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Caves of Qud (ROGUELIKE) - coming December 5th

Taka-Haradin puolipeikko

Filthy Kalinite
Patron
Joined
Apr 24, 2015
Messages
20,647
Codex 2016 - The Age of Grimoire Make the Codex Great Again! Grab the Codex by the pussy Bubbles In Memoria
http://store.steampowered.com/news/externalpost/steam_community_announcements/2394101748804048509

Feature Friday - April 6, 2018
7 APRIL - ALPHABEARD
  • Glass bottles and phials now shatter when you throw them.
  • Cloning draught no longer clones inorganic objects.
  • You can now trade with your followers freely via conversation.
  • Changed the stun logic. You should get chain stunned much less often.
  • Added a visual effect to extradimensional items.
  • Added a sound effect for closing security doors.
  • Added a sound effect for page turning when reading a book.
  • Normalized the volume for a few sound effects.
  • When you engage in the water ritual with someone who offers to teach you blueprints, the blueprint options are no longer greyed out if the speaker has no more secrets to share.
  • Inorganic objects now have appropriate pronouns.
  • Baetyls no longer request troll axes.
  • Removed troll kings from dynamic encounters.
  • Changed the status icon for "Precognition - End Vision" to "?".
  • Achievements no longer spam the log.
  • Fixed a bunch of typos.
  • Added some descriptions.
  • Improved the use of indefinite articles and pluralization in generated text.
  • Fixed an issue with the salt desert visual effect that caused some tiles to disappear or smear across the map.
  • Fixed an XML issue with steel vinereaper's color definition.
  • Fixed a rare issue where liquid containers asked your permission to explode if they weren't owned by you.
  • Fixed a rare issue where liquid containers poured into themselves before being destroyed and thus vanished completely.
  • Fixed burst-style pickers allowing the selection of tiles beyond the range limit.
 

Sacibengala

Prophet
Joined
Aug 16, 2014
Messages
1,154
When this will be available on ios? I'm playing dungeons pf chaos and having a blast. This game seems to be more complex and the setting is really cool, I think I will like it.
 

