Author Topic: Caves of Qud (now at Early Access Feature Friday #131) $  (Read 140727 times)

getter77

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Caves of Qud (now at Early Access Feature Friday #131) $
« on: July 15, 2015, 02:19:18 PM »
FINALLY ONE OF THOSE INSTANCES WHERE HISTORY FLOWS IN A MOST CORRECT COURSE!   8)

http://store.steampowered.com/app/333640/  $9.99 Win/Mac/Linux

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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?

Who are you?
Play the role of a mutant indigenous to the salt-spangled dunes and jungles of Qud, or play a pure-strain descendant from one of the few remaining eco-domes—the toxic arboreta of Ekuemekiyye, the Holy City; the ice-sheathed arcology of Ibul; or the crustal mortars of Yawningmoon.

You arrive at the oasis-hamlet of Joppa, along the far rim of Moghra'yi, the Great Salt Desert. All around you, moisture farmers tend to groves of viridian watervine. There are huts wrought from rock salt and brinestalk. On the horizon, Qud's jungles strangle chrome steeples and rusted archways to the earth. Further and beyond, the fabled Spindle rises above the fray and pierces the cloud-ribboned sky.

You clutch your rifle, or your vibroblade, or your tattered scroll, or your poisonous stinger, or your hypnotized goat. You approach a watervine farmer—he lifts the brim of his straw hat and says, "Live and drink, friend."

Who can you do?
-Anything and everything. Caves of Qud is a deeply simulated, biologically diverse, richly cultured world.
-Assemble your character from over 70 mutations and defects and 24 castes and kits—outfit yourself with wings, two heads, quills, four arms, flaming hands, or the power to clone yourself—it's all the character diversity you could want.
-Explore procedurally-generated regions with some familiar locations—each world is nearly 1 million maps large.
-Dig through everything—don't like the wall blocking your way? Dig through it with a pickaxe, or eat through it with your corrosive gas mutation, or melt it to lava. Yes, every wall has a melting point.
-Hack the limbs off monsters—every monster and NPC is as fully simulated as the player. That means they have levels, skills, equipment, faction allegiances, and body parts. So if you have a mutation that lets you, say, psionically dominate a spider, you can traipse through the world as a spider, laying webs and eating things.
-Pursue allegiances with over 60 factions—apes, crabs, robots, and highly entropic beings—just to name a few.
-Follow the plot to Barathrum the Old, a sentient cave bear who leads a sect of tinkers intent on restoring technological splendor to Qud.
-Learn the lore—there's a story in every nook, from legendary items with storied pasts to in-game history books written by plant historians.
-Die—Caves of Qud is brutally difficult and deaths are permanent. Don't worry, though—you can always roll a new character.


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Why Early Access?
“Caves of Qud is a colossal project. We've weaved a rich, exotic, and well-researched culture around deeply simulated physical and political systems. The world is expansive, the gameplay is unpredictable, and the plants are sentient. For example, you can:
Play as a turtle-shelled gunslinger
Play as a telepath with amnesia
Dig a tunnel anywhere in the world
Swap stories with an albino ape mayor
Clone yourself, mind-control the clone, and then hack off your own limbs
Before calling it done, we want to watch the community play Caves of Qud, and as the strange, unexpected stories of their characters unfold, we want to use them to refine the systems and make the game better.”

Approximately how long will this game be in Early Access?
“We don't have a strict timeline. At the very least, Caves of Qud will remain in Early Access until you can complete the main plot. In the mean time, we'll be adding all sorts of items, monsters, NPCs, quests, new regions, new systems, tweaks to old systems, and more sentient plants.”

How is the full version planned to differ from the Early Access version?
“The full version will have:
A completed main plot
Tile art for every tile
Improved UI and graphical effects
Less bugs
Additionally, it'll feature refinements to all the game's systems, more monsters and ite
« Last Edit: April 28, 2018, 12:04:50 PM by getter77 »
Brian Emre Jeffears
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Re: Caves of Qud (now on Early Access) $
« Reply #1 on: July 16, 2015, 09:21:06 AM »
Very exciting, this. CoQ is one of the best games around, and I imagine it's only going to get better now. Note that the devs have pointed out, the finished game will still be available for free, albeit without tiles. (Who needs'em anyway, although I personally like the visual direction they're taking.)

