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Caves of Qud (ROGUELIKE) - coming December 5th

buffalo bill

Arcane
Joined
Dec 8, 2016
Messages
1,054
Feature Friday - August 25, 2018
AUGUST 25 - ALPHABEARD
  • Added new, animated tiles for forcefields.
  • Added a new faction: pariahs.
  • Pariahs now sometimes appear on the Stiltgrounds.
  • You may encounter bands of roving pariahs.
  • Blaze injectors can now be preserved into congealed blaze.
  • Salve injectors can now be preserved into congealed salve.
  • Carbide and fullerite fist implants now count as unarmed attacks.
  • Laser beam and falling rock damage messages now have their penetration indicators colorized according to the usual convention.
  • Spiked gauntlets now correctly add bleeding damage to unarmed attacks again.
  • Breeder creatures now more reliably pass on their faction allegiances to their spawn.
  • Holograms no longer fall down elevator shafts.
  • Hologram bracelets that blink out of existence no longer leave permanent holograms.
  • Force bracelets that blink out of existence no longer leave permanent forcefields.
  • Limbs dismembered from temporal fugue clones or extradimensional creatures now usually blink out of existence when their former owners do.
  • Night-vision goggles no longer provide night vision when equipped as a weapon or when disabled by EMP.
  • Learning to make lead-acid cells no longer causes acid to spontaneously erupt on your character.
  • Bronze ingots now weigh less and are worth more.
  • When a village teaches the free power that unlocks when purchasing a skill, they now also teach the skill itself.
  • Fixed an issue that sometimes prevented destroyed liquid containers from depositing their liquids as puddles on the ground.
  • Fixed an issue that caused the penetration bonus from gaslight weapons to remain even if they were unpowered.
  • Fixed some issues with the shale walls surrounding Red Rock and the Rust Wells.
  • [modding] The Gaslight part has been rewritten. Its properties are now ChargedName (base display name when it has usa[ble charge), UnchargedName (base display name when it doesn't have usable charge), ChargedPenetrationBonus (penetration bonus when charged), UnchargedPenetrationBonus (same, uncharged), ChargedDamage (base damage roll when charged), UnchargedDamage (same, uncharged), ChargedSkill (proficiency skill when charged), and UnchargedSkill (same, uncharged). It's also now an IPoweredPart and has all of that part's properties. Its defaults that differ from IPoweredPart base are ChargeUse = 10 and WorksOnSelf = true.
  • [modding] The BleedingOnHit part has been rewritten. Its properties are now Amount (the roll for the amount of bleeding inflicted, defaults to "1d2"), SaveTarget (the target of the save, defaults to 20), RequireDamageAttribute (if given, bleeding will only be inflicted if the damage being done has this attribute, defaults to null), SelfOnly (whether bleeding infliction only applies to attacks performed with the object, defaults to true), and Stack (whether the bleeding inflicted stacks, defaults to false). It's also now an IPoweredPart and has all of that part's properties. Its defaults that differ from base are ChargeUse = 0, IsEMPSensitive = false, and WorksOnSelf = true.
  • [modding] The NightVisionGoggles part is now an IPoweredPart and has that part's properties (WorksOnWearer defaults to true).
  • [modding] Added a new PlayerBeginConversation event, which triggers whenever the player starts a conversation.
  • [modding] The liquid that gets mixed in with liquids poured on the ground can now be specified. Cells and zones both have a property, GroundLiquid, that can be set to a value like "salt-1000" (the default on zones), "salt-500,water-500", and so on. An empty string means no automatic mixing is done. If a cell's GroundLiquid is null, it defaults to its zone's value. The zone's value can be set in Worlds.xml via the GroundLiquid property on the zone element.
  • [modding] The IgnoresGravity tag and property now make objects immune to the PullDown behavior of the StairsDown part.
  • [modding] Fixed an issue with non-standard sprite size support.
 

buffalo bill

Arcane
Joined
Dec 8, 2016
Messages
1,054
Hindren Village Beta
September 7 - AlphaBeard
Hey all,
We've posted the hindren patch—including a new species of deerfolk, new village, and new quest chain—to the beta branch. If you'd like to help us test it, right-click on Caves of Qud in Steam, select Properties, click the Betas tab, and switch to the 'beta' branch. Post your bugs in this thread. The hindren patch notes are below.

