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Caves of Qud (ROGUELIKE)

buffalo bill

Arcane
Joined
Dec 8, 2016
Messages
1,004
Feature Friday - May 31, 2019
JUN 1 @ 1:55AM - ALPHABEARD
2.0.179.0
  • Added new autoexplore options to ignore enemies based on their distance and your evaluation of their difficulty.
  • Autoexplore will no longer run into immobile friendlies and stop.
  • Autoexplore and pathfinding will now merely avoid campfires, torches, and sconces rather than considering them absolute no-go areas.
  • When you stop autoexploring or autowalking because you see a hostile creature, the message will now indicate in what direction you saw them.
  • You must now type ABANDON in a prompt to quit without saving
  • Ovens now appear on the alt display.
  • Charge's animation will now display the charging creature's tile rather than its text character, if it has a tile.
  • NPCs no longer waste time trying to charge through solid objects or hesitating when they mean to charge.
  • Defoliant gas now works properly on the plant matter created by seedsprout worms and sprouting orbs.
  • Being dismembered will now interrupt the player.
  • Blue jells now bleed convalessence, not slime.
  • Pouring from a vessel owned by somebody else into one of your own containers no longer confirms twice.
  • Examining or disassembling an artifact that is inside a container owned by somebody else now confirms before proceeding (disassembly previously proceeded without confirming and angered owners; examining in this circumstance didn't anger owners but now does if you break the artifact).
  • Grit Gate medical furniture is now properly considered owned by the Barathrumites.
  • Hologram bracelets now have a 'deactivate' command rather than using 'activate' again to deactivate them.
  • Jotun is back where he's supposed to be.
  • Fixed an issue causing multiple hostiles to spawn in a single cell (most noticeable with turrets)
  • Fixed a bug that prevented renaming of companions after you had already renamed them once.
  • The conversation UI now allows scrolling
  • [modding] Conversation UI has some new overridable methods on ConversationNode and ConversationChoice sub-classes.
  • [modding] Many conversation hooks have events now, see https://cavesofqud.gamepedia.com/Modding:_Conversation for more information
 

Ziggy

Scholar
Joined
Jun 23, 2016
Messages
134
how the hell do i go back to playing physical mutants and true kin after playing an esper and blowing people up with my mind, putting up force walls, and teleporting around like a crazy man?
This is not a rhetorical question.
 

Major Seven

Educated
Patron
Joined
Mar 1, 2017
Messages
56
how the hell do i go back to playing physical mutants and true kin after playing an esper and blowing people up with my mind, putting up force walls, and teleporting around like a crazy man?
This is not a rhetorical question.

True Kin - Child of the Wheel - Optical Technoscanner (for utility purpose)
Pump STR till Berserk

With berserk -> flurry you can chop off 2 limbs / attack plus you can cut off enemies faces and wear them as masks, which is always funny ^^
 

Ziggy

Scholar
Joined
Jun 23, 2016
Messages
134
True Kin - Child of the Wheel - Optical Technoscanner (for utility purpose)
Pump STR till Berserk

With berserk -> flurry you can chop off 2 limbs / attack plus you can cut off enemies faces and wear them as masks, which is always funny ^^

And then die to a madpole. Or a goatfolk sower. Or a saw robot.
It's the lack of options that's upsetting me. As an esper, right off the bat I shoot lasers, have force wall, and ego projection as last resort. With a melee true kin maybe you'll get some nice upgrades eventually, threads and whatnot, but even then: you just dismember dudes. Maybe throw some grenades around, maybe find a nice electrobow. But you're so strapped for points dumping everything into strength, axes and dual wielding, it's really hard to shell out for tinkering and some long ranged options. With an esper I could just throw skills around on a whim, learned the entire cooking tree. And at least with a mutant marauder I can have freezing hands.
 

Major Seven

Educated
Patron
Joined
Mar 1, 2017
Messages
56
And then die to a madpole. Or a goatfolk sower. Or a saw robot.

You never engage a madpole in melee (except you WANT to lose a limb)!
With a simple carbine rifle that's no problem.
If a Goatfolk Sower kills you, you maybe need better armor or are too weak for the jungle.

I'm curently level 23 with this build (Bethesda Susa) and had no problems with madpoles or saw robots.

