double-Muscled, and Mental Mirror. His starting physical stats are high (22/18/20), and his intelligence is high but not astronomical (20) so he can take a good selection of skills. Ego is at only 14, which is as low as I would ever go; he can still boost Mental Mirror and get cheaper prices by using a Chrome Mantle, a guaranteed drop for +2 Ego that also gives good DV, and/or by wearing the faces of his enemies. He puts his level-up attribute points into Agility to meet dual wielding requirements, except for the very last one at level 21 which can go into Intelligence to give him a little more SP to spread around, or wherever you want really.

When Axe Man spends a turn to attack, he always gets his mainhand attack (1 APT), 75% of the time he gets his offhand attack (.75 APT), and each of his mutant arms attacks 26% of the time (.26 APT x 2). His total APT is 2.27. He can boost this for a single turn by using Flurry, allowing him four axe attacks in one turn, but can only do this every 40 turns.

Axe Man requires the full Dual Wield tree, and will want Cleave, Decapitate, and Berserk from the Axe tree at minimum. He also wants Acrobatics and Spry because everybody should have those. He is well situated to dip into Endurance, Tinkering, Shields, or Bows and Rifles. I chose Endurance and Tinkering and skipped the other two, as Axe Man is really only interested in Axes. (And reinforced compass bracelets, I suppose.)

Next up is The Flaxe: BEQMMMEMBABNBUDNDZED older build code, may not work

The Flaxe was once a mild-mannered forensic scientist named Barry Axxen, until he was hit by a faster-than-light Future Axe and transformed into the superhero The Flaxe. The Flaxe disagrees with Axe Man on the question of whether increasing quickness gives you more turns or more actions per turn: he knows that time is relative, and that therefore all that matters is how many turns you get for each of the other guy's turns.

The Flaxe has a very standard stat spread for anyone familiar with my Qudposting so I won't get too much into it. (It's 22/18/18/18/10/18.) For mutations, he has Adrenal Control, Multiple Arms, Sleep Gas Generation, Mental Mirror, Time Dilation, and Narcolepsy. He maxes out Adrenal Control and Multiple Arms and keeps Time Dilation as high as possible with spare points and Ego-boosting items, which, again, as an Axe-user shouldn't be too hard to find. Sleep Gas Generation negates the drawbacks of both Narcolepsy and Adrenal Control, no MP investment necessary post-character creation.

Skills-wise, he's fairly similar to Axe Man except that that he only goes up to Ambidexterity in the dual wield tree. Before considering his quickness-altering powers, this gives The Flaxe a base APT of (1 + .55 + .26 + .26) 2.07... but wait, there's more.

By flooding his system with adrenaline, The Flaxe can increase his quickness to 200. This means he acts twice for every time a standard enemy acts, which doubles his effective APT to 4.14. BUT WAIT, THERE"S MORE!

With Time Dilation at a sufficiently high level, The Flaxe can additionally act many times for each time an adjacent opponent acts. If he levels up very high and gets, say, a Chrome Mantle (+2 Ego), a +3 Ego face (available from certain rare enemies), a Square Cap or Knollworm Skull (+1 Ego) and, as long as we're theorycrafting, a Stopsvalinn (+1 Ego), he might be able to push Time Dilation to 15 or higher, at which point he freezes adjacent enemies in time and his APT becomes LITERALLY INFINITE -- but only for 15 turns at a time out of every 125. Bummer.

Finally, there's an old Catfish classic that I think can be re-designed for APT purposes.

Infinite Axe Works: BEQMMMEMBABNCBDND1 older build code, may not work

You know what's better than a four-armed, adrenaline-crazed maniac covered in axes?

HALF A DOZEN (OR MORE) FOUR-ARMED ADRENALINE-CRAZED MANIACS COVERED IN AXES.

2.07 base APT from Ambidexterity and maxed Multiple Arms. 4.14 APT from Adrenaline Surge. Multiply by 6-8 or so for high levels of Temporal Fugue, depending on availability of Ego equipment and how you spread your MP around. Result: at least 24 APT. Sadly Time Dilation does not combo well with this setup since your clones will freeze each other (and you) in time if you try it, but there isn't really enough MP to go around anyways.

this one is kind of a joke build; for serious play i would recommend teleport and clairvoyance instead of adrenaline surge and multiple arms

How do I get more bullets as a Mutant Gunslinger?
You have to trade for them, or learn how to tinker them yourself. Regarding tinkering, you can [spoiler]cook a preserved banana or eat from the oven at Ezra to get Psychometry, then look at a bullet in your inventory and you'll see an option to use psychometry to learn how to craft bullets, 50 at a time for a light blue/D-bit). Alternatively, pick another class and just buy a gun and ammo (once you learn where, as the main quest will take you to a bullet merchant anyway). Arconaut is a good pick if you want to be an agility-focused gun user but start out as melee. There's also a wiki guide on how to get a common but very useful low-tech rifle early .

What are some good starter Physical Mutations?
Pick what you want, this is only a partial list, and geared in terms of newbie friendliness.
  • 5 mutation points - Freezing Hands. Lets you kite and kill things way stronger than you to level up fast, it has a very long range. You can beat stuff up too, and every successful hit drops the target's temperature a bit more with Freezing Hands.
  • 1 point - Night Vision. You don't have to wait to get a Floating Glowsphere or Mining Helmet in order to use both hands (otherwise you're holding a torch or glowsphere) and it also means you don't have to use *any* slot (hand, head, or floating) to be able to see at night. Once you start surviving exploration regularly, you'll find ways to last long enough to get a hands-free form of light (or just make do with a glowsphere in your offhand) and can save the mutation point.
  • 4 points - Carapace. Maxed out, this is one of the best armors in the game, and it also doesn't weigh anything. Even just 1 added point in it while leveling up means you'll have some of the best early game armor. Maxed out (before additional level bonuses past mutation level 10) it's 8AC -2DV and I think 55 cold/heat resist, which is insanely good.
  • 2 points - Burrowing Claws. Hand mutation, so you can't take it with Freezing Hands. Lets you break through any wall in the game once you get it to a higher level, also gives you some added AC. If you love exploring and/or having more loot, take this. You literally bump into walls to break them down. May take more than one attack, may take several hundred if it's lower level and you're trying to break through a fulcrete wall.
  • 4 points - Regeneration. Heals you over time, but fast. Also lets you regrow limbs that get, uh, misplaced. Critically, it purges physical debuffs once leveled a bit, which is very useful as there are powerful disease/debuffs in this game. Very helpful to learn the game with.
  • 4 points - Wings. Lets you fly outdoors and makes you friends with some very nasty lategame creatures (but plenty others will still be a pain). Also gives you a much reduced chance to get lost at higher levels, which combined with even just basic Wayfaring means you can explore a lot without much chance to get lost, and without spending skill points. The dash bonus is nice for indoor melee fighters, and areas where you can fly above while shooting below makes wings shine.
  • 4 points - Electrical Generation. You get a powerful, if not long cooldown, point blank chaining attack, but the real neat thing is combining this with Tinker-II and finding a jacked mod schematic; once you make an item jacked, it can draw from your innate electrical generation. Keeping this mutation maxed makes certain otherwise very power-hungry items that could only be used rarely/once, able to be used much more frequently, as well as being able to charge up and store very large chemcells for things that can't be directly jacked to you.