buffalo bill

Arcane
Joined
Dec 8, 2016
Messages
1,054
Feature Friday - April 13, 2018
April 13 - ptychomancer
  • Added a new gas type: normality gas. It has various space-time stabilizing and inhibiting effects on forcefields, vortices, teleportation, phasing, temporal fugue clones, time dilation, and psychic twinning.
  • Added three tiers of normality gas grenades.
  • Added a rare normality gas-emitting vent.
  • Added a new heavy weapon: normality gas pump.
  • Added a new creature: anomaly extinguisher.
  • Added a confirmation dialog when world generation completes (so you can finish reading the on-screen quote).
  • Eating a raw dreadroot tuber now causes fear.
  • Eat and disassemble are no longer the default actions for equipped severed faces.
  • Sleeping in bedrolls, sitting in chairs, lunging, and slamming no longer trigger teleport-based cooking effects.
  • Rebuked robots no longer become grazing hedonists.
  • Emission vents are now subject to electromagnetic pulses.
  • When you shake off confusion with Iron Mind, you now get an appropriate message in the message log.
  • Widgets now equip their whackers.
  • Missile weapons with unidentified energy cells no longer report their charge level.
  • Made the reload command work for liquid-loaded missile weapons.
  • Improved creature AI when out of missile ammo.
  • Spiffed up missile weapon status display in the sidebar.
  • Fixed an issue that let you use Temporal Fugue without spending energy.
  • Fixed an error in the amount of bonus reputation displayed as a baetyl reward.
  • Fixed some issues with stacking confusion effects.
  • Fixed several typos in the following text: Warden Indrix's description, Agyve's mumblings, Aggressive Stance's description, two-handed ursteel battle axe's description, icy vapor's description, rubbergum tonic's description, a Beak defect variant's description, merchant identification, some procedural histories and cooking descriptions, defensive lunge's failure message, boomrose arrow plurality, nocturnal apex's description, and Stopsvalinn-related text.
  • Added a bunch of modding functionality.
    • [modding] Added a FearOnEat part that applies a fear effect to the eater at an attack strength and duration specified by the Strength and Duration properties.
    • [modding] Made ConfuseOnEat allow the specification of the following properties: Strength, Duration, Level (die roll: confusion per mutation level), and BuildupTimeout (integer: number of turns before the effect overrides older ConfuseOnEat effects).
    • [modding] Added a new part, TreatAsSolid, for projectiles. If projectiles encounter an object in their path matching TreatOnSolid's criteria, they treat it as impassable. Supported criteria are TargetPart (the object has this part) and TargetTag (the object has this tag), the latter with an optional TargetTagValue (the object has TargetTag tag with this value). The Hits property specifies whether the projectile hits the object and has a chance to damage it (defaults to true).
    • [modding] Added a new part, DestroyContiguous, for projectiles. If projectiles encounter an object in their path matching DestroyContiguous's criteria, they roll to destroy it, and if successful, they roll to destroy objects matching the criteria in adjacent cells. Supported criteria are TargetPart and TargetTag, the latter with an optional TargetTagValue. The Chance property specifies the percentage chance for destruction (defaults to 100). The ChanceDegradation property is a cumulative reduction in the effective chance of destruction per hop to adjacent cells (defaults to 0).
    • [modding] Added new parts GasOnHit and GasOnEntering for weapons and projectiles. Weapons that hits and projectiles that traverse through cells, respectively, spawn the gas specified in the Blueprint property at a density specified in the Density property (die roll specification). GasOnHit also includes the OnWielderHit property.
    • [modding] Generalized GasAcid into GasDamaging. This new part includes the properties GasType (basic type tag like "Acid"), Noun (specifies the damage type in messages), ColorString (for tile rendering), MessageColor (applied to Noun in messaging), DamageAttributes (same as Attributes in MissileWeapon), TargetPart (only affects objects with this part), TargetTag (only affects objects with this tag), TargetTagValue (only affects objects with TargetTag and this value), TargetEquippedPart (only affects objects that have an item equipped with this part), TargetEquippedTag (only affects objects that have an item equipped with this tag), and TargetEquippedTagValue (only affects objects that have an item equipped with TargetEquippedTag and this value).
    • [modding] Generalized StasisGrenade into DeploymentGrenade. This new part includes the following properties: Blueprint (the blueprint of the objects it creates), Duration (how long the objects last, defaults to permanent), Radius (integer radius it fills with objects), Chance (the percentage chance a given cell spawns an object, defaults to 100), AtLeast (a minimum number of objects to try to deploy when Chance is in use, defaults to 0), UsabilityEvent (an event that must be successfully broadcast to the cell it lands in in order for the grenade to work, defaults to null), AccessibilityEvent (an event that must be successfully broadcast to a given cell in its radius in order to deploy an object there, defaults to null), ActivationVerb (the verb used to describe the grenade activating, defaults to "detonates"), RealRadius (whether to deploy in a circular radius rather than the usual engine "square radius"), BlockedBySolid (whether solid cells block deployment, defaults to true), BlockedByNonEmpty (whether cells must be "empty" for deployment, defaults to true), Seeping (whether BlockedBySolid uses "seeping" logic, defaults to false), DustPuff (whether the grenade emits a dust puff when it activates, defaults to true), DustPuffEach (whether each deployed object emits a dust puff, defaults to false), and NoXPValue (whether deployed objects lose their XP values, defaults to true).
    • [modding] Added a new CooldownAmmoLoader part, which makes a missile weapon require cooldown between shots. Supports the usual ProjectileObject property for loaders, a Cooldown property specifying the number of rounds, and a Readout property specifying whether the weapon shows a display of its remaining cooldown time (defaults to false).
    • [modding] Added architecture to try to make multiple ammo loaders on a missile weapon coexist peacefully. Only one loader should be given a ProjectileObject. Use this to add the CooldownAmmoLoader with other loaders for weapons that need both ammo and a cooldown time.
    • [modding] Added an AIShootCooldown part for missile weapons. Its Cooldown only applies when creature AI uses the weapon.
 