It's the lack of options that's upsetting me.

There is no lack of options, only a lack of creativity ;-)
 

Major Seven

Educated
Patron
Joined
Mar 1, 2017
Messages
56
Forgot to mention.
But you're so strapped for points dumping everything into strength, axes and dual wielding, it's really hard to shell out for tinkering and some long ranged options.

It really isn't that hard, give it a try!
Starting with 17 INT I play with long range weapons, cooking, wayfaring and basic tinker.

I also like esper builds a lot and just wanna show a funny alternative :)
 

buffalo bill

Arcane
Joined
Dec 8, 2016
Messages
1,004
Feature Friday - June 7, 2019
Jun 7 @ 7:17pm - AlphaBeard
2.0.180.0
  • The 'cook a recipe' popup now displays the effect of the meal, sorts favorites to the top and hides uncookable recipies by default.
  • The console version of the 'cook a recipe' popup got a make-over.
  • The ingredients list in the cooking menu is now sorted alphabetically.
  • You will no longer automatically rifle through trash if that trash is a quest item.
  • Heat resistant NPCs will now avoid hot areas less, acid resistant NPCs will avoid acid less and NPCs immune to slipping on slimy liquids will not avoid slimy liquids.
  • All 'pick a choice' popups accept scroll wheel to move up and down now.
  • Desalination pellets no longer consume an entire stack of pellets when used.
  • Companions will now join the player at more sensible locations when moving via the world map or recoiling.
  • Air current microsensors and night vision implants' toggleability will no longer stop working after a save and restore.
  • Thistle Pitchers will no longer appear in dynamically generated populations
  • Hook and Drag has been moved to the the proper "Skill" section in the ability list
  • Electrobow bolts are now immune to damage
  • Dueling stance Swipe's save target was much higher than described, causing it to never fail. The save target has been adjusted to it's proper, lower, value.
  • Hypertractors now function properly.
  • While on the world map you can no longer fire missile weapons, throw things, drop things, activate summoning curios, burrow, or pour liquid other than between containers.
  • You can now use the natural ranged weapons of slugsnouts, two-headed slugsnouts, agolflies, glowmoths, and gamma moths while dominating them, and they will show up in the sidebar.
  • Wounding Fire now performs the proper effect rather than duplicating the effect of Suppressive Fire.
  • Equipped blast cannon, arc cannon, mortar tubes, and swarm racks are no longer duplicated by cloning draught.
  • Clonelings produce somewhat less faithful clones than cloning draught again, as was previously the case.
  • Being in the same cell with slippery liquids no longer causes chairs, beds, iron maidens, and psionic sarcophagi to malfunction.
  • Fixed a bug causing some mutation granting effects to show extra messages
  • Fixed a bug that made gas masks' and vinewood sap masks' behavior with regard to status effects persist after removing them.
  • Fixed a bug that made hologram bracelets and compass bracelets malfunction if worn across a save and restore.
  • Fixed a bug that made some emergency teleportation effects stop working across a save and restore.
  • [modding] The DesalinationPellet part can now be modded to remove or convert different liquids; see the Desalination Pellet blueprint for its configuration attributes.
 

buffalo bill

Arcane
Joined
Dec 8, 2016
Messages
1,004
Feature Friday - June 14th, 2019
JUN 14 @ 7:48PM - PTYCHOMANCER
  • Added new dialog for ichor merchants, shoemakers, gunsmiths, grenadiers, armorer, and haberdashers.
  • You can no longer use spiral borers on the world map.
  • Changed the stats of leather apron and gave it a new description.
  • Gave a DV penalty to spiked gauntlets but increased their bleed damage and save target.
  • Updated the description for telescopic monocle. It now includes information on its artifact examination bonus.
  • Added information about grassy yurtmat's camouflage properties to its description.
  • Gave vine-weave tunic camouflage properties and updated its description.
  • Carapaces, quills, and wings no longer show up in armor racks.
  • Latch-on weapons and Hook and Drag now disengage once you're no longer hostile to the target.
  • Added a message to the message log for when you swim through a tile (you swim when you move through a pool of water that's at least 1,000 drams).
  • Clones of your evil twin are now appropriately described as evil in their short descriptions (appropriate for your perspective, that is).
  • Holograms and force bubbles created by fugue clones no longer become permanent when the clones disappear.
  • Time dilation speed penalties no longer permanently affect clones of someone who was time dilated.
  • When a creature occupies the same tile as a wall, projectiles no longer pass through the wall when they miss or pass through the creature.
  • Projectiles can now damage walls and other non-creature solid objects they strike.
  • Fixed a bug that occasionally caused the wrong sacred liquid to be displayed in the water ritual dialog choice.
  • Fixed a bug with generating certain zones.
  • [modding] Mod build errors are now logged to a separate file: build_log.txt.
 