Curious about Willpower-based builds? Check this out: (this is pretty old but still has decent general info)
https://steamcommunity.com/app/333640/discussions/0/1743342466031708001/

What are some good Mental Mutations/Esper builds?
Generally speaking, Esper builds are really good but harder to get started with than a physical build. Esper costs 1 point and locks you into Mental-only mutations. They cannot take any physical mutations but are vastly stronger later. The guide above is a good primer on making an Esper. The general idea is focusing on Ego (because all Mental mutations get your Ego mod as a free level-up) and then only spending your mutation points to get new mutations, which will always be new mental powers, which will instantly be boosted by your Ego. You still need some Willpower (at least 16) because Willpower affects their cooldowns. Again, the guide linked above is very useful.

Gonna cite Aquillion's guide to mental mutations and esper-ness:
https://steamcommunity.com/sharedfiles/filedetails/?id=485294321

Beguile+Proselytize are a great Mutation+Skill combo that lets you have followers:

Tuxedo Catfish posted:

Pro-tip: Slugsnouts make amazing Beguile / Proselytize targets. Their AI makes at least some small effort to keep itself alive and they just shred trash mobs like you wouldn't believe.

(Beguiling lets you make a target non-robot your buddy. Only one at a time, though you can have a Proselytized ally, a Water Ritual ally, a Beguile ally, etc, and that's before any cybernetics and or relics :getin:)

What mutant defects are worth taking?
You can only take one of these. They're negatives that give you more mutation points. Pick what you want, this is only a partial list; there are other "good" defects now!
  • -3 points - Amphibious. This is a physical defect that gives you 3 more mutation points. It means you consume 67% more water. Once you get a handle on the economy and learn how to make money, this is basically 3 free mutation points (ee the "What's worth selling?" section below) though it will very possibly kill you dead if you struggle to earn water.
  • -3 points - Evil Twin. This is a mental defect that has a chance, every time you zone in somewhere, to spawn an Evil version of yourself from another dimension that tries to kill you. If you're confident you can take yourself on, go for it. IMO only worth it if you're an Esper.

How do I deal with all this heavy loot like water and rifles and nanomolecular killboomery?
Water and other heavy loot can just be left on the ground in a safe place you can return to, it's never touched or destroyed right now (unless you're like me and accidentally throw a grenade or fire a flamethrower at it).

Personally, I use the starting village recoil location as my stash, along with Kyakyukya and Ezra. IMO the ideal stash right now for unmodded Qud is a recoiler to the Six Day Stilt since that will generally have multiple merchants worth selling to, as well as a handy place to store books.

What is and isn't worth selling?
For specifics on how price is calculated, including a list of the sale value of what looks like literally every item in the game, consult the Qud wiki's Commerce page.

This is not an all-inclusive list, but it's a good start to what's worth picking up to sell in terms of how much weight it carries. The more ego you have, the more water you'll make, but you still need to be exploring/looting to have something to trade for water at all. Also, remember that a trader is anyone (who isn't a follower) who can open the trade interface with you, even if they have nothing to sell you; you can still trade items to them and they'll pay you water into any open containers you have, but be aware that most things hold their value-to-weight ratio better as an item than as their equivalent water weight (e.g. a semi-auto pistol can sell for 70+ drams of water, but 64 drams weigh 17 while the pistol itself weighs about 3).

Let's talk about what isn't valuable:
  • Weapon-wise, bronze and iron everything sucks rear end except for Long Swords and Iron Daggers. Handaxes suck to sell, battle axes and maces aren't worth that much for the weight (and honestly long swords aren't that much better).
  • Armor-wise, pretty much no body armor, shield, helmet, glove, or boot is worth picking up in the early game. Once you're mid to late game this is still somewhat true unless it looks like it's got special modifiers or is lightweight.
  • Muskets and Desert Rifles are all really heavy but worth breaking down or hauling to a trader if you REALLY

What *is* valuable? Generally, autoloot will get the real big ticket items for you, but some context for additional manual looting/decisions on what to carry or what to drop:
  • Every melee weapon that is Steel or better if you have the carry weight. This includes Steel, Carbide, Folded Carbide, fulcrete, crysteel, and more. Basically, the name will be in color (or in Steel's case, bright white).
  • Every pistol, and every rifle except the Musket, arguably the Desert Rifle since they weigh a lot (disassembling muskets and desert rifles is usually preferable for bits)
  • Nuggets and gemstones are examples of fixed value trade goods e.g. a Copper Nugget is $10, a Silver Nugget is $50, a Rough Topaz is $150, etc. These are *extra* valuable if you have low Ego.
  • The bracelets and neck-rings that Snapjaws carry are worth a lot for their weight (1).
  • Artifacts (except the Metal Folding Chair) as even crayons sell for a ton compared to their weight (1 pound)
  • Remember to steal all the wine and cider from vases you find in random ruins across the world!

============================================================

People will fill this thread with useful advice pretty quickly.

Live and drink, traveler.

Tempora Mutantur fucked around with this message at 05:03 on Aug 3, 2023

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Tempora Mutantur
Feb 22, 2005

IMPORTANT STUFF BECAUSE I'M TOO LAZY TO EDIT THE OP

KOGAHAZAN!! posted:

I think this is worth expanding on. :toot:



So, here's a map of Qud, which I have attempted to "helpfully" annotate.

Qud's terrain is divided into eleven different biomes, each with their own spawn table. Note there's a one-to-one correspondence here between world map tile and biome- it's not by region, though biome tiles do tend to be clustered into regions. So, I've only marked one area of ruins here, but any tile with a white "crumbling skyscraper" on it is ruins biome.

That's white or grey skyscraper tiles. The magenta skyscraper tiles in the far east are deathlands, which is a similar but infinitely more dangerous region.

If you're ever uncertain as to what biome a particular tile is, you can always use the look command, even on the world map.

In roughly ascending order of difficulty, you have:


But biome isn't the beginning and the end of assessing danger here. Qud likes to mix more and less dangerous enemies and the question of "am I safe" is less about "where am I" and more about "what is that" and "can I avoid or run from it if I need to".

So a lot of learning Qud is learning the enemy types. This is something I actually forgot, until I saw MonkeyforaHead's post, because I did it years ago. But there was a time where I would regularly say, see an Ogre Ape, think, "ah, an ape. I can take those!", and then get pasted because you do not gently caress with Ogre Apes. Again, the look command is very useful here, while you're learning- it'll tell you not just how hurt a creature is, but also how dangerous it should be, and whether it is currently interested in murdering you.

