Author Topic: Caves of Qud (now at Early Access Feature Friday #131) $  (Read 135002 times)

getter77

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Re: Caves of Qud (now at Early Access Feature Friday #71) $
« Reply #105 on: January 07, 2017, 03:25:38 AM »
Feature Friday #71

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We spruced up and individualized the historic sites.
Added a 'circuitry' element to sultan mythologies. You may start to see references to circuit boards, logic gates, computerization, and horrific soldering projects.
Added an electrical effect to circuitry-based relics.
Added arenas, weapon racks, gun racks, and armor racks to soldier, gladiator, barracks, and arena-affiliated sites.
Added more sultan shrines to sultan-worshipping sites.
Added full pantheon sultan shrines (megashrines) to sultan-worshipping sites.
Added shale walls with various types of mineral deposits to jewel, jeweler, geologist, and dig-affiliated sites. These walls have a small chance of leaving behind a gemstone when destroyed.
Added holographic shale and meteorite walls with peridot deposits to star, astrologist, observatory, astronomer, stargazer, and light-affiliated sites.
Added new piece of high-tech furniture called quantum rippler to chance, gambler, and gambling hall-affiliated sites. Mhm.
Added some new gemstones: sapphires, emeralds, and peridots.
Added a text-mode UI to High Scores for leaderboard browsing.
Added an overlay UI for High Scores.
Added an overlay UI for Options.
Added a UI option to disable full-screen color effects (e.g., skulk and night vision) for accessibility.
Added an overlay UI for conversation.
Added support for sliders and single-select options on the Options screen.
Added sound effect and music volume sliders to the Options screen.
Fewer inappropriate creatures should climb out of space-time vortices.
You now get a popup message when you enter a map with your evil twin.
Fixed the formatting on some books.
Fixed an issue where getting pushed through sticky liquids caused you to lose turns.
Fixed torches auto-lighting if they aren't in a hand slot.
Fixed glotrot messages for other creatures being shown to player.
Fixed a one-pixel gutter appearing around the overlay UI controls.
Fixed security door rendering.
Fixed the minimap not updating after loading a saved game.
Excluded Fist of the Ape God from dynamic encounters.
Turrets chirping in view now terminate autowalk, explore, and wait actions.
Brian Emre Jeffears
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Re: Caves of Qud (now at Early Access Feature Friday #72) $
« Reply #106 on: January 14, 2017, 03:28:48 AM »
Feature Friday #72

