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Caves of Qud (ROGUELIKE) - coming December 5th

Seethe

Cipher
Joined
Nov 22, 2015
Messages
994
oh he "spam pinged" them on discord! that clarly justifies trying to get him fired from his job and branded a neonazi!

what the fuck is spam pinging on discord, you homo? is that like slapping someone with a large trout on irc?
It's @ing specific users, which bypasses alarm filters you dumbass. While also flooding the server with messages. Spam pinging people doesn't justify in making the life of others hell and you have to be a colossal retard (which you are) to draw that conclusion from what I said, but when you bring your hundreds of thousands of insect brained fans to fuck with others, yeah. Make people's livelihood a living hell, you deserve that right back at you. Imagine starting a drama and then bitching that it bites you back in the ass. I so love it when the consequences are in equal measure.

Seethe and cope.

Regardles of what you think about Sseth, Caves of Cuck devs are a bunch of humourless soyfurs. And unfortunately it shows in the game as well.

It's less about Sseth, and more about his zombie fanbase who jumps when their attention whoring eceleb tells them to. Pathetic attempt at goalpost shifting, by the way. "But enough about SSeth being a retard, here's why Sseth was in the right". You actually need to be more subtle, and less retarded.
 
Last edited:

zapotec

Liturgist
Joined
Feb 7, 2018
Messages
1,501
Had the developers been intelligent they would have avoided naming this faction after a certain group of political supporter. Jokes have consenquences :smug:
 
Unwanted
Dumbfuck
Joined
Oct 29, 2020
Messages
999
Location
Free Market Paradise
Spam pinging people doesn't justify in making the life of others hell
Technology is amazing mane, you press a button and some fucking dweeb on the other side of the globe gets a PTSD cuz you slapped them with the trout IRC style so hard they try to get you fired. That's the kind of retard snowflake that is always behind these retarded """"""games"""""" like Dong Fortress. Zero pussy, zero hobbies, no job and a busted sperg brain is responsible for roguelikes 99% of the time.
 

GentlemanCthulhu

Liturgist
Joined
Aug 10, 2019
Messages
1,479
Oh no! We introduced a faction with an ideology we don't agree with in a largely free-form game and cannot tolerate you siding with them!
 
Self-Ejected

Dadd

Self-Ejected
Joined
Aug 20, 2022
Messages
2,727
I tried discord once and people got very mad at some guy giving them notifications. What's the big deal? They were some of the most passive-aggressive group of people I've ever seen on the internet, extremely concerned about the idea of being considerate while becoming immediately malicious toward anyone who didn't exactly follow their particular code of conduct.
 
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coldcrow

Prophet
Patron
Joined
Mar 6, 2009
Messages
1,717
Spam pinging people doesn't justify in making the life of others hell
Technology is amazing mane, you press a button and some fucking dweeb on the other side of the globe gets a PTSD cuz you slapped them with the trout IRC style so hard they try to get you fired. That's the kind of retard snowflake that is always behind these retarded """"""games"""""" like Dong Fortress. Zero pussy, zero hobbies, no job and a busted sperg brain is responsible for roguelikes 99% of the time.
Don't you slander Nethack and Angband and the people behind them.
 

Non-Edgy Gamer

Grand Dragon
Patron
Glory to Ukraine
Joined
Nov 6, 2020
Messages
17,656
Strap Yourselves In
Sseth posted the dreaded spam ping in the video.

Screenshot 2022-12-02 034210.png

After being banned the first time for making a suggestion in the wrong channel, he tagged the mod who banned him and asked to make putus templar playable as a troll. It looks like a lot of tags, but it shows up as just one in Discord.

He was banned in 1 minute 7 seconds.
I tried discord once and people got very mad at some guy giving them notifications. What's the big deal? They were some of the most passive-aggressive group of people I've ever seen on the internet, extremely concerned about the idea of being considerate while becoming immediately malicious toward anyone who didn't exactly follow their particular code of conduct.
If you watch the review, they ban Sseth for making a gameplay suggestion in the wrong channel.