There's too many enemy types to give a complete guide here, but let's go over some of the ones I've learnt to respect:

(roughly in order of when you're likely to encounter them)

Crocs - These are a problem of all of a level at best, but they're the usually toughest thing between a new character and Red Rock, and they can kill you when you have all of 16hp.
Baboons - Again, weak, but they have a preference for kiting and rock throwing that can be dangerous for a character without a good way to close distance or attack at range. Often found camping the entrance to Red Rock.
Snapjaws - While the humble scavenger is rarely a problem on its own, snapjaws often come in packs, and some of the more advanced types- brutes, warriors, warlords, shotgunners- need to be taken seriously until you have ~6 AV or so. Very occasionally, yes, they will have grenades.
Jilted Lovers - While these are stationary, they have a chance to grab you when you pass close, which will prevent you from escaping if things go sideways. Your best survival strategy in just about any situation is getting the gently caress out of dodge, and you need to be on guard for anything that can gently caress with that- getting surrounded, getting grabbed, getting stuck in webs. Take these guys out from a distance whenever possible.
Beetlebums - Not typically hostile, but if you do manage to piss them off- with a stray bullet, perhaps- they are significantly tougher than anything else in Red Rock.
Slumberlings - Probably the biggest killer of the unwary player, as they've a wonderful habit of hanging out in areas much less dangerous than they are. You might mistake one for a rock, when you see it- they have the general shape, and they're usually asleep. Wake one up, though and they are an absolute terror- fast, strong, tough, and blessed with the ability to charge at anything that gets too close. The trick here is not to make the mistake of assuming you have to fight one when they wake up- keep running away and eventually they'll fall back asleep.
Slugsnouts, Fire Snouts and Dawngliders - These are all early game enemies with powerful ranged attacks, and the latter two can set you on fire with theirs. Not massively dangerous, on their own, but the pork will show up mixed with other types and the dawngliders have a terrible habit of following legendaries around in massive packs. They also fly, but you should have a gun by this point.
Turrets - Turrets come in a wide variety of forms with widely varying threat levels, from the humble musket to the absolutely murderous rocket. Each of them has its own distinct tile and you really need to pay attention to which is which. Like Tuxedo Catfish says, they are supposed to give you a grace round before they let fly, but apparently it's broken? The main thing with turrets is, you never have to fight them. Occasionally you'll find a nest of them guarding some tasty looking chests, but you never have to fight them. They're stationary. You can always walk away. And if there's a chaingun or two among them, that's probably the smart move.
Feral Lah and their Tumbling Pods - Found in the Flower Fields, this is probably the first thing you're going to run into with an explosive attack. The thing about explosives in this game is that you can't dodge them, and they ignore armour. If you want to survive an explosion the number you need is HP, and you need a lot of it. As far as explosive enemies go, the Lah are relatively forgiving- the pods go stationary once they activate and take a turn or two to go off, which gives you a lot of scope to juke out the way. They also have a habit of blowing each other up, and you can take out whole groups of them by shooting one.
Seekers of the Sightless Way - Not that long ago, you could just take mental mirror and laugh as these idiots lobotomised themselves. Alas :negative:. They're a lot more dangerous now, maybe a little too dangerous for how early they appear. The main problem, the problem with all psychic enemies, is the same as with explosives: they don't care about the same defenses that the rest of the game does. Psychic attacks care about MA, which is something you're not likely to have a lot of unless you yourself are a brain wizard, and which there aren't many options for boosting. The new sunder mind mechanics and the relative frailty of psychics would seem to suggest that rushing them down as soon as they start on you is the best counter-strategy, but a) that's not really a "strategy" and b) it's not always possible, when they can spot you and hit you across the screen and through walls.
Caravan Guards and Great Saltbacks - These are not typically hostile, being the guards and baggage trains of the dromad caravans you'll find scattered around Qud, but, like the Beetlebum, they are significantly more dangerous than most things around them if you piss them off. Saltbacks in particular are so heavily armoured they're close to invulnerable until very late in the game.
Saw Handers - A type of robot, saw handers are notable for being one of the few enemies in the game with the ability to dismember the player. By which I mean, cut off their extremities. There are a couple of ways to recover from this, but they're all rare and not easily found, which means that even winning a fight with these bastards can be run-ending. The strategy for all of these things is the same: know them by sight, be alert for their presence, do not, ever, under any circumstances, get close enough for them to even attempt to part you from your meaty bits. The saw hander is notable for looking a lot like the drill hander, a much less dangerous sort of robot found in roughly the same areas, but otherwise is easily the least dangerous dismemberer.
Albino and Ogre Apes - After explosives, psychics and dismemberment, the final member of the "bastard poo poo enemies can do" is "stun lock you with cudgel tech", and apes are the absolute kings of this. The albinos are encountered fairly early on, but are neutral to you by default (and often hostile to whatever's attacking you). The ogres, which are much, much more dangerous and appear later, are not, and if you find them together fighting the latter will aggro the former. Again, you just do not want to close to melee range with these guys. Cudgel stuns aren't going to permanently maim you the way dismemberment will, but it's much more likely to lead to a death spiral. More likely to lead to a death spiral that being stripped of all your weapons. The better idea is to just not engage.
Goatfolk - Goatfolk are the snapjaws of the mid-game, insofar as they appear in large groups, have lots of variants and are all over the jungles of Qud. Unlike snapjaws, none of the variants are insignificant and they're going to remain a major threat for a long time. The shamans have mental mutations, the sowers throw grenade-seeds (???), the savages are just tough as nails- ironically, the one with the gun might be the least dangerous (Unormal: add a "jungle rifle" for these guys?). On the plus side, they're worth a lot of XP and they drop carbide by the truckload. I don't typically grind in Qud, but if you wanted to the goats should be your target of choice.
Templars - The faction beloved of the frog men. Early on you're unlikely to stumble across anything except the squire, which can give you a skewed perspective on how tough they are. Templars are tough, and I mean specifically tough. They wear full plate and carry shields, which can make them incredibly durable. Worse, they have shield skills, which means attacking them can stun you. Some of the more dangerous ones can disarm you, and the Wraith-Knights are fully incorporeal- completely impervious to harm. You need to kill their phylactery bearers to get rid of them. Note: as ravening genetic purists, the Putus hate all mutants... but if you're playing a True Kin, they'll be friendly to you, and you can trade with them. Kill them anyway.
Madpoles - The reason we stay the gently caress away from the river. So infamous there's an ingame book about what a bad idea it is to have anything to do with them. Like the saw hander, these guys have the ability to dismember. Unlike the saw hander, they can also latch onto targets and go berserk when they scent blood. Of all the enemies it's a bad idea to get close to, this one may be the worst- they don't so much attack as rip through you. Most terrifying of all: if you decompile the game, you'll find that the berserk state triggers off of the presence of the sequence "blood" in the display strings of things the madpole is sharing a tile with.
Dervishes - These are- I think- unique in being melee psychics. They use specially conjured versions of the standard melee weapons- swords, axes etc.- which use ego rather than strength to determine penetration and are resisted by MA rather than AV. They also have the ability to teleport, which would be bad enough, but the worst thing about them is that they get player skills. Whatever weapon they spawn with, they will have skills for, so the long blade dervishes can disarm you, the cudgel ones stun you, and the axe ones (of course) dismember you. It is vitally important to look and check what these guys are carrying when you see them- though frankly being disarmed is bad enough. Treat like any other bad-touch enemy and kite them.

I think that covers most of the things you'll run into before Bethesda Susa, unless you go to the deathlands. Pro-tip: the deathlands are full of stupid-hard poo poo that's almost impossible to kill. Stay away from the deathlands. If a chrome pyramid spots you, you are already dead.

Another big part of learning the game is knowing what bits of the main questline you should be prepping for in advance, and how:

Golgotha is a horrible pit of misery and slime. There are a lot of enemies in here but the big danger is disease- particularly Glotrot, and Ironshank, neither of which you want to deal with long term.