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We revamped the Long Blades skill! These are the new powers. Check them out in game for the stat requirements and costs.
Long Blade Proficiency. You gain access to two stances.
Aggressive stance: While wielding a long blade in your primary hand, your long blade attacks gain +1 penetration but -2 to hit.
Defensive stance: While wielding a long blade in your primary hand, you gain +2 DV.
Dueling Stance: You gain access to dueling stance. While wielding a long blade in your primary hand, you get +2 to hit.
Lunge. Activated; cooldown 15.
Aggressive stance: You lunge through one empty space at an opponent and make an attack at +2 penetration. You must move through the empty space.
Defensive stance: You make an attack at an opponent then lunge backward 2 spaces.
Dueling stance: You make an attack at an opponent at +1 penetration. The attack is guaranteed to hit and penetrate at least once.
Swipe: Activated; cooldown 15.
Aggressive stance: You make an attack against all adjacent opponents.
Defensive stance: You push all adjacent creatures back 1 space and attempt to trip the ones that are opponents (strength save; difficulty 30).
Dueling stance: You make an attack at an opponent and attempt to disarm them (strength save; difficulty 25 + your Agi modifier). The attack is guaranteed to hit and penetrate at least once.
Improved Aggressive Stance: Your penetration bonus in aggressive stance is increased to +2, but your to-hit penalty is increased to -4.
Improved Defensive Stance: Your DV bonus in defensive stance is increased to +3.
Improved Dueling Stance: Your to-hit bonus in dueling stance is increased to +3.
En Garde!: Activated; cooldown 100. For the next 10 rounds, Lunge and Swipe have no cooldown.
Added some variety to sultan birth events.
Changed the map generation algorithm for overland ruins to be based on the much better historic site algorithm.
When you get the Quills mutation, you now always start with 300 quills.
Fixed a bug causing you to occasionally get less than the documented 80-120 new quills when you level up Quills.
Removed stray '^k' characters from most descriptions.
Gave Pax Klanq a little more HP.
Empty bookshelves are now visually distinct.
When you have a target selected, your target's health estimate is now displayed on the left side of the top status bar.
Historic sites and other dynamic areas are no longer generated on top of important static locations.
When you left-click on an object, you now move up to that object and interact with it instead of trying to swap places with it.
Fixed the overlay conversation UI not respecting variables or random-option dialogs.
Fixed several issues causing failed map builds.
Fixed some issues that caused the middle levels of Grit Gate to not generate.
Fixed some spurious tooltip popups when changing screens.
Give artifact' dialogs are now mouseable popups.
Greatly reduced memory usage during map generation.
Added an overlay system menu.
Added a button for the system menu.
Added support for look mode in the overlay UI.
Added an option to disable blood splatters under Options > Debug.
You can now bind a key to trade while using the overlay UI.
Added better support for navigating options with the keyboard.
Added the ability to escape from several choice dialogs such as 'manually equip' and Klanq infection.
Fixed a bug that caused your character to lose Unstable Genome before you manifested all your mutations.
The minimap no longer blocks clicks.
Fixed a display issue when backing out of a trade in the overlay UI.
Fixed some graphical effects disappearing after loading or thawing a zone.
Fixed the ability descriptions cutting off before the bottom of the window on the ability screen.
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Re: Caves of Qud (now at Early Access Feature Friday #73) $
« Reply #107 on: January 21, 2017, 04:01:27 AM »
Feature Friday #73
Quote
We revamped the Axe skill! These are the new & updated powers. Check them out in game for the stat requirements and costs.
Axe Proficiency: You get +2 to hit with axes.
Cleave: Whenever you hit an opponent with an axe, there's a 75% chance you cleave their armor, giving them a -1 penalty to their AV. This penalty can stack a number of times up to your strength modifier.
Dismember: Activated; cooldown 30. You make an attack with your axe at an adjacent opponent. If you hit and penetrate at least once, you dismember one of their limbs at random and they start bleeding (1-2 damage per turn. toughness save; difficulty 35). Additionally, your axe attacks that penetrate have a percentage chance to dismember: 3% for one-handed axes and 6% for two-handed axes.
Charging Strike: When you charge an opponent with an axe and hit, if you cleave their armor, they get an additional -1 penalty to their AV. If you have Dismember, your chance to dismember when charging with an axe is doubled.
Hook and Drag (same as before, but lower cooldown and better documented): Activated; cooldown 50. You grab an opponent's limb with the heel of your axe and pull them toward you. If successful, you pull your opponent with you as you move and make a free attack with your axe. Your opponent is forced to move with you but can attack you while moving. Your opponent gets a chance to resist the move (strength save; difficulty 20 + your strength modifier) and a chance to break free at the start of their turn (same save). This effect lasts for 9 rounds or until you dismember the opponent.
Backswing: Whenever you miss with an axe attack, there's a 25% chance you make an additional attack. You can't backswing off a missed backswing.
Decapitate: Heads are added to the list of possible limbs you can dismember. If you chop off the only head of an organic opponent, they're killed instantly. If they have multiple heads, they start bleeding profusely (2-3 damage per turn. toughness save; difficulty 35).
Berserk!: You work yourself into a blood frenzy, and for 5 rounds your chance to dismember with axe attacks is 100%. To use Berserk, Dismember must be off cooldown, and using Berserk puts Dismember on cooldown.
Made tortoises slower.
The historic relics that are mentioned in the histories and the guaranteed relics on the bottom levels of historic sites now live in clearly demarcated relic chests somewhere on the dungeon level. If you seek them out, expect to find some named cultists who don't appreciate your intentions. Note there's still a small chance to find other relics elsewhere in historic dungeons, such as on tables or wielded by creatures.
Sultan shrines, sultan pantheons, and arenas that appear in historic dungeons no longer block off portions of the map or generate partially off screen.
Tweaked how often sultan shrines, pantheons, and arenas occur in historic sites.
Hotkeys are now preserved between games. If you replay your last character, you get the same hotkeys. Different characters get an approximate hotkey mapping.
You can now two-way trade items with your party members.
Added highlights for static villages & dungeons to the ALT highlight display.
Added highlights for discovered historic sites to the ALT highlight display.
Fixed several issues with the ALT highlight display.
Force fields, statisfields, pyrokinesis fields, and cryokinesis fields are no longer visible in unexplored areas.
Robots now spark instead of bleed, and oozes now bleed slime.
Added more variety to the cognomens given to sultans when they're born.
Added more map generation variety to the historic sites.
The surface level of historic sites now incorporates the terrain of their surrounding region.
The overlay UI ability list now displays hotkeys.
Removed 'test dummy', a really tough beetle used for debugging. Will he make a return???
Removed the occasional cultists who preached loading screen quotes.
You no longer get messages when you walk over different types of floors.
Fixed an issue with save game serialization that caused various bad things to happen, including Argyve refusing to complete his knickknack quest.
Fixed another issue causing historic sites to generate on top of static dungeons.
The default action for empty injectors is no longer 'apply'.
Fixed the rendering issues with the message log history.
Fixed some rare cases where damage destroyed natural equipment like carapaces.
Fixed a few rare cases where the stairs at the lowest level of a historic dungeon lead to dead ends.
Removed a few improper objects from appearing in dynamic encounters.
Fixed some cases where baetyls refused to accept the items they demanded.
Removed a few impossible baetyl demands.
Fixed an issue causing XP to be rewarded for each level of a historic site if you discovered the site without a quest.
Fixed skill color coding to respect purchaseability.
Fixed skill descriptions appearing off the bottom of the Skills screen.
Fixed bookshelves and tables appearing empty until you interacted with them.
Fixed several issues where overlay UI buttons didn't work if their default keyboard keys were mapped to directions.
Brian Emre Jeffears
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Re: Caves of Qud (now at Early Access Feature Friday #74) $
« Reply #108 on: January 28, 2017, 02:56:11 AM »
Feature Friday #74
Quote
We revamped the Cudgel skill! These are the new & updated powers. Check them out in game for the stat requirements and costs.
Cudgel Proficiency: You get +2 to hit with cudgels.
Bludgeon: Whenever you hit with an cudgel, there's a 50% chance to daze your opponent (-4 int, -4 agi, -10 movespeed) for 3-4 rounds. If you daze a dazed opponent, they're stunned for 1 round instead (cannot take actions and 0 DV).
Conk: Activated; cooldown 10. You make an attack with a cudgel at an adjacent opponent. If you hit, you automatically daze your opponent. If your opponent is already stunned, you instead knock them unconscious for 30-40 rounds (unconscious opponents wake up dazed when they take damage).
Backswing: Whenever you miss with an axe or cudgel attack, there's a 25% chance you make an additional attack. You can't backswing off a missed backswing.
Slam: Activated; cooldown 50. You make an attack with a cudgel at an adjacent opponent at +1 penetration. If you hit, you slam your opponent backwards up to 3 spaces, pushing other creatures and breaking through walls if their AVs are less than 10 times your strength modifier. Opponents who get pushed are stunned for 1 round plus an additional round for each space pushed. Opponents who are pushed through or against walls take extra weapon damage for each wall. Colossal opponents don't get pushed but are still stunned for 1 round. You can also use this power to destroy a wall or door if its AV is less than 10 times your strength modifier.
Demolish: Activated; cooldown 100. For the next 5 rounds, your chance to daze with cudgel attacks is 100% and Slam has no cooldown. To use Demolish, Slam must be off cooldown, and using Demolish puts Slam on cooldown.
Historic frills, toys, and gaws now fabricate legendary versions of creatures instead of normal ones.
You can no longer eat robot limbs, but you can disassemble them for scrap.
Added a new wall type, rock salt, for subterranean layers under the Great Salt Desert.
Added a new wall type, tangled mudroot, for subterranean layers under the jungle and salt marsh.
Gave legendary robots more robotic names.
Added a new tile for deep shafts.
Now when an ubernostrum tonic regenerates an arm, it regenerates the accompanying hand too.
You can now pick up bedrolls.
When a creature is damaged while sleeping, it now wakes up in a daze.
Stunned creatures now have 0 DV.
Electric snails now always leave corpses behind.
Fixed an issue causing creature lairs not to generate.
We made the map generation for creature lairs much more interesting.
Dismember no longer triggers if you don't have the dismember skill or a dismembering weapon.
Fixed some ruin maps not having the correct encounters based on their tiers.
You can no longer accidentally navigate to the message log resize buttons.
Skills that require certain weapon types now properly recognize natural weapons if they're of the right type.
Fixed several issues that sometimes prevented ruined areas from generating.
Fixed an issue that caused interacting with a baetyl to occasionally freeze the game.
Fixed an exception in generated histories that caused historic site map generation issues.
Fixed a rare error with missile weapons.
Reduced memory load by ~100MB.
Reduced starting save file size.
Shortened world generation time.
Shortened game object creation time.
Added a version number to the main menu in the new UI.
[modding] Limb and Head base object types are now settable with HeadBase and LimbBase tags. For example: <tag Name="LimbBase" Value="RobotLimb"></tag>. By default the base object for limbs is the Corpse object.
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Re: Caves of Qud (now at Early Access Feature Friday #75) $
« Reply #109 on: February 04, 2017, 02:15:00 AM »
Feature Friday #75