Live and drink, friends.

  • Added a new village: Bey Lah, hidden in the flowerfields.
  • Added a new faction: hindren of Bey Lah.
  • Added several new hindren NPCs.
  • Added a chain of quests: Petals on the Wind, Find Eskhind, and Kith and Kin.
  • Added a new signature dish: mah lah soup.
  • Added a new denizen to the Stiltgrounds.
  • Added a few legendary hindren items.
 

buffalo bill

Arcane
Joined
Dec 8, 2016
Messages
1,054
Feature Friday - September 14, 2018
September 14 - AlphaBeard
  • Brainless things no longer fall asleep.
  • Hindren clues should now be more successfully excluded from gossip.
  • Pressing left on an object in the inventory screen now collapses the whole category.
  • Pouring liquid on the ground now results in a salt-diluted puddle of the same volume you poured, not twice that volume.
  • You can no longer avoid attacks by certain sludges on the basis of the attacks overquenching your thirst.
  • Generated names from the arcology of Ekuemekiyye no longer occasionally contain a trailing space.
  • Psychic hunters no longer get vestigial legendary titles.
  • Fixed a bug that caused on-damage cooking effect trigger's percentage to drop to 0 after saving and loading.
  • Fixed some plurality issues with generated text when preserving ingredients.
  • Fixed a bug that prevented run-down carcass kneaders from being wound up.
  • [modding] The RandomColors part has a new property, BackgroundColor, for specifying random background colors.
  • [modding] The IPoweredPart base class has been refactored to IActivePart, which is identical to IPoweredPart except for some of its new default property values: ChargeUse = 0, IsBootSensitive = false, and IsEMPSensitive = false. IPoweredPart is now a subclass of IActivePart with these defaults: ChargeUse = 1, IsBootSensitive = true, and IsEMPSensitive = true.
 

Gunnar

Arbiter
Joined
Jul 10, 2016
Messages
819
So, does this have an endgame by now? An ending or two? OR is it freeform sandbox?

When I played a few months ago the main quest line wasn't finished yet. From these updates, they seem to want to tinker and keep adding pieces to the procedural systems rather than the parts the game actually needs.
 

buffalo bill

Arcane
Joined
Dec 8, 2016
Messages
1,054
So, does this have an endgame by now? An ending or two? OR is it freeform sandbox?

When I played a few months ago the main quest line wasn't finished yet. From these updates, they seem to want to tinker and keep adding pieces to the procedural systems rather than the parts the game actually needs.
I disagree—the game very badly needs more content in the form of towns, (good) quests, NPCs, dialogue, etc. The recent hindred patch is an example of the devs working toward that. Of course, the main quest needs to get finished at some point (and hopefully given branches and alternate paths, e.g. working against the Barathrumites instead of for them), but to me that isn't as important as fleshing the world out.
 

Gunnar

Arbiter
Joined
Jul 10, 2016
Messages
819
I played the game through once and while it was a fun time exploring I have no motivation to do it again until there is a proper game in there somewhere with things to do and an ending, so personally I wish they would just get on with it.
 

