|
dis astranagant posted:Every now and then my water merchants start with helping hands but I haven't really noticed them doing anything besides being a place to stick a glowsphere. They should proc additional attacks too.
|
# ¿ Nov 4, 2013 19:01 |
|
|
# ¿ Apr 24, 2024 02:18 |
|
_jink posted:Is that a viable way to play? It sounds interesting, but also like a hefty chunk of micromanagement unless your minions get substantially stronger. Thanks!
|
# ¿ Nov 4, 2013 19:10 |
|
Tuxedo Catfish posted:I don't believe that was ever actually accurate. Their starting stats and stat gain were nerfed at some point.
|
# ¿ Nov 4, 2013 19:18 |
|
dis astranagant posted:By the time you finish grinding out to level 10 you have enough money laying around to buy just about anything you might want, including several midrange tinkering recipes even without hoovering up every bronze piece of crap you find. You don't just have one good item you scrimped and saved for, you have everything that looked remotely interesting. Walk out of grit gate with a carbine AND a combat shotgun AND sometimes an eigenrifle AND Polluxus AND ulnar stimulators/the leg equivalent, AND all your mental mutations are near max level despite sinking all your points in carapace and another physical mutation you picked up for the hell of it. It enables you to afford being all the ludicrous mixed build you want to be. Svenlainard isn't supposed to sell Polluxus, but apparently he occasionally judges his lead slug or crayon box to be more valuable.
|
# ¿ Nov 5, 2013 16:46 |
|
_jink posted:I drew my esper :-D That's very cool. Does your character really have that khopesh?
|
# ¿ Nov 6, 2013 16:26 |
|
_jink posted:ahh thats more reasonable Awesome.
|
# ¿ Jan 6, 2014 06:11 |
|
Glad you like Qud. Even though Sproggiwood is a much simpler game, like Unormal said, we're working to make sure it's tactically challenging and fun. In scaling the town back we know that the game is going to rest on its tactical chops. We've also grown quite attached to Sproggi.
|
# ¿ Jan 12, 2014 03:18 |
|
Tuxedo Catfish posted:Without asking you to actually give it away (unless you want to), is CoQ set in a specific part of the present-day Earth and are there enough hints to work out where it is? Or is it more of a "the continents have cracked and shifted and nothing is recognizable any more" kind of deal? Unormal posted:Well yes and no; we have a reasonably developed backstory for the world and a good idea in-general for where it's set, and a set of rationale for why the environment is the way it is, and how it relates to the current world; but it's a vast amount of time in the future, so it's not anything directly corollary like Wacky Adventures in Apoclyptic Suburban NewJersy with Guido the Turtleboy. We always loved a lot of gamma world, but never the specific so-close-to-apocalypse-youre-adventuring-in-your-local-mall-plus-mutants setting elaboration; so this was, essentailly, an attempt to fuse the good (as defined by us) subset of Gamma World with a lot of other influences into an original work. I'm going to be a little more terse and somewhat contradictory and say: there are hints.
|
# ¿ Feb 16, 2014 19:22 |
|
For anyone interested, we have a pretty big cache of supplemental material for our pen and paper setting that Qud is part of -- like Unormal said. Now that we're revamping freeholdgames.com, we'll probably make a lot of it available. Stuff like this expands on some of the fringe elements of Qud that play larger roles in the greater Freehold setting: The Tribes of Men is a travelogue and oral tradition of the desert-dwelling dromad merchants. It is an account of the myriad humanoid civilizations the dromad have encountered and with whom they've traded over the courses of their lengthy treks across Moghra'yi, the Great Salt Desert. [edit] The Tribes The Wading Men - The slugmounters of Ettinspine and the Pale Sea salt marshes The Gathered Men - The citizens of the colossal desert freehold Nanru The Hidden Men - The denizens of the comb-cave freeholds found throughout the Sunderlies The Kneeling Men - The Odrumian disciples of the Eustace-sutta The Wrathful Men - Called the salt eaters; the manscorpions of northeastern Moghra'yi The Screaming Men - The cavern-dwellers of the rust-caves of Qud The Breathless Men - The men of the jungles of Yyp, specifically the citizens of Ekuemekiyye, the Holy City The Vanished Men - The long-dead race of giants that perished crossing the salt desert In their chronicles, the dromad refer to themselves as the Thirstless Men.