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

getter77

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Re: Caves of Qud (now at Early Access Feature Friday #1) $
« Reply #2 on: August 07, 2015, 10:58:30 PM »
Feature Friday #1   8)

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Now that the code base is stable (knock on wood), we're going to move to a cadence of weekly "feature friday" patches. Intra-week incremental patches will be made to the Beta branch. These patches may not be individually large, and due to the nature of our work we may not always hit our goal, but we're excited to start to bring new content to Qud on a regular basis!

*Default and previousstable branches have been rotated
*Added a new armor mod: recycling. Armors with the recycling mod collect, purify, and store up to 8 drams of the wearer's wastewater.
*Added steel arrows
*Added boomrose arrows. They explode.
*Added UI support for multiple ammo types
*Added a graphical effect for hologram tiles
*Convinced Svenlairnard that he should wield both his legendary swords
*Fixed an exception with the Burgeoning mutation
*Fixed an exception with drawing liquid graphics at the edge of the screen
*Made NPCs equip their miscellaneous equipment a little less predictably
*Improved box of crayons (not all boxes are created equal)


That said, Gaze into the Technical Abyss that has been the interim (Largely Unity) Tech Fighting since launch:

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*Added some new tiles, including a unique tile for each caste and kit!
*Updated a bunch of descriptions
*Renamed 'True Man' to 'True Kin'
*Added some additional help text
*Added support for -savepath command line. (i.e. coq.exe -savepath "c:\my data\my qud saves") The directory will be created if it doesn't exist.
*Added support for more OSX & international keyboard keys
*Fixed an exception when reverting a Domination
*Fixed some spiky memory gobbling by flame traps in Golgotha
*Fixed some spiky memory gobbling with electric discharges
*Decreased object creation (and thus zone build) time by around 300% by doing it slightly better than the worst way possible
*Fixed 'throttle animations' option. It wasn't working at all. Turn this on if Qud is melting your laptop into a puddle of lava.
*Improved redrock and rustwell zone creation times by 100% by not doing the slowest part twice for no reason.
*Force disabled compression, disregarding option state, since it makes Unity violently explode at the moment.
*Reduced overall memory use for game objects by about 30%.
*Fixed zone suspension system spamming commands like crazy and keeping references to cached zones.
*More optimization of heap allocations to reduce crashes
*Fixed some internationalization issues with conversions
*Moved every remaining event to the event pooling system. What could go wrong?
*Fixed a really stupid memory leak with the event pool, sheesh.
*Fixed a really insidious bug where silent & cancelled flags wouldn't always get properly reset in event pool events
*The ammo magazines of clone's missile weapons should properly have their contents cloned instead of referenced from the source object. This probably didn't entirely break the object copying system.
*Clones now wait for their entire body to finish materializing before trying to equip stuff. This also probably didn't entirely break the object copying system. Seriously no-one caught this bug in 11 years?
*Updated pathfinding to no-longer allocate as much garbage on the heap. This probably didn't entirely break pathfinding.
*Farmer's daughters are now slightly less captivating.
*Added a friedly warning message when loading old saves, instead of blowing up.
*Fixed an issue with nested object display names
*More garbage carnage for the heapgod
*Added a memory-usage check & warn that will show a warning as you approach 3gb of memory use, so you can save and relaunch the game, instead of heap crashing
*Reduced a pretty horrifying amount of heap thrash on the inventory screen
*Added some more tiles
*Fixed Sunder Mind's damage scaling past level 10
*Fixed a few player-self-hostility bugs
*Fixed pig tile
*Save management now support "D" for delete as well
*Fixed inventory scrolling
*Fixed an exception during segment processing after a game load
*Fixed a pretty heinous new leak in the looker
*Fixed an issue with drum-loaded which was causing trader-screen closes and frozen screens when standing on them
*Lowered the GC memory threshhold for the warning error, since actual memory use was always a lot higher than reported GC memory use