buffalo bill

Arcane
Joined
Dec 8, 2016
Messages
1,054
Feature Friday - September 21, 2018 [Hindren Patch]
SEPTEMBER 21 - PTYCHOMANCER
  • Qud's augurs have read the petals on the wind and agree: the deerfolk who call themselves 'hindren' are real, and their hidden village exists. The hindren patch is now live!
    • Added a new village: Bey Lah, hidden in the flowerfields.
    • Added a new faction: hindren of Bey Lah.
    • Added several new hindren NPCs.
    • Added a chain of quests: Petals on the Wind, Find Eskhind, and Kith and Kin.
    • Added a new signature dish: mah lah soup.
    • Added a new denizen to the Stiltgrounds.
    • Added Kindrish, the ancestral bracelet heirloom of the hindren.
    • Added a few other legendary hindren items.
    • Added some procedural love poetry.
  • We made a bunch of enhancements to the prerelease input manager.
    • Updated to the latest version of Rewired.
    • Cancel now properly escapes out of most menus.
    • Improved the styling of the control mapping screen.
    • Alt (in the key mappings) + Use now uses the menu-based interaction mode.
    • Changed "get nearby" to "interact nearby", allowing a button to be mapped to menu-based interaction.
    • Fixed an issue that caused navigation of the control mapping screen to freeze.
    • Fixed an issue that caused the prerelease trade screen to not function properly when used via gamepad.
    • Fixed an issue that prevented the trade screen mappings from functioning properly on the classic trade screen.
  • Vibro weapon penetration is now visible in weapon stat display.
  • The following actions can no longer be taken while frozen: Slam, Conk, Dismember, Hook and Drag, Hamstring, Hobble, Shank, Flurry, Jump, Heal, Staunch Wounds, Set Limb, Sweep, Butcher, Harvest, and trash rifling.
  • Shank no longer double counts some negative status effects.
  • Conk now takes its target's anatomy into account.
  • Hook and Drag now properly requires an axe in the primary hand.
  • Added a tile for Grit Gate's intercom.
  • Fixed a bug that stopped vibro weapons from consuming charge.

Below are the hindren changes from last week's beta patch.
  • Added Kindrish, the ancestral bracelet heirloom of the hindren.
  • Tweaked the Bey Lah map.
  • Added some more chronology entries.
  • Fixed some clue tagging and quest outcome issues.
  • Tweaked Kith and Kin rewards.
  • Changed some aspects of how Kith and Kin's completion affects Bey Lah's fate.
  • Gave Eskhind's hideout a minimum distance from Bey Lah.
  • Added reputation rewards for completing Kith and Kin.
  • Made clue items appear around Bey Lah more sensibly.
  • Moved Eskhind to the Hindriarch's hut when appropriate.
  • Added conditional dialog options with appropriate hindren for when you recover Kindrish.
  • Added a procedurally generated sonnet.
  • Changed Lulihart's water ritual rewards.
  • Added some additional tiles.
  • Changed some quest dialog.
  • Added a choice signature to the Kith and Kin reward dialog.
 

buffalo bill

Arcane
Joined
Dec 8, 2016
Messages
1,054
Feature Friday - September 28, 2018
SEPTEMBER 28 - ALPHABEARD
  • We made a bunch of enhancements to the body part system.
    • Made dynamic body part growth and loss much smarter. Example: if a creature loses all their hand-like parts, they also lose the ability to wield missile weapons unless their body plan specifies otherwise.
    • Configured most body parts of the same type in a lateral arrangement and made newly grown body parts respect laterality. This means some body parts have been dynamically renamed (ex: "upper left arm").
    • Limb regeneration smartly respects laterality.
    • Losing mobility-granting limbs now bestows a move speed penalty in proportion to the number of mobility-granting limbs you have left. For instance, losing one set of legs as a spider is less impactful than losing your feet as a humanoid.
    • Creature descriptions are now dynamically modified with descriptions of the creatures' missing body parts.
    • We added new body plans for the following creature types: birds, snakes, worms, snails, slugs, insects, spiders, humanoid robots, bipedal robots, quadrupedal robots, hexapedal robots, treaded robots, hovering robots, bushes, fungi, cacti, flowers, vines, trees, various kinds of animated walls, various kinds of animated doors, various kinds of animated chairs, various kinds of animated beds, animated pillows, and animated vaned and railed mechanisms.
    • Updated several existing body plans.
    • Added some new unarmed attack types for various body plans.
    • Different types of robot limbs now potentially disassemble into different types of bits.
    • Designated severed robot limbs as scrap.
    • Helping Hands now additionally adds a "Robo-Hands" slot.
    • Ulnar stimulators now use charge, have a boot sequence, and only work on biological hands.
    • Jab's bonus now gets more consistently applied when you have the Multiple Arms mutation or robo-limbs.
    • The gun rack cybernetic implant now adds a pair of hardpoints (missile weapon slots that dismember into scrap).
    • The motorized treads cybernetic implant now converts your Feet body part to a Lower Body and adds a pair of Tread limbs attached to it.
    • Motorized treads now add to your stability rolls, like magnetized boots do.
    • Added tread guard items that can be mounted on treads.
    • Adds dynamic messaging around losing and regenerating limbs.
    • Fixed various bugs with dismemberment, limb regeneration, and the process of acquiring a fungal infection on a limb.
  • Hyrkhounds' acid-dripping fangs now do acid damage rather than fire damage.
  • You no longer lose your proper noun status while you are dominating a creature.
  • The following actions can no longer be taken while frozen: Lunge, Swipe, Shield Slam, Shield Wall, Rebuke Robot, Empty the Clips, Draw a Bead, Charge, Juke, Sprint, Deploy Turret, Lay Mine, Recharge Cell, tinkering, and changing stances.
  • Berate and Proselytize can no longer be performed while frozen, except by telepaths.
  • Fixed a bug that caused Menacing Stare to use a much larger Ego-based modifier than was intended.
  • You can now maintain a mark on a target (via Draw a Bead) through force fields you can fire through.
  • You can now Jump into or through a force field that you can pass through.
  • NPC activation of Shield Wall no longer mistakenly displays a message as if they had activated Sprint.
 

