Author Topic: Caves of Qud: Now in Open Beta  (Read 14293 times)

jim

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Re: Caves of Qud: Now in Open Beta
« Reply #15 on: January 05, 2011, 07:00:43 PM »
I've noticed the same thing. The Dev updates almost daily, so it's good to try a fresh batch. The most recent stat system de-ubers Pratoreans and lets you build more "themed" mutants. There have also been some complaints that the "dodge" stat doesn't work against ranged attacks, which basically means that Bruce Lee is dead when he runs into his first chaingun.

Vanguard

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Re: Caves of Qud: Now in Open Beta
« Reply #16 on: January 07, 2011, 09:01:33 AM »
It'd be nice if the game didn't display so many irrelevant messages.  I try to see what items are in a spot or how much damage an attack did, but all I get is constant message spam telling me that the fire I started did 1 damage to a shale wall.  Even if it only displayed messages for things that the player could see, it would help a lot.  I understand that it's early in development and will probably be dealt with eventually though.

Pro strategy:  Buy two artifacts from the trader in the east side of the starting town.  Get the cheapest ones, and go ahead and try to identify them, there's no penalty if they break.  Then go to the tinker on the west side and give him both artifacts to complete two quests and get your first experience level without fighting anything.

It seems to me that a mutant's advantages increase and disadvantages disappear as the game progresses, especially for espers.  Once you find good equipment, True Men's advantage is, what, rebuke robot and +1 to all attributes?  It's alright, but it's not as good as the options mutants have.

Edit:

New version is out.

Edit 2:

I feel that the nerf to True Men's attribute growth (or was it a buff to Mutant attribute growth?) went too far.  +2 or so to most of your attributes just isn't as good as pyrokinesis, teleport at will, and all of that other stuff.
« Last Edit: January 12, 2011, 01:49:10 AM by Vanguard »