*Changed the RAM warning to be incremental, only warning each time after 500mb more memory is gobbled up, so you can keep going if you're brave or annoyed or don't really care
*Upped the initial warning level to 2gb from 1.5gb
*A few small content tweaks and spelling fixes
*Fixed an unnecessary allocation during main menu rendering
*Assorted memory management improvements
*Reworked UI to generate vastly less garbage
*Fixed a bug with stairs placement that was causing many dungeons to regenerate many times unnecessarily
*Fixed a crash/lockup with buying a power from an unpurchased skill
*Fixed an issue trying to continue an old-version game before starting one
*Fixed the descriptor for <redacted>
*Big performance and memory behavior improvements
*Added a revision number to the save file
*Improved save info file system
*Party members will no-longer auto-target sleeping enemies
*Reworked UI to generate vastly less garbage
*Changed tile textures to 'paint', which will reduce total object count by about 30%
*Fixed a bug with stairs placement that was causing many dungeons to regenerate many times unnecessarily
*Changed the Look menu: space now closes it, and T targets the object you're looking at and closes it.
*Added a UI option to enable space or enter to target from looker.
*Fixed the zealot not being a smart-use target
*Fixed a small issue with looker text
*22 new tiles
*Fixed ASCII-style rendering
*Added some new internal procgen tooling
*Renamed Excavate Up and Down to Dig Up and Down
*Flagged digging up and down as unfinished content
*Walls and liquid pools now dynamically repaint
*Fixed Psychometry not correctly showing both options and not correctly identifying an artifact if you learned it's blueprint
*Fixed target pickers giving away the location of invisible enemies
*Fixed an issue with nearby hostile monster detection
*Fixed an issue that sometimes prevented Argyve's quest from advancing properly
*Fixed an issue when bombs detonated inside inventories
*Fixed an issue with building the final zone in Warden Indrix's quest
*Fixed monsters being unwilling to cross a tiny puddle of blood
*Changed monsters to be a little less willing to step into lava
*Fixed harvest spamming the log with "you take" messages
*Fixed harvest saying you harvest a single item even when you harvested multiple
*Fixed a bug with Cryokinesis and Pyrokinesis graphical effects
*Fixed ammo autoequip being unable to load into an equipped missle weapon
*Multi-ammo reloading no longer forces you to unload if you exit the dialog without selecting replacement ammo
*Added an appropriate message for when mutant physiology reacts adversely with a tonic
*Lowered the autoeat priority on a couple items
*Fixed small garbage generation issues
*Improved the memory performance
*Fixed a minor text formatting issue with some books
*Fixed an issue with pathfinding in ruins
*Fixed non-phased webs catching phased creatures
*Updated Unity version to 4.6.7p3
*Fixed a typo in the initial pool size that was causing the string pool to be bigger than necessary
*Incremented save file version (i.e. broke saves)
*Fixed long-standing issue with limb regeneration forgetting parts that had been dismembered
*Fixed an issue with limb regeneration improperly sorting regenerated parts
*Added tile support to the hologram material
*Fixed an exception in Burgeoning
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Re: Caves of Qud (now at Early Access Feature Friday #2) $
« Reply #3 on: August 15, 2015, 12:02:23 PM »
Feature Friday #2  8)

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*Added a new inhabitant to Joppa (meow)
*Added a new type of bow
*Added resonance grenades that disintegrate inorganic matter
*Added powered exoskeleton ('worn on back', rare)
*Refreshed the Short Blades skill:
-New power: Hobble (150 sp, 15 agility), an activated attack that immobilizes your opponent
-New power: Rejoinder (150 sp, 25 agility), a passive ability that lets you make a free short blade attack whenever an opponent misses you in melee
-Shank now applies to your primary hand attacks as well as your off-hand attacks
-Juke is now a prerequisite for Pointed Circle
-Pointed Circle's cost was reduced from 250 to 100
-Pointed Circle's agility requirement was reduced to 23
*Refreshed the Wayfaring skill's Wilderness Lore powers. They now:
-Double the chance of interesting encounters
-Reduce the chance of getting lost
*Added a new open air tile type
*Made underground caves more cave-like
*Fixed 'Enter' not working properly on the Saved Games screen
*Electromagnetic pulses now properly disable items in the inventories of non-robotic creatures
*<redacted>

