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Roguelike Caves of Qud (ROGUELIKE)

Fowyr

Arcane
Vatnik
Joined
Mar 29, 2009
Messages
7,671
Man, I like roguelikes. Why do they have to attract so many trannies?
Autists often (in our political climate) become trannies to be their own girlfriends. Roguelikes are inherently obscure, hard and somewhat autistic. Go figure.
Typical tranny. Notice the blatant disregard for his own looks. Most women would rather be dead than photographed like this.
ElluY4EUcAERQ7Q.png
 
Last edited:

buffalo bill

Arcane
Joined
Dec 8, 2016
Messages
1,065
so I've been playing this game again after not playing for a long time. The many updates since then are noticeable and imo the game plays rather nicely, combat-wise (which is really what matters more than anything of course)

That said, my biggest complaint remains the same: the game railroads you into siding with the Barathrumites. And the more they flesh out this faction with npcs and additional dialogue and events and so on, the more I hate them. As far as I can tell they are supposed to be the "cute" faction, saying things like "our mainframe's name is Ereshkigal, that's what she likes to be called", and other awful dialogue like that. Overall I like the writing in this game, but god damn I hate the dialogues for the Barathrumites. It's almost like they're designed to be hated, but you are forced to take their side. Very, very annoying. Really makes me wish there was a way to join the True Kin Putus Templar and wipe them out, especially since I'm playing a True Kin anyway (also, what is my character's motivation for helping the Barathrumites? getting a nice rifle once? just my natural goodwill? uhh nope)
 

buffalo bill

Arcane
Joined
Dec 8, 2016
Messages
1,065
REGULAR UPDATE
POSTED
Sat, January 22
Feature Friday - January 21, 2022

203.7 - 'beta' branch
  • Added a new music track to deep caves.
  • Sleeping waydroids in the Grit Gate enclave are now friendly to Barathrumites.
  • Added two new shields: crysteel aegis and flawless crysteel aegis.
  • Added a new force attack binding to the prerelease input manager which will force attack in the currently selected direction. (defaults to alt+L1)
  • Widened the range of possibilities for relic missile weapons.
  • Tweaked the details and added several new descriptions for relic base items.
  • Relic curios that summon friendly creatures now typically summon higher-level creatures.
  • Relic tonics now provide two attribute/mutation points instead of one (or boost an attribute by two instead of one).
  • Added new descriptions for the following items: nanoweave vest and rainboweave cloak.
  • Added signs for gutsmongers' shops.
  • Added new tiles for the following objects: canned Have-It-All, canned mystery meat, bandage, desalination pellet, knollworm skull, blood-stained neck ring, miner's helmet, fire ant gaster, steel buckler, steel shield, carbide shield, bronze ingot, qudzu stem, rubber tree seed, fullerite aegis, hunk of cheese, Yd Freehold workshop sign, jeweler sign, some books, tokens, timecube, relic curios, gentling cone, eyeless crab legs, crimson hood, mirrorshades, telemetric visor, chrome mantle, mercurial cloak, rainboweave cloak, worn burnoose, Praetorian's cloak, leather scraps, panther's cloak, furs, point-defense lasor, precinct navigator, wrist calc, force bracelet, structural scanning bracelet, life loop, snakeskin armlet, chain gauntlets, elastyne gloves, plasifer gloves, carbide boots, fullerite boots, anti-gravity boots, bounding boots, brinestalk gate, small sphere of negative weight, data disk, waterskin, camel bladder, robot limbs, organic limbs, trash, security cards, spiral borer, Klanq infection, ganglionic teleprojector, forge, anvil, fused security door, geomagnetic disc, luminous mote, quantum mote, palladium electrodeposits, crumpled piece of paper, torn sheet of graph paper, Templar phylactery, chrome platform, pocketed vest, plasifer chem vest, puma chitin vest, fullerite flake armor, rubber suit, flexivest, nanoweave vest, all grenades, and all energy cells.
  • Changed the ASCII and tile colors of various objects.
  • We did some more population refactoring. You may see some more changes in creature and equipment distributions.
  • Rocks falling from the ceiling now respect phase.
  • Fixed a bug that caused svardym storms to roll over to protected zones like the Yd Freehold if the storm started outside of it.
  • Fixed a bug that caused lithofexes to refract their own lithifying gaze if equipped with refractive gear.
  • Fixed a bug that caused high explosives (including sowers seeds) to ocassionally explode forever.
  • Fixed some cooking effects not serializing properly (this will unfortunately break some small % of saved games)
 

Jenkem

その目、だれの目?
Patron
Vatnik
Joined
Nov 30, 2016
Messages
9,116
Location
An oasis of love and friendship.
Make the Codex Great Again! Steve gets a Kidney but I don't even get a tag. I helped put crap in Monomyth
so I've been playing this game again after not playing for a long time. The many updates since then are noticeable and imo the game plays rather nicely, combat-wise (which is really what matters more than anything of course)

That said, my biggest complaint remains the same: the game railroads you into siding with the Barathrumites. And the more they flesh out this faction with npcs and additional dialogue and events and so on, the more I hate them. As far as I can tell they are supposed to be the "cute" faction, saying things like "our mainframe's name is Ereshkigal, that's what she likes to be called", and other awful dialogue like that. Overall I like the writing in this game, but god damn I hate the dialogues for the Barathrumites. It's almost like they're designed to be hated, but you are forced to take their side. Very, very annoying. Really makes me wish there was a way to join the True Kin Putus Templar and wipe them out, especially since I'm playing a True Kin anyway (also, what is my character's motivation for helping the Barathrumites? getting a nice rifle once? just my natural goodwill? uhh nope)

it's a tranny game, what did you expect?
 

dacencora

Guest
Really makes me wish there was a way to join the True Kin Putus Templar and wipe them out, especially since I'm playing a True Kin anyway

Don’t the devs hate anyone that likes the Templars? They made them their “fascist” faction or whatever, right? I thought I saw something about that on the steam community.
 

