Author Topic: Caves of Qud (now at Early Access Feature Friday #131) $  (Read 140740 times)

getter77

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Re: Caves of Qud (now at Early Access Feature Friday #98) $
« Reply #150 on: July 29, 2017, 01:19:23 AM »
Feature Friday #98

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Added framework for new cybernetics system (coming soon).
Equippable painted and engraved items now grant bonus reputation with the cult that worships the depicted sultan.
Added a prototype trade screen to the new UI that's mouseable/touchable.
Switch the tiles for tanglewood tree and swarmshade tree.
Added a new tile for humble pie.
Added new descriptions for the following plants.
urberry
brinestalk
tanglewood tree
swarmshade tree
Removed Pax Klanq from dynamic encounters.
You can no longer absorb the psyches of clones.
Negative reputation values now always display as negative numbers on the Reputation screen.
Fixed several issues that caused item-granted reputation bonuses to remain after the items were unequipped.
Fixed some grammar issues with the worldmap tiles.
Fixed an issue where system objects would gain status effects (e.g., "CanyonMarker falls asleep").
Fixed an issue that caused forced secondary attack to not occur when you used abilities like Flurry.
Creature AI now responds better when friendly creatures are blocking its path.
Fixed mod uploader popups being blank.
[modding] .cs files are now loaded from subdirectories in the mod folder in addition to the root folder.
[modding] Added "TemporalFugueCopied" event hook.
[modding] Added "GetPsychicGlimmer" event hook.
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getter77

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Re: Caves of Qud (now at Early Access Feature Friday #99) $
« Reply #151 on: August 04, 2017, 11:43:41 PM »
Feature Friday #99

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We're trying out a change to how Willpower works. It now modifies the cooldowns of all activated abilities, not just mental mutations. Each point of Willpower above 16 decreases cooldowns by 5%, down to a minimum 20% of the original cooldown or a minimum 5 rounds. Likewise, each point of Willpower below 16 increases cooldowns by 5%.
We reduced the power level of Freezing Hands and (to a lesser degree) Flaming Hands.
Freezing Hands: reduced the magnitude of the temperature decrease and reduced damage from (level)d4 to (level)d3+1.
Flaming Hands: slightly reduced the magnitude of the temperature increase and reduced damage from (level)d6 to (level)d4+1.
New liquid: sap.
Added sap to the list of potential cure ingredients for diseases and fungal infections.
Creatures now bleed appropriate blood types.
Robots now bleed oil.
Plants now bleed sap.
Oozes now bleed slime.
Fixed an issue that caused shields to not apply their AV bonuses when you blocked an attack.
Made the Berate messages more sensible.
Fixed the reputation formatting on the Reputation screen for factions that love you.
Fixed engraved and painted items occasionally spawning with no historical events depicted.
You no longer get "x pours out all over you" messages when other creatures get liquids poured on them.
Fixed an issue causing cloned liquid volumes to share the source volume's liquid mixture.
[modding]Added the following tags to specify what blood type a creature uses.
BleedLiquid, ex: <tag Name="BleedLiquid" Value="sap-1000"></tag>
BleedColor, ex: <tag Name="BleedColor" Value="&amp;W"></tag>
BleedPrefix, ex: <tag Name="BleedPrefix" Value="&amp;Wsappy"></tag>
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getter77

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Re: Caves of Qud (now at Early Access Feature Friday #100) $
« Reply #152 on: August 12, 2017, 12:00:22 PM »
Feature Friday #100