The devs clearly have massive sticks up their butts and invite trolling with their attitudes and behavior. Then they turn around and use the trolling to justify that behavior.

If that were it, I would be ok with it even though I wouldn't like them for it. But given that they're also far left zealots who can't even separate real life politics from imaginary groups their game, I have to recommend not buying.
 

notpl

Arbiter
Joined
Dec 6, 2021
Messages
1,634
I simply do not give a shit what anyone says or does on any discord server anywhere.
 

Non-Edgy Gamer

Grand Dragon
Patron
Glory to Ukraine
Joined
Nov 6, 2020
Messages
17,656
Strap Yourselves In
I simply do not give a shit what anyone says or does on any discord server anywhere.
Point isn't discord or what anyone says on it. It's the devs and the kind of people they are, and the game and the fact that it's not worth supporting them.

I think this goes for hostility toward customers from devs in general. Plenty of larger devs are treating people almost this bad. But given that it's a small game, and there are free alternatives, I think that makes it even worse, since there's the opportunity now to deny them funds when your money might actually matter.

Games aren't real. If you treat your stupid, made-up game like it's real life and ban your customers for discussing it, you don't deserve any money and you probably need to be in a padded cell.
 

notpl

Arbiter
Joined
Dec 6, 2021
Messages
1,634
Good points. The sole point of contention is the game, which most people here except you seem to think is in fact worth a great deal - one of the better roguelikes ever made, and certainly the best attempt at bridging the formula with more freeform open-world gameplay. If people like you didn't keep harping on it, I would have no idea who made Qud or what their politics are, and I still wouldn't care either way, but the game itself would remain impressive. I am enjoying the horse: it is a strong and comely horse, I am stroking its withers and feeding it nuts and looking forward to an afternoon gallavanting about the prairie. You are wrist-deep in its shit looking for incriminating bits of corn to show me that, actually, I shouldn't enjoy riding it at all.
 

Non-Edgy Gamer

Grand Dragon
Patron
Glory to Ukraine
Joined
Nov 6, 2020
Messages
17,656
Strap Yourselves In
Good points. The sole point of contention is the game, which most people here except you seem to think is in fact worth a great deal - one of the better roguelikes ever made, and certainly the best attempt at bridging the formula with more freeform open-world gameplay.
It's a bunch of gimmicks and ideas other games had decades before crammed together, but with crappier lore. Fanboy over it all you want. It's a nice game, but that's it.
If people like you didn't keep harping on it, I would have no idea who made Qud or what their politics are
And neither would I, if the devs didn't remind everyone of it on Twitter constantly, on their Steam forum constantly and continue their autistic Discord crusade against the pretend Nazis they created. :roll:
I am enjoying the horse: it is a strong and comely horse, I am stroking its withers and feeding it nuts and looking forward to an afternoon gallavanting about the prairie.
What kind of faggot writes this? :lol:

You keep stroking your horse's nuts or whatever. I'll keep not buying and/or not playing these pinkos' dumb game. :M
 

Taka-Haradin puolipeikko

Filthy Kalinite
Patron
Joined
Apr 24, 2015
Messages
20,652
Codex 2016 - The Age of Grimoire Make the Codex Great Again! Grab the Codex by the pussy Bubbles In Memoria
https://store.steampowered.com/news/app/333640/view/6897856842229023874
The Moon Stair is here
This major feature arc adds the last late-game region, a new leg in the main quest, new UI, all new sounds, and more
The artifacts of plant and time,
crust and fuzz with lossy compression,
doze in moonlit marble beds,
touched by august muzzles.
The past is unwritten as the future,
And what is left, broken and changed,
to be tended by the point Colossi and their swarm.

-Daughter Erinna,
Modulo Moon Stair and the Tree of Life


Here are the patch notes for the Moon Stair feature arc.

NEW QUEST IN THE MAIN QUESTLINE
  • There is now a new quest after returning from the Tomb of the Eaters. Talk to Barathrum in his study to learn more.
  • Added a new system for the creation of [redacted] in support of this quest.