Jenkem

その目、だれの目?
Patron
Vatnik
Joined
Nov 30, 2016
Messages
9,116
Location
An oasis of love and friendship.
Make the Codex Great Again! Steve gets a Kidney but I don't even get a tag. I helped put crap in Monomyth
Really makes me wish there was a way to join the True Kin Putus Templar and wipe them out, especially since I'm playing a True Kin anyway

Don’t the devs hate anyone that likes the Templars? They made them their “fascist” faction or whatever, right? I thought I saw something about that on the steam community.

yeah they ban anyone that discusses them or wishes to be able to play as them, the devs only want you to play the game larping a specific degenerate mindset, anything else is verboten. same reason they put more focus into mutants than purebloods and why they would rather spend weeks tweaking pronouns and months adding self-inserts than finishing the game.
 

LarryTyphoid

Scholar
Joined
Sep 16, 2021
Messages
2,233
Is this a fetish game? The mutation-themed gameplay, cutesy dialogue, and whacky pronouns reminds me of a degenerate furry schizoid tumblrite called Leupai who, years ago back when this sort of insanity was exclusive to Tumblr, made multiple browser games set in his fictional universe (a setting he claimed to have been developing since childhood) in which humans are whisked away to some far away galaxy where all the inhabitants are gigglesquee dragon aliens who, despite a friendly veneer, enjoy forcefully pumping humans full of eggs and mutagenic fluid. Qud devs don't seem to be quite as obvious with their deviant inclinations, but I can't help but notice some similarities in writing style and subject matter.
 

Mauman

Scholar
Joined
Jun 30, 2021
Messages
1,266
My guess is that the devs don't WANT to finish it at this point because the moment they do some based sonofabitch is going to make a mod that, among other things, let's them murdurize their OC degenerate inserts and join the templars.

Which will also ironically make the game twice as good :roll:
 

lightbane

Arcane
Joined
Dec 27, 2008
Messages
10,602
Is this a fetish game?
It's made by trannies, have a guess. The devs even doxxed lord Seeth because they didn't want the "wrong kind of people" to buy this game.

My guess is that the devs don't WANT to finish it at this point because the moment they do some based sonofabitch is going to make a mod that, among other things, let's them murdurize their OC degenerate inserts and join the templars.

Which will also ironically make the game twice as good :roll:

Dunno how mod-compatible the game is to begin with. Perhaps the devs will restrict modding to avoid just that.
 

LarryTyphoid

Scholar
Joined
Sep 16, 2021
Messages
2,233
Dunno how mod-compatible the game is to begin with.
They decided to make a roguelike in Unity of all things, so I doubt they're even capable of making modding tools. Even if they do release the source code (as is roguelike tradition) it'd probably be so spaghetti that no modder would attempt to do any noteworthy changes to the game.
Speaking of the source code, the only other closed source roguelikes I know of are Dwarf Fortress and ADOM, the former of which has an absolutely cucked sped as a dev. I'm wondering if there's some sort of link between being protective of source code and being a massive faggot. If the ADOM dev has ever done anything questionable then I'll be 3 for 3; he's German so that's already a strike against him.
 

lightbane

Arcane
Joined
Dec 27, 2008
Messages
10,602
Allegedly ADOM has content bloat, unnecessary mechanics and removing good ones for reasons, if that counts.
 

Theodora

Arcane
Patron
Glory to Ukraine
Joined
Feb 19, 2020
Messages
4,626
Location
anima Bȳzantiī
Speaking of the source code, the only other closed source roguelikes I know of are Dwarf Fortress and ADOM, the former of which has an absolutely cucked sped as a dev. I'm wondering if there's some sort of link between being protective of source code and being a massive faggot. If the ADOM dev has ever done anything questionable then I'll be 3 for 3; he's German so that's already a strike against him.

There's plenty tbh. Off the top of my head, Qud aside: Cogmind, Tangledeep, Jupiter Hell, Stoneshard, and Dungeonmans are a handful.
 

buffalo bill

Arcane
Joined
Dec 8, 2016
Messages
1,065
REGULAR UPDATE
POSTED
Fri, January 28
Feature Friday - January 28, 2022

203.9 - 'beta' branch
  • Added a new UI for the Continue screen and removed the stand-in overlay one.
  • Mouse input is now enabled by default.
  • On Roleplay and Wandor modes, Gyl is now a checkpoint location.
  • Creatures no longer spawn inside the [redacted] at Gyl.
  • Reduced the chance for low tier creatures to have high tier items like zetachrome.
  • Fixed a bug that caused the game to occasionally crash when you accessed a book.
  • Fixed a bug that caused some relics to generate with place names.
  • Fixed a bug that caused artifacts providing additional carry capacity to function when improperly equipped.
  • Fixed a bug that caused the hooks from Hooks for Feet to be placed in your inventory when buying new mutations.
  • Fixed a bug that caused popups about extradimensional psychic hunters to continue appearing after you left [redacted].
  • We started to add Steam Deck support.
    • When running on Steam Deck, the default scale is set to 1.25x.
    • When running on Steam Deck, the prerelease input manager is the default input mode.
    • When running on Steam Deck, the overlay keyboard will be displayed for text input fields.
    • Updated Steamworks SDK to 1.53a.
 

buffalo bill

Arcane
Joined
Dec 8, 2016
Messages
1,065
REGULAR UPDATE
POSTED
Fri, February 4
Feature Friday - February 4, 2022

203.12 - 'beta' branch
  • We gave Red Rock a big makeover. It's now much more cavern-like, includes unique encounters, and is home to a snapjaw settlement.
  • We added a rare chance for power grid, hydraulic, and mechanical infrastructure to appear in various sites.
    • Possible sites include ruin worldmap tiles (extending 30 strata down), baroque ruin worldmap tiles (also extending 30 strata down), unnamed ruins found in the jungle or deep jungle, Bethesda Susa, and some villages.
    • Infrastructure and the equipment it powers will be found in various states of disrepair.
    • Infrastructure equipment may or may not have a use.
    • Added -- or made dynamically generatable -- some new furniture of varying technological sophistication.
    • Removed metal and plastic hydraulic pipes.

  • If you have Tinker I, you can now deploy wire.
    • 1" of wire extends across one tile.
    • You can deploy up to 10' at a time.
    • Deployed wire can be used to connect components across a working power grid.
    • Wire objects now merge into a single coil that weight 1lb per 25'.

  • We revamped ruin generation and population in several sites.
    • Sites include ruin worldmap tiles (extending 30 strata down), baroque ruin worldmap tiles (also extending 30 strata down), unnamed ruins found in the jungle of deep jungle, and some named ruins.
    • Revamped ruined structures tend to be a little more complex than they were previously.
    • Ruin creature and loot population is much improved.
    • Baroque ruins now use a consistent wall type across the parasang and down the ruin column.