   
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Added a new item: phase-shift grenade. It shifts the dimensional phase of everything in its area of effect.
    Added a new geological transition in very deep caverns.
    Added a UI option to display a message in the message log whenever you're in combat and your turn starts.
    Added a debug option to disable the limit of one defect per character.
    Missile weapon descriptions now display additional statistics, including weapon skill type, number of projectiles per shot, ammo use, and accuracy rating.
    Added a new debug wish: curefungus. It removes all fungal infections.
    Fixed an issue that prevented non-phased creatures from passing through phased walls.
    Fixed an issue that caused your character's color not to properly change based on HP and status when the new message log was enabled.
    Fixed an issue with Mark Target's cooldown.
    Fixed an issue causing monsters to fail to properly melee attack across map boundaries.
    Fixed an issue that caused baseline neutral monsters not to attack you after you've provoked them.
    Helping Hands no longer adds additional arms when you equip it to the thrown weapon slot.
    Fixed some engraved items still not depicting a historical event.
    You can now avoid steam damage by phasing or flying over it.
    Changed the default rendering API to DX9 on Windows, which should fix some issues with low-spec machines reporting DX11 support but crashing on launch because they didn't fully support it.
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Re: Caves of Qud (now at Early Access Feature Friday #101) $
« Reply #153 on: August 26, 2017, 12:15:01 AM »
Feature Friday #101

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Added more support for upcoming Cybernetics patch: coming very soon!
You can now take notes on the world map. If you recently left a particular map from the worldmap tile you're standing on, the note is added to that map. Otherwise, the note is added to the worldmap tile's center map.
Added a control for saved game management to the new UI.
Added an autoget option for books.
Reduced rocket turrets' quickness from 100 to 50.
Oil and sap-covered items can now be washed off.
Items inside containers carried by fugue clones now properly disappear eventually.
The names of items created by Psychometry-generated data disks no longer contain improper prefixes and suffixes.
Fixed an issue causing the "your skin itches" message to appear in the player's message log when NPCs were infected with spores.
Fixed an issue in the character build library UI that caused character builds to overlap with the Back button.
Fixed an issue in the character build library UI that caused builds selected via keyboard navigation to not always be scrolled into view.
Fixed an issue where the "Continue" option was displayed even when no saved games were present.
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getter77

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Re: Caves of Qud (now at Early Access Feature Friday #102) $
« Reply #154 on: September 02, 2017, 11:55:34 AM »
Feature Friday #102   8)

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We replaced the old cybernetics system with a newer, much more elaborate one.
Cybernetics are still only available to true kin.
We added dozens of new cybernetic implants.
Implants are installed onto body parts at cybernetic terminals called 'becoming nooks'. Potential body parts include: head, face, body, back, arm, hands and feet. Unlike old implants, these new implants do not occupy equipment slots.
A few implants actually do occupy equipment slots.
You can view your installed implants on the new Cybernetics tab of the Equipment screen. The tab doesn't appear if you have no implants installed.
Implants must be identified before you can install them.
Only one implant can be installed per body part.
Some implants can be installed on one of several body parts.
Each implant has a license point cost associated with it. The total number of license points across all your installed implants can't exceed your license tier.
True kin start with a license tier of 2. You can upgrade your license tier at a becoming nook by spending cybernetic credits.
You can install and uninstall implants freely at a nook, as long as you remain at or below your license tier.
Uninstalled implants go into your inventory. Some implants are destroyed when uninstalled, however. Other implants can't be uninstalled. All this info is in the implant's description.
When installing implants at a becoming nook, the implants must either be in your inventory or the nook's rack.
There are some preset becoming nooks in the game. They also have the chance to appear in certain types of procedurally-generated ruins. Becoming nooks usually have implants in their nook racks.
Implants themselves can also appear as rare loot.
Per the Eaters' architecturally tastes, becoming nooks are usually found along side statues of implanted Eaters.
Most cybernetic credit wedges are now placed in preset locations throughout the world, but they also can appear as very rare loot.
True kin can pick one implant from a subset of the implants to start with at character creation.
The list of starting implants includes generic ones and a unique implant for each arcology only available to characters from that arcology.
Added a new journal category: Ruins with Becoming Nooks.
Some factions, but especially the Putus Templar, now share the locations of ruins with becoming nooks as secrets.
Balanced the Templar's water ritual credit wedge gift for the new system.
Reduced true kin's starting attributes by 2.
Added a whole bunch of minor stuff in support of this patch.
Made the night-vision visual effect more playable.
Fixed an issue with Sense Psychic and Heightened Hearing not properly showing identified object tiles.
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getter77