Quote
Hi, I'm ptychomancer, the other core Caves of Qud dev. Here are some patch notes.
We revamped the Short Blade skill! The last iteration of Short Blade was a bit too powerful. Shank let agility-focused melee characters completely dump their strength stat, and Rejoinder was just too efficient at dealing out damage. With the redesign, Short Blade should now fall within the range of the other newly revamped skills, though it's more flexible in terms of possible cross-pollination with other skill trees.
These are the new & updated powers. Check them out in game for the stat requirements and costs.
Short Blade Proficiency: You get +2 to hit with short blades.
Bloodletter: Your short blade attacks that penetrate have a 75% chance to cause your opponent to bleed (0-1 damage per turn. toughness save; difficulty 20 + your agility modifier). The opponent saves to stop bleeding each round, and the save difficulty decreases by 1 each round. This effect can stack a number of times equal to 1 plus your agility modifier.
Jab: When you wield a short blade in your offhand, you make offhand attacks twice as often. This bonus applies to organic hands (natural and mutated) but not robotic hands.
Hobble: You make an attack with a short blade in your primary hand, looking for a weak spot in your opponent's armor. If you hit, you penetrate exactly once and hobble them (-50% movespeed for 16-20 rounds).
Pointed Circle: Whenever you juke an opponent while wielding a short blade in your primary hand, you make a free attack. If you have Bloodletter, the attack's chance to cause bleeding is 100%.
Rejoinder: Once per turn, when an opponent misses you with a melee attack, there's a 40% chance you make a free attack with a short blade you're wielding.
Shank: Activated; cooldown 20. You make a melee attack with a short blade in your primary hand (preferred) or offhand. If you hit, the attack gets +2 penetration for each negative status effect your opponent suffers from.
The following changes are related to the Short Blade rework.
Reduced Juke's cooldown to 40 rounds.
Reduced Juke's skillpoint cost to 200.
Tumble now reduces Juke's cooldown to 20 rounds.
Reduced Tumble's skillpoint cost to 150.
Aggressive stance and dueling stance now bestow their bonuses on short blades you have equipped, as long as you have a long blade equipped in your primary hand.
Eunuchs start with Hobble instead of Shank.
Changed the wall destruction calculation for Slam. Now you destroy walls with AV less than 5 times your strength modifier instead of 10 times.
Increased the AV of marble walls.
Quests to recover historic relics now properly complete when you pick up the relic.
Fixed a bug that caused all of Qud's lairs to cluster around Joppa. They are now more evenly distributed through Qud.
You can no longer find legendary versions of existing NPCs (e.g., "Esmeralda, the legendary Warden Ualraig").
Added chronology entries for the following actions.
beguiling a creature
proselytizing a creature
renaming a follower
discovering the location of a historic site
visiting a historic site
recovering (some) historic relics
Added an upper bound to particle effects.
Added a button for auto-explore to the overlay UI.
Added a warning before you quit without saving when permadeath is enabled.
Mimics now properly copy the tile of their target.
The 'wait' command in any keybinding is now mapped to numpad5 for the purpose of targeting yourself.
Fixed the title of Corpus Choliys.
Gave plated knollworm the right tile.
Target rifles no longer appear in dynamic encounters.
Excluded several NPCs from dynamic encounters.
Fixed an exception when completing the quest, Spread Klanq.
Fixed a crash and some rendering issues on the text version of the highscore screen.
Fixed weekly/daily seed flags sticking around inappropriately when you picked them, backed out, and then started another game type.
You now get the Unstable Genome message after the levelup message, not before.
Fixed a rare exception with reputation when you moved across maps.
Fixed some stair placement issues in Bethesda Susa.
Reduced a bunch of performance issues in runaway memory situations.
Brian Emre Jeffears
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Re: Caves of Qud (now at Early Access Feature Friday #76) $
« Reply #110 on: February 11, 2017, 02:06:27 AM »
Feature Friday #76
Quote
Added a new type of overland encounter: secluded workshops.
Added legendary shoemakers (and their hired guards).
Each legendary merchant has a distinct maker's mark that they use to brand their artisan wares.
Added a new faction: merchants' guild.
You can now give your followers randomly chosen names from their particular cultures.
You can also give your followers randomly chosen names from your character's own culture.
Added unique name generators for the following factions.
insects
oozes
crabs
reptiles
humanoids
fish
worms
baboons
various animal factions
various plant factions
New UI: added a new sidebar for interacting with objects adjacent to you (Options > Overlay UI > Show overlay nearby objects list). Left-click on an object in the sidebar to interact with it contextually, and right-click on it to get a list of options. It's especially convenient for picking up adjacent items.
Each data disks description now includes the Tinker level required to build the item.
Refactored each region's list of creatures that can become legendary and get their own lairs.
Tweaked lair population.
Tweaked the way merchant guards are generated.
Greatly improved the formatting for multiple-choice dialogs in the new UI.
Fixed an issue where the amaranthine prism sometimes [redacted].
Removed 'a scroll bound by kelp' from dynamic encounters.
[modding]You can now specify static reasons for why various factions admire or dislike faction leaders. Use the StaticLikeReason and StaticHateReason tags on a creature with the GivesRep part.
[modding]NPCs now inherit from BaseHumanoid instead of Humanoid.
[modding]Fixed an issue where inherited objects tried to override existing xtags.
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Re: Caves of Qud (now at Early Access Feature Friday #77) $
« Reply #111 on: February 17, 2017, 10:36:43 PM »
Feature Friday #77

