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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.

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

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 (also this video covers a great opening playthrough that's relatively applicable today, at least for learning):

https://www.youtube.com/watch?v=BSNP0RK-M_Y&spfreload=5

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

Helical Nightmares posted:

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

http://www.popularmechanics.com/cul...best-rpgs-2015/


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

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 (e.g. BGMOOMEMBIBOCBDX) that you can use to make the same character as them. To use a code, go to New Game -> Option C (your library) -> 'E'nter Code and type it in (or paste it in if you've enabled the shiny new UI in options)

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

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://cavesofqud.gamepedia.com/

What's the difference between True Kin and Mutants?
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.

Mutants get mutant abilities of your choosing instead of those things, with a ton of customization. You can level up your mutations (you get a point each level) or spend 4 points to get a new randomized mutation (you are presented with three options and choose one). 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.

How about skill builds?

Tuxedo Catfish posted:

BGMOOMEMBIBOCBDX

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

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

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

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. Right now, the Gunslinger class itself has a real, real crappy start. Pick anything else and once you understand how to get lots of bullets (buying them from multiple shops and/or learning how make them as a tinker) you can start being a Gunslinger on any class. Arconaut is a good pick if you want to be an agility-focused gun user.

What are some good starter Physical Mutations?
Pick what you want, this is only a partial list!
  • 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, 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. This is really not necessary. It's a nice safety net while you learn, and once you feel good about playing without it, it's like hey, a free five mutation points!
  • 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. This is probably one of the most potent mutations long-term right now if you focus on it, because Agility is the to-hit modifier for all weapons by default. Combined with DV-focused gear (take AV early cause it's early) you can dodge-tank things, but remember that everything has a 5% chance to hit you on a critical no matter what so you still need some amount of AV/still want to avoid facetanking wherever possible. Also, being stunned/frozen/otherwise unable to move does stop your DV now, so not as godlike as it once was.

Curious about Willpower-based builds? Check this out:
https://steamcommunity.com/app/3336...42466031708001/

What are some good Mental Mutations?
Pick what you want, this is only a partial list! Also, this is relatively out of date, no info on esper psychic assassins.
Gonna cite Aquillion's guide to mental mutations and esper-ness:
https://steamcommunity.com/sharedfi...s/?id=485294321

Here's my opinion, from the standpoint of a hybrid esper player more than pure esper (but for real, read Aquillion's guide):
  • 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). Per the linked guide above, this is actually a bad choice for a real esper. If you're hybrid at all, maybe worth it in your eyes to ignore willpower.
  • 2 points - Ego Boost. Especially for an Ego-heavy hybrid, this is a versatile mutation that gives you damage, dodge, or sheer HP when you need it. About to bleed out? BOOM, toughness boosted, bandage it and heal up. Can't reliably pierce some heavy armor? Boost Str/Agi depending on your build. Just need to haul a few heavyass pieces of gear around but you took 10 str because that's how you play? Boost str, hoover dat loot, and recoil to a shop.
  • 4 points - Time Dilation. Lets you attack and move faster than enemies close to you. Bullet time!
  • 4 points - Psychometry. Lets you learn how to make artifacts you find, and opens security doors without a key. This may not seem immediately awesome, but for just 100sp for the Tinkering skill (TINKERING, not Tinker-1) you can actually build anything you learn from Psychometry (think about that for a minute). For an additional 100sp you can get Disassemble for all the bits you need, and for 100sp more, Tinker-1 to use mods (mods cannot be learned from Psychometry). This means that you can make your own bullets very early from bits (personally not a fan but better than no-bullets) and most importantly IMO is that once you find a Grenade Launcher, your money problems are solved (grenade launcher's most rare bit is a 3-bit, which is in Grit Gate recoilers and lots of other weapons, and nade launchers sell for 300+ cash a pop, which is more than any other 3-bit artifact as far as I know; each launcher can also be donated to the mechanimists for 49 rep, and you can get to the point of them liking you so much they will not fight you on the final floor of Susa).

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.)

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.

