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Roguelike Caves of Qud (ROGUELIKE)

buffalo bill

Arcane
Joined
Dec 8, 2016
Messages
1,065
REGULAR UPDATE
POSTED
Fri, June 25
Feature Friday - June 25, 2021

201.107/202.67
  • Tweaked madpole frenzy behavior. Now when they sense blood in their tile, they enter a frenzied state for 10 rounds that gives them +10 Quickness and makes them prefer bleeding targets. They also go berserk for 5 rounds, per usual.
  • Temporary mutations gained from items or cooking are now displayed on the character sheet.
  • If you give a companion or other creature a book that trains a skill or increases an attribute, they now read it on their own.
  • The temperature of creatures and objects in stasis no longer adjusts toward the ambient temperature of their surroundings.
  • Inventory categories now stay collapsed after closing and reopening the inventory.
  • Decarbonizers now have their attacks interrupted if they are moved out of the tile they are firing from.
  • You can now start campfires on bridges.
  • High-powered magnets now only magnetize one item if applied to a stack.
  • Rusted creatures now have a -70 Quickness penalty.
  • Praetorian's cloaks can now be modded.
  • You can no longer name locations after your culture, for now.
  • Deactivated turrets no longer interrupt autoact.
  • The "attack" interaction now requests confirmation before attacking non-hostiles unless they are your target.
  • The Sacred Well now accepts more kinds of artifacts.
  • Items treated as artifacts because of item mods are more consistently techscannable rather than structural scannable.
  • When your items are unequipped due to body changes that aren't dismemberment (for example, due to equipping a two-faced helmet), the unequipped items now go to your inventory rather than dropping on the ground.
  • Various quest-related data disks are now marked as important.
  • When entering text into popup dialogs, the characters '&' and '^' are now handled properly.
  • Dynamic generation of indefinite articles now works correctly for the words "heiress" and "heirloom".
  • Fixed a bug that caused owned objects being taken from containers using the trade screen to disappear if you declined the confirmation prompt.
  • Fixed a bug that prevented decarbonizer beams from working.
  • Fixed a bug that caused inventory categories to stick around when empty.
  • Fixed a bug that cuased hologram bracelet decoys to not move.
  • Fixed a bug that caused dynamic villages to generate overlapped with their own outskirts.
  • Fixed a bug that caused empty ground tiles to appear in desert villages and ruins.
  • Fixed a bug that caused the hollow tree hideout to generate without ground tiles.
 

buffalo bill

Arcane
Joined
Dec 8, 2016
Messages
1,065
REGULAR UPDATE
POSTED
Sat, July 3
Feature Friday - July 3, 2021

201.109/202.69
  • Moving via the Walk command now displaces neutral creatures the same way manual movement does.
  • Added a new Automation option: "Show finding items while scavenging through trash as message log entries instead of popups." Defaults to off.
  • Robots with mental-mutation-equivalent modules can no longer be detected by Sense Psychic.
  • You can no longer attempt to sit on yourself, if you are a chair, or sleep on yourself, if you are a bed.
  • You can no longer be a point of interest.
  • If a chair a creature is sitting in is destroyed, the creature is now knocked prone.
  • If a bed a creature is sitting in is destroyed, the creature is now awakened in a daze.
  • Made a small content edit to the text of Council of Gamma Rock.
  • Fixed a bug that caused bedrolls you drop to suppress NPC idle behavior throughout the zone.
  • Fixed a bug that caused some forms of autoact to mysteriously fail at zone edges.
  • Fixed a bug that, when the chair a creature was sitting in was destroyed, made the creature continue to be shown as sitting in the chair.
  • Fixed a bug that caused Oboroqoru's Lair to build infinitely.
  • Fixed a bug that caused dynamic starting villages to not be constrained in the western portion of the map.
  • [modding] Fixed a bug causing the map editor to not register keyboard input.
 

Lacrymas

Arcane
Joined
Sep 23, 2015
Messages
18,844
Pathfinder: Wrath
These chair and bed fixes were urgently needed, I'm so glad they decided to work on them instead of finishing the game.
 

lightbane

Arcane
Joined
Dec 27, 2008
Messages
10,602
At this point I'm convinced they don't want to finish the game or cannot do so, so they are shitposting and/or wasting time with each new "update" instead, and they'll do so until one of the devs inevitably has a meltdown, as trannies do.
 