buffalo bill

Arcane
Joined
Dec 8, 2016
Messages
1,054
Feature Friday - April 20, 2018
April 20 - AlphaBeard
  • Creature AI now better copes with being in the same tile as something it's trying to kill or flee from.
  • Blood splatter no longer sticks to gases and holograms.
  • Gases no longer physically damage you if they're out of phase with you.
  • Sultan shrines and becoming nooks now show up on the alt display.
  • When you autoequip a weapon, it now defaults to equipping in an empty hand instead of replacing your primary hand's weapon. It still replaces your primary hand's weapon if all your hands are full.
  • Acid now eats through organic containers.
  • Eyeless crab shells and salthopper mandibles are no longer tagged as metal.
  • Corrupt bananas are no longer subject to electromagnetic pulses or rusting.
  • Corrupt bananas can no longer be laid as mines.
  • Scrap shovelers now have Dual Wield.
  • NPCs now take more care in avoiding fracti, campfires, torch sconces, torch posts, and arc sconces.
  • Oozes, snailmothers, ickslugs, snailmother eggs, and broken snailmother eggs no longer slip on slippery liquids.
  • NPCs no longer charge at things they shouldn't charge at.
  • Ovens are placed on top of doors less often (and so less frequently set them on fire).
  • Gases no longer shield things on the ground from being attacked.
  • Excluded merchant advertisements from baetyl requests.
  • Made items described on gravestones usually show up identified.
  • Made Hurdle, Longstrider, and Conatus grant the ability to sprint if you don't already have it.
  • Gave acid, oil, gel, and slime commerce value.
  • Made acid eat through organic containers it's poured into.
  • Hook and Drag and madpole latching no longer work if the target is out of phase with the attacker.
  • Dismembered limbs now have proper descriptions.
  • Specified that carnivores can't eat fungi.
  • Fixed the organic vs. inorganic statuses on several items.
  • Fixed a bug where pouring the entire contents of a container into another container prevented liquid effects from occurring in the second container. This allowed lava to be carried around by transferring it from one waterskin to another.
  • Fixed various instances of NPCs only wielding one of their natural weapons instead of both.
  • Fixed a bug that caused gases of different types to merge as if they were the same type.
  • Fixed a typo in gravestone text.
  • Fixed a typo in dismemberment notification.
  • Fixed a run-on sentence in Precognition messaging.
  • Updated credits.
  • [modding] You can now remove parts from an inherited blueprint by using the <removepart> element in objectblueprints.xml.
  • [modding] The object blueprint XML now supports no-close-tag form. For example: <part Name="Metal" />.
  • [modding] Creatures with the 'slimewalking' tag can now properly walk over sap, wax, and honey without impediment.
  • [modding] The xtagGrammar element now supports the IsPlural property. IsPlural="true" specifies that the object should be treated as plural for purposes of text generation.
  • [modding] Added the Except property to the NoDamage part. Damage of the excepted type bypasses the NoDamage logic and does damage.
  • [modding] Separated plants and fungi more thoroughly in the object inheritance structure, with new 'Fungus' and 'BaseFungus' blueprints, and added 'LivePlant' and 'LiveFungus' tags where appropriate.
 

Gunnar

Arbiter
Joined
Jul 10, 2016
Messages
819
I love this game. Running a level 27 True Kin Praetorian sword/shield melee build and he kicks ass. When he dies I am going to be devastated :D
 

Taka-Haradin puolipeikko

Filthy Kalinite
Patron
Joined
Apr 24, 2015
Messages
20,647
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/1646506112754605509