buffalo bill

Arcane
Joined
Dec 8, 2016
Messages
1,004
Feature Friday - June 22, 2019 (Redux)
JUN 22 @ 10:35PM - ALPHABEARD
I accidentally deleted the original Feature Friday post while working to fix a critical save issue. The save issue has been resolved and a fix for corrupt saves has been posted as 182.1. Sorry for the trouble!

182.1

  • Updated the dialog and changed the quest turn-in sequence for Decoding the Signal to make more sense narratively.
  • Added new descriptions to one of the arc sconces, glass, tinted glass, urshiib, newfather, chromeling, chain laser, forcefield, and force barrier.
  • Fixed a bug with Time Dilation that caused it to speed up creatures rather than slow them down.
  • Added more information to the Time Dilation mutation description.
  • Folks now refer to each other with a more intimate appellation after they've performed the water ritual together.
  • You can no longer lay mines or set bombs on the world map.
  • Force bracelets and Stopsvalinn no longer continue operating when you move to the world map.
  • Charge no longer goes on cooldown when aborted.
  • You can no longer take objects while frozen.
  • Limbs severed from plant and fungal creatures are no longer considered meat suitable for carnivores.
  • The overlay inventory screen can now handle it when you have hands but no arms.
  • The menu actions for "learn" and "build" on data disks now have their activation keys highlighted.
  • When tinkering recipes produce more than one of an item, it's now apparent on the tinkering screen and in data disks' descriptions.
  • Forcefields of all kinds no longer fall through holes in the ground.
  • The entire word "blow" is no longer highlighted in the interaction menu for grandfather horns. Now only the 'b' is highlighted.
  • Asphodelytes and faction delegates no longer to spawn inside the building at Omonporch.
  • Fixed some issues with force bracelets and Stopsvalinn along zone boundaries.
  • Fixed a bug that caused the frenzied status effect to become permanent.
  • Fixed a typo in hatter dialogue.
  • Fixed a bug that caused some objects to be classified in the Unknown category in inventory lists after a save and reload.
  • Fixed a bug that caused some text to be cropped in the Abandon Character dialog.
  • Fixed a bug that occasionally caused liquid containers to generate without liquid in contexts where they should have had liquid.
 

buffalo bill

Arcane
Joined
Dec 8, 2016
Messages
1,004
Feature Friday - June 28, 2019
Jun 28 @ 6:11pm - ptychomancer
Small patch this week as we work on some bigger feature arcs behind the scenes.

  • Added two new rare items: programmable recoiler and reprogrammable recoiler.
  • Abilities that require a particular weapon type to be equipped are now smarter about which weapon they choose if there are multiple options.
  • Added new descriptions for the following creatures and items: qudzu, irritable tortoise, jilted lover, rustacean, salthopper chip, phase spider, and scrap-clad hermit.
  • Renamed safety bracelet to life loop and rewrote the description.
  • Added a message for when a life loop dematerializes its wearer.
  • Butchery's visual effect and bloodsplatter are working again.
  • Fresh corpses may now bleed when struck.
  • Bumped up the bloated leech corpse chance to 100%.
  • Chromelings, plated chromelings, and waydroids in sleep mode no longer appear in dynamic encounters.
  • Otho now waits for you to actually give him the signal disk before leaving his study to discuss the signal with Barathrum.
  • Fixed a bug that caused Otho to not return to his study and discussing the signal.
  • Added some fallthrough dialog for Otho.
  • Made the completion of The Earl of Omonporch a bit more robust.
  • Copies of the sheaf of bloodstained goatskin parchment no longer appear in the world with the title "Illuminated".
 