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!
  • -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 - 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.
  • -2 points - Beak, if you're not an esper and newer. You get an extra attack and lose 1 ego along with the ability to use a face slot. Face slot is very useful, but if you're new you can go without it if you want 2 more points and don't feel confident enough to handle Amphibious or Ravenous.
  • -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.
  • -4 points - Narcolepsy. Once you get a handle on the game, this is more of an inconvenience. Every turn, you have a 1 in 10,000 chance of passing out. You will still dodge while asleep, strangely enough. You will wake up upon taking damage. The biggest danger from this is passing out near a dismembering enemy, who can ruin your day with potentially one strike that you'd normally be dodging via movement. Preparing for that mitigates this risk heavily.

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 recoiler spawnpoints in Joppa and Grit Gate as stashes and carry around lighter valuables in case I come across a water merchant on the overworld. Otherwise I only haul heavy loot if I'm making a dedicated trip to Six Day or Kyakukya something. Breaks immersion over using a Joppa shack or a chest or whatever, but extremely quick. Note that there is a non-zero chance that the Templars which assault Grit Gate later might blow your poo poo up in crossfire if you leave it there before the appropriate mission. Once I complete Golgotha I typically move my stuff to the far west side of Q's room.

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 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, Desert Rifles, and Short Bows are all really heavy

What *is* valuable?
  • 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 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.
  • I usually hold on to them, but the bracelets and neck-rings that Snapjaws carry. They're actually worth a lot.
  • Artifacts (except the Metal Folding Chair) as even crayons sell for a ton compared to their weight (1 pound)

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

People will fill this thread with useful advice pretty quickly.

Live and drink, traveler.

Tempora Mutantur fucked around with this message at 18:48 on Jun 8, 2020

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Tempora Mutantur
Feb 22, 2005


MODDING

https://cavesofqud.gamepedia.com/Modding:Overview

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 04:21 on Apr 25, 2020

Floodkiller
May 30, 2011



Pro Tip: Evil Twin is the best defect, and you should always take it.

I was typing this up in the Roguelike thread, but I'll dump it here instead:

It would be cool if Morphotypes are more meaningful than they currently are. Right now, the only one that is worth taking is Esper (if you are going to pick one at all), and that's only because being able to guarantee getting mental mutations while getting free scaling with Ego is incredibly powerful.

I brainstormed up some ideas on how to do it (which are probably poo poo):

quote:

[6] Chimera - You can only manifest physical mutations. The power level of your mutations start at Level 4 instead of Level 1.
[6] Esper - You can only manifest mental mutations. The power level of your mutations is treated as if your Ego were 4 points higher.
[3] Unstable Genome - Whenever you gain a level, you have a 12.5%(/25%/37.5%/50%/62.5%) chance that your genome destabilizes and you gain a random mutation. This mutation can be taken multiple times to increase the chance.

Hopefully somebody better at actually designing balanced games could come up with better suggestions

amuayse
Jul 19, 2013

by exmarx


This is actually a Silver Age Superhero roguelike cleverly disguised as a post apocalyptic scavenging simulator

eonwe
Aug 11, 2008



Lipstick Apathy

if you don't like Caves of Qud, then lol

girth brooks part 2
Sep 6, 2011

Bush did 911


Fun Shoe

I met a turtle. He sold me an icy vapor that I put on my ancillary set of hands. Combined with the ice I was shooting from primary hands I only had to slap things a few times to freeze them solid, and I could then dispose of them at my leisure. Fittingly enough I was boiled alive by a fire breathing ant as I stood in the middle of a pond.

I was a bird creature with a pair of sixguns. I would perform strafing runs on snapjaw hunting parties and laughed as they fled helplessly before me.

I got sick and cured it by gargling burning asphalt. A helpful tip I bought off the chief of a mushroom village. He was an ape and nice enough fella.

I made a Neo.


Caves of Qud is a good and fun game that makes me happy to play. You should play it too so you can be happy as well.

Benly
Aug 2, 2011

20% of the time, it works every time.


Lately my build has been Multiple Arms, Carapace, and Triple-Jointed to quad-wield short blades. Also amphibious + psychometry because why not. I call it a Stab Crab.