BlackGoat

Arbiter
Joined
Sep 15, 2014
Messages
505
I'd imagine they're working on bigger changes that take a bit longer to finish at the same time they're pushing these minor changes

But yeah, it'd be nice if they picked up the pace
 

buffalo bill

Arcane
Joined
Dec 8, 2016
Messages
1,065
REGULAR UPDATE
POSTED
Sat, July 10
Feature Friday - July 9, 2021

201.110/202.70
  • Added a new item mod, overloaded, that can be tinkered or found on a variety of electronics, including most energy weapons. Overloaded items have increased performance but draw extra charge, generate heat when used, and have a chance to break relative to their charge draw.
  • Overloaded laser pistols are now normal laser pistols with the overloaded mod applied.
  • You can no longer repair items in combat, generally.
  • The micromanipulator array implant now lets you repair items in combat at an action cost of one turn.
  • Added new dialogue for crab farmers, leech farmers, cat herders, snail farmers, goat herders, amoeba farmers, beetle farmers, and schematics drafters.
  • You can no longer enter yourself if you are a piece of enclosing furniture such as an iron maiden, a regeneration tank, or a psionic sarcophagus.
  • Spray bottles can now be manually sealed and unsealed.
  • Ganglionic teleprojectors now cost less charge to activate but have a per-turn cost while active.
  • Nulling armors, ontological anchors, and items with co-processors no longer consume charge on the world map.
  • Added the option to set a custom autosave interval for zone transitions (Options > Automation > Automatic save on zone transition).
  • Cases where chairs, beds, and enclosing furniture move or are picked up while someone is using them are now handled properly.
  • Fixed a bug that caused psychic hunters to never spawn if you abandoned your original body.
  • Fixed a bug that caused AI to continuously reload their magazine and liquid-loaded weapons if they also had an empty energy cell socket.
  • Fixed a bug that caused visible damage you were responsible for not to be printed to the message log unless the recipient was adjacent to you.
  • Fixed a bug that caused creatures to continue to display as enclosed when the furniture that was enclosing them was destroyed.
  • Fixed a bug that caused Sunder Mind to end prematurely when targeting a companion.
  • Fixed a bug that caused Sunder Mind to not play its sound or visual effects when the target died.
  • Fixed a bug that caused Sunder Mind to print its damage message after the target had died.
  • Fixed a bug that made the walk command attack a wall you arrive at if you have a digging capability active.
  • Fixed an exception when cancelling aggression.
  • Fixed a bug that caused VSync to stop functioning when the game window was resized on Linux.
  • Fixed some missing spaces in preacher sermons and generated book text.
 

Lacrymas

Arcane
Joined
Sep 23, 2015
Messages
18,844
Pathfinder: Wrath
Haven't played since 2.0.201.46. (right before Sseth's video). Is it safe to update or the game has declined?
You can safely assume they develop this game at a glacial pace and nothing major happens in 99% of updates.
 

buffalo bill

Arcane
Joined
Dec 8, 2016
Messages
1,065
REGULAR UPDATE
POSTED
Sat, July 17
Feature Friday - July 16, 2021

201.113/202.73
  • Digging tools now work on rubble and boulders.
  • You can no longer clean things while frozen.
  • You are now asked for confirmation when loading ammo that's marked as important.
  • You no longer get popup messages for unlocking security doors during autoact.
  • In their requests, sparking baetyls now refer to cooking ingredients in terms of servings rather than sets.
  • The root knot is more friendly.
  • Added an option to control the 'press right to equip selected item' behavior on the Inventory screen. It defaults to on.
  • Fixed a variety of bugs related to primary limb selection becoming unset over serialization cycles
  • Fixed a bug that made autoexplore inaccurately say there was nothing left to explore when actually it was being sensitive to the presence of enemies, particularly when using clairvoyance.
  • Fixed a bug that caused dropping objects to exit the inventory screen.
  • Fixed a bug that made it possible to be a point of interest when dominating some creatures.
  • Fixed a bug that caused map generation in ruins to prefer to spawn sultan statues in the northwest corner.
  • Fixed a bug that caused psychic hunters to occasionally spawn on the world map.
  • Fixed a bug that prevented turrets who gained mobility through flight from flying in combat.
  • Fixed a bug that caused world generation to fail if you became loved by a faction before the game started.
  • Fixed the Bey Lah zone name appearing as "flower fields" instead of Bey Lah.
  • Fixed a bug in how electrical discharges are attributed.
  • Fixed a bug that caused the interact menu of [redacted] to persist through after you [redacted].
  • Fixed some text coloration issues when noting a location in your journal.
  • Fixed a bug that caused action queue inconsistences at the start of a new game.
  • [modding] You can now use placement hints for zone and party objects in faction encounters.
 