|
# ¿ Feb 16, 2014 22:31 |
|
bisonbison posted:unormal, thanks for the beta key. What kind of feedback are you interested in right now? Balance issues and game-breaking power abuse type stuff would be hugely helpful.
|
# ¿ Sep 29, 2014 03:48 |
|
Hey, for anyone beta testing Sproggiwood who's finding it pretty easy. You can go into settings and change the difficulty from Easy to Hard (I know -- that settings menu is a mess right now). Hard is substantially harder than Easy and at the moment there's no way to start a game on Hard, so you guys may have missed it. We'd definitely appreciate if you tested on Hard if you're finding Easy to be a breeze.
|
# ¿ Oct 3, 2014 22:26 |
|
dis astranagant posted:I did my testing on hard but I don't think it's possible for anything to actually be difficult with biting frost and/or ice traps. Ice traps are long deprecated. When did you do your last testing? You might find the later dungeons more challenging (swamp/hills on Hard). I'll be adjusting the hills population over the weekend, too, so that the boss doesn't subdivide for all eternity.
|
# ¿ Oct 3, 2014 22:41 |
|
HP is actually mostly the same, but damage is way higher and out of depth encounters are more common. Basically, the game is a lot less forgiving, so you have to use optimal tactics more often. You should get into more sticky situations.
|
# ¿ Oct 4, 2014 00:13 |
|
Doom Goon posted:Right now "Hard" is pretty much what I'd consider normal, in that I usually make it through unless I'm choosing a class that I think is weak (Vampire seems pretty tough). Which dungeons in particular?
|
# ¿ Oct 4, 2014 01:47 |
|
Naar posted:Thanks! Here's another one for you - you don't seem to actually need to equip the Alchemist's Vial to get double potion uses. It's selected as default when I start a map, but I can select Rumakko's Jewel instead and still drink a health potion twice. Keep these coming, please! Both of these bugs are new to us and extremely helpful (Unormal might have a better way for you to relay bugs to him; I'm sure he'll chime in if he does).
|
# ¿ Oct 4, 2014 20:16 |
|
Thanks, everyone, for the Sproggiwood well wishes. You god drat roguelike masters who blazed through it -- you were instrumental in us choosing to bump "normal" down to "easy" and "savage" to "normal" --- we want to push a real "savage" mode out at some point.
|
# ¿ Oct 27, 2014 02:07 |
|
Angry Diplomat posted:I just downloaded Caves of Qud to try it for the first time. My first character, a hellish axe-wielding mass of limbs Marauder, killed a whole bunch of poo poo and then got fatally shot in the rear end with an arrow while spectacularly dismembering a dude. My second character had light manipulation and every single fire-related mutation, including spontaneous combustion. He caught fire IN THE STARTING TOWN and had to fling his blazing rear end into the watervine pits. Then he burned down a shitload of jackal dudes, including a unique, before finally being killed by an angry flaming bear (which is just about the most metal thing I can think of). Live by the flame, die by the flame.
|
# ¿ Dec 3, 2014 03:11 |
|
For the record, I don't agree with Unormal's axioms. I think he described a subset of roguelike properties that are particularly harmonious and could form the basis for a subgenre. I think several more of those subsets exist. The definition is also pretty far away from what I'm colloquially looking for when I browse Steam for "roguelikes". The semantics are fun and useful, though.