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Re: Caves of Qud (now at Early Access Feature Friday #103) $
« Reply #155 on: September 08, 2017, 09:06:47 PM »
Feature Friday #103

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We made a few enhancements and fixed a few issues with cybernetics.
Added a new implant: force modulator.
As a true kin, you can now choose to start without cybernetics and license tier 0 in exchange for +1 Toughness.
Randomly generated true kin now occasionally start with no cybernetics.
Reduced the movespeed bonus from motorized treads from +100 to +50. The new bonus means you'll move twice as quickly as you do with 100 movespeed (each point above 100 reduces the energy cost of moving by 1%). This was the intended behavior all along.
You no longer prefer to attack with an equipped hand over your fist if you've cybernetically upgraded your fists.
You can no longer pick up becoming nooks and cybernetics racks.
Implants are no longer improperly installed when you cancel out of the installation menu.
Fixed an issue during implant installation that caused the implant to be installed on the first body part listed regardless of which body part was selected.
You now properly automatically ID artifacts when you have optical technoscanner installed.
Matter recompositer now properly teleports you to explored tiles only.
You should no longer get "the way is blocked" messages when using matter recompositer.
You no longer get a blank popup when you share secrets with Putus Templar.
Unidentified implants should no longer have "[implant]" in their names.
Fixed an issue building the new Cybernetics Ward in Bethesda Susa.
Fixed an issue causing some maps to fail to build on OS X and Linux.
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Re: Caves of Qud (now at Early Access Feature Friday #103) $
« Reply #156 on: September 12, 2017, 11:16:49 AM »
Looks like the devs have been introducing some interesting updates! Haven't played for a while but really looking forward to. Did they manage to balance things a bit with hi ego mind controllers?
What I enjoy the most in roguelikes: Anti-Farming and Mac Givering my way out. Kind of what I also enjoy in life.

getter77

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Re: Caves of Qud (now at Early Access Feature Friday #103) $
« Reply #157 on: September 12, 2017, 11:42:10 AM »
Update 96 onward definitely makes things more...interesting...in the field of mental power doings~   8)
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Re: Caves of Qud (now at Early Access Feature Friday #104 ~ARRP 2017) $
« Reply #158 on: September 16, 2017, 01:42:20 AM »
Feature Friday #104 ~ARRP 2017   8)

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Putus Templar now occasionally spawn with cybernetic implants. When one does, they have the "implanted" moniker, their detail color is change, and their implants are listed in the equipment section of their description.
With Masterful Butchery, you can now butcher cybernetic implants from corpses and limbs. You usually succeed, but occasionally you rip them apart in the process.
Added human corpses.
Skillful Butchery is now a prerequisite for Masterful Butchery.
Skillful Harvestry is now a prerequisite for Masterful Harvestry.
Fixed a bug that was introduced when we changed Willpower to affect all cooldowns: Mass Mind now properly refreshes mental cooldowns instead of reducing them to 20%.
Previously, when you equipped (not installed) a cybernetic implant that took up an equipment slot when installed, you couldn't unequip it. Now you can.
Cybernetic implants no longer appear grey on the equipment screen when you simply equip them.
Fixed a bug that caused a dig power to remain in your ability list after the skulk tonic's effect wore off, if you had prerelease content enabled.
Fixed some issues with certain world seeds causing crashes.
Fixed some cases of the new cybernetics UI screens not responding to Enter or prerelease input manager mappings.
[modding] Added a new part for augmenting a creature with cybernetic implants: Cybernetics2HasRandomImplants. Its properties are ImplantChance, ImplantTable, and LicensesAtLeast. ImplantChance specifies the percentage chance the creature spawns with implants. ImplantTable specifies the population table to roll the implants from. LicensesAtLeast specifies the minimum number of license points worth of implants the creature will be generated with. Ex: <part Name="Cybernetics2HasRandomImplants" ImplantChance="25" ImplantTable="Cybernetics4" LicensesAtLeast="6"></part>
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getter77