buffalo bill

Arcane
Joined
Dec 8, 2016
Messages
1,065
Not really an update, but relevant to folks here complaining that recent patches are relatively minor:

NEWS
POSTED
Sat, July 24
Pausing weekly patches in the runup to our next Big Beta

Hello folks,
Our usual patch cadence is to update weekly and then pause those updates as we get ready for one of our big Feature Arc patches. That's where we are right now with our next Feature Arc: the Palladium Reef / Character Creation Rework!

We plan to put up a beta in the coming weeks (no date yet), so to give us the focus we need, we're pausing weekly patches as of this week. We may still sneak one in now and then if there's a reason to, but it's safer not to expect it.

Thanks, friends. Until the sponge, live and drink.
 

Zeriel

Arcane
Joined
Jun 17, 2012
Messages
14,020
Yeah I rolled a True Kin Praetorian -- sword and board type, generally my default when I'm trying a game out for the first time.

I very much like the "aesthetic" of the lore and story. I appreciate games that mix sci-fi and fantasy weirdness in future/past earths, ala Gene Wolfe. But as I'm getting into the game, I'm learning there is a whole subculture (there usually is) and the developer is an SJW furry, or something? I also came across a bunch of steam reviews which were quite obviously brigaded and/or organized, I'm assuming in response to something that happened? Someone explain this to me.

It was split into a different thread:

https://rpgcodex.net/forums/threads...ned-ssethtzeentach-from-their-discord.135627/

Example of their discord mods:

ZZua3L8.png


The dev is also a crazy person with similar opinions.

Step 1: Infiltrate a hobby.
Step 2: Spread your unpopular progressive ideology everywhere.
Step 3: Censor those that don't agree.
Step 4: Complain that everyone now hates you.
Step 5: ???
Step 6: Profit!

The projection is off the charts but I suppose I should expect that by now.
 

buffalo bill

Arcane
Joined
Dec 8, 2016
Messages
1,065
REGULAR UPDATE
POSTED
Tue, August 31
The beta is here! Palladium Reef + New Character Creation

The beta for our latest feature arc -- Palladium Reef / New Chargen -- has arrived. The patch is unpolished but very functional; the full release is likely to come in the next few weeks. Here is an incomplete list of patch notes.

NEW LATE-GAME REGIONS

  • Added two new late game regions: Lake Hinnom and the Palladium Reef.
  • Added a new village, the Yd Freehold, with several new NPCs.
  • Added new creatures: svardym hatchling, svardym jut, svardym scrounge, svardym eld, prism perch, white esh, quatravolt glider, trining lamprey, giant clam, reef hermit, plasma jelly, kaleidoslug, enigma snail, junk dollar, tongue tyrant, sultan croc, star kraken, galgal, and slynth wanderer.
  • Added a new side quest (partially implemented). It's up to you to figure out where to get it.
  • Expanded the Rainbow Wood and configured it to include dynamic sites like villages, ruins, and lairs.


CHARACTER CREATION AND UI

  • Entirely refactored the character generation sequence to be much more sensible, highly moddable, and use an all-new, responsive, fully keyboardable AND mousable UI.
  • Added nine new preset character builds. These are designed to help new players get started, but they're also fully customizable.
  • Added two new game modes (these were already live on the beta branch):
    • Roleplay Mode - checkpointing at settlements
    • Wander Mode - checkpointing at settlements, no XP for kills, bonus XP for discoveries, creatures begin neutral to you

  • Made several enhancements to the new UI.
  • [Modding] Added a new, highly-extensible data file, EmbarkModules.xml, that drives character creation.