Feature Friday - April 27, 2018
28 April - ptychomancer
  • New item: telemetric visor.
  • Autoexplore and creature AI now avoid spacetime vortices.
  • Applicators no longer work when broken or rusted.
  • Sense Psychic now has a chance to identify psychics every time you move closer to them instead of only when they move.
  • Generalized artifact attunement for items like ganglionic teleprojector into a standard boot sequence and applied it to a few artifacts.
  • Refreshed bio-scanning bracelets. They are now tinkerable, require an energy cell, are subject to EMP, have a boot sequence, and have new name ANSI.
  • Gave Horticulturalists a solar cell to power their bio-scanning bracelets.
  • Twinning lampreys are now considered psychics.
  • Twinning lampreys are more proficient with their bites.
  • Energy cells loaded in items you start the game with are automatically identified.
  • Cybernetic implants you start the game with are automatically identified.
  • Homoelectric wrist warmers can no longer be modded with the full range of armor mods.
  • Fixed an issue that made phase webs stickier than intended.
  • Fixed occasional cases where Precognition appeared to malfunction on NPCs.
  • Fixed several instances where zones were built when it wasn't necessary to do so.
  • [modding] The gases produced by the billowing conch of the Aji are now controlled by the tag DynamicObjectsTable:AjiConch.
  • [modding] The interaction of gases with the Gas Generation mutation is now data-driven. See the gas object blueprints for details.
  • [modding] The color of gas objects is now based on the ColorString attribute of the Gas part. The GasDamaging part no longer has a ColorString.
  • [modding] The SensePsychic mutation part can now be configured with Levelable="true" if you want to make it levelable, in which case its level is added to its detection radius and the chance of identification. Specify BaseRadius="n" if you want to make its base detection radius something other than 9. You can also use the intproperty TreatAsPsychic to force Sense Psychic to sense an object even if it doesn't have mental mutations.
  • [modding] Generalized the BioScanner and Inspector parts into IntPropertyChanger, which supports these properties: AffectedProperty (the name of the property on the item's wielder that gets manipulated), Amount (the amount added to the property when the property is changed; defaults to 1), ChargeUse (an amount of charge to use per turn the item is active; defaults to 1), WorksWhenHeld (works if you wield the item in a slot other than its designated armor slot, defaults to false), and MustBeUnderstood (only works if the wielder understands the item; defaults to true).
  • [modding] Added a BootSequence part for adding a delay between wearing an item and being able to use it. If the item has an EnergyCellSocket, changing the cell reboots the item. EMP, Broken, and Rusted statuses also reset the boot sequence and prevent it from proceeding while they're active. Supported properties are: BootTime (the number of turns booting takes; defaults to 100), VariableBootTime (die roll, if specified then the higher of this and BootTime will be used), ReadoutInName (specifies whether to add a precise indication of remaining boot time to the item's name; defaults to false), ReadoutInDescription (specifies whether to add a precise indication of remaining boot time to the item's short description; defaults to false), TextInName (a text string to add to the item's name while booting), TextInDescription (a text string to add to the item's short description while booting), VerbOnBootInitialized (defaults to "beep"), VerbOnBootDone (defaults to "ding"), and VerbOnBootAborted (defaults to "bloop"). Right now, the BootSequence part integrates with IntPropertyChanger, Teleprojector, and DecoyHologramEmitter.
 

PrettyDeadman

Guest
Playing as a melee True Kin Praetorian. At lvl 14 all my skillspoints went to money making and tinkering skills, I bought the best gear, reached 19 DV, got 2 cloning gels and wanted to check if I can infinitely replicate eater's meat, but patch had broken my save =(
I know I can roll back to prev. version, but I deleted the saves instead.
 

PrettyDeadman

Guest
The content isn't finished yet.
I think there are 2 ways to reach the "end":
either finish all available content in the main quest line or kill chrome pyramid (hardest enemy).
there are plenty of peoples who have done that, not sure if any of them are on the codex.
I think I'll try to do it with my praetorian.
 

PrettyDeadman

Guest
Strange things keep happening in this new version.
A several traiders in towns randomly die. I believe on them combusted and gave birth to several dozens of qudzus in Six Days Stilt.
I also got waxflab and the cure requires primodial soup =(
 

Damned Registrations

Furry Weeaboo Nazi Nihilist
Joined
Feb 24, 2007
Messages
15,852
eh, that's easy. Just go walk around the edge of the fungus spot. Every character should go there anyways, basically free infinite money if you've got either some carrying capacity or charisma high than 7.
 