  • Made a bunch of population adjustments to the deep jungle.
  • Adjusted the tier of Bethesda Susa and Asphalt Mines subterranean levels.
  • Increased the chance for 50' strands of wire to appear on the surface of the rust wells.
  • Previously chosen conversation options are now more consistently recolored.
  • Shale that is adjacent to large pools of water now has its tile detail color altered to indicate vine growth.
  • Changed dreadroot's tile color.
  • [debug] Added a new debug option, ""Draw zone semantics", that indicates the inside/outside areas of zones using the newest ruins builder.
  • [modding] We revamped the conversation system to be much more dynamic and moddable.
    • See the wiki for full details.
    • Conversations now merge their contents together by default.
    • Conversations and elements can now inherit their properties from one or multiple elements.
    • Conversations and elements can now have custom logic defined with C# parts.
    • Custom predicates and actions like
      IfHaveQuest
      or
      GiveItem
      can be added for use in XML.
    • Elements can now be distributed to other elements. For example, a choice can be distributed to every start node within the conversation.
    • Nodes and choices can now have multiple text elements.
    • Any element can now have predicates, including individual text elements.
    • The logic for the water ritual and dialogue-heavy quests such as "Landing Pads" has moved into Conversations.xml.

  • [modding] Added extensive semantic tagging to several objects for power grid, hydraulic, and mechanical infrastructure.
 

buffalo bill

Arcane
Joined
Dec 8, 2016
Messages
1,065
REGULAR UPDATE
POSTED
Fri, February 11
Feature Friday - February 11, 2022

203.14 - 'beta' branch
  • We made a bunch of changes to starting equipment.
    • All castes and callings now start with at least 3-4 witchwood bark. Correspondingly, starting village apothecaries now stock only a token amount witchwood bark.
    • Reduced the number of starting torches to a more reasonable amount.
    • All starting food -- crusty loaf, food cube, Ekuemekiyyen greens, and salthopper chips -- can now be cooked with. Smoldered mushrooms still preserve into pickled mushrooms.
    • Made a bunch of tweaks to true kin starting gear. As a result, they now start with more tonics than they had been in the beta, but not as many as they were capable of starting with on mainline.
    • Scholars now have a chance to start with a couple books.
    • Pilgrims now start with at least one book and a wineskin.
    • Apostles now start with a honeyskin.
    • Consuls now start with a wineskin.
    • Watervine farmers now start with some random ingredients and a cookbook.
    • Arconauts now start with some canned Have-It-All instead of mystery meat.
    • Fuming God Child's ash-stained robes now grant +1 AV.
    • Greybeards now start with furs and a short bow.
    • Horticulturists and Priests of All Suns now start with a short bow.
    • Priests of All Moons now start with a compound bow.
    • Castes and callings that start with missile weapons now have more ammo.

  • Witchwood bark now heals a slightly reduced amount.
  • Witchwood bark now heals over three turns in descending amounts (12-14 on turn 1, 6-7 on turn 2, 3 on turn 3).
  • Witchwood bark is now classified as a med instead of food.
  • Gave witchwood bark a new description.
  • The world now properly generates all historic sites that, according to gospels and quests, contain relics. This means that occasionally some extra historic sites are now generated.
  • Warden Une is now officially true kin and can install cybernetic implants.
  • Added iron gates.
  • Replaced some doors with gates in zone generation where appropriate.
  • Slightly reduced the chest chances in goatfolk haunts.
  • Increased the item tier of liquid-cells and nuclear cell.
  • Improved the quality of random cave encounters.
  • Improved the quality of ruin generation.
  • Tweaked some artifact and junk population tables.
  • Historic sites no longer have erroneous "unknown"s in their descriptions.
  • Fixed some cooking text errors while cooking in the deathlands.
  • You can now ask Pax Klanq to puff on you again if you lose your Klanq infection prior to finishing the quest to spread it.
  • Broadened the conditions for getting the Red Rock Hazing Ritual achievement.
  • Argyve no longer takes wire beyond the 200' requested for "Weirdwire Conduit... Eureka!".
  • Fixed a bug that caused the Puff Spores ability to persist permanently if the Klanq infected limb was dismembered.
  • Fixed a bug that caused the Grit Gate communications panel to disable trading permanently.
  • Fixed a bug that caused Otho not to admit you to Grit Gate if your level was too high when returning from "More Than a Willing Spirit".
  • Fixed a bug that caused Neelahind to end the conversation if, during "Kith and Kin", you accused a kendren in prosperous circumstances without having finished "Love and Fear".
  • Fixed a bug that caused the dialogue of Bey Lah's residents to not immediately update after "Kith and Kin".
  • Fixed a bug that caused the quest "Weirdwire Conduit... Eureka!" to complete at 20' of wire, rather than 200'.
  • Fixed a bug that caused Argyve not to take the wire when completing "Weirdwire Conduit... Eureka!".
  • Fixed an exception when a liquid fell through a pit.
  • Fixed a bug that prevented flying up through the rust wells if the above zones were inactive.
  • Fixed a bug that caused a FlyingWhitelistArea object to appear in the nearby objects window.
  • Fixed a bug that caused hotkeys to not work in the classic conversation UI.
  • Fixed a bug that prevented you from getting the [redacted]'s journal secret after speaking with them.
  • Fixed a bug that allowed you to swipe and lunge on the world map using a long sword.
  • Fixed a bug that caused the text for buying additional tinkering recipes in the water ritual to not update until revisited.
  • Fixed a bug that let you trade non-gossips secrets as gossip.
  • Fixed a bug that caused part of the upper Tomb of Eaters not to be flagged as an interior space.
  • Fixed a bug that caused the main quest to skip ahead to "The Earl of Omonporch" if Asphodel died early.
  • Fixed a bug that caused objects that were immobile for any reason to become immune to the effects of time dilation.
  • Fixed a bug that caused one of the four children of the Tomb to occasionally not spawn.
  • Fixed a bug that caused the 'A' hotkey for the old ASCII editor to crash the game if pressed on the main menu.
  • [modding] Added the
    IfTime
    ,
    IfLedBy
    , and
    IfZoneName
    conversation predicates.
 

buffalo bill

Arcane
Joined
Dec 8, 2016
Messages
1,065
MAJOR UPDATE
POSTED
Thu, February 17
The Deep Jungle feature arc is here

Rampant greenspread canopies a starburst of the Eaters' richest works. The jungle is torn at the corners, where crysteel balustrades and star orchid lancets peek through...