|
# ¿ Dec 5, 2014 09:52 |
|
andrew smash posted:Is danneskjold a specific reference to ayn rand's pirate ubermensch or mere coincidence? It's not a reference so much as I just liked the name. But that is the origin of it, yes. Just to clarify, those Clan descriptions were from the supersetting of our long-dead pen and paper RPG that the Qud setting was part of. hand of luke fucked around with this message at 10:05 on Dec 5, 2014 |
# ¿ Dec 5, 2014 10:02 |
|
Desideratus posted:Pro shortcut: Use a rubbergum injector and fling yourself down the elevator shaft on the surface, it's totally survivable and jumps you right to the, uh, "boss" guy and the waydroid. Logic wasn't hacked apart, you just killed a LIVING, BREATHING rifle turret. You monster. hand of luke fucked around with this message at 10:15 on Dec 5, 2014 |
# ¿ Dec 5, 2014 10:04 |
|
RickVoid posted:And bookmarked. Thanks! There's also an actual wiki: http://cavesofqud.wikia.com/wiki/Caves_Of_Qud_Wiki It's not official or complete, but it's a nice resource.
|
# ¿ Dec 5, 2014 10:10 |
|
megane posted:You inspired me to have a go at making some CoQ tiles, so here you go. These are gorgeous. I love that ape -- and albino ape is my spirit animal.
|
# ¿ Dec 31, 2014 22:58 |
|
TooMuchAbstraction posted:Finally back from vacation, I can play some CoQ! So, feedback time. I went ahead and fixed these typos. With Sproggiwood I felt compelled to comb over every inch of text before we released it. With Qud, though, the enormity of the game crushed the perfectionist out of me.
|
# ¿ Jan 2, 2015 09:33 |
|
For you Qud esper veterans, what's your opinion on the Ego/Willpower buffs to mutation level and cooldown? Main feedback I'm looking for: Do you think they're too powerful once you get over the early game hump? Do you like them, flavorfully or otherwise? Would you be sad to see them go, or be replaced with toned down Ego/Willpower skills that perform a similar function?
|
# ¿ Jan 3, 2015 02:13 |
|
ToxicFrog posted:To be fair, it's pretty easy to miss; that whole questline is kind of badly cued. To be fair, Qud isn't about well-cued quests, or any kind of leg up for the player... GLOTROT FOR EVERYONE
|
# ¿ Jan 4, 2015 22:34 |
|
dis astranagant posted:Kinda sad because literally the first thing anyone messing with mental muts thinks of is taking 2 heads and wearing a pair of knollworm skulls You should get the additional non-armor bonuses. It's possible you don't, though.
|
# ¿ Jan 4, 2015 22:43 |
|
Blackray Jack posted:A question for Unormal, is the evil twin downside thing still in existence? When I saw that the first time I laughed. Yes, it's still a defect.
|
# ¿ Jan 7, 2015 09:50 |
|
Angry Diplomat posted:Will we eventually be able to influence the fortunes of the various factions and change the balance of power, even in a relatively simple, abstract way? Because that sounds awesome. I'd love to decide I like a faction's style and help them gain strength and territory, or find out that a certain group is dealing slaves or whatever and just go around burning down their bases in a righteous rage like some kind of axe-swinging mutant Punisher. Something like that, eventually. Right now, you have a reputation with every faction in the game, and faction members' base attitudes toward you are based on that rep. So if you manage to get your Snapjaw rep to neutral, Snapjaws will ignore you, and if you get it high enough, they'll assist you in fights.
|
# ¿ Jan 12, 2015 07:24 |
|
hand of luke posted:Something like that, eventually. Right now, you have a reputation with every faction in the game, and faction members' base attitudes toward you are based on that rep. So if you manage to get your Snapjaw rep to neutral, Snapjaws will ignore you, and if you get it high enough, they'll assist you in fights. By "right now," I mean in the patch we're working on -- not in the live version.
|
# ¿ Jan 12, 2015 07:25 |
|
Angry Diplomat posted:
That is the most metal plant in Qud.