*Changed build system, hopefully not breaking anything
*Removed some debug code in the hunger/thirst system
*Fixed looking at an item also adding them all in a trade window
*Fixed a rare issue when looking at creatures with certain equipment
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getter77

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Re: Caves of Qud (now at Early Access Feature Friday #3) $
« Reply #4 on: August 22, 2015, 07:59:46 PM »
Feature Friday #3  8)

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*Made a bunch of tweaks to the reputation system
  -Some creatures are now 'aggressive'. Aggressive creatures will attack you even if your reputation with their faction puts you in the neutral range. If their faction is friendly toward you, though, agressive creatures won't attack you.
  -Some creatures are now 'docile'. Docile creatures won't attack you even if your reputation with their faction puts you in the 'disliked' range. If their faction despises you, though, docile creatures will attack you.
  -We introduced the concept of private faction holy places. You're only welcome in a faction's private holy place if your reputation with that faction is friendly or better.
  -The rep values for the dislike/neutral and neutral/friendly cutoffs have changed to -250 and 250
  -Rep values are now properly color-coded on the Reputation screen
    >(bright red = despised)
    >(dark red = disliked)
    >(cyan = neutral)
    >(dark green = favored)
    >(bright green = revered)
  -The Reputation screen displays more info on each of the reputation levels
  -The starting reputation values were all changed. More factions start neutral to you now.
  -The reputation bonuses for genotype, mutations, and kits were adjusted.
*Villagers now admire their warden for defending their village (this means Warden Ualraig and Mehmet will play nice more often)
*Warden Indrix is now always hated by goatfolk for some reason he won't share
*Young ivories and lurking beth changed social groups
*Shield skill refresh
  -Made Shield Slam an activated attack with cooldown 40. It still triggers for free when you charge an opponent.
  -Fixed Shield Slam not triggering when you charge
  -Swapped the prerequisites for Shield Slam and Staggering Block
  -Removed the buckler prerequisite for Shield Slam
  -Wardens now start with Shield Slam instead of Staggering Block
*Acrobatics skill refresh
  -Removed the encumbrance restrictions for Spry and Tumble
*Harvestry now displays the right amount of harvested items
*Faction members will more vigilantly assist each other in combat
*Taught NPCs to use Shield Slam and Hobble
*Elder Irudad now directs adventurers to Argyve
*Underground caves structures are now interlinked
*Fixed some random seeds not saving and loading properly
*Added a new item: metamorphic polygel

*Fixed some issues and improved the performance of the Asphalt Mines builders
*Fixed Pointed Circle's prerequisite link
*Fixed spinner being displayed when you wait 0 turns
*Fixed text-entry fields not responding to escape
*Overland rivers now flow more naturally into bodies of water
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Re: Caves of Qud (now at Early Access Feature Friday #4) $
« Reply #5 on: August 28, 2015, 11:11:01 PM »
Feature Friday #4  8)