[203.18. Note: This update will invalidate existing saves. If you want to keep playing your current character, switch back to a previous branch. (Steam > Caves of Qud > Properties > Betas > select branch].

DEEP JUNGLE AND BAROQUE RUINS
  • We added two minor late-game regions, the deep jungle and baroque ruins.
    • Made significant changes to the worldmap to accommodate the new regions.
    • Added new creatures: deep slumberling, purple jell, trash abbot, and goatfolk qlippoth.
    • Added new flora: nachash tree and nimbus beam.
    • Added rare urberry bushes.
    • Added new items: ogre fur hat, ogre fur gloves, and ogre fur cloak.


LATE-GAME HISTORIC SITES
  • We added historic sites for the period 1, 2, and 3 sultans. The base number of historic sites per game now follows this pattern:
    • Period 5 sultan: 2 sites
    • Period 4 sultan: 2 sites
    • Period 3 sultan: 2 sites
    • Period 2 sultan: 1 site
    • Period 1 sultan: 1 site

  • The world now properly generates all historic sites that, according to gospels and quests, contain relics. This means that occasionally some additional historic sites are generated.
  • We made mid and late-game historic sites have fewer levels. They now max out at around depth 7.


NEW ACHIEVEMENTS
  • Added 48 new achievements.
    • Mechanimist Reformer; Aaaaaaaaargh!; Feast Upon the Goat Hearts! *cheers*; Rocket Bear; Two Cats Are Better Than One; Me, Myself, and I; Clonal Colony; The Woe of Apes; Close the Loop; Tourist; Sight Older Than Sight; What Are Directions on a Space That Cannot Be Ordered?; Star-Eye Esper; The Quasar Mind; There Can Be Only One; Glimmer of Truth; Sultan of Salt; Absolute Unit; Non-Locally Sourced;
      Surprise!; From Thyn Heres Shaken the Wet and Olde Lif; All Those Who Wander; The Recitation of the Drowning of Eudoxia by the Witches of Moonhearth; A Clammy Reception; What's Eating the Watervine?; Byevalve; You Recame; Dayenu; Belong, Friends; Token of Gratitude; The Laws of Physics Are Mere Suggestions, Vol. 2; Aetalag; I-; *gulp*; Jeweled Dusk; The Narrowing Sky; Dawnglider; Was It Something I Said?; Lottery Winner; The Psychal Chorus; Become as Gods; Live and Ink; tsk tsk; Raisins in the Layer Cake;
      May the Ground Shake But the Six Day Stilt Never Tumble; Red Rock Hazing Ritual; Mumblecore; Open Your Mind


RED ROCK
  • We gave Red Rock a big makeover. It's now much more cavern-like, includes unique encounters, and is home to a snapjaw settlement.


RUST WELLS
  • The Rust Wells have been entirely revamped. The dungeons are now based on fulcrete wells that are dug into the earth.
  • Added a mechanism to allow flight in strata beneath the surface when there is sufficient open sky above you.


BETTER RUINS
  • We revamped ruin generation and population in several sites.
    • Sites include ruin worldmap tiles (extending 30 strata down), baroque ruin worldmap tiles (also extending 30 strata down), unnamed ruins found in the jungle of deep jungle, and some named ruins.
    • Revamped ruined structures tend to be a little more complex than they were previously.
    • Ruin creature and loot population is much improved.

  • We added a rare chance for power grid, hydraulic, and mechanical infrastructure to appear in various sites.
    • Possible sites include ruin worldmap tiles (extending 30 strata down), baroque ruin worldmap tiles (also extending 30 strata down), unnamed ruins found in the jungle or deep jungle, Bethesda Susa, and some villages.
    • Infrastructure and the equipment it powers will be found in various states of disrepair.
    • Infrastructure equipment may or may not have a use.
    • Added moon, sun, fool, milk, and secant gates.
    • Added -- or made dynamically generatable -- some other new furniture of varying technological sophistication.
    • Glass pipes now change color depending on what liquid is inside.
    • Removed metal and plastic hydraulic pipes.

  • Also improved the quality of random cave encounters.


GAMEPLAY
  • We made a bunch of changes to starting equipment.
    • All castes and callings now start with at least 3-4 witchwood bark. Correspondingly, starting village apothecaries now stock only a token amount witchwood bark.
    • Reduced the number of starting torches to a more reasonable amount.
    • All starting food -- crusty loaf, food cube, Ekuemekiyyen greens, and salthopper chips -- can now be cooked with. Smoldered mushrooms still preserve into pickled mushrooms.
    • Made a bunch of tweaks to true kin starting gear. As a result, they now start with more tonics than they had been in the beta, but not as many as they were capable of starting with on mainline.
    • Scholars now have a chance to start with a couple books.
    • Pilgrims now start with at least one book and a wineskin.
    • Apostles now start with a honeyskin.
    • Consuls now start with a wineskin.
    • Watervine farmers now start with some random ingredients and a cookbook.
    • Arconauts now start with some canned Have-It-All instead of mystery meat.
    • Fuming God Child's ash-stained robes now grant +1 AV.
    • Greybeards now start with furs and a short bow.
    • Horticulturists and Priests of All Suns now start with a short bow.
    • Priests of All Moons now start with a compound bow.
    • Castes and callings that start with missile weapons now have more ammo.

  • If you have Gadget Inspector, you can now deploy wire.
    • 1" of wire extends across one tile.
    • You can deploy up to 10' at a time.
    • Deployed wire can be used to connect components across a working power grid.
    • Wire objects now merge into a single coil that weight 1lb per 25'.