Mitigation is best, and the best way to do that is to spend as little time in Golgotha as possible. Remember: your objective is to retrieve a waydroid. It is not to kill Slog and loot the place bare. Get in, get to the bottom as fast as you can, avoid wading through black ooze if at all possible, grab a droid and recoil out as soon as the game will let you. If you even see Slog it's a bad run. Note that this means you need to have a recoiler, and to have kept it charged. You'll get one from Argyve but you can also buy them from the Barathrumites (you'll need to talk to the door a second time to access the merchant).

Once you're out, you need to be alert for symptoms of disease. Ironshank will make your legs stiff, Glotrot will make your tongue sore. If you get a message about either of these things, immediately eat yuckwheat or honey. Raw works, cooked is better. If your disease save bonus runs out before your symptoms abate, eat more. Again, these are things you want to have prepared before you enter Golgotha.

If all else fails and your symptoms progress to full-blown cases of the disease, you need to go out and compound the cure, which may be a quest of of its own. The first thing you need to do is figure out what the cure even is- the ingredients will be different every game- which means finding a copy of the Corpus Choliys. You might be able to find one in the Stilt, but if you can't you might consider making an early run to Kyakukya- the mayor there is guaranteed to hold a copy. Again, staying safe isn't all about staying out of dangerous places- knowing what to avoid tangling with is important. It is entirely possible to run through the jungle early. After you have the book, you need the ingredients, which you'll be able to buy off of ichor merchants- I think the Stilt always has at least one. Again, this is helpful to prepare before entering, though less vital than a recoiler and yuckwheat or honey.


Raising Indrix is technically a sidequest, but it's a sidequest I like to try and do every game, to smooth out the transition from Golgotha to Bethesda Susa. It's mostly a straight combat gauntlet, so there's not a huge deal to say about it. First you carve your way through half a dozen or so screens full of angry goats, and then at the end you fight one extremely angry goat. Obviously you want to make sure you're prepared for goat-fighting, but it's more about gearing and timing than anything else.

One thing that may trip you up is that you want to stay off the overworld map when searching for Mamon. The game has been training you pretty hard not to travel overland up to this point but when it tells you to follow the river here it doesn't mean the river you can see on the overworld. Go north one screen from Kyakukya, follow that river east, until you find smoke.

On Mamon himself: he's a powerful psychic, yes, but he's also a serious physical threat, like all goatfolk. I think my best fights against him have all been the ones where I unloaded on him from long range, as fast as possible. There's no enemy you want to kill slowly in Qud but I think with Mamon especially you want to alpha strike him to buggery.


Bethesda Susa is huge! It's an absolutely mammoth dungeon, and a lot of it is going to be straight combat. There's a lot that isn't, though.

First off, on the surface level you're likely to run across cragmensch. These are, basically, rock people, and as you'd expect they have sky-high AV. More AV than you could reasonably expect to penetrate at this point, in fact. Fortunately, they don't have HP to match. Vibro weapons and explosives are good to prep for this, though if you absolutely have to they're not impossible to brute force. Watch out for the brainers, which are psychics.

Below the entrance, you'll find the healing pools, which are inhabited by a trio of bosses. The first of these, Jotun, requires special attention. Apart from being one of the most serious melee threats you'll see in the entire dungeon, he also has throwing axes, with which he can dismember you at range. The other two aren't pushovers, but they're nothing compared to that. The best solution is to use a forcefield to prevent them from reaching you- that means you need the force bubble or force wall mutations, a forcefield bracelet, or Stopsvalinn. The first two are obviously build dependent, and the bracelet isn't always there to find, but you are almost guaranteed to be able to find Stopsvalinn every run. How? It will always be wielded by a snapjaw in the desert canyons, and if you swap secrets with the Barathrumites they should, eventually, tell you where it is.

The middle sections of the dungeon are the wards, and these are full of strange and wonderful enemy types you don't see anywhere else. Some of these are straightforward, some are total dicks, but for the most part it's just normal combat. Early on you'll find an elevator which will allow you to skip most of it. I'm neutral on the wisdom of that- you won't have to fight twinning lampreys, but you'll miss a bunch of good loot (injectors, mostly, and tinkering bits) and XP, as well as the alchemist. Also coming into play in this section is Betheda Susa's environmental hazard: the cold. The deeper you go the colder it gets, and that's going to start impacting your action speed. That is, really, really bad, and you need a way to cope if you want to be able to fight effectively down here. Blaze injectors are a temporary solution, but you really want cold resistance- which means the carapace mutation, or woolly armour.

Below that are the cryobarrios, which have some static content which is neat but not all that dangerous... unless you want to crack open the wrong cryochamber and fight a bonus boss.

Finally, at the very bottom, there's a Mechanimist temple. This can be the hardest part of the whole thing or the easiest, depending entirely on what your rep is with that faction. Above 250 you will be "welcome in their holy places", and they'll be perfectly happy to let you walk in and talk to the Baetyl. Otherwise, you're going to need to cut your way through an army of templar-esque paladins and psychic priests. And their dogs. It's an incredibly satisfying fight, but also an extremely hard one, and unless you feel like rolling the dice this late in the run I'd do it the diplomatic way. You can build rep with them easily enough by throwing artifacts into the hole they have in the Stilt.


A Call to Arms is, I want to say, the largest dick move the game pulls on you? It's an ambush, a surprise attack by the Templars on the Barathrumite compound directly after you turn the Bethesda Susa quest. Just knowing it's going to happen is half the battle, but even then it's going to brutalise you. The templars come in force and you're tasked not just with killing them- which would be hard enough- but doing so with the bears and all their in the way. You want all the usual tools for high-AV enemies here- explosives, vibroweapons, psy attacks, electric damage. Remember that the Wraith-Knights can't be killed directly, you need to kill their phylactery holders.

A while back this quest was changed so that you have a chance to activate some of the Barathrumite's automated defences before the attack begins. This, theoretically, makes the fight easier, but you've a tight power budget to play with and I'm never sure what the best choices are. Overclocking the chromelings and using forcefields to keep the invaders corralled seemed to go alright the last time I tried it.


Finally, on progression: like I said, MonkeyForaHead, I don't find myself needing to grind, as such, but there are some things I do to smooth out the curve a little.

In a typical game I'm looking to do something like:

  • Red Rock (side quest)
  • Waterlogged Tunnel <- At the bottom of Red Rock there'll be an underground river, flowing south; follow that to its end, and the stairs up will lead to Joppa. You can also follow it in the other direction, and I think most people do?
  • Rust Wells (main quest)
  • Maybe a historic site, or lair, or two
  • Rusted Archway (mini dungeon, between Joppa and Grit Gate)
  • The Six Day Stilt <- In addition to the XP just for showing up, you can turn books in to the librarian here for more XP. If you're lucky enough that a bookbinder spawns in the Stilt, you can effectively buy XP at any point after this.
  • Grit Gate and Golgotha (main quest)
  • Maybe another historic site, or lair, if I can find one of the appropriate level.
  • Maybe the first half of the Asphalt Mines
  • Maybe a quest from one of the autogenerated villages
  • Maybe Bey Lah, though those guys don't even want your help. These days I tend to leave them alone.
  • Kyakukya/Raising Indrix (side quest)
  • Bethesda Susa (main quest)
  • Maybe the Asphalt Mines, if I'm feeling a real need for zetachrome before A Call to Arms
  • A Call to Arms (main quest)
  • Omonporch (main quest)
  • Pax Klanq (main quest)
  • Any remaining historic sites or lairs I feel like doing
  • Definitely at this point something to get zetachrome, probably the Asphalt Mines
  • ~~~The Tomb of the Eaters~~~ (main quest)

A lot of that list is filler content for XP, but I'm rarely just wandering the overworld killing random mobs.

