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IronicDongz posted:I actually just bought Vagante because I'm lazy. The teleport scroll thing is a bug with the newest version
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# ? Jul 2, 2015 00:05 |
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# ? Apr 26, 2024 06:48 |
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Holy crap, Cogmind looks amazing. Seriously thinking about shelling out the pre-release price to give it a whirl. My only issue is that I find sometimes playing the pre-release ruins the experience when the finished product comes out. Has anyone been playing it and can they give some ffedback on the experience?
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# ? Jul 3, 2015 00:31 |
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[SteamQud July 2, 2015] *More tiles! *Added faction encounters, and some other special encounters, encounterable almost anywhere in the world *Added custom player name generators for each genotype and True Man arcology (try them out: press ENTER instead of entering a name) *Added a few items *Vastly improved (some) NPC name generation *Vastly improved overland ruins generation time *Improved initial world generation time *Improved some laggyness on world map movement *Added a binding for opening the factions screen *Fixed Cragmensch tile path *Fixed numlock, windows and menu keys not having a key code *Fixed the first missile weapon in the sidebar overlaying creature name *Fixed quests command opening factions screen *Fixed tinkering command opening an improper screen
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# ? Jul 3, 2015 00:51 |
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I've got a dumb question about UnReal World. Is there any way to zoom my sight distance out a bit? I can't help but feel my view distance is just so limited. 12 tiles orthogonically just feels so small.
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# ? Jul 3, 2015 02:35 |
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PotatoManJack posted:Holy crap, Cogmind looks amazing. This game has the playstyle of DoomRL, the depth of ADOM, and incredible eye candy.
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# ? Jul 3, 2015 02:53 |
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Happylisk posted:This game has the playstyle of DoomRL, the depth of ADOM, and incredible eye candy.
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# ? Jul 3, 2015 03:00 |
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Happylisk posted:Buy it. I regret getting Darkest Dungeon early access, but this is completely different. I'm going to do a write up after I've logged enough hours, but suffice to say I really think this game could join the pantheon of top RLs. Sold on that description. ADOM was the first 'real' roguelike I beat, and I loved the character depth in it. DoomRL is also a great game that I've thoroughly enjoyed, so combining those two things seems like a winner to me. $30 does seem like a bit much, but if it helps the game get finished that's a good thing.
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# ? Jul 3, 2015 03:05 |
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pumpinglemma posted:Ooh, now I really want this. £20 feels very steep when I know it's going to drop as soon as it gets out of Early Access, though. It's a steep price, but one I'm willing to pay to overload my afterburners, zip up to an enemy kill unit, jam a data hack into its system core, and hack it to fight for me. e: quote:
The plot in this thing is great. You uncover it by hacking data terminals. Happylisk fucked around with this message at 03:14 on Jul 3, 2015 |
# ? Jul 3, 2015 03:12 |
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Unormal posted:[SteamQud July 2, 2015] Re: Cogmind. Edit: found it http://www.alexyoder.net Helical Nightmares fucked around with this message at 03:43 on Jul 3, 2015 |
# ? Jul 3, 2015 03:41 |
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cogmind will definitely be a buy at some point because i've always loved the concept of taking poo poo off of your enemies and plugging it into your own kit.
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# ? Jul 3, 2015 03:42 |
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I haven't particularly enjoyed Cogmind so far. It's a solid enough game and maybe I'm just doing it wrong, but I feel like the equips you pick up break too quickly on damage. Like, a single hit can just completely wipe out that really cool plasma cannon launcher you just found. There's no real feeling of character progression to me because of that. It kinda feels like you're a scavenger surviving on whatever you've recently found. I love that type of play in roguelites, but for whatever reason it just doesn't really do it for me in a traditional roguelike. I think I just like a more cohesive? experience or something. Like I said, though-- the game is solid. You really have to think about where/when to engage an enemy, and it's a got a hard but fair difficulty curve. There's also some really neat weapons to find as you start getting out of the first few floors. I'll definitely be checking back in on it from time to time, though. I may just have not been in the right mood for the type of gameplay it offers yet. Dairy Power fucked around with this message at 04:36 on Jul 3, 2015 |
# ? Jul 3, 2015 04:25 |
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Happylisk posted:Buy it. I regret getting Darkest Dungeon early access, but this is completely different. I'm going to do a write up after I've logged enough hours, but suffice to say I really think this game could join the pantheon of top RLs. Do an LP for it in the Roguelike LP Megathread. Even a short one will do. In other news, I'm working on my next UnReal World LP update for that thread and.. Galaga Galaxian fucked around with this message at 04:43 on Jul 3, 2015 |
# ? Jul 3, 2015 04:32 |
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Galaga Galaxian posted:Do an LP for it in the Roguelike LP Megathread. Even a short one will do. Yesssss. We now go to meet our spirit guide.