  • Witchwood bark now heals a slightly reduced amount.
  • Witchwood bark now heals over three turns in descending amounts (12-14 on turn 1, 6-7 on turn 2, 3 on turn 3).
  • If you have the Hooks for Feet defect, your dismembered hooks now regrow.
  • We reduced the defensive buffs from cooking with the preserved gland paste of the various bearded lizards.
    • Sleetbeard gland paste and concentrated sleetbeard gland paste now bestow +10 and +20 cold resist, respectively, instead of +100.
    • Flamebeard gland paste and concentrated flamebeard gland paste now bestow +10 and +20 heat resist, respectively, instead of +100.
    • Tartbeard gland paste and concentrated tartbeard gland paste now bestow +10 and +20 acid resist, respectively, instead of +100.
    • The gland paste and concentrated gland paste of nullbeards, gallbeards, dreambeards, stunbeards, and maze beards no longer offer any defensive bonuses.

  • Added two new shields: crysteel aegis and flawless crysteel aegis.
  • You can now butcher ape fur hats and ape fur gloves from albino ape corpses. The descriptions of these items were changed to make this more sensible.
  • Relic curios that summon friendly creatures now typically summon higher-level creatures.
  • Relic tonics now provide two attribute/mutation points instead of one (or boost an attribute by two instead of one).
  • Relic melee weapons are now sometimes two-handed.
  • Widened the range of possibilities for relic missile weapons.
  • Removed short swords from the game because their stats were extraneous and identical to daggers. If they do come back, they'll likely be revamped.
  • You now fall in love with statues and figurines depicting creatures you would normally fall in love with.
  • The life drain effect of bloody soup sludges no longer triggers on all weapon hits, instead restricted to a hit from their bloody pseudopod.
  • Rocks falling from the ceiling now respect phase.
  • On Roleplay and Wander modes, Gyl is now a checkpoint location.
  • Creatures no longer spawn inside the [redacted] at Gyl.
  • You can now ask Pax Klanq to puff on you again if you lose your Klanq infection prior to finishing the quest to spread it.
  • Snapjaw lairs are now populated with a variety of snapjaws.
  • Sleeping waydroids in the Grit Gate enclave are now friendly to Barathrumites.
  • Pathfinding now slightly prefers to avoid tiles next to pits, shafts, and open air.
  • Industrial fans now blow gases around.
  • Fixed some punctuation in messages about being blown around by industrial fans.
  • Adjusted the tier of Bethesda Susa and Asphalt Mines subterranean levels.
  • Increased the item tier of liquid-cells and nuclear cell.
  • Adjusted the tiers of some missile weapons.
  • Made a small adjustment to the creature tier calculation.


UI
  • We added a brand new Control Mapping screen with new functionality.
    • It's enabled when modern UI elements or the prerelease input manager is enabled.
    • Added support for multiple input devices.
    • You can now choose the control mapping scheme if you have multiple input devices connected.
    • Removed the Key Mappings option from the Esc menu. You can still access the Control Mapping screen via Options > Controls > Control Mapping.
    • Fixed several bugs with default prerelease control bindings.

  • When the prerelease input manager is used with a gamepad, gamepad buttons are now shown in hotkey prompts.
  • Added better keyboard button icons in the Control Mapping screen and character creation sequence.
  • We added full Steam Deck support.
    • Launching on Steam Deck defaults to 1.25x.
    • Launching on Steam Deck defaults to gamepad input.
    • Launching on Steam defaults to the prerelease input manager.
    • Updated Steamworks SDK to 1.53a.

  • Text input fields now display an overlay keyboard if one is available on the device.
  • Added a brand new UI for the Continue screen and removed the stand-in overlay one.
  • Mouse input is now enabled by default.
  • Added a new force attack binding to the prerelease input manager which will force attack in the currently selected direction. (defaults to alt+L1)
  • Added new tiles for the following objects: canned Have-It-All, canned mystery meat, bandage, desalination pellet, knollworm skull, blood-stained neck ring, miner's helmet, fire ant gaster, steel buckler, steel shield, carbide shield, bronze ingot, qudzu stem, rubber tree seed, fullerite aegis, hunk of cheese, Yd Freehold workshop sign, jeweler sign, some books, tokens, timecube, relic curios, gentling cone, eyeless crab legs, crimson hood, mirrorshades, telemetric visor, chrome mantle, mercurial cloak, rainboweave cloak, worn burnoose, Praetorian's cloak, leather scraps, panther's cloak, furs, point-defense lasor, precinct navigator, wrist calc, force bracelet, structural scanning bracelet, life loop, snakeskin armlet, chain gauntlets, elastyne gloves, plastifer gloves, carbide boots, fullerite boots, anti-gravity boots, bounding boots, brinestalk gate, small sphere of negative weight, data disk, waterskin, camel bladder, robot limbs, organic limbs, trash, security cards, spiral borer, Klanq infection, ganglionic teleprojector, forge, anvil, fused security door, geomagnetic disc, luminous mote, quantum mote, palladium electrodeposits, crumpled piece of paper, torn sheet of graph paper, Templar phylactery, chrome platform, pocketed vest, plasifer chem vest, puma chitin vest, fullerite flake armor, rubber suit, flexivest, nanoweave vest, all grenades, and all energy cells.
  • Added new animated tiles for hydraulic press, hydraulic irrigator, pumping stations, and solar power stations.
  • Broken wire now looks broken.
  • Previously chosen conversation options are now more consistently recolored.
  • Witchwood bark is now classified as a med instead of food.
  • Shale that is adjacent to large pools of water now has its tile detail color altered to indicate vine growth.
  • Tweaked seed-spitting vine's tile and ASCII colors.
  • Tweaked dreadroot's ASCII and tile colors.
  • Changed the ASCII and tile colors of various other objects.


POPULATION REFACTOR
  • We refactored our systems for populating maps and creature inventories. Creature and equipment distributions may have changed somewhat (but not drastically).
  • Humanoid creatures, particularly snapjaws and goatfolk, now spawn with a wider range of equipment.
  • Snapjaw scavengers now occasionally spawn without equipment.
  • Tweaked several artifact and junk population tables.