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*Renamed Cudgel power 'Flurry' to 'Barrage'
*Dual Wield refresh
-New power: Flurry, an activated attack with cooldown 60. You attack with every hand, including extra hands granted by mutation or technology.
-You get both Flurry and Offhand Strikes when you purchase Dual Wield
-Ambidexterity now also reduces Flurry's cooldown by 10
-Ambidexterity's cost was reduced from 400 to 300 skill points
-Two-weapon Fighting now also reduces Flurry's cooldown by 10
-Two-weapon Fighting's cost was reduced from 500 to 300sp
*First Aid refresh
-Staunch Wounds is now an out-of-combat, activated power that immediately cures bleeding effects with a bandage. If you have hemophilia, you have to staunch wounds a few times to stop bleeding.
*Added a new item: portable beehive
*You can now put items on tables. You can examine items on tables owned by other people without them minding. They'll still mind if you take the items, though.
*Moved a book from Mayor Nuntu's inventory to a table in his hut
*Fork-horned helm now increases reputation with antelopes and goatfolk
*Croccasins now decrease reputation with unshelled reptiles
*Issachari sun veil and banner now increase reputation with the Issachari tribe
*Puma chitin vest now decreases reputation with cats
*Ape fur equipment now decreases reputation with apes
*Leafy helm and leafy vest now increase reputation with trees
*<redacted> now decreases reputation with water barons
*Added tiles for shawls and cloaks
*Fixed an issue where directional keybindings were overriding hotkeys on some screens
*Added a UI option to allow directional keybindings to override hotkeys (default: No)
*Added a default keybinding for 'wait n turns' (shift+w)
*Added a default laptop keybinding for look (;)
*Removed some debug commands from the default keybinds
*Metamorphic polygel no longer clones whole stacks of items
*Fixed some build issues with the waterlogged tunnel
*NPCs no longer have the unquenchable desire to shield slam you when they don't have shields
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Re: Caves of Qud (now at Early Access Feature Friday #5) $
« Reply #6 on: September 04, 2015, 11:39:36 PM »
Feature Friday #5  8)

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*Bows and Rifles got a big refresh. We streamlined the marking system, made everything much friendlier on the UI, and changed all the Fire powers.
-Updated power: Draw a Bead (0 sp, 19 agi). You spend a turn to draw a bead on a target and mark it. Whenever you fire at a marked target with a bow or rifle, your agility is treated as if it were 2 points higher for the purpose of determining your accuracy. You may only mark one target at a time. If you lose vision of a marked target, that target becomes unmarked.
-Updated power: Suppressive Fire (150 sp, 19 agi). You fire at a marked target. If your shot penetrates, your target is suppressed and can't move for 3-5 rounds. Then your target is unmarked
-Updated power: Wounding Fire (150 sp, 19 agi). You fire at a marked target. For each penetration on each shot that hits, your target bleeds 1 point of damage per round (save: 20 + max damage of the weapon). Then your target is unmarked.
-New power: Sure Fire (150 sp, 19 agi). You fire at a marked target with no accuracy penalty (the accuracy of your weapon still matters). Then your target is unmarked.
-New power: Flattening Fire (200 sp, 25 agi). As long as your target is surrounded by 6 or more solid obstacles, Suppressive Fire is upgraded to Flattening Fire. Flattening Fire also knocks your target prone and disarms them.
-New power: Disorienting Fire (200 sp, 25 agi). As long as your target can't see or hear any faction allies, Wounding Fire is upgraded to Disorienting Fire. Disorienting Fire also reduces your target's DV and MA by 4 for 5-7 rounds.
-New power: Beacon Fire (200 sp, 25 agi). As long as your target is flaming, luminous, or phosphorescent, Sure Fire is upgraded to Beacon Fire. Beacon Fire shots are also treated as critical hits.
-New power: Ultra Fire (300 sp, 29 agi). Cooldown 100. You fire at a marked target. Your shot combines the effects of all the other Fire powers you have. Then your target is unmarked.
*Added a new shield mod: Spiked. Spiked shields add bonus damage to Shield Slam equal to your Strength modifier and cause your target to bleed.
*Blood-stained neck-ring now increases reputation with baboons
*Rejoinder no longer triggers when you're frozen, asleep, prone, paralyzed, stunned or stuck
*Shield Slam damage was reduced from (Strength modifier)d4 + Shield AV to (Strength modifier)d2 + Shield AV
*Paralyze now wears off properly
*The Options menu still loads when there's a corrupt file
*The game now suspends when not in focus
*Added pillarboxing for ultra widescreen aspect ratios
*Fixed a bunch of typos
*Fixed hotkey overlap for Psychometry
*Fixed some minor issues during Golgotha level construction
*Fixed CPU usage going nuts when minimized
*Quditor updates:
-The map is now draggable and zoomable
-Left-click now selects a cell
-Alt+left-click now selects the top blueprint in a cell
-Ctrl+left-click now places the selected blueprint
-Right-click now clears the top blueprint in a cell
-Added an "Add 1 <selected blueprint>" button to Cell Contents
-Added blueprint searching
-Added Save as...
-Fixed file browsing
*Fixed an issue with the Linux x86 build image
*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
*Added a default tile for worms
*Added missing natural flag to several pieces of natural equipment
*Fixed an exception when swapping item cells (and several other internally-related exceptions that probably appear random to the player)
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Re: Caves of Qud (now at Early Access Feature Friday #6) $
« Reply #7 on: September 11, 2015, 11:04:42 PM »
Feature Friday #6  8)