buffalo bill

Arcane
Joined
Dec 8, 2016
Messages
1,004
Feature Friday - July 12, 2019
Jul 12 @ 7:38pm - AlphaBeard
2.0.184.0
  • We did some work on Grit Gate.
    • Gave new dialog, description, skills, and equipment to Mafeo, Jacobo, Sparafucile, Dardi, Aloysius, Hortensa, Iseppa, Neek, and Shem -1.
    • Gave Ereshkigal new dialog.
    • Added a new piece of jewelry: silver rondure.
    • Added a new item: umber frock.
    • Made the completion of The Earl of Omonporch quest more robust.
    • Removed a duplicate dialog option that appeared in conversations with Barathrum after you completed 'Pax Klanq, I Presume?'.
  • Gave Tam new dialog.
  • Spacetime vortices now work again.
  • Vomiting on the world map no longer covers a square parasang in putrescence.
  • Sheba Hagadias no longer has the chance to spawn as a creature with no inventory and thus no ability to receive books.
  • You no longer get spurious warning messages when you manipulate an object you don't own but you've already stolen.
  • You no longer get spurious popup messages when other creatures mutate due to a gamma moth gaze.
  • Fixed a bug that caused the chance of falling while flying to be 1% lower than it should have been.
  • Fixed conversations bugging out when there were too many dialog options.
  • Fixed some Oboroqoru typos.
  • Fixed the spelling of the 'statpenalty' wish.
 

buffalo bill

Arcane
Joined
Dec 8, 2016
Messages
1,004
Feature Friday - July 19, 2019
JUL 20 @ 1:15AM - PTYCHOMANCER
  • Added a new music track to historic sites.
  • Villages can now undergo historic events that cause them to become abandoned. You'll now occasionally come across abandoned villages in your travels.
  • Sheba Hagadias now accepts village history books for trade-in.
  • Added new conditional dialog for Jacobo.
  • Forcefields no longer push other forcefields or holograms.
  • You now get dialog confirmation when using the 'Take all' command if it would put you over your weight limit.
  • Fixed a few typos in the Barathrumites' dialog.
  • Fixed a bug that caused some saved games from the previous game version to fail to restore.
  • Removed a duplicate part on mirror shard.
  • Fixed a typo referring to Shakesprig.
  • Fixed some issues with ANSI coloring in book text.
  • Fixed a rare exception when installing a skillsoft implant.
  • [modding] Scrap buffer generation is now thread-safe.
 

Taka-Haradin puolipeikko

Filthy Kalinite
Patron
Joined
Apr 24, 2015
Messages
19,113
Codex 2016 - The Age of Grimoire Make the Codex Great Again! Grab the Codex by the pussy Bubbles In Memoria
Feature Friday - July 27, 2019
Caves of Qud - AlphaBeard
2.0.186

  • You now get a popup message when one of your followers dies, with some exceptions for temporary or swarming followers.
  • Added some conditional dialog to Yurl.
  • Added the framework for certain dialog options to reveal secrets in the Gossip and Lore tab of your journal.
  • Increased the specific heat of all objects.
  • Extremely hot objects now cool off a small percentage of their heat instead of a low, flat amount per round.
  • Phase cannon and swarm rack turrets now start with much less ammo.
  • Excluded some offensive words from generated text results.
:decline:
 