MISCELLANEOUS AND BUGFIXES
  • Added a new music track to deep caves.
  • Added a new music track to [redacted].
  • Made adjustments to the Palladium Reef / Lake Hinnom music track.
  • Renamed "desert rifle"" to "Isaachar rifle"".
  • Renamed "borderlands revolver" to "chrome revolver".
  • Historic sites are now built from a more sensible set of wall types, which includes gilded marble from the appropriate sultanate period.
  • Added new descriptions for low and mid tier daggers, cudgels, axes, and swords.
  • Added new descriptions for the following guns and ammo: Issachar rifle, carbine, sniper rifle, musket, chain laser, linear cannon, freeze ray, blood-gradient hand vacuum, chaingun, chrome revolver, semi-automatic pistol, chain pistol, pump shotgun, combat shotgun, lead slug, electrobow, grenade launcher, missile launcher, HE missile, phase cannon, nullray pistol, short bow, compound bow, and flamethrower.
  • Added new descriptions for the following items: nanoweave vest and rainboweave cloak.
  • Tweaked the details and added several new descriptions for relic base items.
  • Gave witchwood bark a new description.
  • Added signs for gutsmongers' shops.
  • Warden Une is now officially true kin and can install cybernetic implants.
  • Cloneling clones now count toward the achievements "Me, Myself, and I" and "Clonal Colony".
  • Added iron gates.
  • Replaced some doors with gates in zone generation where appropriate.
  • Historic sites no longer have erroneous "unknown"s in their descriptions.
  • Objects with fractional weight, like wire strands, no longer count as 0 weight items for the autoget option "Auto-pickup 0 weight items".
  • Objects with negative weight are now picked up when "Auto-pickup 0 weight items" is enabled.
  • Added better lighting to Grit Gate.
  • Fixed a bug that caused the razed goatfolk village to fail to build.
  • Fixed a bug that caused read books to count multiple times for achievements.
  • Fixed a bug that caused the achievement for traveling to the Six Day Stilt not to unlock if you had accepted the quest O Glorious Shekhinah!
  • Fixed a bug that caused the "Hole Like a Head" achievement to not unlock if you had multiple heads.
  • Fixed a bug that caused the game to freeze if you were dominating an object requiring fungal vision as the shimmering effect expired.
  • Fixed a bug that caused the shimmering screen effect from consuming Eater's flesh to persist when dominating another creature.
  • Fixed a bug that caused part of the upper Tomb of Eaters not to be flagged as an interior space.
  • Fixed a bug that caused the main quest to skip ahead to "The Earl of Omonporch" if Asphodel died early.
  • Fixed a bug that caused objects that were immobile for any reason to become immune to the effects of time dilation.
  • Fixed a bug that caused one of the four children of the Tomb to occasionally not spawn.
  • Fixed a bug that caused svardym storms to roll over to protected zones like the Yd Freehold if the storm started outside of it.
  • Fixed a bug that caused lithofexes to refract their own lithifying gaze if equipped with refractive gear.
  • Fixed a bug that caused high explosives (including sowers seeds) to occasionaly explode forever.
  • Fixed some cooking effects not serializing properly.
  • Fixed a bug that caused the game to occasionally crash when you accessed a book.
  • Fixed a bug that caused some relics to generate with place names.
  • Fixed a bug that caused artifacts providing additional carry capacity to function when improperly equipped.
  • Fixed a bug that caused the hooks from Hooks for Feet to be placed in your inventory when buying new mutations.
  • Fixed a bug that caused popups about extradimensional psychic hunters to continue appearing after you left [redacted].
  • Fixed a bug that caused the Puff Spores ability to persist permanently if the Klanq infected limb was dismembered.
  • Fixed a bug that caused the Grit Gate communications panel to disable trading permanently.
  • Fixed a bug that caused Otho not to admit you to Grit Gate if your level was too high when returning from "More Than a Willing Spirit".
  • Fixed a bug that caused Neelahind to end the conversation if, during "Kith and Kin", you accused a kendren in prosperous circumstances without having finished "Love and Fear".
  • Fixed a bug that caused the dialogue of Bey Lah's residents to not immediately update after "Kith and Kin".
  • Fixed an exception when a liquid fell through a pit.
  • Fixed a bug that allowed you to swipe and lunge on the world map using a long sword.
  • Fixed a bug that caused the text for buying additional tinkering recipes in the water ritual to not update until revisited.
  • Fixed a bug that let you trade non-gossips secrets as gossip.
  • Fixed a bug that made broken wire attached to a live power grid fail to emit sparks.
  • Fixed some bugs that sometimes made power grids behave strangely.
  • Fixed a typo in Goek's dialog.


DEBUG AND MODDING
  • We revamped the conversation system to be much more dynamic and moddable.
    • See the wiki for full details.
    • Conversations now merge their contents together by default.
    • Conversations and elements can now inherit their properties from one or multiple elements.
    • Conversations and elements can now have custom logic defined with C# parts.
    • Custom predicates and actions like
      IfHaveQuest
      or
      GiveItem
      can be added for use in XML.
    • Elements can now be distributed to other elements. For example, a choice can be distributed to every start node within the conversation.
    • Nodes and choices can now have multiple text elements.
    • Any element can now have predicates, including individual text elements.
    • The logic for the water ritual and dialogue-heavy quests such as "Landing Pads" has moved into Conversations.xml.
    • Added the
      IfTime
      ,
      IfLedBy
      , and
      IfZoneName
      conversation predicates.

  • We retired encounter tables (EncounterTables.xml) in favor of the much more flexible population tables (PopulationTables.xml). This may affect existing mods.
  • Creatures that were previously equipped via encounter table equipment builders are now implemented as multiple creature objects with the AggregateWith tag (ex: Snapjaw Scavenger).
  • Added extensive semantic tagging to several objects for power grid, hydraulic, and mechanical infrastructure.
  • Added a new debug option, ""Draw zone semantics", that indicates the inside/outside areas of zones using the newest ruins builder.
  • Added an option to disable achievement progress (Debug > disable achievements).
 

buffalo bill

Arcane
Joined
Dec 8, 2016
Messages
1,065
REGULAR UPDATE
POSTED
Sat, February 26
Feature Friday - February 25, 2022

203.21
  • We made some improvements to saved games.
    • Saved games are now less likely to break from patches or mod alterations.
    • Most mods can now be disabled in the middle of a saved game.

