Author Topic: Caves of Qud (now at Early Access Feature Friday #129) $  (Read 28038 times)

getter77

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Re: Caves of Qud (now at Early Access Feature Friday #123) $
« Reply #180 on: February 24, 2018, 02:34:13 AM »
Feature Friday #123

Quote
We expanded the framework for creature travel AI and added new travel behavior to some creatures.
Some albino apes you encounter are now traveling toward Oboroqoru's lair.
Some feral dogs you encounter are now traveling toward humanoid settlements.
Some goatfolk you encounter are now traveling toward goatfolk villages.
Changed the 'Quit' option text to something much more accurate: 'Abandon Character'.
Changed the default action for books to Read.
Changed the default action for recoilers to Activate.
Crayons and plastic trees no longer rust.
Implanted NPCs now start with the proper amount of cybernetic license points.
Your party members no longer (easily) become hostile to one another.
Speaking to your own party members no longer causes you to regain your bearings.
Moved the 'Remove cell' option to the top of the cell dialog.
Fixed an issue where cybernetics sometimes became undroppable.
Fixed some common causes of extraneous zone generation.
Fixed an issue where having Iron Mind didn't always correctly give you the chance to shake off confusion.
Fixed some cases where a stack of objects was incorrectly replaced with a single object (eg., when you repaired a stack of scrapped waydroids).
Fixed some cases where quests to find historic relics didn't complete if you equipped the relics directly from the ground.
Fixed some rare cases where an invalid base object appeared in dynamic encounters.
Fixed several issues related to creatures determining the monetary value of their items, including inconsistent valuation when the items were socketed with energy cells.
Fixed several typos.
Fixed an issue where socketed cells occasionally replicated out of control when you recharged them.
Brian Emre Jeffears
Aspiring Designer/Programmer/Composer
In Training

getter77

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Re: Caves of Qud (now at Early Access Feature Friday #124) $
« Reply #181 on: March 03, 2018, 02:56:42 AM »
Feature Friday #124

   
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Warden Indrix no longer occasionally takes a sabbatical to another goatfolk village.
    Clonelings no longer clone inorganic creatures.
    You can now harvest yondercane from yonderbrush even if it's hostile as long as it's visible.
    Extradimensional psychic assassin templars with cybernetic implants now have their names appear correctly.
    Added new descriptions for acid gas, stun gas, sleep gas, blinding gas, and stinking gas.
    Jewelers now occasionally stock figurines.
    The left-most tile of the Edification relief is now correctly labeled.
    Charge is now a prerequisite for Charging Strike.
    Renamed 'pentacips' to 'pentaceps'.
    Gave the tunnels beneath Grit Gate a more appropriate name.
    Gave the 'tar-encrusted bones' tile a more appropriate color.
    Removed the prompt to save the game before abandoning a character.
    Added an option to disable smoke.
    Did some restructuring of the object hierarchy.
    Fixed a broken branch of Wardens' Esther dialog.
    Fixed an issue causing some achievements and quests to not properly trigger when equipping an item directly from the ground.
    Fixed an issue causing zone names to incorrectly persist across games played in the same session.
    Fixed an issue causing energy cells to show the wrong options in their dialog menus after one was loaded into a weapon.
    Fixed a bunch of typos.
Brian Emre Jeffears
Aspiring Designer/Programmer/Composer
In Training

getter77

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Re: Caves of Qud (now at Early Access Feature Friday #125) $
« Reply #182 on: March 10, 2018, 02:21:32 AM »
Feature Friday #125

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Albino ape hearts now count as meat.
Ogre ape hearts are now properly treated like other organs and corpses.
Watervine farmers now wield iron vinereapers like their descriptions say.
Sentient walls, doors, and tables now appear in more creature contexts. (Examples: as figurine models, Mechanimist converts, and esper assassins).
Cleaned up the logic around dynamic encounters and expanded the dynamic encounter framework.
Fixed an issue that caused improper options to occasionally appear in the item action menu of cybernetic implants.
Fixed an issue that caused occasionally caused zone building lockups while exploring very deep caverns (depth 30 and below).
Fixed a rare issue that caused historic sites to fail to build.
Fixed another issue that caused slotted solar cells to multiply indefinitely.
Fixed a slew of typos.
Brian Emre Jeffears
Aspiring Designer/Programmer/Composer
In Training

getter77

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Re: Caves of Qud (now at Early Access Feature Friday #126) $
« Reply #183 on: March 17, 2018, 12:57:35 AM »
Feature Friday #126