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*You can now save, share, and import character builds!
-When you create a new character, you can name and save the build to your build library. You can also copy the build code to your clipboard or tweet it.
-From the character build library, you can pick a saved build to play, rename a build, type in a build code, paste in a build code, or tweet about a build. The build library is accessible from the character creation screen.
*Turrets now have a 1-turn warmup sequence before they start firing
*Shank no longer raises the penetration cap of short blades by 1
*Torches now display a description of their condition rather than a precise count of remaining turns (What??? You thought you were some sort of optics savant?!)
*Added an overlay message log that spans the bottom of the screen. It's more readable than the sidebar message log. We'll be improving it, too.
*Added a new UI option "Show overlay message log" under User Interface. It's disabled by default.
*Improved the UI for storing things in containers
*Saved games on the save management screen are now sorted by age
*Improved the performance of the Golgotha level builder
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Re: Caves of Qud (now at Early Access Feature Friday #7 ARRP) $
« Reply #8 on: September 19, 2015, 01:53:49 AM »
Feature Friday #7 ARRP  8)

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*Added a new weapon: hypertractor
*With Harvest, you can now harvest dreadroot tubers from dreadroot
*With Master Harvestry, you can now harvest yondercane from yonderbrush
*Added fences
*You can no longer sprint through pools of liquid
*Big pools of liquid now (correctly) cost more energy to wade through
*Gave Intimidate and Berate more descriptive descriptions
*Fixed some typos
*Fixed an issue with slowdown when a sparking baetyl is onscreen
*Fixed an issue where loading a character from the character library would sometimes double-up mutation stat bonuses
*Fixed an issue in the build code validator that was causing 'a problem saving your build' for some builds.
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Re: Caves of Qud (now at Early Access Feature Friday #8) $
« Reply #9 on: September 25, 2015, 10:20:06 PM »
Feature Friday #8

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*New item: geomagnetic disc
*Qud's foremost historian, the Baccata Yewtarch, graces us with the first volume in his most recently published series, a survey of the strange civilizations across Moghra'yi, the Great Salt Desert
-Vol I: The Sunderlies
*More creatures now carry books (hurray, literacy!)
*Mechanical wings now increase your reputation with birds and winged mammals
*Bludgeon, Clobber, and Barrage now have more descriptive descriptions
*Rejoinder will now only counter-attack misses by your current target
*Added an automatic save game backup & attempt-restore-on-save-exception mechanism
*Mafeo now stocks a lot of basic ammo
*Tinkering lead slugs now creates 50 instead of 5
*19 new tiles
*Fixed torches not stacking properly
*Fixed some typos
*Fixed some book and story formatting issues
*Fixed the asphalt mine stairs again
*Fixed an issue that would sometimes prevent canyon zones from generating
*Fixed Yuckwheat Stem's tile
*Fixed Crysteel Hammer improperly being two-handed
*Fixed Rhinox-Skull Maul improperly being one-handed
*Fixed a few unfinished items that were showing up as data disks
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Re: Caves of Qud (now at Early Access Feature Friday #9) $
« Reply #10 on: October 02, 2015, 10:19:27 PM »
Feature Friday #9

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*Pistol skill refresh
-Menacing Stare was moved to the Persuasion tree
-Updated power: Empty the Clips (300 sp, 27 Agi). Cooldown 200. For 20 rounds, the energy cost of firing pistols is reduced from 1000 to 500.
*New item: mercurial cloak
*New creature: mercurial
*New book: a parable about covetousness
*3 new master butchery targets
*Whack and trip now have more descriptive descriptions
*Made some significant fixes to the object graph which improves complex game sizes by 50% or more, as well as fixes some very long-standing memory leaks with abilities like fugue and beguiling
*Fixed an issue with buying a new random mutation, and with unstable genome, that would ocassionally cause them to function improperly or not at all
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Re: Caves of Qud (now at Early Access Feature Friday #10) $
« Reply #11 on: October 10, 2015, 12:31:21 AM »
Feature Friday #10