buffalo bill

Arcane
Joined
Dec 8, 2016
Messages
1,054
Feature "Friday" - October 4, 2018
OCTOBER 4 - PTYCHOMANCER
  • New item: anti-gravity boots.
  • Your clones no longer pass on their inspirations for meal ideas to you.
  • Evil twins no longer spawn during game initialization, resulting in half-formed twins.
  • Villagers who give dynamic quests no longer confusingly wander around their villages.
  • Rehabilitated some jumbled outcomes for the Kith and Kin quest.
  • Corrected the rhyme scheme of the procedural love poem.
  • Dawngliders and fruit flies now correctly have wings.
  • Ceremonial vibrokhopeshes now have a boot sequence and power source, though it's a power source you don't have to worry about getting disabled under most circumstances. *Most* circumstances.
  • Animated walls and doors no longer continue rendering in their updated position when out of your sight.
  • Grit Gate now shows up highlighted in the alt display.
  • Made the appearance and behavior of the interaction menu 'look' command more consistent with regular look.
  • Changed the tinkering bits on ruin recoilers.
  • Ruin recoilers now have their name displayed as "random-point recoiler" on their tinkering recipe instead of using a specific recoiler location.
  • Auto-explore no longer attempts to open empty chests and bookshelves.
  • Fixed a bug that was preventing all desert canyon encounters from generating. These included apple farms, pig farms, snapjaw forts, and Stopsvalinn.
  • Fixed a bug that caused the salt dunes alternate start to not correctly grant reputation with the unshelled reptiles faction.
  • Fixed a bug that allowed you to choose campfire options even when they were greyed out because you didn't have the appropriate skills.
  • Fixed a bug that caused the feathered and scaled mods to sometimes inappropriately modify the player's reputation when equipped and unequipped by non-player creatures.
  • Fixed a bug that caused the splash sound effect to be played when you stepped into a tile with a closed liquid container (such as a canteen).
  • Fixed Freezing Hands and Flaming Hands having incorrect damage listed in their level-up preview dialogs.
  • Fixed a bug that caused twinning lampreys to spawn too many twins.
  • [modding] Added some new properties to the MechanicalWings part.
    • Type: a string like "AntigravityBoots" used to differentiate the events used by different MechanicalWings parts. This facilitates having multiple sources of equipment-based flight.
    • FlightSourceDescription: a string added to the display text of the Fly and Land abilities. Use it to differentiate between different types of equipment-based flight.
 

Fenix

Arcane
Vatnik
Joined
Jul 18, 2015
Messages
6,550
Location
Russia atchoum!
Auto-explore no longer attempts to open empty chests and bookshelves.