I should probably add something about what historic sites tend to be like and how you find them but uh this post got kinda long.



MODDING

https://freehold.atlassian.net/wiki/display/CQP

The Steam community is pretty active for mods, and Unormal/Hand of Luke frequently read there (many of the wiki articles point to Steam community postings where one of them explained things): http://steamcommunity.com/app/333640/discussions/3/

Tempora Mutantur fucked around with this message at 19:43 on Jul 7, 2022

Tempora Mutantur
Feb 22, 2005

Edwhirl posted:

out of curiosity if you have both clairvoyance and teleportation, do the people in grit gate care if you teleport past their force field?

Dunno but you need only complete argyves rust well quest and they let you in. After you get the quest Takes More Than a Willing Spirit, just talk to the intercom again and you'll have an option to enter the gates.

Tempora Mutantur
Feb 22, 2005

bisonbison posted:

Axe turtle waltzed through Red Rock and Grit Gate, now lvl 11. Anything to do or know before Golgatha?

unormal, really enjoyed the sense of discovery at the end of Grit Gate just from the change in tile use, but I feel like I missed why the waydroids were leaving me alone and murdering hermits. I'm sure it was in the quest text, but maybe a pop-up the first time a droid comes on screen?

One of your rewards from Argyve is a Droid Scrambler, which makes waydroids friendly/neutral. It's in your inventory.

Tempora Mutantur
Feb 22, 2005

MrWillsauce posted:

The hunter in the mushroom village has some ape-fur clothes for sale, which are cold resistant. Other than that, you just have to keep checking shops or getting lucky.

The hunter is a nonmoving green character in a patch of green trees in the middle of town (mushroom village?? I need to look closer, I guess it's wrong to call Kya goat town).

Elastyne Cap is +25 cold resist

Homeostatic warmers are an arm item with +8 cold resist

Ape fur cloak is +15

Ape fur gloves are +10 I think

I know there's more but I'm usually carapaced and don't have to worry once I getan elastyne cap (it's super cheap even with low ego)

Tempora Mutantur
Feb 22, 2005

dis astranagant posted:

[19:48:26] <dis_astranagant> GIVE ME 8 FULLERITE TWO-HANDED BATTLEAXES AND I'LL GIVE YOU A MIGHTY WEAPON
[19:48:50] <dis_astranagant> I ACCEPT YOUR OFFERING!
[19:49:23] <FearCatalyst> Mortal, all I ask are six metametal greatswords!
[19:49:47] <dis_astranagant> sparking baetyl gives you a folded carbide long sword ->9 <3 2d5

Where is Qudchat??

Tempora Mutantur
Feb 22, 2005

Could just be bias on my part, and purely anecdotally (and in light of others' comments about cragsmench armor which I've never agreed with) I think Crysteel weapons have bugged penetration values. I base this on the fact that I can cut through Cragsmensch with Folded Carbide weapons without issue, but once I equip a Crysteel weapon of equal penetration, I feel like I have far more failures to penetrate. Then again, I could just be critting a lot more with a folded carbide long sword than a crysteel dagger, but still, it feels REALLY weak compared to my folded carbide longsword.

And I mean, this is like my fifth or sixth game in Susa, and the first time I've noticed this, and only midway through this run because I picked up a crysteel dagger off a Putus Templar party (which I only could kill with a pack of sower's seeds and lots of freezing-hand kiting anyway). Prior to switching my mainhand, crags fell no problem.

E: Also, come on, why can I inject myself with empty injectors repeatedly? drat near died because I was trying to disassemble them and they caused me to massively bleed.

Tempora Mutantur fucked around with this message at 22:52 on Sep 11, 2015

Tempora Mutantur
Feb 22, 2005

Anticheese posted:

Pretty sure it's a random site that you'll stumble across sooner or later.

And there can be multiples!

Sorry for not updating the OP; actually playing Qud turns out to be more enticing than writing about it.

Also, Leering Stalkers are nuts, but I'm sure glad I'm a tinker character just for EMP grenades.

Tempora Mutantur
Feb 22, 2005

What's the fastest nonexplosive way to kill high armor high HP targets? Not just king crabs but even leering stalkers and stuff.

Far as I can theorycraft, the best bet would be Enhanced Speed, Temporal Fugue activated, and dual wielding vibro weapons (or vibrokeshs if you score a clone). If you purpose-built for this, Adrenal Control too, but that kinda sucks and is dangerous with Enhanced Speed unless you pumped toughness.

Also: does str boost vibro damage?

Tempora Mutantur
Feb 22, 2005

dis astranagant posted:

You're not going to kill a leering stalker or chrome pyramid without grenades. If they're not EMP'd you won't get close enough to do anything.

Right, but I mean for the damage itself. THat's what I've been doing, EMPing and cycling with explosives, but I want to try EMP > get close > m@d speed with vibro weapons.

Tempora Mutantur
Feb 22, 2005

14 ego and 16 int is pretty mandatory IMO because melee without mental mirror really sucks due to confusion. The alternative is saving Sphinx salt injectors I guess, though only Mamon is guaranteed to confuse AFAIK vs other random champs with confusion.

Mental mirror means you don't need willpower either. Regen midfight isn't super useful IMO and I play melee, so willpower is always 10 for me and Mental Mirror means that I don't have to care because confusion and sunder bounces off me. I regularly clearing all current content with 10 willpower and Mental Mirror.

Personally I start with 18 ego and 18 int so that at 6 I can take Snake Oiler and never care about money again, but that's optional and cause I tinker. 14 ego works because it means that your mental mirror can be boosted to more than one charge once you're level 12, if you don't care about money and go the nugget path (and before that too I guess but if you're melee you probably have more important mutations).

That all said, I'm going to try to find some way to deviate from my usual 20/18/18/18/10/18 Arconaut build (turns it into 20/20 str/ago) but... Bedlam is out right now...

Tempora Mutantur
Feb 22, 2005

Beeme posted:

Is Psychometry bugged to always learn the recipe? I just learned how to make spheres of negative weight at Psychometry level 2. I expected it to require much more.

No, some items just have weird/bugged complexity levels. For instance, I don't think you can learn how to make a semi auto pistol with the level of psychometry needed for the sphere.

Tempora Mutantur
Feb 22, 2005

Are there plans to add some kind of "command" skill, or build it out under Persuasion, so that you could actually issue generalized orders to your clones/proselytized followers/beguiled goats?

Tempora Mutantur
Feb 22, 2005

Floodkiller posted:

It is impossible to start the quest after he is dead. However, I found out that, as long as you start the quest before he gets offed by the Warden (which involves sprinting to him immediately and hammering the quest accept), you can turn in the completed quest to Irudad directly (without needing to ask Mehmet first) and still get the rewards.