|
# ¿ Jan 14, 2015 03:11 |
|
ToxicFrog posted:Speaking of which, it should probably be either "vicious" or, maybe, "viscous". A lot of the descriptions haven't been touched since their first pass, have never been touched (hideous specimen), or are the victims of Unormal mashing the keyboard (to be fair, he has produced some gems). I'm planning to do a pass on all of them.
|
# ¿ Jan 14, 2015 03:14 |
|
LotsBread posted:Hey, Unormal, can you do some Paleotechnoarcheology and pick up some more lore about Caves of Qud? This is hella hoooot. Hmmm.. Can you elaborate on this request?
|
# ¿ Jan 14, 2015 18:26 |
|
LotsBread posted:I want to read lore. More lore. I want to know about the races of Qud and the factions. Great to hear! Have you found and read all the lore or loreish books in the game? Also, I promise there's a book of sonnets by a plant named Shakesprig going in some time soon.
|
# ¿ Jan 14, 2015 19:26 |
|
Unormal posted:Currently I'm just thinking it's an real-time action game with a somewhat more stately, tactical pace that tends to happen along 90 degree gridlines. Not a twitchy bullethell. We'll see how that thinking goes when I've actually got it going in reality. I would expect some bizarre poo poo beyond this because I got a bizarre bag of bizarre ideas ready to go.
|
# ¿ Jan 18, 2015 18:05 |
|
Helical Nightmares posted:So excited! What aspect of Morrowind's system are you referring to? NPC opinions based on your faction alignment? Or the quest-based, mutually exclusive House advancement? Our original idea of intertwined faction quest lines was similar to Morrowind's House advancement. Some of that system is sticking around, since we're trying to make alignment with the major factions important in the mid/late game. But in the Qud tradition of "here's a giant system to play around with," rather than making the major factions special, they're just pieces of a bigger faction ecosystem that includes apes, hermits, crabs, etc. The core faction system is already in place and to some degree driving monster behavior -- it's why Argyve murders the zealot if he wanders too close and glowpads murder glowfish (for whatever reason in the past, glowpads got set to hate glowfish). We're just finally taking advantage of it and adding much more granular factions. And on top of that, we're adding a reputation system that controls each faction member's base opinion of you. This'll let us do some cool things immediately, like make the Carapace mutation give you reputation with the tortoise faction, and also lay the groundwork for your interactions with the plot-oriented factions.
|
# ¿ Jan 19, 2015 21:28 |
|
dis astranagant posted:When did Tam start carrying fullerite? Most of the loot tables have a chance to penetrate to the next table, so it's possible for Tam to carry fullerite. From a quick look at the code, looks like there's about a 0.03% chance. So it's a quite rare world where Tam's caravan dredged up the remains of an experienced adventurer with a fullerite sword.
|
# ¿ Jan 19, 2015 22:03 |
|
dis astranagant posted:If you have a carbide axe and ~10 AV you can take on Equimaxes 1 or 2 at a time (do this at night to keep the rest of the herd from noticing) for 350 xp a piece. You horse-slaughtering, night-stalking monster.
|
# ¿ Jan 20, 2015 20:35 |
|
One Badass Elder Irudad.
|
# ¿ Jan 21, 2015 07:13 |
|
Angry Diplomat posted:So, next character is going to be a Proselytizing Esper with Temporal Fugue and Evil Twin. I kind of want a "Clones of You" faction, but there are problems unifying all clones into a single faction, since Evil Twins need to behave differently than Fugue clones.
|
# ¿ Jan 27, 2015 04:53 |
|
|
# ¿ Apr 24, 2024 02:18 |
|
TooMuchAbstraction posted:Could you just have a "You" faction and an "Evil You" faction? Yeah, I thought about splitting it into something like "Time clones" and "Alternate dimension clones," but that seemed less cool.
|
# ¿ Jan 27, 2015 05:24 |