![]() 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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