PleasingFungus
Oct 10, 2012

in my pope game,


xposting:

Unormal posted:

*Fixed an issue in autowalk/explore that was causing one extra step to happen on sighting an enemy at the edge of vision/light (including jilted lovers)
*Enemy misses will now stop an autowalk or wait

yes! yes!!!

heard u like girls
Mar 25, 2013

by LITERALLY AN ADMIN


I downloaded the ascii version a while ago but yesterday i finally sat down and bothered to get acquainted with the controls and such. I gave my first guy wings and some stuff and walked around for a bit, talking to some dudes about the weather. I barged into the elders hut and decided that i wanted to impress him. So i flew around for a couple of turns in his hut, hoping this elder person would gift me something or another for being an obvious Angel from the Heavens.

My guy crashed to the ground in the elders hut, confusing the poo poo out of him apparently and he refused to talk to me now. Either the crash or this elder's demented gaze broke my mental mirror too, and things were looking bad. The old fella was standing outside on town square, probably yelling at everyone about how rude i've been. Some guards and the elder were making me feel unwanted so i fled into one of the houses.

I spent 5 minutes trying to figure out how to close a door. Unsuccessful, i figured i might as well see what happens when i look inside a chest. With guards closing in on the house, i took everything from the chest, maybe something could help me out here. The artifact in the chest turned out to be an acid grenade of sorts because i immediately exploded when some village defender looked at me angry.

In the next few attempts i decided to just ignore much of the village and fought salamanders and dogs in a flower field in the north. I even managed to find out that Redrock is like almost IN joppa and the place i was trying to get to was Golgotha but i had fun regardless.

TooMuchAbstraction
Oct 14, 2012

Hubris

Fun Shoe

Hit spacebar to interact with nearby objects; if you're standing next to a door then you can close it. Looting the chests in Joppa and talking to Tam the dromad trader (in the eastmost house) are things that basically every character is going to want to do. I hear that Tam doesn't care if you steal the stuff in his house, either.

heard u like girls
Mar 25, 2013

by LITERALLY AN ADMIN


Thanks, i will try that

girth brooks part 2
Sep 6, 2011

Bush did 911


Fun Shoe

TooMuchAbstraction posted:

Hit spacebar to interact with nearby objects; if you're standing next to a door then you can close it. Looting the chests in Joppa and talking to Tam the dromad trader (in the eastmost house) are things that basically every character is going to want to do. I hear that Tam doesn't care if you steal the stuff in his house, either.

He really doesn't. Ctesiphus does though for some reason so don't let him see.


I realized last night I can make most of the Ninja Turtles. Please add Nun-chucks so I can be Michelangelo.

Angry Diplomat
Nov 6, 2009

Winner of the TSR Memorial Award for Excellence In Grogging

I met a fabulous ape clothing merchant in a cave and gave him water to befriend him. After that my reputation as a friend to apes prevented annoying monkeys from hurling rocks at me. Offer Gift is a really neat and handy skill for just 50 skill points.

Also I found the Warmonger Amongst the True just hanging out with his buds a few screens north of Joppa Since I was a True Kin he was willing to sell me some of his crazy strong armour. Always trade with non-hostile uniques!

heard u like girls
Mar 25, 2013

by LITERALLY AN ADMIN


Tam was upset i took something from his hut tho (maybe i took from him specifically?) and he followed me to the forest where i had to put the poor sucker down by turning him into a poisoned block of ice. Rip Tam. Now i'm stealing copper wire from a mine. Things are going pretty well for some reason, tho i'm fully expecting i'll get ganked when i return to Joppa..

E: nvm dead
20th Jilted Lover got lucky and critted me to death.

heard u like girls fucked around with this message at 19:57 on Aug 30, 2015

Martha Stewart Undying
Oct 22, 2012



Angry Diplomat posted:

I met a fabulous ape clothing merchant in a cave and gave him water to befriend him. After that my reputation as a friend to apes prevented annoying monkeys from hurling rocks at me. Offer Gift is a really neat and handy skill for just 50 skill points.