NEW LATE-GAME REGION
  • Added the last late-game region: the Moon Stair.
  • Added new creatures: zero jell, unimax, dawning ape, n-dimensional starshell, dreamcrungle, glow-wight apotheote, monad, and dream wren.
  • Added a new village-like location -- Chavvah, the Tree of Life -- with several new NPCs.
  • Added a new side quest at Chavvah.
  • Added psychic biomes, limited to the Moon Stair.


UI
  • Added a new Pixel Perfect mode, which forces zoom to snap to a perfect multiple of the pixel art. You can toggle it in the General options menu.
  • Added a new Docked mode that locks the combat log, nearby items list, and minimap. You can toggle it in the General options menu.
  • Added a new 'Flip' mode to the modern dock. It has behavior similar to the original text sidebar.
  • Added a new mouse cursor and an option to disable it or choose an alternate color scheme (Options > Overlay UI > Mouse cursor).
  • Added a new option for "Play area scale" with three choices.
    • Fit - fits the whole play area on screen. May necessitate letterboxing.
    • Cover - ensures the play area covers the screen. Minimizes letterboxing.
    • Pixel Perfect - sizes the play area to an integer multiple of the pixel art. Maximizes sharpness.
  • Changed the default setting for the modern UI play scale from Fit to Cover.
  • General UI note: if the camera is zoomed in so that the whole play area doesn't fit on the screen, you may notice the UI switching to fullscreen Fit mode when you take certain actions that still have unfinished UI elements (like Interact nearby). This is done to prevent the old UI elements from becoming unreadable at the zoomed in scales. As we add continue to add modern UI elements, it'll stop happening.
  • Added new UI for target pickers.
  • Added new UI for examining things with the Look function.
  • Added a new target reticle for some contexts.
  • The information bar when using the look/target pickers is now at the top of the screen.
  • The ability bar is now fully functional.
  • The selected ability bar button is now only highlighted if the "Use Ability" command has an active bind.
  • The User Interface option "Pressing shift will hide the sidebar" now affects the modern UI dock and undocked windows.
  • Added a new UI for the Options screen.
  • Added a new UI for the High Scores screen.
  • Added a new UI for the Help screen.
  • Added tooltips and highlights to attributes with bonuses during character creation.
  • You can now look at who you're talking to from the conversation UI.
  • Added binds for page up and page down.
  • Added a new option to disable the mouse-clickable zone transition arrows that appear when the map is zoomed in (Options > Overlay UI > Disable mouse-clickable zone transition border arrows).
  • The mouse cursor now hides itself when the mouse is stationary.
  • Added an option to disable mouse zoom.
  • Removed option to show tooltips when looking. It's now always works this way when the modern UI is enabled.
  • Tooltips shown by mouseclick now hide when keyboard or joystick buttons are pressed (please report any tooltips that do not behave this way).
  • Added a tooltip to the window layout lock button
  • Look now is now bound to left stick button by default in the modern input manager.
  • After firing a ranged weapon, your target for future shots is now more reliably what you shot at instead of what you hit.
  • Added two options for filtering the nearby items list to only takeable items and only items in the current tile (Options > Overlay UI > enable Show overlay nearby objects list). When both are enabled, the behavior approximates the legacy UI "only show contents of the current cell" option.
  • Added ability bar navigation and activation keybinds to the legacy input manager.
  • Refactored the imposter system for visual effects. This fixes many bugs where visual effect artifacts remained on the screen improperly.
  • Removed code and unused bits of Overlay UI that have been replaced with the Modern UI.
  • Removed the unintentional fade-in effect when tooltips appear.


SOUNDS & MUSIC
  • We're in the process of adding all new sound effects to the game. Several hundred have already been added. More to come.
  • Added ambient environmental sounds. For now: to Joppa, salt marshes, desert canyons, jungles, subterranean caves, the rust wells, rust biomes, and slime biomes. More to come.
  • Added a new toggle and volume slider for ambient sounds to the General options menu.
  • Added a new music track in the Moon Stair.