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# ? Jul 3, 2015 04:59 |
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I always ignored the crap out of crafting in Dredmor. Even without it, it's just such a long game. With it... I'm pumped for tower climb. I haven't touched it in about 3 years, but I'll dig through for my purchase and then toss it up on the TV to play once chapter 2 comes out.
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# ? Jul 3, 2015 06:01 |
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Unormal delay Steamqud until the 29th because it's my birthday
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# ? Jul 3, 2015 06:31 |
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Unormal posted:[SteamQud July 2, 2015] Huzzah! Time to go die in Qud some more this weekend. Is fixing '*'/improving the combat log on the roadmap? I know I keep harping on this but for me it is 100% the most irritating problem Qud has and a major contributing factor to several of my deaths.
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# ? Jul 3, 2015 13:50 |
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packetmantis posted:Unormal delay Steamqud until the 29th because it's my birthday Done. ToxicFrog posted:Is fixing '*'/improving the combat log on the roadmap? I know I keep harping on this but for me it is 100% the most irritating problem Qud has and a major contributing factor to several of my deaths. I dunno, how do you want it to work? Is there a particularly good model game you'd prefer it work like?
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# ? Jul 3, 2015 15:03 |
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Unormal posted:I dunno, how do you want it to work? Is there a particularly good model game you'd prefer it work like? The underlying problem is that one round of combat typically generates way more messages than will actually fit in the message display, so you have to open up the full-screen message log after each turn to see what's actually happening. Some earlier suggestions I had for improving this:
It's hard to point to games I'd like to see it work like; DoomRL has the same problem (but at least the log is less likely to contain critical information), Dredmor and ToME4 take an approach that won't work with Qud's entirely tile-based engine, and Nethack handles it with a --more-- prompt, which is great when most turns generate <1 line of log, but would be completely crippling in Qud. Also, while not directly related to the message log, I did an effortpost ages ago on UI bugs and pain points that I think got lost:
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# ? Jul 3, 2015 16:28 |
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ToxicFrog posted:I think things using brain. [SteamQud July 3, 2015] *Added inventory weight to several sidebar modes *Fixed Mode 2 of the sideber improperly using less than the full height for messages *Fixed reloading rifles accidently happening twice *Removed some of the message spam when reloading *Added a bindable key to toggle message terseness (default: ctrl+numpad *) *Added ability cooldowns to all sidebar states *Changed the member placement of NPC parties to feel more natural *Changed the display name of the sidebar mode command *Lowered autoeat priority of Yuckwheat
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# ? Jul 4, 2015 02:34 |
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Eldritch is finally at an impulse buy price for me, $1.94 at HumbleBundle.com.
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# ? Jul 4, 2015 04:04 |
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It's a pretty good pick, once you get over playing "quiet, quiet" and just full out bunny-hop it up with little regard to stealth.
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# ? Jul 4, 2015 04:45 |
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I don't know if it's faction fuckery or what but every time I've come across a starapple/pig farm in CoQ the guard dogs murder the farmer's family and livestock. I mean its really funny to see in action but I'm pretty sure it's not intended behavior
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# ? Jul 4, 2015 21:39 |
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Eldritch report: it's unique, and generates interesting mazes. Feels like with a few adjustments, it could be a really tense, even scary, game. It seems to want to play like Thief, but I feel like I can just play it like Mirror's Edge, but without the cool parkour moves.
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# ? Jul 6, 2015 01:29 |
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[SteamQud July 5, 2015] *Wardens now take their job more seriously *The default action for meds is now get instead of apply when they are in a container other than the player's inventory *Party members will now correctly defend each other *Party leaders are now annoyed when you attack their followers *Party members will no longer cause the party leader to aggro himself when they accidentally shoot each other *Turrets now properly award XP to their owner *Turrets are now aligned with the player's level for purposes of xp calculations *Fixed an issue with faction encounter type ratios
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# ? Jul 6, 2015 02:03 |
Unormal posted:[SteamQud July 5, 2015] feedback: im bad at qud
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# ? Jul 6, 2015 02:09 |
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Holy poo poo chitinous pumas are nasty Just lost a level 1 character to them, got lost immediately after stepping out of Joppa and ran into a pack of them. Managed to evade most of them but one stayed on me. Ok, I can probably take one, right? pre:> You hit for 1 damage. > The chitinous puma hits (x1) for 6 damage. > The chitinous puma hits (x3) for 8 damage. > The chitinous puma hits (x2) for 3 damage. > You die.
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# ? Jul 6, 2015 03:48 |
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Unormal posted:*The default action for meds is now get instead of apply when they are in a container other than the player's inventory THANK YOU SO MUCH
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# ? Jul 6, 2015 04:45 |
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ToxicFrog posted:Holy poo poo chitinous pumas are nasty Pretty sure it has claw/claw/bite attacks.
