![]() The next step is deciding what you want say, the dpad and the ALT key functions to be outside default. Which pad does what is a preference thing You now have access to the mouse functions of Qud. The right click is the real star as that lets you look at things easily on the deck, and pressing A once looking opens the context interact menu at a distance. This way you can left click to walk to an area/object. The basic controls allow quite a bit of freedom, but it's designed for a more standard controller like a xbox/ps4 controller and similar gamepad.įor the steam deck I recommend turning one or both the trackpads into a mouse and left click/right. If the left stick doesn't bring up that arrow indicator you might want to look at your qud control mapping and restore the 'xbox 360 controller' back to default if nothing is bound. You aim with the left stick, walk with the right trigger and can also interact with things in those indicated directions, and so forth. Sorry if I explained it poorly.Īs for indicating a direction and then confirming, that's a feature of the Gamepad controls, and should be the default when opening caves of qud on the deck. But not right stick north east because the internal mapper doesn't recognize that. įor instance, we could map the 'Abilities' function to right stick north. Since it recognizes the cardinal movements, but not diagonal. That whole talk about diagonal mapping at the very top with the other user involved specifically, mapping functions inside the qud menu to an ability or function. Here is an example, they are quite modifiable. Or taking the time to create a radial context menu with that stick that activates when the stick is touched. So in that case, a 4 directional function is best. Since you risk moving though north and west. ![]() The original example about a diagonal was mapping specific buttons or commands to the Other stick. And is also used for interaction and attack directions. Then confirm with a press of the right trigger, or hold down to chain move, as one example. When you move around in Caves of cud with a controller, you get an indicator arrow by angling the thumb stick, this can of course pick diagonal. The steam deck uses Steam Input, allowing you to bind controller functions(default), but also keyboard, mouse, button chords, dual functions and much more. Nothing surprising there since it had basic controller support before the steam deck. ![]() Caves of Cud has straight up controller support and a steam deck default layout, as well as keyboard bindings. I would be obliged if someone could share this on the discord since the devs have asked for input in this particular use case.Įnjoy visiting the Rust Wells on the Steam Deck! And as a bonus.Īll buttons support double click and extra subcommands. Thus opening possibilities like using the ALT function to map 8 use abilities at once to just 4 buttons.Ĭonclusion: The steam deck inputs are powerful, and just lack a little bit of extra support to being downright wonderful tool for playing Caves of Qud. If we can acquire a mixed input, or plainly steam deck manager where controller and keyboard buttons can both be assigned, we would be able to do things like mapping the keyboard inputs of 1 2 3 and 4 to the paddles. This is currently the only real limitation the steam deck and Qud has in interaction. And instead default to north and south, and west and east for a single mapping Thus we cannot natively map abilities to all cardinal directions on say, the right stick.Īttempting to map the R paddle to alternate wait. The stick directions also cannot be mapped as individual cardinal directions. And since we cannot map F and R to the alternate ingame, we lose out on 2 extra functions. The paddles are not seen as unique buttons, and can only be mapped by assigning specific button that already exists, like we did by manually turning the paddle to F and R. The downside this creates is a lacking flexibility. The bad news is that Qud currently has no support for mapping keyboard AND controller inputs at the same time. ![]() And placing the right and left stick click to the left paddles allows us to use the L2 'Alternate' mapping to place 4 different commands to two buttons.Īnd since the trackpads are easily mapped, we can look at a distance and move to specific squares faster than a conventional controller. Like here where we have keyboard Fire and Reload mapped to the paddle. The good news about the steam decks flexibility, is that even in controller input mode, which Qud defaults to when it detects a steam deck, we can still map Default keyboard commands to say, the paddle buttons. I have spent about two days playing Qud on the steam deck, and want to take the time to document the ease of use, as well as limitation of the current pre-release input manager.
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