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*'Neath the lee of a desert dune, a robot augur has a vision of a Six Day Stilt bustling with merchants and pilgrims. Soon... soon...
*The Baccata Yewtarch's genius is truly unbound. This week, he graces us with his new volume, "Across Moghra'yi, Vol. Ia: Athenreach"
*New rare helmet mod: terrifying visage
*New rare axe and long blades mod: serrated
*Fixed some typos
*Fixed a few issues causing zone building failures
*Fixed an issue with improper wall and water tiling along edges
Brian Emre Jeffears
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getter77

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Re: Caves of Qud (now at Early Access Feature Friday #11) $
« Reply #12 on: October 16, 2015, 10:20:21 PM »
Feature Friday #11
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*We refreshed Adrenal Control. Here's the new version.
Adrenal Control (4 MP)
+5 quickness
You can increase your body's adrenaline flow by up to 5 grades.
Each grade gives you an extra 10 quickness (+1 quickness per mutation level) and +3% chance per round to exhaust yourself (-0.2% chance per mutation level).
When you exhaust yourself, you lose your adrenaline bonus and fall asleep 5 rounds later. You stay asleep for 5 rounds.
Increasing and decreasing your adrenaline flow are free actions.
*The Baccata Yewtarch has outdone himself with a thrilling account of the peculiar habits of foreign espers in "Across Moghra'yi, Vol. III: Oth, the Free City".
*Tidings of the Six Day Stilt renovations have arrived:
-Work on the Stilt continues
-The Mechanimsts have commissioned renowned sculptress Petramaia to adorn the cathedral at the Stilt with several statues and two relief sculptures depicting important scenes from the Canticles Chromaic
-Apple farmers, apothecaries, bookbinders, and cobblers from across Qud have begun their trek toward Stiltgrounds' bazaar
-Scouts have noticed 3 deer centaurs prancing toward the Stilt
Brian Emre Jeffears
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getter77

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Re: Caves of Qud (now at Early Access Feature Friday #12) $
« Reply #13 on: October 24, 2015, 01:32:32 AM »
Feature Friday #12

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*New plant: fracti
*Added bronze brazier
*Added vases, pitchers, and bottles
*Added woven basket
*Furniture now gets placed around merchant tents more pleasingly
*Added a bunch of furniture tiles
*Added fluted wall tiles
*Tidings of the Six Day Stilt renovations continue to arrive:
-Work on the Stilt continues
-Fracti has invaded the Stiltgrounds. Perhaps the Mechnamists will succeed in pruning it
-The priests ready the hologram of Glorious Shekhinah for display
-Petramaia makes tremendous progress on her artistic marvels. Her depictions of the Sacred Joining and the Edification in marble relief look to be unrivaled in all of Qud.
-Restoration work has begun on the astronomical clock
Brian Emre Jeffears
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In Training

getter77

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Re: Caves of Qud (now at Early Access Feature Friday #13) $
« Reply #14 on: October 30, 2015, 09:12:32 PM »
Feature Friday #13
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*News is slow this week across Qud, but construction work continues at the Six Day Stilt
-The Mechanimists unveil the first prototype of their Sacred Well, into which pilgrims may toss artifacts in exchange for reputation
-Shoemakers, gunsmiths, and grenadiers have made their way to the Stiltgrounds bazaar
-It dawned on the Stiltgrounds merchants that business might pick up if they hang signs outside their doors
-Lots of new sign tiles
-The Mechanimists have started converting creatures from other factions. They appear around the Stiltgrounds.
-Farm animals are making their way toward the Stilt
-Fraci tiles appear more detailed
-Initial support for music and sound was added. A sample dirge echos through the halls of the Stilt cathedral
Brian Emre Jeffears
Aspiring Designer/Programmer/Composer
In Training