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hand of luke posted:There are frogs! Ice frogs. You're right that there should be *more* frogs.
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# ? Jul 23, 2015 01:33 |
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# ? Apr 24, 2024 22:16 |
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Yarrington posted:Qud: Anybody played on a MacBook? I saw some steam reviews that mentioned the laptop key mappings were nearly unusable, is that accurate? I played it on a netbook for years, just re bind stuff.
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# ? Jul 23, 2015 01:37 |
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TooMuchAbstraction posted:We need a psychic frog, clearly. Welp, guess I'm going to have to do a Hypno-Toad run next time I play.
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# ? Jul 23, 2015 01:42 |
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So many new posts, and none of them are that Towerclimb Chapter 2 is out
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# ? Jul 23, 2015 01:46 |
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I feel like I'm missing something in Cud. Is there an easy way to compare my armor/weapons to ones on the ground? Right now if I don't know if the item I'm looking at is better I hit E and unequip that slot and then look through the items to check. I feel like I'm doing this the hard way.
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# ? Jul 23, 2015 01:52 |
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Harminoff posted:I feel like I'm missing something in Cud. I think it's the Q. Harminoff posted:I feel like I'm missing something in Cud. Is there an easy way to compare my armor/weapons to ones on the ground? Right now if I don't know if the item I'm looking at is better I hit E and unequip that slot and then look through the items to check. I feel like I'm doing this the hard way. To answer your actual question, not as far as I know. Honestly, though, just pick up everything, then when you're full return to town and sort through the poo poo there. Dump what you don't need on the merchants.
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# ? Jul 23, 2015 02:03 |
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Unormal posted:One of the initial techpatches should have fixed that. Though I'd be interested to hear otherwise. You can remap everything, so at worst it's only an issue till you remap stuff, which should only take a few minutes. If it needs it and someone makes one, I'd be interested in getting a macbook default keymap file. The laptop keybindings completely break navigating menus, it's really really annoying to play with anything but a numpad. It's not unusable per say but it slows down play dramatically.
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# ? Jul 23, 2015 02:03 |
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uPen posted:The laptop keybindings completely break navigating menus, it's really really annoying to play with anything but a numpad. It's not unusable per say but it slows down play dramatically. Hrm, ok, I'll take a look, that shouldn't be so.
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# ? Jul 23, 2015 02:04 |
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Unormal posted:Hrm, ok, I'll take a look, that shouldn't be so. What is happening right now is yuhjklnm stay bound to up/down/left/right/etc/etc in menus when they should revert to their respective letters. So if you want to loot item 'b' from a chest you need to scroll to it and select it with space and then 'g'et it. If you wanted to loot item 'd' you just press 'd'.
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# ? Jul 23, 2015 02:06 |
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uPen posted:What is happening right now is yuhjklnm stay bound to up/down/left/right/etc/etc in menus when they should revert to their respective letters. So if you want to loot item 'b' from a chest you need to scroll to it and select it with space and then 'g'et it. If you wanted to loot item 'd' you just press 'd'. Well, but then how do you you want to navigate the menus, if not your movement binds? Just arrow keys?
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# ? Jul 23, 2015 02:07 |
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That's how every other roguelike does it. e: I guess the other option would be to remove yuhjklbn from the list of items so the item list would go acdefgimop etc etc e2: on further investigation this is the only roguelike I've played that even lets you scroll in your inventory/menus to select things with a cursor. Everyone else just lets you press the key for the item or to scroll the entire screen down with the arrow keys/pgup/pgdown if your inventory is larger than a-Z uPen fucked around with this message at 02:14 on Jul 23, 2015 |
# ? Jul 23, 2015 02:08 |
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Unimpressed posted:Sorry to steer the conversation away, but I just downloaded ADOM to give it a go and I can't get the tutorial to start, neither in the graphics version, nor the console version. In the graphics I click Start Tutorial and it takes me back to the main menu, in the console, the 's' key just does nothing. Anyone know anything about this? The LP Megathread has a playthrough of the tutorial if you wanted to know what was inside of it (well, most of it, it misses the searching/quick move bits due to dying). It also has a winning ultra-ending playthrough if you want to read and learn from it until you don't want to be spoiled anymore.
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# ? Jul 23, 2015 02:13 |
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Mr. Wednesday posted:So many new posts, and none of them are that Towerclimb Chapter 2 is out It may have been drowned in Qud love, but I saw Davio tweet a few days ago that they're like 99% of the way to release I'm pretty excited, it's taken a long time.