  • You can now bask in the open areas of the rust wells.
  • You no longer get a popup message when your troll foal followers die.
  • Effects that change the result of random mutation rolls, like Eaters' nectar tonics, now also change the results of consuming brain brine.
  • Pressing escape during item naming now returns you to the begining of the naming process rather than aborting it.
  • The disoriented effect now extends duration on multiple applications rather than stacking.
  • Tam is now grammatically recognized as having a proper name again.
  • Amnesia no longer triggers from new entries in your general notes or chronology.
  • Fixed a bug that caused Amnesia to trigger 100% of the time.
  • Broadcast power reception from satellites now works in open areas of the Rust Wells regardless of depth.
  • Fixed a bug that made broadcast power reception from satellite slower than it should have been on the world map.
  • Fixed a bug that where the extra waterskins you bought to hold excess water from a trade ended up empty.
  • Fixed a bug that made nectar injector relics give one mutation point instead of two.
  • Fixed a bug that incorrectly allowed magnetized shields and missile weapons to have the jacked item mod added to them.
  • Fixed a bug that caused the Yd Freehold to take several minutes to build.
  • Fixed a bug that occurred when galgalim ran you down.
  • Fixed an issue that caused erratic movement and game crashes when you dominated a flocking creature such as a plastronoid or glowcrow.
  • Fixed a bug that caused healing messages in the message log to have improper coloration.
  • Fixed an exception when traveling to a new zone with followers in tow.
  • [debug] Added the "clearcorrupt" wish to clean up corrupted objects from loading a saved game.


    Additionally, the following patch notes are from last week's Deep Jungle update.

  • Items on the ground that were you marked as important now appear as points of interest whes use the 'Move to points of interest' command.
  • Reloading weapons and collecting liquids now require you to be able to move your extremities.
  • Phylacteries now require you to be able to move your extremities in order to activate them.
  • Disabled phylacteries can no longer be activated.
  • Geomagnetic discs can no longer acquire the Masterwork item mod (which had no effect on them).
  • Magazine-loaded relic missile weapons that fire extra shots now always have at least enough ammo capacity to fire a single set of shots.
  • You can no longer sell your knowledge of [redacted] to [redacted].
  • The hotkeys for selecting signature meals at ovens are now alphabetic rather than numeric (which caused accidental selection when trying to use the number pad to navigate).
  • Stratum identifiers like "surface" and "surface level" no longer appear in the names of random-point and programmable recoilers.
  • Attempting to 'open' an animated piece of furniture that is a container now enters the trade screen.
  • Tweaked the determination of scanning type to make more things, particularly high-tech furniture, subject to techscanning or bioscanning rather than structural scanning.
  • Fixed grammar issues with various boots, gloves, and gauntlets.
  • Fixed a bug that caused a number of creatures, including you, to be invulnerable.
  • Fixed a bug that made geomagnetic discs fail to target phased creatures while you were phased.
  • Fixed a bug that made canvas walls at the Six Day Stilt show up as points of interest via Move to Point of Interest.
  • Fixed a bug that caused starting village tinkers and apothecaries to have [human tinker] and [human apothecary] as names.
  • Fixed a bug that caused historical sites to generate without a relic or cult leader.
  • Fixed a bug that let you sting with a dismembered stinger.
  • Fixed a bug that made animated takeable objects still takeable via tab / take all.
  • Fixed a bug that caused some quest items not meant to be sold, like Argyve's scratched data disk, to be sellable.
  • Fixed a bug that made the wait command error out if you had no activated abilities.
  • Fixed a bug that make Berate always unusable when frozen, even if you could use it telepathically.
  • Fixed some generative grammar errors in the case of verbs used with pseudo-plural (singular "they") subjects after a pronoun.
  • Fixed an appearance of second-person rather than third-person possessive pronouns in mural generation.
  • Fixed a bug that made transparent solid objects impossible to look at using the tooltip looker.
  • [modding] In a thrown weapon attack, if the Penetrations parameter is modified during the WeaponThrowHit or TakeDamage events, the modified value now appears in messaging. This is cosmetic and does not affect damage calculations.
 

Bah

Arcane
Joined
Oct 6, 2006
Messages
2,946
Location
Northwest American Republic
Speaking of the source code, the only other closed source roguelikes I know of are Dwarf Fortress and ADOM, the former of which has an absolutely cucked sped as a dev. I'm wondering if there's some sort of link between being protective of source code and being a massive faggot. If the ADOM dev has ever done anything questionable then I'll be 3 for 3; he's German so that's already a strike against him.

There's plenty tbh. Off the top of my head, Qud aside: Cogmind, Tangledeep, Jupiter Hell, Stoneshard, and Dungeonmans are a handful.

To clarify, while Dungeonman's is fun, it is a degenerate rogue-lite, where there is meta-progression each time you start a new character after the previous died, and as such should not be grouped with real roguelikes.
 

buffalo bill

Arcane
Joined
Dec 8, 2016
Messages
1,065
REGULAR UPDATE
POSTED
Fri, March 4
Feature Friday - March 4, 2022

203.23
  • Wings and functional flight equipment now provide their overland travel bonuses regardless of whether you enable flight (you are presumed to always be flying in overland travel if you are able to).
  • Relics with the ability to dismember now decapitate independently of the wielder's Decapitate skill, similarly to serrated weapons, with twice the chance to do so that serrated weapons have.
  • Grenades can no longer be detonated on the world map.
  • Large boulders now render above doors.
  • Fixed an issue with the gamepad ability selection not activating some abilities properly, such as sprint.
  • Fixed a snippet of dialog with Indrix that indicated the wrong direction to travel.
  • Fixed a bug that caused you to be unable to report Eskhind's death to Neelahind or Hindriarch Keh.
  • Fixed a bug that allowed you to loot multiple [redacted] if you managed to move them into the same zone.
  • Fixed a bug that caused Trailblazer and Wilderness Lore to have twice the effect on travel speed they were meant to.
  • Fixed some cases where lots of furniture would end up stacked in a single cell.
  • Fixed a bug that would sometimes cause halls in some areas to be blocked by statues and boulders in a way that would block off access to stairs.
  • Fixed a bug that caused the stairs to the liminal way to sometimes be encased in walls.
  • Fixed a bug that caused NPCs in villages to spawn in unreachable voids.
  • Fixed an issue that caused a variety of rare strange behavior, such as swimming through dirt paths.
  • Fixed an issue with double articles in the names of some historic sites generated in some terrains.
  • [modding] GameObject.Explode() can now take an optional argument List<GameObject> Hit that will be used as the tracking list for what objects the explosion has affected.
  • [modding] The 'placeobjecttest' wish is now more robust when wishing for invalid blueprints.
 