NEW THINGS
  • Added new cybernetic implants: grounding shunts and social coprocessor.
  • Added new items: palladium weave tabard, dazzle cheek, psychodyne helmet, black mote, leyline puppeteers, magnetic bottle, gigantic chassis plate, dream rondure, crystalline halo, and crystalline jile.
  • Added a new liquid: warm static.
  • Added a new skill: ?????
  • Added a unique encounter to the bottom of the Asphalt Mines.
  • Added a new book: Module Moon Stair and the Tree of Life.
  • Added a new signature dish: Crystal Delight.
  • Added a new harvestable: noisegrass.
  • Added new cooking ingredients: wild rice and dream smoke.


GAMEPLAY CHANGES
  • We made some balance tweaks to the attributes of merchants.
    • Stiltground merchants are now higher level and have more Willpower.
    • Legendary merchants are now leveled appropriately for the difficulty tier their workshops are found in.
    • More kinds of merchants now have hired guards.
    • Adjusted the number of hired guards for several kinds of merchants.
  • We changed how the item mod 'gigantic' works and classified some creatures as 'colossal'.
    • The following creatures are classified as colossal: salt kraken, star kraken, great saltback, great magma crab, Rodanis Y, chrome pyramid, and [redacted].
    • Colossal creatures can no longer wear non-gigantic gear.
    • Non-colossal creatures can no longer wear gigantic gear, with the exception of gigantic weapons, which can be wielded in twice the number of hands they normally take to wield.
    • Most types of items can now be gigantic.
    • Gigantic weapons deal additional damage and may have other effects, depending on the weapon class.
    • Gigantic vessels now store twice as much liquid.
    • Gigantic grenades have double the radius.
    • Gigantic gems and precious nuggets have 5x the trade value.
    • Gigantic energy cells have twice the energy capacity.
    • Swarm racks are now gigantic and no longer occupy back or arm slots.
  • The Quantum Jitters defect is now worth 4 points.
  • The following cybernetic implants all had their bonuses raised from +1 to +2: bionic hands, bionic arm, bionic heart, dopamine synth, and beautiful visage.
  • Beautiful visage now costs 3 license points.
  • Svardym are no longer considered a sultanate faction.
  • There is now a teleport gate in the rusted archway.
  • You can no longer trade with creatures who are engaged in melee combat.
  • Having an adjacent inanimate object as a target no longer counts as being engaged in melee combat.
  • Charging Strike for axes and Charging Strike for cudgels are now the same skill.
  • Robots with the Wings module can no longer fly while EMP'd.
  • Set the region tier of the Six Day Stilt to 2.
  • We made some balance changes to blast cannon.
    • Increased accuracy.
    • Increased damage.
    • Increased concussive force on impact.
    • Increased cell energy cost per fire.
    • Changed the cooldown from 1d4 to 2.
  • Krakens who have a party leader no longer wander in the characteristic kraken style.
  • Item-based bonuses to throwing range are now functional on geomagnetic discs.
  • Cheap credit wedges are now excluded from dynamic encounters.
  • Raised scorpiock's level and lowered their AV.
  • Made some tweaks to Crystal of Eve.
  • Pathfinding now considers standing next to dangerous gases to pose some fraction of the danger of standing in them.
  • Firing ranged weapons now more accurately targets flying creatures rather than the trash beneath them.


MISCELLANEOUS
  • Added more Barathrumite dialogue for late-game quests.
  • The preferred water ritual liquid for highly entropic beings is now warm static.
  • Replaced deathlands worldmap tiles with the Moon Stair.
  • Autoget can now unload weapons and empty liquid containers.
  • Campfires and torch sconces are now avoided to a much lesser degree by pathfinding.
  • Sometimes pilgrims you encounter are now lost. You can give them directions.
  • Teleport gates are now points of interest.
  • If you're controlling a turret tinker or miner, you can now deploy a turret or mine as an activated ability.
  • Horns now regrow properly if you do not have a head and then grow a new one.
  • All creatures with proper names who are not player companions are now considered points of interest.
  • Artifact functionality that displays status indications in item descriptions, such as (nonfunctional) or (unpowered), no longer does so in context of tinkering item descriptions.
  • Added a new tile for diplomacy droid.
  • Added a new tile for recoilers.
  • Changed leering stalker's ASCII color to bright red.
  • Gibbons are now correctly classified as apes.
  • Twinning and trining lamprey are now correctly classified as fish.
  • Reclassified some robots.
  • Deploy Turret, Flaming Hands, Freezing Hands, and Freeze Breath can no longer be used on the world map.
  • Robot sensor arrays and hardpoints may now be marked as scrap independently of each other.
  • Non-takeable items that theoretically have a reputation modifier (such as painted or engraved immobile furniture) no longer show the reputation modifier in their description.
  • Relic containers are now considered important.
  • Added a "Wait Menu" keybind to the legacy key mapping.
  • Removed the outdated "Display a background image when letterboxing" option.
  • Improved performance when moving through liquids, particular during autoexplore.
  • Particle simulation now has a fixed timestep.