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# ? Jul 23, 2015 02:15 |
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I don't use the laptop binds (I'm used to using top-row numbers for diagonals after years of roguelikes on laptops, don't judge me) but I will note a problem with keys in CoQ on my Macbook Pro, which is that it doesn't recognize the delete key on the continue-saved-games screen so there's no way to get rid of old saves that the current version won't run.
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# ? Jul 23, 2015 02:15 |
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dis astranagant posted:2: Not a big fan of that mutation overall, it caps out at ~25% chance to attack with your extra limbs. Multiple Arms were significantly better in the non-Steam version where you inherited non DV/PV/Resistance qualities from the things you stuck in them, so you could shove a set of Ulnar Stimulators on your extra arms for the extra +1 Str +1 Agi. Same with all the multiple (X) mutations. Physical mutations are already generally weaker outside of a few standouts like Carapace, so I'm not sure why that feature was removed. I don't think 'four armed four legged guy has a couple extra points in stats lategame because he can safely use ulnar stimulators and the like without losing any PV' is a huge issue.
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# ? Jul 23, 2015 02:21 |
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CoQ: What do the dots in angle brackets <***> indicate? I don't think I've seen them before.
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# ? Jul 23, 2015 02:25 |
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Glimpse posted:
They're the tinkering bits the weapon consists of. You can disassemble that weapon to get doohickeys to make more gadgets.
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# ? Jul 23, 2015 02:25 |
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Floodkiller posted:The LP Megathread has a playthrough of the tutorial if you wanted to know what was inside of it (well, most of it, it misses the searching/quick move bits due to dying). It also has a winning ultra-ending playthrough if you want to read and learn from it until you don't want to be spoiled anymore. Thanks, looks quite detailed.
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# ? Jul 23, 2015 03:29 |
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Happylisk posted:I seem to recall the dev saying that the perk wheels have over legs or flight units is abundance. They're just easier to find generally. Happylisk posted:Speaking of cogmind propulsion systems, I'm pleased with the buff to treads with regard to recoil. One day I'll get to the surface with a pure blaster build... one day. Unormal posted:Since each character is a tile on an 80x25 grid, it would look very strange. It's not just rendering responsively on a blank canvas. Ah, traditional roguelike design meets modern gamers... I don't suppose Qud players would be satisfied running the game in a window rather than fullscreen? At least with Qud there's that solution (that's how I play any roguelikes with a smaller grid, but then I also play Cogmind this way, too).
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# ? Jul 23, 2015 03:33 |
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Kyzrati posted:Yup, wheels aren't really meant to be used except in an emergency where nothing else is available--easy to find because you can take them off almost any non-combat bot. Their advantage isn't in their stats. (Also, by design you can theoretically take pretty much anything from any robot, so there are a few parts that are inherently worse than all others.) I run qud windowed now, the launcher screen for steamqud is a godsend. Edit: I've been thinking recently, i have no idea how feasible it would be but i would really love it if i could specify running qud with a longer x axis so that the UI panel doesn't have to cover a third of the map.
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# ? Jul 23, 2015 03:35 |
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Kyzrati posted:Funny, I have the exact opposite problem because I use a 80x60 grid, so one of the more frequent complaints is Bigger Font Please! All I can say is get a bigger screen to fit a bigger font :/ (I did just add a big batch of more readable terminal fonts which helped a number of players, but it's not a perfect solution for those with poor eyesight who might have trouble reading a small grid at all.) I read all of the requests for "smaller font please" as "your message log sucks", which is a very valid complaint.
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# ? Jul 23, 2015 03:51 |
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Message log is perfectly servicable until you get your 4 armed death tornado going, in which case it dramatically shits the bed.
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# ? Jul 23, 2015 03:58 |
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Unormal posted:I read all of the requests for "smaller font please" as "your message log sucks", which is a very valid complaint. A seen foes list would also be neat if you could find the room for it.
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# ? Jul 23, 2015 04:00 |
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uPen posted:A seen foes list would also be neat if you could find the room for it. One of the sidebars has one, in theory, if I didn't break it in the steam version.
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# ? Jul 23, 2015 04:18 |
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I want a way to see detailed attack rolls with terse everything else.
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# ? Jul 23, 2015 04:26 |
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Unormal posted:I read all of the requests for "smaller font please" as "your message log sucks", which is a very valid complaint.