buffalo bill

Arcane
Joined
Dec 8, 2016
Messages
1,065
REGULAR UPDATE
POSTED
Sat, March 12
Feature Friday - March 12, 2022

203.25
  • When you are flying, force attack and automatic attack commands now use swoop if it seems productive for them to do so.
  • Damage from Sunder Mind, Syphon Vim, poison, bleeding, and various other appropriate sources can no longer be prevented by, and no longer triggers, teleportation-based defensive mechanisms.
  • When villages have water as their signature liquid, this no longer overrides non-water preferences for the liquid used in the water ritual.
  • Village quests to find the location of objects within a zone, such as dromad traders, will no longer instantly complete upon entering their zone.
  • It is no longer possible to start a conversation with any body currently dormant through use of Domination.
  • Entering the trade screen with sentient containers by attempting to open them now respects conditions that should prevent that.
  • Butchering severed body parts that are butcherable because of the cybernetics they contain now respects the body part being marked important in the same way that it is respected for items that are butcherable for other reasons.
  • Most pathfinding is now actively unwilling to path over known yonderbrush locations, rather than merely being very reluctant.
  • Unbound keys now pass through to underlying screens when using the prerelase input manager, which means most hotkey lists and unbound key commands will work properly.
  • Fixed an issue where old keybindings would still exist even when seemingly overwritten when using the legacy input manager.
  • Fixed a bug that made crypt sitters aggressive when they should have been neutral and neutral when they should have been aggressive.
  • Fixed a typo when making small talk with a temporal fugue clone.
  • Fixed a bug that caused invisible creatures to be highlighted in red when picking a target.
  • Fixed a bug that caused a small sphere of negative weight hovering in open air to fail to fall when EMPed or otherwise disabled.
  • Fixed a bug that caused going prone to fail to charge any action cost.
  • Fixed a bug that made creatures fail to get out of the way of oncoming krakens.
  • Fixed a bug that caused the Cudgel Proficiency skill to apply its +2 hit bonus to short blades instead of cudgels.
  • [modding] The character sheet now uses the display name of your character's genotype and subtype.
 

Taka-Haradin puolipeikko

Filthy Kalinite
Patron
Joined
Apr 24, 2015
Messages
20,947
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/3099045731870490132
Feature Friday - March 18, 2022
203.27
  • Most forms of pathfinding will now automatically dig through walls, if need be, if you have digging capability.
  • Autoact interruption by Heightened Hearing, Sense Psychic, and electromagnetic sensors now behaves in a fashion more consistent with other ways that autoact gets interrupted.
  • Terrain is no longer shown as "Undamaged" when looked at.
  • Added new default bindings to the prerelease input manager:
    • alt+dpad left => move to point of interest
    • alt+dpad right => auto attack nearby
    • alt+dpad up => ascend
    • alt+dpad down => descend

  • Added a new 'Adventure' keybinding category for legacy keybinds.
  • Hook and Drag and latch-on weapons no longer trigger a drag attempt, and potentially prevent movement/attacking, when attempting movement that would not actually perform a drag.
  • NPC scavengers will now only attempt to pathfind to trash that is in their line of sight.
  • Liquid auto-collection can now always be disabled when it has been enabled, and gives an appropriate message when you attempt to enable it on an empty container for which no appropriate liquid type is obvious.
  • Targeting with the prerelease input manager enabled now correctly fires via the fire binding when picking a target when using a binding other than F.
  • Fixed an issue preventing the highlight overlay from working with the prerelease input manager.
  • Fixed a typo in the "Zoom In" binding.
  • Fixed a bug that caused some autoact interruption messages to not be displayed.
  • Fixed a bug that caused anchor spikes to prevent the defensive lunge of long blades.
  • Fixed a bug that allowed you to take items from sultan reliquaries without triggering the robber chimes by using the "Store an item" menu.
  • Fixed a bug that caused Proselytize to become guaranteed once you were sufficiently above your target in levels.
  • Fixed a bug that caused wire strands to display both a length and a stack size.
  • Fixed a bug that that prevent some alternate move commands from being activated.
 

buffalo bill

Arcane
Joined
Dec 8, 2016
Messages
1,065
REGULAR UPDATE
POSTED
Sat, March 26
Feature Friday - March 25, 2022

203.28
  • You can now use Sunder Mind on creatures who have been fully identified with Sense Psychic.
  • Pulsed field magnets now pull just one item from your inventory at a time.
  • Electromagnetic shielding now makes artifacts immune to maghammers and pulsed field magnets.
  • Holograms can no longer be set on fire.
  • Poison-tipped spears and geomagnetic discs are now categorized as thrown weapons.
  • Creatures spawned from nests now award 1/4th XP by default.
  • Stepping on a junk dollar is now tracked as killing it.
  • Robotic psychic hunters are now mentally assailable.
  • Urberry is now considered a med.
  • Bep now sells an Yd Freehold recoiler.
  • Plant walls can now catch on fire, and they vaporize into ash instead of lava.
  • Fixed scoring for the Daily Challenge.
  • Removed Weekly from high scores screen.
  • Added Key Mapping back to the system menu.
  • The inventory hotkey spread now takes into account active navigation keybinds.
  • The burnished fullerite shield tile no longer has the Templar rhombus.
  • Saad Amus can now install cybernetic implants.
  • Gave helping hands an item tier.
  • Flowers now use fractional weight.
  • Caslainard and Polluxus no longer have their item mods appear in their display names.
  • There are new UI options to disable text-based and fullscreen screen-warping effects.
  • The brinestalk gate in Ezra is now properly named.
  • Improved grammar for objects on the worldmap.
  • Improved plurality grammar in sultan gospels.
  • Fixed a bug that broke move to zone edge.
  • Fixed a bug that made turning off automatic rifling through trash disable manually rifling through trash.
  • Fixed some issues with the new keybind UI when using the legacy input manager.
  • Fixed some non-bonnet relics being described as bonnets.
  • Fixed a typo in the gentling cone and mask descriptions.
  • FearAura will no longer cause a hard lock if acquired by a player.
  • Fixed a bug that prevented Hindriarch Esk from participating in the "Landings Pads" quest.
  • Fixed a bug that caused the beguiled effect to persist after a creature had been proselytized.
 

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