That's bad, because theay are often hided in grass or bushes.

Hm... shouldnt ALT press show chests and such? I think it's ALT ot CTRL.
Nevermind then.
 

Fenix

Arcane
Vatnik
Joined
Jul 18, 2015
Messages
6,550
Location
Russia atchoum!
Btw, I have a question - is it Alfabeard that really bad programmer, or is it Unity (it's Unity right?) that make proper programming difficult?
Because amounts of bugs is atrrocious, like some things are broken at every new update and should be fixed again and again.
Just wondering.
 

Ranarama

Learned
Joined
Dec 7, 2016
Messages
604
It's a complex set of systems with moving and interacting parts. Most games limit what systems can do to avoid bugs and unpredictability.
 

Damned Registrations

Furry Weeaboo Nazi Nihilist
Joined
Feb 24, 2007
Messages
15,852
Yep. I suspect this is what leads to the insane complexity of Nethack and IVAN and the like- where most devs see a weird interaction or bug they snip something to make it cleaner, other devs expand on it and make it do something.
 

buffalo bill

Arcane
Joined
Dec 8, 2016
Messages
1,054
Feature Friday - October 12, 2018
OCTOBER 12 - ALPHABEARD
  • We changed the way we calculate AV and DV from equipment across similar body parts.
    • Previously, creatures always received AV and DV modifiers from equipment equipped on any body part that was part of their original body plan. Body parts added later (e.g., via mutations such as Multiple Legs) were treated differently; equipment equipped on these parts didn't have their AV and DV modifiers factored into the creature's final AV and DV calculations. This approach generally worked well until a recent patch where we added more realistic body plans for several creature types. The old system gave creatures with several natural body parts (e.g., spiders and crabs) an unintended advantage; they could stack AV or DV simply by equipping a bunch of armor to their limbs. For example, a spider could stack AV by equipping four sets of steel boots. We changed the calculation to be more simulative. Now, AV and DV modifiers are averaged across all similar body parts. The example spider now has the AV and DV modifiers from its Feet equipment averaged over all four sets of feet.
    • Rounding is done once for each of the total AV and DV tallies. We round away from zero. For example, if you have two Feet slots and you wear a pair of +3AV/-3DV boots on one of them, assuming no other armor modifications, you'll get +2 AV and -2 DV.
    • If the AV/DV calc results in a piece of equipment contributing more or less AV or DV than its stats imply, the display color of that stat is changed (red for 'contributing less' and green for 'contributing more'). An explanation is also appended to the item's description.
    • We removed the UI elements that explained which slots don't contribute to AV or DV as they're no longer relevant.
    • We changed snakeskin armlet to +2 DV and tread guards to +2 AV. This change replicates their balance in the old system since -- generally speaking -- you have two arms and, with the motorized treads implant, two treads.
    • Equipment bonuses and penalties other than AV and DV are still contributed individually per body part.
  • We generalized the effects of normality gas and made them variable instead of binary.
    • To support this change, we added two new status effects: astrally burdened and astrally tethered. Burdened creatures have difficulty performing actions that morph spacetime. Tethered creatures can't perform those actions at all.
    • The density of normality gas now determines whether it bestows the burdened or tethered effect on things it shares a tile with.
    • Astral effects now interdict Clairvoyance and Precognition.
    • Added normality fields.
    • Added a new piece of rare furniture: norm core.
    • Added a new item: ontological anchor.
  • Historic relics found outside of historic sites now have much better generated names.
  • If you have motorized treads, you can no longer use the interaction menu equip and autoequip commands to inappropriately equip footgear on your lower body.
  • Puddles on the ground are now displayed under the Liquids category.
  • The following items no longer modify your reputation if equipped inappropriately (i.e. held or put in the thrown weapon slot): croccasins, blood-stained neck-ring, goggles, mirrorshades, Issachari banner, Issachari sun veil, mechanical wings, gyrocopter backpack, portable beehive, leafy helm, leafy vest, symbiotic firefly, puma chitin vest, ape fur cloak, ape fur gloves, ape fur hat, electric snail shell, fork-horned helmet, fungal infections, the Ruin of House Isner, engraved items, painted items, jewel-encrusted items, figurines, and reputation-altering relics.
  • Scavenging through trash now yields items based on the depth the trash was found in, not the depth it was rifled through.