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# ? Jul 23, 2015 04:28 |
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Kyzrati posted:Qud's messages are already fairly short; I think the most serious issue is that the log is crammed into a narrow 24-cell strip on the right side that forces a lot of newlines, making it harder to follow than a wider topside log. Not something you're likely to redesign at this point, though :/ No, I'm def. not redesigning the actual console UI... but I can probably start moving pieces of UI out into the unity shell and do some really cool stuff. For instance imagine a small font message log just sort of scrolling up from the very bottom of the screen and fading away. I could probably go so far as to do things like paperdoll inventory and stuff... but not this week. V LOL
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# ? Jul 23, 2015 04:32 |
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My wife, 'what are you playing?' 'caves of qud' 'what's a qud?' 'uhhh' 'and why is it in a cave?' 'uhhhh'
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# ? Jul 23, 2015 04:33 |
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Maelephant posted:My guess is you accidentally named yourself '', and spawned an Evil ''. This happened to me as well. I think if your evil twin spawns on the first turn they dont get a name
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# ? Jul 23, 2015 05:17 |
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Unormal posted:No, I'm def. not redesigning the actual console UI... but I can probably start moving pieces of UI out into the unity shell and do some really cool stuff. For instance imagine a small font message log just sort of scrolling up from the very bottom of the screen and fading away. Also, I was just browsing the Qud forums on Steam and... oh my I'm glad I'm not on Steam yet
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# ? Jul 23, 2015 05:36 |
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The steam forums for Qud are even more of a horrible cesspit than most steam forums.
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# ? Jul 23, 2015 05:52 |
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Oh crap, I think I might be stuck in Qud. I'm in the Rust area and went down to the bottom of one of them, then went back to the top but apparently the stairs to the surface are just gone; searching for them gives me a message that none are nearby. Can enough amoeba slime 'bury' stairs or something? I killed a couple around them. Do I have any debug options or something? EDIT: Got back to the world with the noclip; glad those commands are there! Looked like the upstairs and downstairs spawned in the same tile on level 2. ellbent fucked around with this message at 06:57 on Jul 23, 2015 |
# ? Jul 23, 2015 06:07 |
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ellbent posted:Oh crap, I think I might be stuck in Qud. I'm in the Rust area and went down to the bottom of one of them, then went back to the top but apparently the stairs to the surface are just gone; searching for them gives me a message that none are nearby. Can enough amoeba slime 'bury' stairs or something? I killed a couple around them. Do I have any debug options or something? Ive also had this problem in the red rock. I came back to the top level and the stairs were gone. I went exploring the cave system and got very lost and dead.
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# ? Jul 23, 2015 07:16 |
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Isaac posted:This happened to me as well. I think if your evil twin spawns on the first turn they dont get a name Better than what used to happen if they spawned on the first turn -- you'd load up Joppa to see hundreds of Evil Twins occupying almost every tile. Maelephant fucked around with this message at 07:34 on Jul 23, 2015 |
# ? Jul 23, 2015 07:21 |
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MJ12 posted:Multiple Arms were significantly better in the non-Steam version where you inherited non DV/PV/Resistance qualities from the things you stuck in them, so you could shove a set of Ulnar Stimulators on your extra arms for the extra +1 Str +1 Agi. Same with all the multiple (X) mutations. Physical mutations are already generally weaker outside of a few standouts like Carapace, so I'm not sure why that feature was removed. I don't think 'four armed four legged guy has a couple extra points in stats lategame because he can safely use ulnar stimulators and the like without losing any PV' is a huge issue. Non AV/DV bonus on items equipped on extra limbs are supposed to work. They may be broken, though.
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# ? Jul 23, 2015 07:33 |
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Maelephant posted:Better than what used to happen if they spawned on the first turn -- you'd load up Joppa to see hundreds of Evil Twins occupying almost every tile. (+10 mutation points) Philandering Evil Father
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# ? Jul 23, 2015 07:40 |
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hand of luke posted:Non AV/DV bonus on items equipped on extra limbs are supposed to work. They may be broken, though. So you're saying that going quad shields doesn't and isn't intend to work? I DEMAND A REFUND
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# ? Jul 23, 2015 07:47 |
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Uh. Ow.
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# ? Jul 23, 2015 07:49 |
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ellbent posted:
Yep. Even if you have a lot of AV they roll enough dice to gently caress you up.
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# ? Jul 23, 2015 07:59 |
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# ? Apr 24, 2024 22:16 |
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Unormal posted:No, I'm def. not redesigning the actual console UI... but I can probably start moving pieces of UI out into the unity shell and do some really cool stuff. For instance imagine a small font message log just sort of scrolling up from the very bottom of the screen and fading away. Or use your smoke animation code to have the damage numbers "float away" from the player (and target). It's where the player is looking, so it's arguably the best place to put them.
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# ? Jul 23, 2015 10:31 |