Quote
Added legendary gunsmiths. You'll find their workshops as new overland encounters.
Added secluded distilleries.
Added legendary ichor merchants and new overland encounters for their distilleries.
Added a new music track "Moghra'yi Remembrance Circle" to desert areas
Legendary creatures guarding the relic chests on the last levels of historic sites are now leaders of their respective cults.
Relic quests now properly complete when you equip or activate the relic directly from a chest.
You no longer get multiple chronology entries for visiting the same historic site.
Fixed an exception when looking at cybernetic credit wedges.
Move Up and Move Down keybinds will now cycle through multiple objects in a cell in look mode
Added UI options to show or hide plants and pools in the nearby items list, defaults to hide
The new UI multiple-choice dialog now correctly supports capitalized hotkeys
Taught the AI to use: bezerk, force wall and the new long blades tree
Updated several NPCs and creatures to the new skills
Reduced the frequency of several items of stacked walls and furniture occuring in a single cell in areas generated by the historic-style dungeon builder
Changed XP Bar to more conventionally display percentage of progress through only the current level's xp
Fixed dismember allowing you to dismember with non-axe weapons
Fixed invisible objects showing up in the nearby items list
Fixed issues with relics with several stat boosts not being properly displayed, applied or removed
Fixed issue with relics applying their boosts in inappropriate slots
Fixed some layout issues with the popup choice window
Fixed some issues with level stacking of mutation power-granting relics
Fixed the trade button in the new ui conversation screen being un-navigable
Fixed XP and HP bars sometimes not resizing properly
Fixed fungal infections dropping as items
Fixed fungal infection items showing up on dynamic tables
Fixed a few rare cases where Calloused's bonuses would stop applying
Fixed some cases where you'd end up with multiple stairs up in a square
Fixed some cases where you'd end up with a missing stairs down
Fixed many effects that were incorrectly rendering in non-active zones
Improved the layout of conversations
Improved the readability of the selection highlight on new ui dialogs
[modding] Added stat:<statid>:<amount> wish to modify a stat basevalue
[modding] Added statbonus:<statid>:<amount> wish to modify a stat bonus
[modding] Added statpenalty:<statid>:<amount> wish to modify a stat penality
[modding] Added xp:<amount> to award a given amount of experience
[modding] Added cureglotrot and cureironshank wishes
[prerelease content] Metamorphosis no longer duplicates inventory and non-natural equipment and transfers your own equipment during transformations.
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Re: Caves of Qud (now at Early Access Feature Friday #78) $
« Reply #112 on: February 25, 2017, 01:30:28 AM »
Feature Friday #78