Also I found the Warmonger Amongst the True just hanging out with his buds a few screens north of Joppa Since I was a True Kin he was willing to sell me some of his crazy strong armour. Always trade with non-hostile uniques!

One of my best mutant runs was after I found a bunch of Putus Templars a few screens north of Joppa and I led the back down to the warden NPC one-by-one, stole their armor, and sold the rest.

Benly
Aug 2, 2011

20% of the time, it works every time.


So I tried out a character with the new Unwelcome Germination, and I'm not sure it's working right? None of the hostile plants summoned ever actually attacked me (although Young Ivory did still stab when stepped on), which is probably just as well given how hilariously lethal it would be otherwise - that is a lot of plants. As it is, they just clog up the screen to the point of unplayability.

RPATDO_LAMD
Mar 22, 2013



Just ran into a neutral, legendary Mechanimist in the surface-level rust wells. His pack of buddies killed a "Warden of the Sanctum" who had also spawned, and now my be-carapaced mutant has a shiny new set of carbide platemail to sell.

P.S. What does a prayer rod do?

Robot Randy
Dec 31, 2011

by Lowtax


RPATDO_LAMD posted:

Just ran into a neutral, legendary Mechanimist in the surface-level rust wells. His pack of buddies killed a "Warden of the Sanctum" who had also spawned, and now my be-carapaced mutant has a shiny new set of carbide platemail to sell.

P.S. What does a prayer rod do?

Ask your pastor

dis astranagant
Dec 14, 2006


RPATDO_LAMD posted:

P.S. What does a prayer rod do?

d5+7 shock damage and a 25% chance of a 1 turn stun.

It's worded a little strange when you attack with it http://steamcommunity.com/sharedfil...s/?id=509606559

dis astranagant fucked around with this message at 01:56 on Aug 31, 2015

Geight
Aug 7, 2010

Oh, All-Knowing One, behold me!


How easy is this roguelike to pick up and play? Can I just read the controls and have a good time, so long as I'm not particularly concerned with winning/ascending/whatever?

Floodkiller
May 30, 2011



Geight posted:

How easy is this roguelike to pick up and play? Can I just read the controls and have a good time, so long as I'm not particularly concerned with winning/ascending/whatever?

If you play a True Kin, you can get into the fun pretty quickly without too much work (the controls are very context sensitive, and True Kin don't many special buttons to worry about), but you'll probably hit a wall around Golgotha unless you get lucky with loot, really good at the game, or play a mutant and read into how the mutations work (good combos, what order to skill them, etc.). You'll eventually want to do the later anyway, since the main quest is currently quite short, and there isn't much in the way of developed side content, so having fun with weird mutation combos and exploring the generated wastelands is where most of the replayability currently comes from.

Luneshot
Mar 10, 2014



Just discovered the roguelikes thread (and therefore this thread.) I don't have a ton of experience with roguelikes, although I've played a little bit of Brogue. This game looks pretty awesome! Haven't bought it yet, but will definitely be keeping an eye on it and will probably pick it up once my games budget recovers from buying MGSV.

amuayse
Jul 19, 2013

by exmarx


Red Rock seems to have gotten shorter

heard u like girls
Mar 25, 2013

by LITERALLY AN ADMIN


amuayse posted:

Red Rock seems to have gotten shorter

Or did you get taller ? hm

Angry Diplomat
Nov 6, 2009

Winner of the TSR Memorial Award for Excellence In Grogging




It turned out to be pretty laid-back and had some neat items for sale. Good thing its Dawnglider pals were neutral

Highblood
May 20, 2012

Let's talk about tactics.

Is this game still as hard as it was in its early days? I'm thinking of buying it and I feel like getting my rear end handed to me on an ascii platter.

Clever Spambot
Sep 16, 2009

You've lost that lovin' feeling,
Now it's gone...gone...
GONE....


Certain builds are currently pretty easy to win with on account of bunches of content being added faster than it can be reasonably balanced but its still a pretty tough game.

On a related note, just won with a four armed short blade dodge tanking gunslinger.