The ideal opportunistic scenario, as you get the quest reward later and a free vinereaper from Mehmet's frozen corpse up front :eng101:

Tempora Mutantur
Feb 22, 2005

Can we get some clarification on exactly what Basic Toolkits do as far as:

Do multiples stack whatever effect they have?
Does it have to be equipped or just in inventory for the benefit?
Are they being overhauled whenever Tinkering is overhauled?
What exactly is their current effect? +X% chance to recover each bit during a disassemble?

Tempora Mutantur
Feb 22, 2005

Humans Among Us posted:

It seems that when you Beguile a creature to join your side, at some point they stop following you. Possibly because they level up too much? Somehow i doubt that it's intended.

Unless it's been changed, there's a bug where beguiling more than 1 creature breaks the beguiling on the first.

Tempora Mutantur
Feb 22, 2005

Filthy Monkey posted:

Well, I finally had a character somewhat going. I was happily shredding enemies with my mental powers, and picking up all sorts of sweet loot.


Apparently some enemies can reflect that poo poo? Good to know.

How can I decrease the cooldown of sunder mind? It was doing a great job, but the 30 turn cooldown was kind of a bummer. It said I was getting like +5 levels on it or something from my ego, and it wasn't letting me put in points.

I doubt it, but I wonder if your own mental mirror could reflect that, or if mental mirror doesn't count as mental damage.

Tempora Mutantur
Feb 22, 2005

Unormal posted:

You actually do get somewhat higher chance to block per shield equipped (as it currently checks each equipped shield); though the one that procs will determine the AV added for that block.

Same vein: do multiple shields allow for more blocks per turn?

Tempora Mutantur
Feb 22, 2005

Ooo, do the merchant tents have higher loot tables? I need to play again and find out, but part of me wants to wait till the tinker overhaul.

Getting espers off the ground without freezing hands is hard :c

Tempora Mutantur
Feb 22, 2005

MrWillsauce posted:

I was listening to Car Talk and they did a great review of the game.

I would listen to click and clack review all kinds of games, thinking about it. But their delivery of rogue like deaths, or recounting Qud lore, would be hilarious.

Tempora Mutantur
Feb 22, 2005

ToadStyle posted:

I got lost and spawned into an area with no exits (Shale blocking me on the neighboring areas). I have no burrowing claws, and since I'm lost I can't escape to the world map. Is there a way out of this, or did I just get boned by the RNG?



1) Using cheats you can up a level anyway, it's in the keybindings at the bottom
2) If you have a skulk injector, good news: you have claws! (Assuming you don't have another hand mutation already like Freezing/Flaming hands)

Tempora Mutantur
Feb 22, 2005

Anime Schoolgirl posted:

This sentence has two lies

I've never really played a True Kin once I realized how superior mutants are, so:

It's true if you're still struggling to learn the basics of the game/get to Grit Gate reliably, but once you can do that, yeah, mutants are superior in every way.

Even their stats bonus is a waste; they only really start with 8 extra attribute points, because they get 40 points to spend with 12 in every attribute compared to mutants getting 44 to spend with 10 in every attribute; unlike Mutants, True Kin cannot opt to completely ignore Willpower for survival because Confusion and mental attacks *will* gently caress you up, and True Kin do not have Mental Mirror or any reasonable way to fight without wasting points on Willpower.

I could be wrong on that last part but yeah, Unormal and Hand of Luke have reiterated at various points that they're still waiting to redo True Kin.

I really need to update the OP at some point, oof.

Tempora Mutantur
Feb 22, 2005

Anybody want to post some builds with writeups, or point me to decent ones on the Steam workshop? I figure that would be a good start to updating the OP.

Tempora Mutantur
Feb 22, 2005

Eh, I started typing this up and posted it by accident, but here. I'll add this to the OP and flesh it out.

Humans Among Us posted:

How do i ~get~ the build of a character im playing ? I don't really know in advance what will work cool/good

If you mean like, the seed for your build, that's only available at the time you create the character, when it asks if you want to save the build to your character vault or not.

If mean something else, like what does/doesn't work well, play a mutant, and then pick any mix of these (this is less a build and more a breakdown of really good mutations):

Physical Mutations

  • 5 mutation points - Freezing Hands. Lets you kite and kill things way stronger than you to level up fast, it has a very long range. You can beat stuff up too, and every successful hit drops the target's temperature a bit more with Freezing Hands.
  • 1 point - Night Vision. You don't have to wait to get a Floating Glowsphere or Mining Helmet in order to use both hands (otherwise you're holding a torch or glowsphere) and it also means you don't have to use *any* slot (hand, head, or floating) to be able to see at night.
  • 4 points - Carapace. Maxed out, this is one of the best armors in the game, and it also doesn't weigh anything. Even just 1 added point in it while leveling up means you'll have some of the best early game armor. Maxed out, it's 8AC -2DV and I think 55 cold/heat resist, which is insanely good. There's a quest in a very cold place, so this maxed + an Elastyne cap (very cheap and somewhat common, it's +25 more cold resist) means that part is easy, plus it's nice to not be frozen or burned to death in general.
  • 2 points - Burrowing Claws. Hand mutation, so you can't take it with Freezing Hands. Lets you break through any wall in the game once you get it to a higher level, also gives you some added AC. If you love exploring and/or having more loot, take this. You literally bump into walls to break them down. May take more than one attack, may take several hundred if it's lower level and you're trying to break through a fulcrete wall.
  • 5 points - Regeneration. Heals you over time, but fast. Also lets you regrow limbs that get, uh, misplaced. I used to take this on every character but once you get comfortable, it's really not necessary. It's nice though, for sure, especially if you take it with Carapace; it's very basic but a huge amount of survivability.
  • 4 points - Triple Jointed. Agility boost and chance to dodge projectiles and attacks at the cost of strength. If you like stabbing things, *a lot*, take this. Personally, not a fan, but a lot of people do some crazy poo poo with this for high-dodge (DV) stabber builds, especially since there's an attack-when-you-dodge skill with Short Blades.

Mental Mutations
  • 2 points - Mental Mirror. For two points, you never need to worry about mental attacks, like confusion or sunder mind. This means you can fully ignore Willpower (unless you want it because you're going for an Esper build).
  • 4 points - Time Dilation.
  • Speaking of, Esper builds are really good but imo harder to get started with than a physical build. They cannot take any physical mutations but are vastly stronger later. Someone else can chime in with an esper build, I've never spent the time to really get them off the ground.
  • That's about it, I don't play mental mutants but take Mental Mirror all the time. I like Psychometry but that's because I like Tinkering, which is really gimpy right now but I enjoy it (also it lets you open security doors to explore more without claws).

Defects Worth Taking
You can only take one of these. They're negatives that give you more mutation points.
  • -4 points - Amphibious. This is a physical defect that gives you 4 more mutation points. It means you consume 67% more water. Once you get a handle on the economy and learn how to make money, this is basically 4 free mutation points. See the "What's worth selling?" section below.
  • -3 points - Ravenous. The food version of Amphibious. I used to take this instead of Amphibious, until I realized 67% more water weighs a lot less than 67% more food.
  • -3 points - Evil Twin. This is a mental defect that has a chance, every time you zone in somewhere, to spawn an Evil version of yourself from another dimension that tries to kill you. If you're confident you can take yourself on, go for it. IMO only worth it if you're an Esper.