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Extradimensional psychic hunters are now vulnerable to mental attacks regardless of their base creature types. (after all, they somehow acquired minds in their native dimensions...)
When you look at an extradimensional creatures or item, you now inscribe a note about its native dimension in the Gossip & Lore page of your journal.
Walls in other dimensions no longer block visibility unless your mind is appropriately altered.
You can now fly and jump over gates, fences, stakes, and rubble.
You can now shoot missile weapons through arrow slits, gates, fences, and over rubble.
Flaming jets, freezing jets, acid jets, electrical jets, and light beams now pass through arrow slits, gates, fences, and over rubble.
Gas and light seep through arrow slits, gates, fences, stakes, and over rubble.
The Pauli exclusion principle now properly applies to NPCs.
Turning off autoget on artifacts now takes precedence over other conflicting option flags.
Water ritual participants no longer offer to teach you blueprints you already know.
Fixed another issue that rarely caused energy cell duplication.
Fixed some more typos.
Brian Emre Jeffears
Aspiring Designer/Programmer/Composer
In Training

getter77

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Re: Caves of Qud (now at Early Access Feature Friday #127) $
« Reply #184 on: March 31, 2018, 12:15:00 PM »
Feature Friday #127

   
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You can now cook with acid.
    Added descriptions for late-mid period sultanate historic relics made from the slag deposits of ursteel blast furnaces.
    Added some more textual flare to gossip.
    Shield slam now works only on targets in the same phase as the attacker.
    When you fall down an open shaft, it's now much rarer that you end up in a small chamber without access to the rest of the map.
    You now properly get XP if you kill something with a resonance grenade.
    Painted and engraved items in your inventory at the start of the game now properly depict historic events.
    Fixed an issue causing manual cell recharging to improperly handle stacked cells.
    Fixed an issue where sphynx salt injectors weren't consumed when you reverted to the start of your vision.
    Fixed an issue causing windows and menu keys to issue spurious commands.
    Fixed a rare issue causing infinite zone generation, leading to out-of-memory errors.
Brian Emre Jeffears
Aspiring Designer/Programmer/Composer
In Training

getter77

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Re: Caves of Qud (now at Early Access Feature Friday #128) $
« Reply #185 on: April 07, 2018, 12:22:15 PM »
Feature Friday #128

Quote
Glass bottles and phials now shatter when you throw them.
Cloning draught no longer clones inorganic objects.
You can now trade with your followers freely via conversation.
Changed the stun logic. You should get chain stunned much less often.
Added a visual effect to extradimensional items.
Added a sound effect for closing security doors.
Added a sound effect for page turning when reading a book.
Normalized the volume for a few sound effects.
When you engage in the water ritual with someone who offers to teach you blueprints, the blueprint options are no longer greyed out if the speaker has no more secrets to share.
Inorganic objects now have appropriate pronouns.
Baetyls no longer request troll axes.
Removed troll kings from dynamic encounters.
Changed the status icon for "Precognition - End Vision" to "?".
Achievements no longer spam the log.
Fixed a bunch of typos.
Added some descriptions.
Improved the use of indefinite articles and pluralization in generated text.
Fixed an issue with the salt desert visual effect that caused some tiles to disappear or smear across the map.
Fixed an XML issue with steel vinereaper's color definition.
Fixed a rare issue where liquid containers asked your permission to explode if they weren't owned by you.
Fixed a rare issue where liquid containers poured into themselves before being destroyed and thus vanished completely.
Fixed burst-style pickers allowing the selection of tiles beyond the range limit.
Brian Emre Jeffears
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In Training

getter77

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Re: Caves of Qud (now at Early Access Feature Friday #129) $
« Reply #186 on: April 14, 2018, 12:22:27 PM »
Feature Friday #129