buffalo bill

Arcane
Joined
Dec 8, 2016
Messages
1,004
Feature Friday - August 2, 2019
AUG 2 @ 10:00PM - PTYCHOMANCER
  • Added a chance for generated villages to have their own village tinker. Starting villages always have a village tinker.
  • Tinkers now sometimes immigrate to villages during village history generation.
  • Clairvoyance now grants visibility through vantabloom and vantabud's blackout effect.
  • Unpreserved mushrooms are now correctly considered mushrooms.
  • Long blade powers now appear under the Skill category on the Abilities screen, like all other skill powers.
  • Removed some incorrectly assigned creature roles that were causing some creatures to have reduced stats and XP awarded.
  • Added a message when you reach the current end of the main questline.
  • The Mechanimist faction name is now correctly formatted with the definite article in certain contexts.
  • Ogre ape corpse now has the correct display name.
  • Changed Mouldering Corpse object name to Moldering Corpse.
  • Added informative descriptions to gentling mask and gentling cone.
  • Gave gentling cone the same tile as gentling mask.
  • Fixed a bug that prevented some followers from gaining XP.
  • Fixed a bug that caused NPCs with slime glands to refuse to spit slime.
  • Fixed an object blueprint typo that caused all trinkets to be ineligible for dynamic encounters.
  • Fixed a typo in urberry's eat message.
  • Fixed a grammar issue that appeared in the follower death message when the follower was of pseudo-plural gender.
  • Fixed a grammar issue that appeared in the wild-eyed watervine merchant's description when they were of pseudo-plural gender.
  • Fixed a bug that caused the description for the Slime Glands mutation to be truncated.
  • Fixed a typo in the take-all weight limit message.
  • Reduced lag while on the world map.
  • [modding] Added a new tag, HeroLevelMultiplier, that can be put on creatures and hero templates. It lets you specify the level multiplier applied when a creature is uplifted to a unique. The default unspecified value is 1.5.
 

Taka-Haradin puolipeikko

Filthy Kalinite
Patron
Joined
Apr 24, 2015
Messages
19,113
Codex 2016 - The Age of Grimoire Make the Codex Great Again! Grab the Codex by the pussy Bubbles In Memoria
https://steamcommunity.com/games/333640/announcements/detail/1591379507776029734
Feature Friday - August 10, 2019
10 Aug @ 8:23am - AlphaBeard
188.0

Note: this update will break save compatibility. If you'd like to continue a save from a previous patch, you can switch back to that patch's branch. From Steam, right-click Caves of Qud > Properties > Betas > choose a branch. Last week's branch is 2.0.187.x'.

  • Added a new Tactics power: Deft Throwing.
  • We changed how the Backswing power works.
    • Removed the Axe version of the power.
    • New Cudgel version: whenever you make a cudgel attack with your primary hand, there's a 25% chance you make an additional free attack with the same hand.
  • Added a new cooking ingredient: congealed love.
  • Glowpad corpses are now considered plant-based instead of meat-based.
  • Made Beguiling's description more descriptive and removed the inaccurate reference to a level cap.
  • Gave the torch sconces in the Six Day Stilt cathedral working tiles.
  • Fixed a rare exception caused by ganglionic teleprojector.
  • Fixed a rare exception during village zone generation.
  • Rare exceptions during the generation of greater voider lairs no longer cause the zone to fail to build.
  • Fixed a color formatting issue in the manual.
  • Fixed a typo in the description of linear cannon.
  • Fixed a grammar bug in Slog's description.
  • Changed the detail color of congealed blaze's tile.
  • Beguiled and proselytized creatures now have beguiled and proselytized status effects, respectively.
  • Fixed some memory leaks with Burgeoning.
 

buffalo bill

Arcane
Joined
Dec 8, 2016
Messages
1,004
Feature Friday - August 16, 2019
AUG 16 @ 10:09PM - PTYCHOMANCER
  • Reclassified various mushroom-based consumables as fungi rather than plants.
  • Reduced the Ego requirement of Menacing Stare (and thus the Persuasion skill) to 17.
  • Feral lah now get XP for kills made by their pods, unless the pods have found a new party leader.
  • You no longer get a popup message when one of your burgeoned plants dies.
  • If you [redacted] while wielding the amaranthine prism, [redacted].
  • Did some more adjustment of creatures roles, fixing several cases of creatures having reduced or inflated stats.
  • Lase now tells you when your laser beam fails to penetrate your target's armor.
  • Items covered in liquid now correctly have their display names modified (e.g., "sticky Mehmet").
  • Effect text that referred to regaining hit points as "regeneration" now instead uses "natural healing rate" to avoid confusion with the Regeneration mutation and clarify that limbs aren't regenerated naturally.
  • Fixed a bug that prevented Beguile from working when used via a cooking effect.
  • Beguiling a creature via a cooking effect now uses the correct Beguile level (the one that's listed in the effect description).
  • Made the target picker more descriptive when beguiling via a cooking effect.
  • Changed the wording in the effect description of resonance grenades from "inorganic matter" to "structural objects" to clarify that they don't do bonus damage to robots.
  • Replaced number words with their easier-to-parse numerals in a few contexts.
  • Removed duplicate brain parts from arconauts and great saltbacks.
  • Standardized the spelling of the various tenses and forms of the word 'worshipping'.
  • Fixed some subject-verb agreement issues with unidentified artifacts.
  • Fixed a typo in the dawnglider tail description.
 

