Author Topic: Caves of Qud (now at Early Access Feature Friday #90) $  (Read 11152 times)

Skeletor

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Re: Caves of Qud (now at Early Access Feature Friday #88) $
« Reply #135 on: May 13, 2017, 02:48:58 PM »
I agree with you guys.
Once the main quest plot is developed and the game isn't anymore in pre-release stage, I guess it will officially become a major roguelike given its size and complexity. I have been having a blast so far.

Anyway, does anyone knows how exactly I recover an old version in order to play a save game from it?
In the FAQ it is mentioned that Steam stores older versions, but not sure where I can access them.
What I enjoy the most in roguelikes: Anti-Farming and Mac Givering my way out. Kind of what I also enjoy in real life.

Skeletor

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Re: Caves of Qud (now at Early Access Feature Friday #88) $
« Reply #136 on: May 17, 2017, 05:07:54 AM »
Minotauros, really liked the CoQ comics that you have made  :D
https://forums.freeholdentertainment.com/showthread.php?1151-Hideous-Comix-of-Qud
What I enjoy the most in roguelikes: Anti-Farming and Mac Givering my way out. Kind of what I also enjoy in real life.

AgingMinotaur

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Re: Caves of Qud (now at Early Access Feature Friday #88) $
« Reply #137 on: May 17, 2017, 10:33:04 AM »
Hehe, thanks, man. I have fun making them, as well.

As always,
Minotauros
This matir, as laborintus, Dedalus hous, hath many halkes and hurnes ... wyndynges and wrynkelynges.

jim

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Re: Caves of Qud (now at Early Access Feature Friday #88) $
« Reply #138 on: May 19, 2017, 08:41:05 PM »
Skeletor, a Steam forum scan suggests that you can revert to a previous version in the betas tab? So you might not need to locate the save files at all.

getter77

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Re: Caves of Qud (now at Early Access Feature Friday #89) $
« Reply #139 on: May 20, 2017, 01:32:25 AM »
Feature Friday #89

Quote
Gave Golgotha a small visual makeover when tiles are enabled.
Added a tile for conveyor drive units.
Added a tile for conveyor belts.
Animated conveyor belt tiles.
Added a tile and description for the Hook for Feet defect.
Added a tile and description for the Beak defect.
'Pour' is now the default action for water containers in your inventory rather than 'drink', making it less likely to accidentally drink from canteens full of acid.
Merchants no longer restock their inventories if they belong to your party.
Removed the double chat popups from most creatures.
Sultans no longer insist that cities be named after their regnal numbers (for example, 'III City').
You may no longer trade with your Temporal Fugue clones.
Items thrown by clones now immediately fade from existence in the player's dimension.
You can now properly read books that you donate to Sheba Hagadias.
Stairs should now always be properly linked between levels.
Cave systems, watervine patches, desert canyons, and historic sites are now more consistent when using the same world seed.
Made some big memory improvements.
Reduced baseline memory usage by about 25%.
Fixed several memory leaks.
Slightly reduced saved game file sizes.
Fixed some incorrect pronouns in text generation.
Fixed some rare infinite loops during history generation.
Brian Emre Jeffears
Aspiring Designer/Programmer/Composer
In Training

Skeletor

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Re: Caves of Qud (now at Early Access Feature Friday #88) $
« Reply #140 on: May 23, 2017, 05:57:47 PM »
Skeletor, a Steam forum scan suggests that you can revert to a previous version in the betas tab? So you might not need to locate the save files at all.

Thanks Jim, good to see you're still around. So many years we've been in this forum ha.
Can't find this betas tab on steam though, where is it?
What I enjoy the most in roguelikes: Anti-Farming and Mac Givering my way out. Kind of what I also enjoy in real life.

getter77

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Re: Caves of Qud (now at Early Access Feature Friday #90) $
« Reply #141 on: May 27, 2017, 01:51:07 AM »
Feature Friday #90

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You can interact with the world in a few new ways.
You can sit on chairs.
You can smoke from hookahs.
You cat light fires at campfire remains.
You can put out campfires.
You can now sleep in bedrolls.
Sultans now occasionally get married, cementing alliances with various factions and guilds.
At sultan weddings, guests occasionally give gifts to the sultan.
Depending on the course of a sultan's life, you now occasionally find their wedding gifts at historic sites.
Stopsvalinn no longer shows up in dynamic encounters.
Creatures (including you) now walk over non-damaging liquids, like slime, while auto-pathing.
Creatures (including you) now try to avoid walking through acid while auto-pathing.
You should now always be able to remove two-faced helmets.
Helmets with terrifying or serene visage and gesticulating gauntlets no longer occupy multiple heads or hands slots, respectively.
Improved baseline memory usage by an additional 20%.
Fixed some rare exceptions with history text generation.
Fixed an issue that sometimes caused too many zones to remain in memory.
Fixed a rare exception when find an encounter from the world map.
Brian Emre Jeffears
Aspiring Designer/Programmer/Composer
In Training