What is and isn't worth selling?
This is not an all-inclusive list, but it's a good start to what's worth picking up to sell in terms of how much weight it carries. The more ego you have, the more water you'll make.

Let's talk about what isn't worth selling:
  • Weapon-wise, bronze and iron everything sucks rear end except for Long Swords and Iron Daggers.
  • Armor-wise, pretty much no body armor, shield, helmet, glove, or boot is worth picking up. Generally, this is not how you'll make money early anyway, so skip it till you're mid to late game anyway unless it looks like it's special (i.e. it isn't just a heavyass load of AV/DV, it also does special stuff like resistances and isn't 50+ pounds).
  • Muskets, Desert Rifles, and Short Bows are all really heavy

What *is* worth selling?
  • If you see a merchant nearby or can easily ferry stuff to it, literally everything, even the not-worth-selling stuff above. This refers to times when you may meet a traveling Dromad merchant near a dungeon or place you're exploring so you can just basically pick something up and turn it into money nearly instantly.
  • Every weapon Steel or better. This is Steel, Carbide, Folded Carbide, fulcrete, crysteel, and more. Basically, the name will be in color (or in Steel's case, bright white).
  • Every pistol-type weapon.
  • I usually hold on to them, but the bracelets and neck-rings that Snapjaws carry. They're actually worth a lot.

There's more, but eh, wanted to finish this.

Tempora Mutantur fucked around with this message at 20:17 on Jan 3, 2016

Tempora Mutantur
Feb 22, 2005

Tinkering thoughts, hastily plucked from my insanity and flung into your eyeballs:

  • Weapon mods, even basic stuff like Sharpening Stones or Counterweights for melee, Scopes for ranged, etc (maybe that battery case, heh)
  • Bit conversions like 5 of one tier equals 1 of the next or something, which while a little ridiculous are no more ridiculous than (plastic tree + broken circuit board = acid grenade)
  • Some fixed recipes for each Tinkering tier instead of/in addition to the random one recipe (maybe guaranteed Salve Injector at Tinker 2 or Tinker 3 or something)
  • Either get rid of Expert Disassemble (nerfs Tinkering hard) or make it have a lower int requirement or otherwise address the fact that artifact hoarding is a tinkering requirement prior to that point
  • Where the hell do the actuators for Turrets come from? The targeting computer? I'd rather have to spend more parts and be able to make a (re)deployable turret I could pick up than magically "Your Carbine is now a fixed gun emplacement. It lives here now." Also means that Laser Turrets may require more parts than a Bow turret but actually become useful. Can even have Turret improvements and make them like little followers that you keep in your backpack.
  • On that note: Mini droids. We see Waydroids. Being able to make cobbled-together Scrap Companions that we can build various mods/"robo-mutations" for would be neat. Maybe a DiggerDroid that slowly carves through walls in a given direction, gimmicky but hey whatever, better than straight-up combat only droids. I'd love to see like, a DonkeyDroid that just hauls poo poo and follows you but moves slowly so you have to be able to keep it alive or else the thing will eventually die in combat. But who am I kidding, a kamikaze EMP droid or other combat droids/customizable fighter droids would be great too.
  • Maybe add some Tinkering tools that are required to actually make things, which Tinkers start with but are random drops so you can actually buff the skill and reward people who pick Tinker as a starting class instead of the current "anyone can tinker for free nades and healing if they wanna." Plus the tools could partially explain the (plastic tree + broken circuit board = acid grenade) equation, since that equation is currently fulfilled by one's bare hands.
  • Being able to chop down trees and make something out of wood, like the wooden bucklers and bark armor we see, maybe some halfway decent bark mail that's tinkering-only or something.
  • Maybe the ability to make bits out of things, like maybe being able to take, say, an Eigenrifle and whatever it's highest bit is, able to convert the item into a single bit one tier higher than its higher bit. Kind of like the conversion idea I guess.

megane posted:

For some advanced weapons / artifacts whatever, instead of data disks you could find a broken or incomplete version and then you use tinkering to get it into working condition.

That's a great idea too, they could be like slightly-more-valuable bits to nontinkers, or almost-an-item to tinkers, maybe with their most valuable bit already in place but needing their lessers, and not being able to be broken down till assembled or something. Although that doesn't really make sense and sort of just turns them into glorified bits...

Tempora Mutantur
Feb 22, 2005

Unormal posted:

Yeah one of the things I keep rolling over in my mind is more general crafting vs just tinkering. Scope aside (which is a big deal, but just to talk purely conceptually) I'm conflicted over the (obvious, powerful) utility and interest of general crafting and the fact that tinkering is very specifically flavorful in the context of Qud and just expanding it to "making poo poo in general" really dilutes the intent and flavor message of tinkering.

That thought crossed my mind too. It could maybe be part of Harvesting the way that Butchery yields shields and armor and stuff, and that makes it more thematically friendly to things like Watervine farmers jury-rigging basic tools while being about as useless as the butchery items.

Tempora Mutantur
Feb 22, 2005

I view Tinkers as the vanguards of bringing back the old tech, like how Grit Gate is a bastion of tinkers making cool poo poo.

Maybe even embellish the Tinker aspect of different factions overall, with different factions having certain guaranteed and thematic data disks at certain faction levels or something, or bits related to them or something. Maybe one faction focuses on survival-based stuff and can make better Recycling Suits that also provide Steam immunity (and/or shoot steam jets) and food cookers that stretch raw materials or something.

Or maybe that's a Truekin background since the Arcologies would have specialties in various areas; I'm still surprised by the lack of non-mutant combat toxins/poisons given that there's a toxic arcology.

Tempora Mutantur
Feb 22, 2005

DatonKallandor posted:

Comparing the skill point investment vs payoff of the various skill lines is a real good starting point for any rebalancing. A full blown Tinker should compete with weapon users that invested similar amounts of points - and really doesn't.

Comparing the costs should probably something you do with every skill option in the game really.

You can't really do that because tinkers naturally have enough extra skill points from added int to take a decent amount of weapon skills, it's more a question of balancing the 25+ attribute required skills and even then that's not really feasible (e.g. you can't compare berserk to tinkering 3)

Plus if you grind long enough it's moot; live to level 24 and you have +4 to all attributes, with 4 more floating points. Yes, that's also endgame right now, but the way combat works tinkers still pull it off (I play psycho tinkers way too much).

Tempora Mutantur
Feb 22, 2005

Angry Diplomat posted:

True :words:

Tinkers are rad, I just think they need a little bit of a gentle push. More fun things and versatility would suit them perfectly - really embrace their role as expert generalists who can adapt to anything.

All good points. Clearly Tinkers need an acid-sprayer that does low-damage but corrodes armor so our otherwise pissweak weapons can pierce thicker armor if we kite and spray.

Also, I kind of view Tinkers as (thematically, not currently) needing lots of chem cells. Like an end-game tinker has his energy weapons along with some kind of cobbled-together exo suit that just sucks down battery power but makes him temporarily a tiny, angry god of scrap. When I scum shops hardcore I end up with more chem cells than I'm willing to carry, but I never ever have a use for them, especially since I can recharge them. It would be neat to have things that actually require them, like powered-legs that grant the Jump skill, powered-arms that maybe grant certain weapon skills passively or actively (literally thinking of being a cudgel-wielding tinker with powered arms that grant Cleave), targeting computers that occupy arm slots maybe, I don't know.