Quote
We added hatters, glovers, armorers, and haberdashers.
Added hatter, glover, armorer, and haberdasher tents to the Stiltgrounds.
Added legendary hatter, glover, armorer, and haberdashers. You'll find their workshops as new overland encounters.
Descending into a pit or open air while flying no longer grounds you.
Added more variety to the geometry of historic sites.
The Quest screen now has a scrollbar, scrolls smoothly, and properly wraps text.
Added an option to scale the minimap (under Overlay UI).
Added an option to scale the nearby items list (under Overlay UI).
Monster AI now uses the Cudgel powers Conk, Slam, and Demolish.
Monster AI now considers broken and rusted item statuses when equipping gear.
Oboroqoru and rhinoxes now have a few more cudgel powers.
Slam now properly requires a cudgel to use.
Liquid volumes no longer interfere with other smart-useable objects.
'Spread Klanq' quest steps now properly complete when you spread Klanq to the proper targets.
Made the Pax Klanq quest sequence a bit more robust.
You can no longer choose a square without a target when you charge.
Creatures that live on walls no longer spawn in the middle of a solid group of walls.
Fixed some cases where objects spawned on stairs.
Consuming an Eater's fleshcap no longer permanently decreases quickness.
For clarity, we renamed 'Eater's flesh' to 'elcatl' and 'Eater's fleshcap' to 'Eater's flesh'.
If you have burrowing claws and you use a skulk injector, you no longer lose your claws when the effect wears off.
Made it clear that invoking the Chaos Spiel infuriates Asphodel.
Added more messaging for shaking off dazings and stuns.
Fixed some rare cases where commands were being issued twice in the overlay UI.
Fixed some cases where overlay UI elements incorrectly displayed on top of each other.
Fixed an issue causing the selected conversation option not to be highlighted when a conversation started.
Fixed some rare cases where dismembered limbs didn't drop the items they had equipped.
Fixed some rare occurrences of objects cloning themselves when slipping on slime.
Fixed a rare hang during map generation.
Cleaned up the text for becoming afraid.
Fixed a typo in the hulk honey damage message.
Removed <redacted> and <redacted> from dynamic encounters.
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Re: Caves of Qud (now at Early Access Feature Friday #79) $
« Reply #113 on: March 03, 2017, 11:55:41 PM »
Feature Friday #79