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Re: Caves of Qud (now at Early Access Feature Friday #105) $
« Reply #159 on: September 23, 2017, 03:03:50 AM »
Feature Friday #105

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Added an overlay UI screen for cybernetics selection during character creation.
Removed the guaranteed credit wedge from Mafeo's inventory; we meant to remove this wedge when we gave Q Girl one, but we never did.
Autoequip no longer equips multiple torches.
Fixed an issue where fungal infections would knock cybernetic implants out of their equipment slots.
Fixed NPC templars not being recognized as True Kin by becoming nooks.
You can no longer install cybernetic implants on non-natural body parts, like the additional face slot created by two-faced helmets.
Fixed an issue serializing objects with butcherable cybernetic implants.
Fixed an issue causing autoget to not pick up closed containers of fresh water.
Fixed some issues causing autoget to cycle through fresh water puddles forever if the player didn't have room to carry more water in their inventory.
Fixed some issues causing 'w'alk and autoexplore to differ in their decisions about what hostiles they stopped for.
Fixed some issues causing autoexplore to swap with enemies, particularly turrets.
Fixed some issues causing autoexplore to not recognize hostile turrets as hostile.
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Re: Caves of Qud (now at Early Access Feature Friday #106) $
« Reply #160 on: September 30, 2017, 01:54:59 AM »
Feature Friday #106

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A new design starts to brew... mmmm.
Added a new cybernetic implant: fullerite hand bones.
Changed the tile color of the carbide hand bones implant.
Sultans now marry spouses from the cultures they're trying to curry favor with. For example, when a sultan cements her friendship with crabs via matrimony, she'll appropriately marry a crab now instead of, say, a robot.
The names of historic relics are now much more varied.
The names of historic relics now have procedurally-colored ANSI text.
The Charge target picker no longer locks onto objects that can't be charged (like dreadroot).
Named creatures now have a slightly higher render priority than their non-named counterparts.
[modding] Added a blueprint browser to the Modding Utilities menu. This'll let you more easily view the object blueprint hierarchy.
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Re: Caves of Qud (now at Early Access Feature Friday #106) $
« Reply #161 on: October 01, 2017, 04:26:48 AM »
Sultans now marry spouses from the cultures they're trying to curry favor with. For example, when a sultan cements her friendship with crabs via matrimony, she'll appropriately marry a crab now instead of, say, a robot.

Here in Australia people are making a great fuzz about legalizing gay marriage, meanwhile CoQ is promoting interspecies marriage.

Thanks Getter   :D
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 #106) $
« Reply #162 on: October 02, 2017, 12:45:38 PM »
Here in Australia people are making a great fuzz about legalizing gay marriage

I think they should make marriage illegal everywhere and for everyone.

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Re: Caves of Qud (now at Early Access Feature Friday #106) $
« Reply #163 on: October 02, 2017, 10:07:38 PM »
Here in Australia people are making a great fuzz about legalizing gay marriage

I think they should make marriage illegal everywhere and for everyone.

Hahahaha.. good one Krice!
What I enjoy the most in roguelikes: Anti-Farming and Mac Givering my way out. Kind of what I also enjoy in life.

getter77

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Re: Caves of Qud (now at Early Access Feature Friday #107) $
« Reply #164 on: October 07, 2017, 12:06:11 PM »
Feature Friday #107

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Unseen creatures are now more active on the map. This means more dynamic behavior: creatures will often fight and kill each other before you find them.
Added a new artifact: spiral borer.
Added a new type of artifact: recoilers bound to one of the procedurally generated ruins or historic sites.
A bug introduced around the time of the water ritual update caused Oboroqoru's lair to fail to generate. We fixed the bug. The ape god is a myth no longer.
Added a new type of relic curio (for use when you are very angry at a faction).
Added a new effect for jewel-based historic weapons.
Added a new effect for glass-based historic armors and shields.
Rewrote the base item descriptions for historic relics from the fifth period sultanate. They now better convey what life was like for this late generation of Eaters.
Might-based historic relics now appropriately grant bonus strength.
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