Caves of Qud - Tutorial, first quest: Warden murders own town & I make a simpler controller layout

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Caves of Qud
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First go at newly out of Steam early access classic-style roguelike game Caves of Qud! I'm controlling the game with a DualSense controller. Flashing FX are turned off and contrast is at max.

My roguelikes playlist:    • smbhax's roguelike & MUD adventures!  

0:00 - start
0:53 - Options
5:29 - Tutorial
48:50 - Warden Yrame kills Joppa
1:02:21 - character creation (roleplay mode)
1:23:03 - Red Rock
2:08:12 - changing the default controls

Apparently Joppa resident Mehmet can randomly roll "negative reputations with Wardens" and this leads to Warden Yrame going on a killing spree in her own town--which is what happened to me on my first go right out of the Tutorial! https://steamcommunity.com/app/333640/discussions/0/6194224571381644689/

Controls saga short version: changed the following controls

d-pad: move N/E/S/W
left analog up: move NW
left analog down: move SW
right analog up: move NE
right analog down: move SE
Square: activate lookaround (move w/ d-pad)
Triangle: Interact with nearby (or whatever it's called)
L1: Move up (ie up stairs, to up staircase, or from town to countryside)
L2: Move down (ditto but down)
R2: fire missile weapon

Longer:

Can get abilities list with L2 plus Square so don't need to dpad left/right for bottom ability list, so I remapped d-pad to cardinal movement, set left analog cardinals to diagonal movements (rotated 45 degrees ehhh), removed the L1 "melee nearest" mapping, moved the R1 "fire ranged" to R2, which I think was unused--oh right it was being used for generic movement in combination with the left stick, which I hated--which left L1 and R1 available, so I put the "Move Up" and "Move Down" commands--which mean up/down in terms of either stairs or moving up or down a navigation scale, like up from town to the countryside, or down from the countryside to town--on L1 and R1 instead of d-pad up/down. (Move Up / Move Down also serve as shortcuts to offer to auto-navigate you to the nearest stairway up/down!)

Anyway so now I won't need to hold/press R2 constantly in combination with left analog to move around, and can mostly do it with d-pad, and then fumble around with Qberty rotated movement for diagonals with left analog har; that'll be a bit awkward but at least I won't keep aggravating my ol' shoulder by having to mash R2 all the time just to move.

I'd prefer to be able to do diagonals with left/right analog up/down, but for some reason right analog is stuck on some sort of "navigate" menu thing that I don't know what it even does, or why that should interrupt adventuring movement. (I've put this and some other things I came across with the controls into Qud's issue tracker as bugs/suggestions--like, it would be handy if I could just press X on the controller to bring up the interaction menu for the dreadroot plants I was whacking for food, instead of having to press four or more inputs just to bring up that menu to be able to select to attack them; currently, X seems to default to just trying to talk to whatever's next to you, even if it--like the dreadroots--has no capacity for speech.)

AH okay I've um let's see I just needed to free up right analog up and right analog down for the diagonals--I set those to Touchpad (which doesn't work) and Triangle--triangle wasn't actually doing anything useful in the menus.

So I've got my Angband-style d-pad / up/down analogs for 8 way movement! : ) Also, I've set Square to toggle Look--which I can then move with the d-pad--and Triangle to Interact, instead of having to hit L2 plus X, which is annoying. : PP

Much more stoked about doing a second Qud session now. ^ _^

OH so you use the "Make camp" ability by selecting it, then pressing a direction in which to place the fire next to your character--then you can just press X while standing next to it to get the "Whip up a meal" option (you get fancier stuff if you have a cooking skill) and there's your food problem taken care off. So no need to be rooting around in terror with all those dreadroots and things. Hm I could have used the tutorial explaining that to me because somehow when I tried "Make camp" it didn't seem to work--I was probably stuck on the direction selection part and backed out or something instead of pressing a direction, I dunno; but also "Make camp" doesn't necessarily communicate that you're going to be fed for free. (Ah yeah, I guess I did skip making the actual campfire--probably not supposed to be able to do that, I've reported it as a bug.)

The game's made-up vocabulary is hard to understand. = P

12/5/24

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