Quote
We added a new drag-and-drop prerelease inventory screen for the new UI. It's available via the "Prerelease: Use overlay inventory screen." option under overlay UI options. It's work in progress and has some bugs. Feedback is welcome!
Equipment is manageable via a drag-and-drop procedurally generated paper doll based on your character's body
Left click to bring up the item's interaction window
Right click to view an item's tooltip
Filter buttons along the top allow you to quickly filter to specific categories
Updated the stilt well picker dialog
Updated the pour choices dialog
Fixed several issues with screens under the current popup acquiring input or navigation selection
Fixed the AI trying to force prison a target and then shoot it with light manipulation
Fixed Enuch's character creation skill list
Fixed some stair placement issues in bethesda susa
Fixed an issue where phase webs would sometimes leave you permanently phased if you saved while you were stuck in them
Fixed some historic-style areas not having proper tile surface paint
Fixed an issue with move-speed adjusting equipment not properly applying bonuses
Fixed an issue with call to arms that wasn't properly respawning Q Girl in the correct circumstances.
Fixed dynmically mixed liquid volumes not having the proper vapor temperatures
Fixed a stack overflow error when containers disintegrated on the ground from contained fluids
[modding] Merged blueprint changes will now propagate changes to children
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Re: Caves of Qud (now at Early Access Feature Friday #80) $
« Reply #114 on: March 11, 2017, 02:33:37 AM »
Feature Friday #80

Quote
We made a bunch of enhancements to the paper doll equipment screen. It's still flagged as prerelease content, but you can enable it here: Options > Overlay UI > Prerelease: Use over inventory screen.
The new overlay inventory is now also used for item pickup and container manipulation.
Item filters now entirely hide the filtered categories.
Item filter buttons now properly respond to the 'use' key.
You can page up and down now.
You can use + and - to open and close item categories.
Items are now properly sorted alphabetically.
Fixed several filter icons in the inventory list.
Fixed some issues with scrolling through the inventory list or the paper doll.
Updated the look and behavior of many graphical elements.
Item selection is now properly restored when the screen refreshes.
If the overlay UI and inventory are enabled, the original equipment screen doesn't appear when you tab through your character screens.
Added tiles for several pieces of natural equipment.
wings
carapace
horns
stinger
quills
burrowing claws
flaming and freezing hands
Added a tile for mechanical wings.
Updated torch tiles.
Sultans now occasionally fake their own deaths or have their deaths wrongly reported.
Added some sultan events involving chariot accidents.
Improved the grammar of sultan history snippets.
Fixed some cases where looking at a painted or engraved item didn't reveal the proper historic site or give the right quest.
Fixed an issue that was causing the secrets about the location of the Ruin of House Isner not to appear in procedurally-generated books. The secrets are back in!
Added a new textbook to the corpus of text that the procedurally-generated books draw from.
Fixed an issue that caused the player to occasionally become a member of the Beasts faction, resulting in neutral NPCs acting hostile toward you.
Added new options to the main Options screen.
Display vignette
Display scanlines
Brightness level
Contrast level
[debug] Added a wish to clear the player's faction membership: "clearfactionmembership". You can use this wish to fix the hostile NPC bug in older saves.
[modding] The look cursor is now more compatible with full-color tiles.
[modding] Display.txt is now moddable. You only need to include the text you want to override in Display.txt. For example, here's the full text of a mod that disables the vignette:
{ "shaders":{
"vignette":{
"enable":"false" }}}
[modding] Display.txt now supports a "tiles" category with "width" and "height" variables. You can use it to reskin the game with an alternate tile aspect ratio.
Brian Emre Jeffears
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getter77