NEW THINGS

  • Added new items: gravity grenade, plasma grenade, eigenpistol, arc winder, high-voltage arc winder, light rail, hand rail, di-thermo beam, spaser rifle, spaser pistol, space inverter, psychal fleshgun, step sowers, 3D cobblers, slip ring, gas tumbler, thermo cask, high-energy thermo cask, chiral rings, tri-hologram bracelet, night-sight interpolators, precision nanon fingers, psychic meridian.
  • Added new cybernetic implants: tibular hydrojets, optical multiscanner, magnetic core, skin glitter, stasis projector, crysteel hand bones, and [redacted].
  • Added three new item mods: snail-encrusted, nanon, and fitted with beamsplitter.
  • Added two new liquids: algae and sunslag.
  • Added a new gas: plasma.
  • Added a new type of cybernetic implant merchant: gutsmonger. There's one guaranteed in the SE corner of the Stiltgrounds.
  • Added organ markets.
  • Added a whole bunch of new furniture.
  • Added a whole bunch of new tile art.


OTHER CHANGES

  • Made significant visual enhancements to the world map.
  • Gave several existing merchants cybernetic implants as wares.
  • Gunslingers now start with Akimbo instead of Weak Spotter, and they start with much more ammo.
  • Water Merchants now start with Short Blade.
  • Modified how plant-based cooking effects work.
  • Changed salt krakens behavior.
  • You can no longer disassemble non-takeable furniture.
  • Soup sludges now appear in dynamic encounters.
  • Added Omonporch and the Yd Freehold as landmarks.
  • Village ovens can no longer include psychal gland paste.
  • Morphotypes now show up in the character sheet.
  • [Modding] Added three new body types for clams, jellies, and starfish.
  • [Beta] Added a wish for late-game testing: reefjump.


If you're interested, come help us test! Our focus right now is on broad scale testing: big bugs, big balance issues, and big UI issues. Here's a thread for feedback.

To access the beta: right-click on Caves of Qud in Steam, select Properties, click the Betas tab, and switch to the 'beta' branch.

Live and drink, friends.
 

buffalo bill

Arcane
Joined
Dec 8, 2016
Messages
1,065
REGULAR UPDATE
POSTED
Sat, September 11
Feature Friday - September 10, 2021

2.0.202.79 - 'beta' branch
  • Added a new wayfaring skill, Wilderness Lore: Rivers and Lakes.
  • Renamed Wilderness Lore: Mountains to Wilderness Lore: Hills and Mountains.
  • Made moving across rivers, lakes, and the Rainbow Wood a little slower.
  • The Rainbow Wood and Palladium Reef are no longer considered jungles for the purposes of wilderness lore.
  • Various becoming nooks across Qud now have implants in their cybernetics racks again.
  • Gravity grenades now down flyers in their area of effect.
  • Creatures beguiled via the cooking effect triggered action now lose interest in their beguilers after the metabolizing effect expires.
  • Algal water pools in Lake Hinnom and the Palladium Reef are now deeper and squarely past the swim threshold.
  • Serrated and nanon weapons now have a very small chance to decapitate independent of whether you have the Decapitate skill power. Having Decapitate does not augment this chance.
  • Nanon now requires Tinker III.
  • Moved the river referenced in Raising Indrix to south of the Kyakukya instead of north. Also fixed a bug with its starting location.
  • Added descriptions for all new cybernetic implants.
  • Changed the name of some high-tier implants.
  • Added descriptions for prism perch, white esh, quatravolt glider, and sultan croc.
  • Updated what secrets svardym and the denizens of the Yd Freehold are interested in.
  • The Hydropon is no longer subject to svardym storms.
  • Urns in the Yd Freehold now have appropriate names.
  • Changed the names and added descriptions for finger coral and tunnel sponge.
  • Increased the number of times you can drink [redacted] for a positive effect.
  • Meditation no longer occasionally cures gamma moth mutation.
  • Damage reflected by equipment is now attributed to the equipment's wearer.
  • Fixed a bug that caused new characters to be created without the proper faction reputations for their genotype and subtype.
  • Fixed a bug that caused natural claw weapons from Skulk Tonic to remain after the effect expired.
  • Fixed a bug that caused you to start with the skill that your random starting village teaches via the water ritual.
  • Fixed a reputation bug that caused several hostility issues with creatures' attitudes toward you.
  • Fixed a bug that caused map notes to not load until you opened your journal.
  • Fixed a bug that caused recipes intended to give corrosive gas generation to have no effect.
  • Fixed a bug that made it impossible to complete an important Tomb of the Eaters quest step.
  • Fixed a bug that prevented relics that bestow extra carry capacity from working.
  • Fixed a bug that caused kills via your spaser-generated plasma to not be attributed to you.
  • Fixed a bug that caused robots to be unaffected by ganglionic teleproject and Rebuke Robot.
  • Fixed a bug that made it possible to fly underground with a certain flight-granting cybernetic boosts.
  • Fixed a bug that caused you to be referred to in the third person wehn dealing damage with Sunder Mind.
  • Fixed a bug that caused up-stairs to generate on the surface level of the Palladium Reef.
  • Fixed a bug that cauased identified artifacts to keep their unidentified color.
  • Fixed a bug that caused [redacted] to fail to render correctcly if entered with penetrating radar enabled.
  • Fixed a bug that caused an exception when a [redacted] is targeting during a serialization cycle
  • More [redacted].
  • [modding] Fixed the player's body object not being sourced from Genotype/Subtype.