Taka-Haradin puolipeikko

Filthy Kalinite
Patron
Joined
Apr 24, 2015
Messages
19,113
Codex 2016 - The Age of Grimoire Make the Codex Great Again! Grab the Codex by the pussy Bubbles In Memoria
https://steamcommunity.com/games/333640/announcements/detail/1588003072337166986
Feature Friday - August 23, 2019
24 Aug @ 6:59am - AlphaBeard
190.0

  • Arconauts report the continued unearthing of a massive tomb complex surrounding the Spindle at Omonporch. A stolen ledger reveals the presence of catacombs, a crematory, crypts, and sepulchers for each of the Six Great Sultans. They insist that we monitor the site for further developments, which, they say, will continue to come.
  • The description on shields now clarifies that shields only grant their AV when you successfully block an attack.
  • Shield block messages and particle text now display the bonus AV granted.
  • Added a background to the mod configuration page.
  • Indrix now repeats his directions to Mamon Souldrinker when you talk to him again after starting Raising Indrix.
  • Sparking baetyls no longer ask for unobtainable glow-wight corpses.
  • Lairs are no longer sometimes generated with a mysterious 'baboon hero' occupant.
  • Dialog nodes with consequences can no longer be avoided by performing the water ritual or entering the trade screen.
  • Removed some deprecated skills from NPCs.
  • Updated the description of Disintegration to clarify that bonus damage is done to structural objects rather than inanimate objects.
  • Fixed a bug that caused indigenous village tinkers to be unable to repair, identify, and recharge items.
  • Fixed a bug that caused various skill powers to fail to work with natural equipment (e.g., fists).
  • Fixed a bug that caused issues when amphibious player characters traveled on the world map.
  • Fixed a bug that allowed you to disassemble equipped items without actually losing the item.
  • Fixed a bug that caused Shake It Off to fail to attempt to prevent daze or stun the first turn the effect was acquired.
  • Fixed a bug that prevented medicinal liquids from attempting their disease prevention effect in the case of Ironshank.
  • Re-enabled the Modding Utilities menu background image.
 

Taka-Haradin puolipeikko

Filthy Kalinite
Patron
Joined
Apr 24, 2015
Messages
19,113
Codex 2016 - The Age of Grimoire Make the Codex Great Again! Grab the Codex by the pussy Bubbles In Memoria
https://steamcommunity.com/games/333640/announcements/detail/1584626641759406178
Feature Friday - September 6, 2019
191.0

  • Added a new item: maghammer.
  • Added a new eyewear mod: nav.
  • Added new tiles for the following items, creatures, and locations.
    • Mechanmist rummager
    • albino ape pelt
    • ogre ape pelt
    • ripe cucumber
    • arsplice seed
    • crystal of Eve
    • Eater's flesh
    • mental aggregator
    • leafy helm
    • croccasins
    • elastyne slippers
    • yeshyrskin slippers
    • ape fur hat
    • plastifer bonnet
    • polyhedral rings
    • eyeless crab shell
    • gyrocopter backpack
    • tread guard
    • VISAGE
    • wool kilt
    • clay pot
    • the rusted archway
  • You can now mod items by interacting with them in your inventory and choosing "mod with tinkering".
  • The tinkering screen now indicates when there are hostile creatures are nearby.
  • Recharging energy cells now takes a turn and cannot be done while frozen.
  • You can no longer apply the following melee mods to missile weapons: electrified, freezing, flaming, and counterweighted.
  • Fixed a bug with the trade/violence reward branch in Kith and Kin that caused the grenade stockpile reward to be only half as many grenades as it should have been.
  • Fixed a bug that made hats ineligible for several mods they were designed to be eligible for.
  • Fixed a bug that sometimes caused baboons to fail to generate as villagers.
  • Fixed a bug that caused unique baboons to have the name 'baboon hero' instead of a proper name.
  • Fixed a typo in the description of effects that alter your move speed while you're in a pool of liquid.
  • Fixed a bug that caused skill-based speed bonuses to world map travel to not work (e.g., bonuses granted by the Survival skill powers).
  • [modding] You can now set the Owner field on objects in the map editor.
 