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Re: Caves of Qud (now at Early Access Feature Friday #81) $
« Reply #115 on: March 17, 2017, 11:02:35 PM »
Feature Friday #81

Quote
We added a new input manager that supports gamepads out of the box. It's still prerelease content; we'll be expanding support and tweaking the default bindings in the coming weeks.
Added a new options menu: Controls. You can access key bindings and enable the new input manager from this menu.
The default movement mapping is: left stick to point in a direction + right trigger to move. You can also hold down right trigger and point the left stick around to move quickly.
You can also rebind to direct movement. If you do, the Move North/South/East/West commands tilt 45 degrees right when you hold the Alt button (left trigger by default). So, to move NE, you hold left trigger and move north.
These are the current default mappings on an Xbox controller.
left stick + right trigger: move
A: interact
B: get
X: ability menu
Y: walk (move in a direction until you hit a wall)
left bumper: wait a turn
right bumper: fire missile weapon
dpad up: go up stairs or to the worldmap
dpad down: go down stairs or to the local map
right stick: look
click right stick: reload missile weapon
select: menu
start: inventory
left trigger + B: get nearby
left trigger + Y: autoexplore
left trigger + left bumper: rest until healed
left trigger + right bumper: throw
Added, changed, or tweak tiles for the following objects.
pocketed vest
black, ash-stained, and cloth robes
furs
woven and vine-weave tunics
wool kilt
crude and filthy toga
bark armor
ring mail
basic toolkit
stun rod
box of crayons
Joppa and Grit Gate recoilers
iron mace
grenades
albino monkey braid
Glass bottles now visually respect the liquids they hold. They appear empty when they're empty; otherwise they show the color of the liquid they contain.
Updated the slimy shaft tile.
Added options for fullscreen mode and target framerate (Options > General).
Improved the navigability of the overlay options.
Fixed books and artifact stories not working when accessed from the new inventory screen.
Fixed monsters being able to melee attack you through floors if they were directly above or below.
Fixed very excessive memory use when browsing the contents of a container that contains many items, particularly liquid volumes.
Fixed an exception on the Quests screen.
Fixed several cases of excessive garbage generation.
Removed some baseobjects (basefloat, tool) from dynamic encounters.
Brian Emre Jeffears
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getter77

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Re: Caves of Qud (now at Early Access Feature Friday #82) $
« Reply #116 on: March 25, 2017, 01:04:14 AM »
Feature Friday #82

Quote
We added... well, just read below.
Added a new high-tech item, nano-neuro animator, that makes a nearby wall or door sentient (it'll support more inanimate objects soon).
Added a cheaper, consumable competitor for the nano-neuro animator: Spray-a-Brain.
Added body types and body parts for animated walls and doors.
Added a faction: newly sentient beings.
There's now a very small chance that any given wall or door is sentient.
Updated compass bracelet's tile.
Made some enhancements to the new input manager.
Rebinds are now be properly saved between sessions.
Improved the 8-way directional sensitivity.
D-pad left and right now scroll through your activated abilities.
While scrolling through abilities, 'X' activates the selected ability. Left trigger + 'X' enters the ability screen.
Next page and previous page bindings now work properly.
Menu navigation directions now repeat when held.
You can now navigate to the "buy a new mutation" option on the character screen.
Holding the Alt button while moving now force attacks in that direction.
There are now force attack action bindings.
Added key repeat delay and rate sliders to the Controls options menu.
Trade bindings now work properly.
Fixed canceling causing double input on several screens.
Fixed the pick direction screen not accepting diagonal inputs.
Removed unused 12-gauge shotgun ammo.
Salt dunes tiles now properly animate.
Fixed some memory use issues on the high score screen.
Fixed some rare exceptions in the following parts: AnimatedMaterialSaltDunes, AIPilgrim, Daylight, LiquidVolume, Juke.
Fixed a rare exception with rendering effects.
Fixed cases where the overlay UI stopped responding when you exited to the main menu.
Fixed the mouse wheel not working on the keybind screen.
Fixed controls in the new inventory screen sometimes incorrectly appearing disabled.
Fixed a spurious serialization error.
Fixed a scripting mod compilation error.
Brian Emre Jeffears
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getter77