   
Quote
Added a new gas type: normality gas. It has various space-time stabilizing and inhibiting effects on forcefields, vortices, teleportation, phasing, temporal fugue clones, time dilation, and psychic twinning.
    Added three tiers of normality gas grenades.
    Added a rare normality gas-emitting vent.
    Added a new heavy weapon: normality gas pump.
    Added a new creature: anomaly extinguisher.
    Added a confirmation dialog when world generation completes (so you can finish reading the on-screen quote).
    Eating a raw dreadroot tuber now causes fear.
    Eat and disassemble are no longer the default actions for equipped severed faces.
    Sleeping in bedrolls, sitting in chairs, lunging, and slamming no longer trigger teleport-based cooking effects.
    Rebuked robots no longer become grazing hedonists.
    Emission vents are now subject to electromagnetic pulses.
    When you shake off confusion with Iron Mind, you now get an appropriate message in the message log.
    Widgets now equip their whackers.
    Missile weapons with unidentified energy cells no longer report their charge level.
    Made the reload command work for liquid-loaded missile weapons.
    Improved creature AI when out of missile ammo.
    Spiffed up missile weapon status display in the sidebar.
    Fixed an issue that let you use Temporal Fugue without spending energy.
    Fixed an error in the amount of bonus reputation displayed as a baetyl reward.
    Fixed some issues with stacking confusion effects.
    Fixed several typos in the following text: Warden Indrix's description, Agyve's mumblings, Aggressive Stance's description, two-handed ursteel battle axe's description, icy vapor's description, rubbergum tonic's description, a Beak defect variant's description, merchant identification, some procedural histories and cooking descriptions, defensive lunge's failure message, boomrose arrow plurality, nocturnal apex's description, and Stopsvalinn-related text.
    Added a bunch of modding functionality.
        [modding] Added a FearOnEat part that applies a fear effect to the eater at an attack strength and duration specified by the Strength and Duration properties.
        [modding] Made ConfuseOnEat allow the specification of the following properties: Strength, Duration, Level (die roll: confusion per mutation level), and BuildupTimeout (integer: number of turns before the effect overrides older ConfuseOnEat effects).
        [modding] Added a new part, TreatAsSolid, for projectiles. If projectiles encounter an object in their path matching TreatOnSolid's criteria, they treat it as impassable. Supported criteria are TargetPart (the object has this part) and TargetTag (the object has this tag), the latter with an optional TargetTagValue (the object has TargetTag tag with this value). The Hits property specifies whether the projectile hits the object and has a chance to damage it (defaults to true).
        [modding] Added a new part, DestroyContiguous, for projectiles. If projectiles encounter an object in their path matching DestroyContiguous's criteria, they roll to destroy it, and if successful, they roll to destroy objects matching the criteria in adjacent cells. Supported criteria are TargetPart and TargetTag, the latter with an optional TargetTagValue. The Chance property specifies the percentage chance for destruction (defaults to 100). The ChanceDegradation property is a cumulative reduction in the effective chance of destruction per hop to adjacent cells (defaults to 0).
        [modding] Added new parts GasOnHit and GasOnEntering for weapons and projectiles. Weapons that hits and projectiles that traverse through cells, respectively, spawn the gas specified in the Blueprint property at a density specified in the Density property (die roll specification). GasOnHit also includes the OnWielderHit property.
        [modding] Generalized GasAcid into GasDamaging. This new part includes the properties GasType (basic type tag like "Acid"), Noun (specifies the damage type in messages), ColorString (for tile rendering), MessageColor (applied to Noun in messaging), DamageAttributes (same as Attributes in MissileWeapon), TargetPart (only affects objects with this part), TargetTag (only affects objects with this tag), TargetTagValue (only affects objects with TargetTag and this value), TargetEquippedPart (only affects objects that have an item equipped with this part), TargetEquippedTag (only affects objects that have an item equipped with this tag), and TargetEquippedTagValue (only affects objects that have an item equipped with TargetEquippedTag and this value).
        [modding] Generalized StasisGrenade into DeploymentGrenade. This new part includes the following properties: Blueprint (the blueprint of the objects it creates), Duration (how long the objects last, defaults to permanent), Radius (integer radius it fills with objects), Chance (the percentage chance a given cell spawns an object, defaults to 100), AtLeast (a minimum number of objects to try to deploy when Chance is in use, defaults to 0), UsabilityEvent (an event that must be successfully broadcast to the cell it lands in in order for the grenade to work, defaults to null), AccessibilityEvent (an event that must be successfully broadcast to a given cell in its radius in order to deploy an object there, defaults to null), ActivationVerb (the verb used to describe the grenade activating, defaults to "detonates"), RealRadius (whether to deploy in a circular radius rather than the usual engine "square radius"), BlockedBySolid (whether solid cells block deployment, defaults to true), BlockedByNonEmpty (whether cells must be "empty" for deployment, defaults to true), Seeping (whether BlockedBySolid uses "seeping" logic, defaults to false), DustPuff (whether the grenade emits a dust puff when it activates, defaults to true), DustPuffEach (whether each deployed object emits a dust puff, defaults to false), and NoXPValue (whether deployed objects lose their XP values, defaults to true).
        [modding] Added a new CooldownAmmoLoader part, which makes a missile weapon require cooldown between shots. Supports the usual ProjectileObject property for loaders, a Cooldown property specifying the number of rounds, and a Readout property specifying whether the weapon shows a display of its remaining cooldown time (defaults to false).
        [modding] Added architecture to try to make multiple ammo loaders on a missile weapon coexist peacefully. Only one loader should be given a ProjectileObject. Use this to add the CooldownAmmoLoader with other loaders for weapons that need both ammo and a cooldown time.
        [modding] Added an AIShootCooldown part for missile weapons. Its Cooldown only applies when creature AI uses the weapon.
Brian Emre Jeffears
Aspiring Designer/Programmer/Composer
In Training