PrettyDeadman

Guest
What's your most powerful builds?
I've been trying to make my two-headed human maradaur build work for a long while. Theoretically it's the most op shit ever.
You basically put 16 in strength, the rest attributes are 18. On levelups you only raise your will power.
Starting mutations are two-headed, beguiling, clairvoiance, ego projection, mental mirror, precognition, telepathy, hemophilia.
As you level up you should get dominance, teleportation, sunder mind and temporal fugue.

With 2 heads you can have up to 4 face slots for +12 ego, which will help you max your mental mutations without putting more than 1 point into them. Chopping faces is easy with ego-projection to strength.
With high willpower you will be able to spam the shit out of your temporal fugue and clairvoyance, giving an army of teleporting clones.
Beguiling helps wtih early game, and later you can dominate your partymember to give him stats and mutations.
So you end up with constant clairvoyance, constant army of clones who sunder mind all enemies on the map before teleporting in a dismembering the survivors. Thats really fun and powerful.

Other than that I've been trying human praetorian with focus on evasion which works pretty well too.
 
Last edited by a moderator:

buffalo bill

Arcane
Joined
Dec 8, 2016
Messages
1,004
Feature Friday - September 13, 2019

192.0

  • Added a Sixth Great Sultan to the history of Qud: Resheph. His history is depicted via shrines like the other sultans but remains the same from game to game.
  • Converted the dates that appear in sultan and village histories to the new Reshephian calendar.
  • Added a new faction: Cult of the Coiled Lamb.
  • Added a secluded shrine to Resheph in the Stiltgrounds.
  • Added a new NPC to the Stiltgrounds: Tszappur, disciple of the Coiled Lamb. Tszappur will muse with you over the significance of the events in Resheph's life.
  • Altered the entry point tile of the Six Day Stilt.
  • Revamped the post-quest dialog for 'What's Eating the Watervine?'.
  • Life drain now properly ceases if the drainer dies.
  • Fixed a bug that caused the attacker to be treated as the defender during some critical hit effects.
  • Fixed a typo in maghammer's description.
  • Fixed some other typos.
  • [modding] Mods can now include a Commands.xml file that adds mod-specific keybinds. The command IDs are fired as events on the player body.
  • [modding] Mods can now include an Options.xml file that adds mod-specific options.
  • [modding] The NameMaker and Tinkering classes are now public.
  • [modding] Added a new attribute and interface: PlayerMutator and IPlayerMutator. You can use them to modify the player object before the game begins. Any class tagged with the PlayerMutator attribute is instantiated after the player object is created and assigned, and the "mutate" method is called with the player as the parameter. For example:
[PlayerMutator] public class
MyPlayerMutator : IPlayerMutator
{
public void mutate(GameObject player)
{
// modify the player object before the game starts
}
}

https://steamcommunity.com/ogg/333640/announcements/detail/3026905151737053159

(I'm having some formatting issues copying the last part of the update; click link to see the steam post with correct formatting)
 

buffalo bill

Arcane
Joined
Dec 8, 2016
Messages
1,004
193.0
  • We tweaked the layout of Joppa.
    • Moved the sultan shrine to the map north of Joppa, near the graveyard.
    • Added a guaranteed shrine to Resheph where the sultan shrine used to be.
    • Added a dirt path leading from central Joppa to the graveyard and sultan shrine, and a sign to guide the way.
  • Added a new item: tattoo gun.
  • Added a new item: precinct navigator.
  • Added some new bracelet tiles.
  • Force bracelet now appears slightly more often in rare artifact loot tables.
  • Fixed a bug that occurred while cooking with convalessence.
  • [modding] DischargeOnHit now triggers on thrown weapons and projectiles.
  • [modding] Added a new event, ProjectileEnteringCell, which gets passed to all objects in a cell before projectile impact occurs. You can modify the path during this event; any changes from index p onward will take effect. Returning false skips this cell's projectile impact.

    • It has the following parameters.
    • Cell: the current cell
    • Path: the list of Points in the current missile path
    • p: the int value of the current index in the missile path
    • Attacker: the attacking creature
 

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