Author Topic: Caves of Qud (now at Early Access Feature Friday #131) $  (Read 115413 times)


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Re: Caves of Qud (now at Early Access Feature Friday #131) $
« Reply #195 on: August 20, 2018, 09:56:17 PM »
Water is very available. Personally I wish it were a bit more rare, and that merchants carried less of it around, but oh well.
It used to be an issue that merchants sometimes didn't have enough water to pay you, but now they seem to have an infinite amount. You can basically sell your ultra-advanced artifacts to random shmucks to get hundreds of drams in pocket. It may be a development hack, and if so I can see why they put it in, and it's probably better than having to micro manage stash houses and the like, but it does take away from the feeling of a world where water is extremely scarce. I personally also find that lead slugs may be a bit too cheap (ie. easy to come by) in the new version. I liked being wary about using the carbine because I was running out of ammo, for instance.

Regarding the other massive changes the team has been making, I'm generally very pleased and impressed. For traditionalists, some takes a bit getting used to. But I think they've done well with stuff like factions and sultan cults, and even the utterly crazy stuff like extradimensional esper-hunters and weird mushrooms fits well with the game by making it even more sprawling. it seems to be the design philosophy of these people, not to balance by reining in power curves and such, but just ramping up the world in general to 11. Regarding food, I can only chime in with Skeletor's general analysis. It's reminiscent  something I've been thinking about for a long time for my own game, actually, so I've been interested in seeing how they solve it here. In a way, I still like the unambiguous kind of corpse eating you have in Nethack et al., where eating a certain corpse grants a certain intrinsic, and it's certainly not trivial to strike the balance between survivalism mechanics and grind-avoiding design, but CoQ's new system feels both more modern and more organically connected to the rest of the game world.

As always,
« Last Edit: August 20, 2018, 10:10:36 PM by AgingMinotaur »
This matir, as laborintus, Dedalus hous, hath many halkes and hurnes ... wyndynges and wrynkelynges.


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Re: Caves of Qud (now at Early Access Feature Friday #131) $
« Reply #196 on: April 01, 2020, 02:30:56 AM »
Still no updates since the 6th March 2020 Tomb of Eaters release.

Played the game a bit, some nice improvements but still that sandboxy/unfinishy feel, and some of the same old bugs/glitches still present (e.g. whenever I venture in goddam bethesda susa the game slows so much I can actually feel how cold the levels are ffs).
« Last Edit: April 01, 2020, 02:33:22 AM by Skeletor »
What I enjoy the most in roguelikes: Anti-Farming and Mac Givering my way out. Kind of what I also enjoy in life.


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Re: Caves of Qud (now at Early Access Feature Friday #131) $
« Reply #197 on: April 01, 2020, 12:40:10 PM »
They'll get there yet---home stretch!   8)
Brian Emre Jeffears
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