BUGFIXES
  • Fixed a bug that prevented legendary creatures from awarding extra XP in some contexts.
  • Fixed a bug that caused legendary creatures to have too little XP for their level.
  • Relic missile weapons with the vibro effect now get any penetration bonuses they may have applied on top of the vibro effect.
  • Fixed a bug that caused armor categorized as Clothing to auto-equip as held in hand rather than worn.
  • Fixed a bug in pathfinding that caused occasional mishaps, in particular inexplicable penchants for walking through fractus.
  • Fixed a grammar error in some messages resulting from you decapitating your companion.
  • Legendary villagers no longer sometimes erroneously have two names.
  • Fixed a bug that caused collecting liquids from the ground to not update your carried weight immediately.
  • Fixed a bug that sometimes caused you to turn blue.
  • Fixed a bug that caused psychic hunters to spawn over pits that'd cause them to immediately fall to their death.
  • Fixed a bug that caused some popups in the classic UI to cut off the last word.
  • Fixed an issue where Suppressive Fire wasn't showing up in the abilities menu.
  • Fixed a bug that made morphogenetic weapons apply the compute power of their target to their effect rather than that of their wielder.
  • Fixed a few crash and a few other bugs with the Continue screen when there were invalid or corrupt info files.
  • Fixed a bug that caused autoact to be interrupted when a follower's maximum HP changed.
  • Fixed an issue with ability bar navigation improperly respecting the alternate modifier button.
  • Fixed an issue that caused the message log to sometimes not scroll fully to the bottom when passing nearby objects.
  • Fixed an issue that prevented right-stick look navigation in the prerelease input manager.
  • Fixed a bug that made Barathrum clocks with Q Girl pendulums disassemblable for no bits.
  • Fixed a rare exception in village generation.
  • Fixed a bug where some creatures were incorrectly receiving bonuses for mutations they had as if they were rank 1 instead of the rank they actually were.
  • Fixed a bug with autoget while flying that required landing to take items on the ground.
  • Fixed a bug when a non-player creature used a timecube that caused you to get messages as if you used it.
  • Fixed a bug that caused imaginary objects to be flammable.
  • Fixed a bug that caused imaginary objects to vaporize if they reached vapor point.
  • Fixed a bug that caused particles to stack up in look and targeting views.
  • Fixed a bug with item naming popups in the console UI.
  • Fixed some auto collection bugs for liquids.
  • Fixed ability bar buttons not greying out properly.
  • Fixed "Wait 1 Turn" option not working properly in the wait menu.
  • Fixed a bug where prerelease inventory UI screens were appearing below the play area.
  • Fixed a bug where autoget would pick up fancy furniture.
  • Fixed a bug that caused village merchants to fail to spawn.
  • Fixed a bug where each village history entry in your journal contained histories from every village.
  • Fixed a bug with arrow keys improperly paging through modern UI controls.
  • Fixed the sizing of popup message windows with long scrollbars.
  • Fixed a bug where "Take all" would fail to pick up everything if you had previously dropped any of the items.
  • Fixed a bug that caused some shale walls to become invisible.
  • Fixed a bug that caused zones to stay in memory for too long.
  • Fixed a bug with modern UI keybinds using modifier keys in the legacy input manager.
  • Fixed a bug that caused music tracks to improperly restart when entering a new zone.
  • Fixed a bug where having the "Enable additional overlay UI elements" on and then disabling the "Enable modern UI elements" option left the game in an unusable state.
  • Fixed a bug that caused Astral creatures to flicker in and out of phase while traveling on the world map
  • Fixed an exception with throw animations.
  • Fixed a rare exception in the "corrected vision" status effect.
  • Fixed a rare exception in the "immobilized" status effect.