Same thing with turrets, I'd totally accept having to fuel a turret with chem cells. Nothing complex, just basic "more cells = more turret shooty before it needs cells again" or something. I know at least one person said they don't want it, but I cannot fathom tinker players actually disliking the idea of being able to make turrets of various qualities and being able to make the conscious choice of, "I am going to make a couple of turrets that I spend a shitload of bits on to upgrade." Like in my mind, a tinker should be super excited to find a laser rifle to cobble it together to a turret that he keeps tweaking to have maybe different attack types, more and varied ammo, better targeting, etc. Maybe even the ability to slot it into Floating Nearby at a huge and continual energy cost with sufficiently advanced bits to make it float, like an armed hoversled. Like, tinkering isn't limited except by how drat hard it is to make it Tinker-feeling without being too useless or too OP (or there's the logic that it's single player so whatever, make everything OP in its own way).

E: As it stands I never ever use turrets because there's rarely a time I want to throw away any weapon that's actually worth a drat, at least as a mutant who's also packing Freezing Hands. This is part of why my build is based on Arconaut, because I don't actually need to waste any points on the turret skill, plus Psychometry makes even Tinkering-I a waste of points unless I actually find data disks and have parts to use them (which really only happens post-25-int and then I just dump my points into all of the tinkering skills if needed).

Tempora Mutantur fucked around with this message at 22:55 on Jan 9, 2016

Tempora Mutantur
Feb 22, 2005

MrWillsauce posted:

I went on a sign stealing spree for a baetyl once, and it didn't accept them. I think the signs all need to say the same thing or something.

You dropped them next to the baetyl and it didn't accept them?

Tempora Mutantur
Feb 22, 2005

MrWillsauce posted:

Use it on the amarinthine prism. That way Indrix is happy, and you get to keep one.

What does it actually do that's so good? I never equipped it and it never looked particularly noteworthy. Where does it even get equipped?

Tempora Mutantur
Feb 22, 2005

Angry Diplomat posted:

IIRC it overflows and grants additional offhand attacks beyond 100%. So 125% would give you a guaranteed offhand strike and a 25% chance of a second.

Wow, getting that final rank of Dual-Wield with Jab is actually useful if this is the case.

What are some end-game melee builds, anyway? Especially with a shortblade offhander.

I know what I personally end up using (crysteel shortblade offhand or whatever I can find with the most damaging 1h I can find) but I usually don't take any particular weapon skills or powers beyond the basic power + Jab.

So for me, it's usually something like Shortblades, Jab, Dual-Wield 1 and 2, with Axes, Long Blades, and Maces (without their powers). I only take some of the passives very late game, like Axe Whack/Trip/Cleave/Dismember, rarely taking the Long Blade skills due to cost/crappitude, and rarely finding a mace that I care about enough given that in my eyes if you don't have the strength for Bonecrusher, maces aren't that good, but I could be wrong.

I really need to give up playing psycho tinkers, so many wasted attribute points and mutation points :negative: but... the bits... they call me...

Tempora Mutantur
Feb 22, 2005

Requesting that gifting water to a unique makes them neutral and/or that if they attack you first after giving them a gift, they get the curse of breaking the water bond, not you. Or that we can't gift water to hostiles, either way.

Tempora Mutantur
Feb 22, 2005

Angry Diplomat posted:

Double-Muscled works great in conjunction with Multiple Legs. You get an overall boost to movespeed and a preposterous amount of carry weight between the two mutations.

So, basically, take a drawback (Amphibious perhaps) to afford Multiple Arms as well, and make a horrifyingly muscular cudgel spider.

"Bullets! My only weakness; how did you know?"

Tempora Mutantur
Feb 22, 2005

MJ12 posted:

I'd suggest trying "most valuable bit is guaranteed, 50% chance of salvaging any/every other bit" and seeing if that's too generous. I figure given the massive expense and the need for luck for a tinkering build, making it hard to build your shinies is missing the point.

Either that, or the cost of tinkering should be dropped sp and prereq-wise so it's much easier to dip into it and be able to tinker.

Yeah but if it's dropped then it's more like "why didn't you drop 300?sp on tinker I and disassemble for mods" on any character or something. I'd rather see more incentive for high int and tinkering, maybe even some lame half-int-bonus-to-aim-or-DV if you want to say int covers uh, being perceptive or aware in combat, or something.

Good game design is hard, wow.

Tempora Mutantur
Feb 22, 2005

Humans Among Us posted:

Because if you have 6 bullets you want to reload really often and the chem cell doesn't run out nearly as fast :-)

What? There are no weapons that take both bullets and chem cells. Totally not following.

I used to think it was weird that reloading a power cell weapon brought up the cell select screen, but it makes sense because 1) it's the same action cost and 2) you can decide if you want a fresh cell or if you want to drain one that isn't full.

E: Ahhh I get it now, modding a ranged weapon adds a cell slot onto it despite apparently not doing anything.

Tempora Mutantur fucked around with this message at 06:03 on Feb 8, 2016

Tempora Mutantur
Feb 22, 2005

I wonder how much willpower you need to be mostly-resistant to confusion.

Tempora Mutantur
Feb 22, 2005

Koldenblue posted:

I ran into my first voider swarm today. Thinking "I bet these guys are chumps" I attacked them, only to be immediately teleported into a small prison of shale with no way out :saddowns:

I'm glad someone told me about the noclip in the debug menu, because starving to death in a tiny prison seems like a rather anti-climactic way to die.

Carry a drat recoiler! That lazy op should update... Oh

Tempora Mutantur
Feb 22, 2005

Amphibious should be changed to a 400% water consumption increase or otherwise raised far beyond its current 67% increase; if you're feeling creative, allow submerging in salty/brackish water (or whatever types) for some small amount of wetness-per-turn-in-a-water-tile.

That way, someone struggling to meet 400% (or some other high-as-hell number) in the early game has to wander through the swamps, hopping puddle to puddle while they hunt snapjaws for enough scavenged scrap to drag to Tam to sell for water rations so they can explore further out. It makes finding water (maybe even convalescence?) have a little more impact too if the water drain is really that high throughout, even though it's still ultimately an annoyance tradeoff.

Evil Twin is so, so much more effort right now for fewer mutation points, especially for high carry weight heroes and/or some small amount of economic fuckery. Which may be nothing if you luck out on drops anyway. Either way, it's still basically a "minor annoyance for huge benefit with no real drawback" perk.

Brittle Bones, Hemo, Hooks, Spontaneous Combustion, Beak, Amnesia, Socially Repugnant are all far more crippling/pain-in-the-assed and nowhere near as easily dealt with as the current Amphibious defect.

E: The Mechanimists can be quite compelling indeed...



Tempora Mutantur fucked around with this message at 05:55 on Feb 10, 2016

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Tempora Mutantur
Feb 22, 2005

Or do night vision (1) carapace (4) regen (5) mental mirror (2) marauder and just say gently caress you psychic guys :black101:

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