PrettyDeadman

Guest
eh, that's easy. Just go walk around the edge of the fungus spot. Every character should go there anyways, basically free infinite money if you've got either some carrying capacity or charisma high than 7.
How is it called? Deathlands? It says its in fungus jungle, but there is no tile name like that on the map.
 

PrettyDeadman

Guest
Also, qudzu in the town seems to be the result of Mechanimist mechanics... Aparently he 'converted' (spawned) a bunch of qudzu.

The fire ants is a different thing. Sometimes you have npc Mechanimist converts which have an ability to create new enemies, in whatever way (the worse way is clonelings cause they greate copies of other npcs) but when they create a new NPC it will be a member of the original faction instead of a convert making them a random hostile npc in the middle of town.

Since fire ants cant to my knowledge copy themselves and theres nothing that spawns them I assume its a cloneling run amok :)
[/quote/
 

PrettyDeadman

Guest
Got the soup, but also 2 more infections.
For some reason it doesnt say in the book how to cure glowdust....
 

buffalo bill

Arcane
Joined
Dec 8, 2016
Messages
1,054
Got the soup, but also 2 more infections.
For some reason it doesnt say in the book how to cure glowdust....
Glowcrust is cured same as any fungal infection (listed in Corpus): put two random (specific) ingredients in a spraybottle, spray onto infection, then eat random (specific) creature. Unless it has been changed recently.

eh, that's easy. Just go walk around the edge of the fungus spot. Every character should go there anyways, basically free infinite money if you've got either some carrying capacity or charisma high than 7.
How is it called? Deathlands? It says its in fungus jungle, but there is no tile name like that on the map.
Fungal jungle is a 3x3 set of tiles on the overland map in the southeast-ish a bit before the deathlands. You can toggle the look command while in overland map mode to look for it. But also, here's a link to a labeled map that someone made (at bottom of the page):
https://steamcommunity.com/sharedfiles/filedetails/?id=1196475197
 

Gunnar

Arbiter
Joined
Jul 10, 2016
Messages
819
I just escaped a dungeon dive to level 47 underground. Every screen is 80% lava infested with fire crabs and stalkers firing missiles everywhere, everything is on fire and whatever loot is there burns up before you can get to it. I found a negative weight sphere and used my cloning gel on that, so now I have two (-20 weight). I'm now level 33, playing with permadeath on so I've been avoiding the pyramids because I really really don't want to die.
 

PrettyDeadman

Guest
Got the soup, but also 2 more infections.
For some reason it doesnt say in the book how to cure glowdust....
Glowcrust is cured same as any fungal infection (listed in Corpus): put two random (specific) ingredients in a spraybottle, spray onto infection, then eat random (specific) creature. Unless it has been changed recently.

eh, that's easy. Just go walk around the edge of the fungus spot. Every character should go there anyways, basically free infinite money if you've got either some carrying capacity or charisma high than 7.
How is it called? Deathlands? It says its in fungus jungle, but there is no tile name like that on the map.
Fungal jungle is a 3x3 set of tiles on the overland map in the southeast-ish a bit before the deathlands. You can toggle the look command while in overland map mode to look for it. But also, here's a link to a labeled map that someone made (at bottom of the page):
https://steamcommunity.com/sharedfiles/filedetails/?id=1196475197
Oh, I didnt realize that "The treatment regimen for all fungal infections is the same" means that the remedy works for all fungal infection, not just waxflab...
 

PrettyDeadman

Guest
How do spray bottles work? I am supposed to spray its content on infected bodypart, but apply only shows up my backpack iinventory, not what's currently equiped (i.e. waxlabs and other infections).
I've found out, its in miscelanious...
Finally healed my self of 3 mushroom deceases.
 