ArgoATX
Dec 9, 2014


Are there plans for unarmed at all? I am having a blast with non-weapon physical attacks, and horn is really impressively powerful with the right strength, but it seems like a grave oversight that a brave mutant can't sidle up and punch things into orbit with his forearm claws, rock-like skin and turgid musculature.

Kinda brings us to a neat PROTIP: On its own, Horns can be a powerful extra attack, doing 15-25 damage every fifth attack with just a +3 STR bonus. When paired with the "Charge" ability under "Tactics," Horns will go off every time you charge an enemy. This synergy isn't listed anywhere, but you can probably imagine how powerful it is. Add Shield Slam (which greatly utilizes your STR bonus) to the mix and suddenly anything 2-3 tiles away pretty much evaporates.

Level 6, 27 STR:



So much blood.

ArgoATX fucked around with this message at 23:41 on Aug 31, 2015

amuayse
Jul 19, 2013

by exmarx


Highblood posted:

Is this game still as hard as it was in its early days? I'm thinking of buying it and I feel like getting my rear end handed to me on an ascii platter.

It's generally easier than it once was, especially with the updated faction system.

Edwhirl
Jul 27, 2007

Cats are the best.


Goats make surprisingly good companions if you convince one to join you.

At least, my goat can kick more rear end than my esper so far.

Edit: Out of curiosity what is the six day stilt supposed to be? The one time I went there it was completely empty, but that was a while back.

Edwhirl fucked around with this message at 02:32 on Sep 1, 2015

packetmantis
Feb 26, 2013

oh ar


It's not finished yet, but I believe they've said it's going to be some kind of town. I got the impression that it's a broken space elevator in addition to being some kind of mechanimist holy site.

Unormal
Nov 16, 2004

Mod sass? This evening?! But the cakes aren't ready! THE CAKES!

Fun Shoe

packetmantis posted:

It's not finished yet, but I believe they've said it's going to be some kind of town. I got the impression that it's a broken space elevator in addition to being some kind of mechanimist holy site.

It's probably the next big mainline build, we're preparing for it.

Edwhirl
Jul 27, 2007

Cats are the best.


ooh, cool. That sounds awesome.

Unormal
Nov 16, 2004

Mod sass? This evening?! But the cakes aren't ready! THE CAKES!

Fun Shoe

A cave map regionalization with the connectivity graph drawn:

amuayse
Jul 19, 2013

by exmarx


Huh, that makes sense since the mechanists are now neutral towards you. I presume that the Stilt will be off limits unless you're high favored by them?

amuayse
Jul 19, 2013

by exmarx


I befriended a cloneling and brought it back to Grit Gate. It made about a dozen copies of Mafeo

Edwhirl
Jul 27, 2007

Cats are the best.


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

NUMBER 1 FULCI FAN
Jun 1, 2003

If we vanished tomorrow, no organism on this planet would miss us.
Nothing in nature needs us.





Buglord

Are there any video playthroughs of this floating around (e.g. Youtube) yet?

heard u like girls
Mar 25, 2013

by LITERALLY AN ADMIN


COOL CORN posted:

Are there any video playthroughs of this floating around (e.g. Youtube) yet?

Yeah someone linked a pretty funny guy playing the ascii version, https://www.youtube.com/watch?v=95ndiaem2Nw
I've been watching a bunch of his videos the last couple of days to get a bit of an idea of the game.

He does tend to drag things out quite a lot but his mellow commenting style is fairly relaxing imo.

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Unormal
Nov 16, 2004

Mod sass? This evening?! But the cakes aren't ready! THE CAKES!

Fun Shoe

Humans Among Us posted:

Yeah someone linked a pretty funny guy playing the ascii version, https://www.youtube.com/watch?v=95ndiaem2Nw
I've been watching a bunch of his videos the last couple of days to get a bit of an idea of the game.

He does tend to drag things out quite a lot but his mellow commenting style is fairly relaxing imo.

Plump and Jef were the original-gangster Qud streamers, and are both awesome.

Here's Jef: https://www.youtube.com/watch?v=jKk9eSTLisQ

Here's a recent one from a couple other LPers more geared to just teaching some basic stuff that I thought was good: https://www.youtube.com/watch?v=M7-hxJJSszs

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