  • Fixed a bug that allowed you to gain arbitrary amounts of reputation while dominating a creature by removing and re-equipping gear on your original body.
  • Fixed a bug with cooking in the Rainbow Wood.
  • Fixed a bug that caused swarm racks not to fire.
  • Fixed a bug that broke flamethrowers.
  • [modding] The IActivePart part base has a new boolean property, WorksOnEquipper, to specify that the item only works if the item is properly equipped (in an armor slot if it has the Armor part, and held otherwise). AddsRep and EquipStatBoost have this property set to true by default, and the WorksHeld argument has been removed from EquipStatBoost.AppendBoostOnEquip().
  • [modding] AddsRep is now an IActivePart, inheriting its properties and supported functionality.
  • [modding] DeploymentGrenade's UsabilityEvent is now sent to the grenade object instead of the cell it lands in.
  • [modding] Added an item property, RealityStabilization, that generates astral burdening and tethering effects. It has the following properties: Visibility (number 0-3, 0 = effect produced is invisible, 1 = effect shows up in look, 2 = effect shows up in look + has a render effect, 3 = shows up in look + has more dramatic render effect; defaults to 2), SelfVisibility (the visibility to use on the effect the object applies to itself, if any; defaults to 0), UseCharge (if > 0, the part runs on energy cell charge and the strength of the effect produced depends on the remaining charge in the cell. Anything over 2500 charge use Strength = 100), FromGas (the Strength of the effect produced is equal to the density of the Gas part of the item), Strength (if specified, explicitly sets the effect's base strength, overriding UseCharge and FromGas), VariableStrength (die roll; if specified, the higher of the result and the value set for Strength will be used), HitpointsAffectPerformance (whether the strength of the effect produced is reduced in proportion to damage to the item, defaults to false), CellEffect (whether the item puts its effects on things in the same cell as it, defaults to true), AffectsSelf (whether the item puts its effect on itself, defaults to true), WorksOnEquip (whether the item puts its effect on someone equipping it regardless of how it's equipped, defaults to false), WorksOnEquipAsArmor (whether the item puts its effect on someone equipping it if they're equipping it in the proper slot according to its Armor part), and Projective (whether the effect produced can potentially affect tiles the subject of the effect is trying to move to; defaults to false). Devices whose effects might be interdicted by astral tethering can have an intproperty, called RealityStabilizationPenetration, which will be subtracted from the effective strength of tethering effects the devices are contesting.
  • [modding] Added a RealityDistortionBased flag to several mutations. Use it to control whether a mutation's effects are interdicted by astral tethering. Mutations affected: Clairvoyance, Precognition, Psychometry, Sense Psychic, Telepathy, Domination, Sunder Mind, Syphon Vim, and Beguiling. The flag is on by default for Clairvoyance, Precognition, and Psychometry.
  • [modding]Added a new part, DeploymentMaintainer, for items. It is an IPoweredPart and has the inherited properties. Its own properties include: Blueprint (the blueprint of the objects it creates), Duration (how long the objects last, die roll, defaults to null i.e. permanent), Radius (integer radius it fills with objects, or -1 for every tile in the zone), Chance (the percentage chance a given tile will receive an object, defaults to 100), AtLeast (a minimum number of objects to try to deploy when Chance is in use, defaults to 0), MaintenanceInterval (the number of turns that must pass between attempts at maintaining the deployment, defaults to 10), UsabilityEvent (an event that must be successfully fired on the tile the item is in in order for the item to work, defaults to null i.e. none), AccessibilityEvent (an event that must be successfully fired on a given tile in its radius in order to deploy an object there, defaults to null i.e. none), ActiveMaintenance (whether objects deployed are actively maintained by the item and disappear if it is nonfunctional, defaults to true), RealRadius (whether to deploy in a circular radius rather than the usual engine "square radius"), BlockedBySolid (whether solid tiles block deployment, defaults to true), BlockedByNonEmpty (whether tiles must be "empty" for deployment, defaults to true), Seeping (whether BlockedBySolid use "seeping" logic where objects like stakes don't block), DustPuffEach (whether each deployed object generates a dust puff, defaults to false), NoXPValue (whether objects with XP value get it cleared out, defaults to true), and LinkRealityStabilization (whether to configure the deployment maintainer, which should have a RealityStabilization part, as an effect strength source on any RealityStabilization parts on deployed objects).
 