Last edited by a moderator:

Gunnar

Arbiter
Joined
Jul 10, 2016
Messages
819
I can confirm that the Eaters nectar injector can be cloned, probably the best use for the cloning gel. Also, I took a poke at the chrome pyramid and wasn't able to defeat it. The only item I have that can penetrate the shield is the geomagnetic disc and as soon as I do any damage the pyramid just starts exploding everything and I have to run, even with force bracelet protecting me. One time a stalker was firing missiles at me and the chrome pyramid got in the way while I was fighting it, it starting taking heavy damage with its shield down, but when I examined it after several hits it still listed as "Fine" so it has lots of HP on top of its main BTFO attack. Next time I have the inclination I'm going to try holographic bracelet, and see if I can abuse turrets, mines and bombs to take one down.
 

buffalo bill

Arcane
Joined
Dec 8, 2016
Messages
1,054
Feature Friday - May 4, 2018
May 4 - AlphaBeard
  • Added a new item: gyrocopter backpack.
  • Added a new gas type: defoliant.
  • Added three tiers of defoliant grenades.
  • Added a defoliant-emitting vent.
  • Added a new heavy weapon: defoliant pump (acid-powered).
  • Smart use now only works on metal folding chairs if you've identified them; i.e., your default response to seeing strange tubes lying on the ground is no longer to sit on them.
  • You can no longer sprint while flying, and taking to the air while sprinting ends the sprint.
  • You can no longer use a bedroll while flying.
  • The following effects now cause flyers to crash land: asleep, exhausted, paralyzed, stuck, and stunned.
  • If you sit while flying, you now land first.
  • Falling to the ground while flying now interrupts autoexplore and autowalk.
  • NPCs can now use mechanical wings.
  • Mechanical wings no longer grant flying when wielded as a weapon.
  • You now see a message when a visible NPC starts or stops flying.
  • Mental mutations that can't be leveled no longer contribute extra points based on your Ego bonus to your psychic glimmer.
  • You can no longer have conversations with creatures who are sleeping, in stasis, stunned, confused, exhausted, or paralyzed, and vice versa.
  • Telepathy no longer allows you to trade with adjacent creatures who are frozen in blocks of ice.
  • Baetyls no longer request a particular sheet of graph paper.
  • Changed the color of sultan shrines in the alt display.
  • Changed the bit cost of some grenade types.
  • Changed the popup message when you activate an item that's booting up.
  • Fixed an issue that prevented you from attacking things that were in the same tile as other things you couldn't attack because they were flying or phased.
  • Fixed an issue that allowed you to trade with the zealot of the Six Day Stilt via telepathy.
  • Fixed some mutation-based abilities taking two turns to use instead of one.
  • Fixed a bug that caused thirst-based cooking affects to also affect your hunger.
  • Fixed an occasional error that occurred during game startup.
  • [modding] The MechanicalWings part now supports the following properties: Level (equivalent to level of the Wings mutation, defaults to 1), RequiresOngoingEffort (whether the item is manually operated and stops working because of incapacitating effects, defaults to true), WorksWhenHeld (whether the item bestows flight when wielded as a weapon, defaults to false), ChargeUse (an amount of charge to draw per turn of operation, defaults to 0; specifying a number greater than 0 also makes the item vulnerable to EMP effects), BaseFallChance (the base chance out of 200 that the user falls in a given turn (Level gets substracted from this), defaults to 5), and CrashBreakChance (the chance out of 100 that the item breaks while crashing, defaults to 1). The MechanicalWings part now also integrates with BootSequence.
  • [modding] The Wings mutation now supports the BaseFallChance property (the base chance out of 200 that the wielder falls in a given turn (Level gets substracted from this), defaults to 5).
  • [modding] The ConversationScript part now supports the following properties: Quest, PreQuestConversationID, InQuestConversationID, and PostQuestConversationID. If Quest is specified, then the other properties, if specified, override the ConversationID while the quest is unstarted, started but unfinished, and finished, respectively.
  • [modding] The GasDamaging part now supports the following properties: AffectEquipment (whether the gas also damages items equipped by characters it affects, defaults to false) and AffectCybernetics (whether the gas also damages cybernetics implanted in the characters it affects, defaults to false).
 

Lady_Error

█▓▒░ ░▒▓█
Patron
Joined
Oct 14, 2012
Messages
1,879,250
So sort of like Grimoire, except the beta gets updated constantly. Probably a better approach.
 

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