DEBUG & MODDING
  • Added
    <mixin>
    to object blueprints, allowing you to inherit and merge the properties of multiple blueprints together.
    • Load="Fill"
      will prioritize properties from the Inherited blueprint, otherwise the mixin has precedence.
    • Include="part,stat"
      can be used to only inherit properties that match a tag name.
    • Exclude="tag,property"
      can be used to only inherit properties that do not match a tag name.
    • The mixins will be evaluated from top to bottom, unless a manual
      Priority="5"
      is specified.
  • The Examiner part has been overhauled. Instead of the fields UnknownDisplayName, AlternateDisplayName, UnknownDescription, AlternateDescription, UnknownTile, AlternateTile, and so, there are now two fields, Unknown and Alternate, which take the names of blueprints for objects to derive the unknown and alternate appearances of the item from. The property KeepTile supports the behavior of identifiable furniture where the text appearance changes but the tile does not. Also, the unusual Examiner behavior of tonic injectors is now data-driven and moddable; please refer to the configuration of tonics for more information.
  • When using the debug option 'Show quickstart option during character generation, pressing the keybind now only works on the first screen.
  • Autoget is now handled with the AutoexploreObjectEvent. Set E.Want = true and E.FromAdjacent = "Autoget". Users of the AutoexploreObjectEvent should now check the AutogetOnlyMode flag. You should only return "Autoget" (or equivalent) actions when this flag is true.
  • Moved MenuOption class from XRL.CharacterBuilds.UI to the XRL.UI.Framework namespace.
  • Removed old character code entries (Code="ab") from Mutations.xml, Subtypes.xml, and Genotypes.xml. Also removed the properties XRL.MutationEntry.MutationCode, XRL.SubtypeEntry.Code, and XRL.GenotypeEntry.Code.
  • The ModManager UI has an additional tag for loaded mods which have Harmony Patches.
  • Fixed overriding color palette in Display.txt
  • Added some helper methods to make color string templates easier: Markup.Color(color, text) and StringBuilder.AddColored(color, text)
  • ObjectBlueprints.xml now logs errors when setting a <part> parameter that does not exist, or if the value can not be parsed.
  • Added 'findimportant' and 'fetchimportant' wishes.
  • All XML files are now parsed based on their root element and can thus be reorganized within subdirectories and renamed to anything.
  • Skill entries can now set the Hidden flag to remove them from the Skills menu until they has been acquired via other means.
 
Self-Ejected

Dadd

Self-Ejected
Joined
Aug 20, 2022
Messages
2,727
From each according to his ability, to each according to his needs. I don't think that mocking people based on reduced income is a thing you can do if you are a decent leftist.
 

Fedora Master

STOP POSTING
Patron
Edgy
Joined
Jun 28, 2017
Messages
31,774
Commies shouldn't complain about giving away the fruits of their labor for free.

Not that this is a particularly tasty fruit to begin with.
 

Alex

Arcane
Joined
Jun 14, 2007
Messages
9,231
Location
São Paulo - Brasil
Commies shouldn't complain about giving away the fruits of their labor for free.

Not that this is a particularly tasty fruit to begin with.

I dunno, I still think there is a lot of good things in Qud, despite who wrote it.

It would be great if he would do the commiest thing and make it open source, though.
 

notpl

Arbiter
Joined
Dec 6, 2021
Messages
1,634
Commies shouldn't complain about giving away the fruits of their labor for free.

Not that this is a particularly tasty fruit to begin with.
what does a company being owned and controlled by its workers rather than a dynastic capital class have to do with giving away your work for free
 

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