buffalo bill

Arcane
Joined
Dec 8, 2016
Messages
1,054
unfinished mess.
That's being a bit dramatic.

It's pretty nice that the game gets substantial updates every single Friday, with extremely transparent devs. I just posted an update (trolling a little) from about a year ago in the Barkley 2 thread—a game on the codex list of exciting upcoming RPGs™, which never gets updated and with devs who communicate next to nothing. Qud is currently totally playable, and great. Even if the main questline doesn't ever get finished (though I think it will somewhere around when the devs say it will, probably), it's still one of my top ten RPGs of all time.
 

Fenix

Arcane
Vatnik
Joined
Jul 18, 2015
Messages
6,550
Location
Russia atchoum!
Added and changed a bunch of ancillary shit while meanwhile the core of the game is an unfinished mess.

Yeah, at firts I was like - hm, AV/DV values change, let's look at this, but then I was like - nope, they just cleaned up their own mistakes...
 

Tito Anic

Arcane
Shitposter
Joined
Dec 27, 2015
Messages
1,679
Location
Magalan
Roguelike Celebration 2018 is here!

Jason Grinblat - CoQ creator with bunch of friends did LP of Coq - obviously. Last years LP is available on channel too.

 

Tito Anic

Arcane
Shitposter
Joined
Dec 27, 2015
Messages
1,679
Location
Magalan
Last time i played it was far from unfinished mess: you can pretty much play through, what i think will be, main quest but without the ending so far.
 

buffalo bill

Arcane
Joined
Dec 8, 2016
Messages
1,054
Feature Friday - October 19, 2018
OCTOBER 19 - PTYCHOMANCER
  • Hotkey favorites now use the most recent re-binding for commands.
  • Leering stalkers now use their pneumatic pistons again.
  • Hypertractors can no longer move holes in the ground or areas of open air.
  • Closed a loophole with reputation modifying items where the rep bonus gained from dominating a creature and equipping them with a rep-boosting item stuck around after the domination ended.
  • When you dominate a creature, reputation modifying items they already have equipped now properly alter your reputation.
  • During character creation, arconauts are now correctly listed as having the power Spry rather than Dodge.
  • Activated abilities disabled due to astral tethering are now greyed out in the abilities menu.
  • Animated objects no longer obstruct autoexplore and autowalk.
  • Made the Sacred Well less destructible.
  • Improved the text generation for pet plants.
  • Items with long names no longer overflow the frame in the tinker modding UI.
  • Fixed a bug that generated inaccurate "you heal to full" messages too often while metabolizing a healing-based meal.
  • Fixed a bug that caused the stat modifications from Kindrish to rarely become permanent.
  • Fixed some bugs that caused levels in Bethesda Susa to frequently fail to build.
  • [modding] Added a new part, LowStatBooster, for equipment that increases the lowest base value stat out of a list of stats. It's an IPoweredPart and has that class's properties, with defaults ChargeUse = 0 and WorksOnEquipper = true. Its own properties are: AffectedStats (a comma-separated string list of the stats considered; defaults to "Strength,Agility,Toughness,Intelligence,Willpower,Ego") and Amount (the amount the lowest stat is modified by, defaults to 3).
  • [modding] KindrishProperties is now a subclass of LowStatBooster.
  • [modding] IntPropertyChanger, MultiIntPropertyChanger, and TemperatureAdjuster now have the property BehaviorDescription, a string that, if provided, is appended to the item behavior section of the item's short description. Defaults to null.
 

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