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# ? Jul 6, 2015 06:17 |
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dis astranagant posted:Pretty sure it has claw/claw/bite attacks. Yes, and it appears to have hit one time the first round, three times the second and twice the third, out of three attacks per round. Am I reading it wrong?
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# ? Jul 6, 2015 06:32 |
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The (x) is armor penetrations. There's nothing in their blueprint that would indicate being faster than anything else, other than the charge attack they open up with.
dis astranagant fucked around with this message at 07:08 on Jul 6, 2015 |
# ? Jul 6, 2015 07:04 |
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Prism posted:Yes, and it appears to have hit one time the first round, three times the second and twice the third, out of three attacks per round. Yeah, this is a misreading of the (admittedly arcane) combat system. The 1x, 3x, 2x values from that combat log refer to how many times the puma penetrated your AV and rolled its damage dice. This is the reason that early AV equipment can mean life or death for a low-level character. CoQ Reference Guide posted:Combat Sequence:
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# ? Jul 6, 2015 07:15 |
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Maelephant posted:Yeah, this is a misreading of the (admittedly arcane) combat system. The 1x, 3x, 2x values from that combat log refer to how many times the puma penetrated your AV and rolled its damage dice. This is the reason that early AV equipment can mean life or death for a low-level character. You're right, that's a little arcane, but it makes sense now that it's explained; thanks. I don't have Qud yet, I'm waiting for Steam release, so I'm not really up on this stuff.
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# ? Jul 6, 2015 07:19 |
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IIRC, the x1/x2/xwhatever is armor penetration or something, not number of attacks. It's a really weird way to display it though. So it didn't triple turn you, it just attacked with its bite and two claws in one turn and wrecked you. Fake edit: Yeah, this is the manual entry on it: quote:Determine how severely your attack penetrates your target's armor. So for that combat log, for example, I suspect it went something like: You hit for 1 damage. Puma bite (probably something along the lines of 1d6) hit you and penetrated once, rolling 6 damage. Puma claw 1 (1d3) hit you and penetrated three times, rolling thrice for 2+3+3=8. Puma claw 2 (1d3) hit you, penetrated twice, 1+2=3. You die. E: beaten like a level 1 esper against a slumberling, but mine was more complete Lprsti99 fucked around with this message at 07:27 on Jul 6, 2015 |
# ? Jul 6, 2015 07:24 |
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So, new Roguelike question: Cogmind. Cogmind looks interesting but it's still in alpha. For anyone who's played it here: How feature-complete is it at the moment, and is it actually as good as it looks? I realize that second part's a bit subjective of course but I'd like to get other people's ideas on it. $30 is a lot to drop on an unfinished game; I don't mind beta testing in general but I'd like to know where it's going beyond the official articles on the web site (which are interesting, and I've read most of them).
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# ? Jul 6, 2015 18:42 |
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Ok, thanks for the Chitinous Puma explanations, everyone, that makes a lot more sense. Still kind of brutal as an enemy that can spawn right next to the starting zone, though. I've found that the only characters I can reliably get off the ground with are the ones that start with artifacts, so that I can give them to the tinker and get a level-up before leaving Joppa. I am bad at Qud.
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# ? Jul 6, 2015 20:07 |
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ToxicFrog posted:Ok, thanks for the Chitinous Puma explanations, everyone, that makes a lot more sense. If you think those are brutal, go mess with an Equimax. They're usually more of a speed bump once you get a decent gun.
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# ? Jul 6, 2015 20:13 |
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Pumas aren't all that common in my experience; I don't think I've ever fought one before being level 5 or so. I guess if you immediately strike out into the wilderness (instead of going to Red Rock or whatever the place with the wire spools is called) you're more likely to get into trouble though. "Left starting town, got ambushed, died" is a pretty classic roguelike death though, you have to admit.
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# ? Jul 6, 2015 20:19 |
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Usually you'll only encounter pumas in the hills or watervine marshes if ruins happen to spawn nearby. Otherwise, they're fairly rare.
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# ? Jul 6, 2015 20:21 |
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Prism posted:So, new Roguelike question: Cogmind. I bought it, it seems very feature-complete with the main thing missing right now being certain side-branches to the ascent that aren't in yet. The UI is probably the most polished I've seen in a non-graphical roguelike. It's a lot of fun. It's REALLY hard, maybe a little unfairly so at time right now, but it's still in balancing and the side branches should help a little with the difficulty scaling, from what I understand. With that said, $30 is a lot for a roguelike and if you do buy into it, it's certainly with the thought that you're funding development. It's clearly a passion project for this guy and he put a lot of work into it and it shows. There's a pretty decent Youtube LP of it here if you want to see a bit about it: https://www.youtube.com/watch?v=eMhPC_hVxk4
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# ? Jul 6, 2015 23:28 |
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# ? Apr 26, 2024 06:48 |
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# ? Jul 7, 2015 03:25 |