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Re: Caves of Qud (now at Early Access Feature Friday #83) $
« Reply #117 on: April 01, 2017, 03:08:22 AM »
Feature Friday #83

Quote
You can now use nano neuro animators or cans of Spray-a-Brain to make tables sentient.
There's now a very small chance any given table is sentient.
You can now dominate sentient walls, doors, and tables.
Fixed a bug that caused you to be unable to spray brains onto doors.
Added a new book: From Entropy to Hierarchy by Q Girl.
We replaced the old container storage UI with a much better variant of the trade UI.
Additional trade actions are now grouped under a submenu of the trade screen.
Open shafts drop you directly on top of a wall less often.
Fixed the reload keymind in the new input manager.
Added an option to globally enable or disable mod support.
Fixed the message log and status bar options not working properly without the overlay UI fully enabled.
Fixed option drop-down menus not rendering properly and increased their size.
Vendors no longer repair or recharge items when you don't have enough water to pay for the service.
Fixed some issues with double inputs when escaping screens.
Fixed a rare exception with generic ammo.
Fixed the inventory screen sometimes appearing on top of the new UI.
Fixed loading text not appearing when it should.
Fixed some typos.
We're also working on a journaling system and expansion to the Water Ritual. Stay tuned!
Brian Emre Jeffears
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getter77

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Re: Caves of Qud (now at Early Access Feature Friday #84) $
« Reply #118 on: April 08, 2017, 12:44:14 AM »
Feature Friday #84
Quote
Added a helmet mod, two-faced, that grants an additional face slot.
Refactored helmet tables into and helmets and hats (known collectively as headwear).
Added a rare book mod, illuminated, that increases the book's value.
Added secluded scriptoriums.
Added legendary scribes and new overland encounters for their scriptoriums.
Added a new liquid: ink.
Ink catalyzes primordial soup into inky sludges with inky pseudopods.
Gave phials a new tile.
Phial color now changes based on the liquid it contains.
Reduced the capacity and cost of phials.
Reflavored the jungle pygmies as the Naphtaali tribe.
Updated the description for the various Naphtaali, Naphtaali corpse, Naphtaali limbs, and chrome idol.
Made Dueling Stance a requirement for Improved Dueling Stance.
Increased the chance goatfolk leave corpses behind.
We made a few improvements to autoexplore.
Added a message when there are no available autoexplore paths to the remaining explored areas on the map.
Added a message when autoexplore stops due to a hostile creature.
Fixed some cases where you'd take an extra step after seeing a hostile creature.
Autoexplore no longer factors in unexplored wall tiles into its pathfinding.
Fixed an issue caused by unreachable tiles becoming reachable via terrain modification.
Autoexplore now visits tiles with trash in them if you have the Tinkering power 'Scavenger'.
If your body doesn't have arms and you gain the Multiple Arms mutation, one of your new hands now counts as a primary slot.
Fixed an issue with auto-drink not automatically drinking. You had one job.
Fixed an issue with upward stair generation.
Fixed fake errors when dynamic population tables were referred to blueprint inventory builders.
Brian Emre Jeffears
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getter77

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Re: Caves of Qud (now at Early Access Feature Friday #85) $
« Reply #119 on: April 15, 2017, 02:59:55 AM »
Feature Friday #85
Quote
Six Day Stilt merchants, and other rare merchants, now periodically refresh their wares.
Added new tiles for these artifacts: hoversled and helping hands.
Sultans now occasionally abdicate their thrones or get murdered under mysterious circumstances.
Sultan counselors now occasionally suggest abdication to their sultans. This can result in various outcomes, some of which are not great for the counselors.
Sultans are now guaranteed to become sultans during the course of their lives. We expect as much from them.
Gave the following creatures new descriptions.
bear
barkbiter
all the cragmensch
Gave clockwork beetles more robotic attributes.
You can now use Rebuke Robot to rebuke clockwork beetles.
You're now prompted to stop traveling on the world map if glotrot causes you to start bleeding.
The container UI now lets you store water containers and other objects that are filtered out of the trade UI.
Fixed some issues that improperly caused the player to be destroyed.
The overlay UI scale is now a slider.
Capped the brightness and contrast settings to prevent completely unusable values.
Continued behind-the-scenes work on the journal and water ritual feature arcs.
Brian Emre Jeffears
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In Training