Additionally, here are the notes for some additional changes that were included in the last few alpha and beta patches.

  • Our official, community-mananged wiki has a new home: https://wiki.cavesofqud.com. We updated the link in the Modding Utilities.
  • You can now jump through squares that contain creatures who are out of phase or flight with you.
  • You can no longer manipulate the results of cooking with nectar by using Precognition.
  • The carrying capacity bonus from Multiple Legs now reflects its description.
  • You can no longer talk to your original body while dominating another creature. (This led to bad things.)
  • Ctrl+Space once again looks at items on the equipment screen.
  • Most things that interrupt autoact now provide a visual indicator of what caused the interruption, if it's something external.
  • Psionic weapons no longer affect inanimate objects.
  • Night-vision goggles are now overloadable.
  • Creatures are now a little better at escaping environmental damage.
  • Creatures no longer use Force Bubble if an ally is adjacent. This prevents rare Force Bubble + Temporal Fugue crashes.
  • Nulling weapons now apply astral burdening for a short time after they hit, rather than only instantaneously as they hit.
  • Looking at objects in force fields and stasis fields now gives info on the object instead of the field.
  • Rephrased messages about additional body parts needed to equip items in more abstract, inclusive terms.
  • Slightly decreased the traversal speed of most projectiles.
  • A visible rhinox getting ready to charge now interrupts autoact.
  • Temporal fugue clones are now placed a little more intelligently with respect to natural movement modes (e.g., aquatic creature clones will prefer spawning in swim-depth water).
  • Fixed a bug that caused autoexplore to dig around boulders and rubble instead of through them.
  • Fixed a bug that caused Temporal Fugue clones to always spawn northwest of you.
  • Fixed a bug that caused jewelers to occasionally have double-jewel-encrusted items.
  • Fixed a bug that caused you to occasionally get stuck inside walls when using Space-Time Vortex.
  • Fixed a bug that caused creatures to sometimes generate inside walls.
  • Fixed a rare crash in Grit Gate.
  • The "you" pronoun is no longer incorrectly used when creatures collect liquids.
  • [modding] Added some new predicates to conversations: IfTrueKin, IfNotTrueKin, IfGenotype, IfNotGenotype, IfSubtype, and IfNotSubtype.
  • [modding] Unity impostors now support X and Y offsets.
 

azimuth

Educated
Joined
Sep 5, 2017
Messages
84
This is one of the best games ever made, and if you're wasting everyone's bandwidth whining about the devs' politics that you will never see in the actual game itself, you are the entire reason this site is a laughing stock.
 

lightbane

Arcane
Joined
Dec 27, 2008
Messages
10,602
It will never end. At this rate Dwarf Fortress will be done first. Funny that the latter also went full SJW crazy too.
 

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