Quasimorph

Quasimorph

my ideas for Devs: New Features and Quality Of Life
Hi devs, sorry for the delay, ("planet finally gave me a window to drive, IN") :lunar2019grinningpig:

This Quasimorph game is great fun :lunar2019piginablanket:
(i play mostly offline, and have played quite a lot more than steam might show), and i had some ideas that i think could help the game, while still being fairly balanced, including these, which are explained in more detail later below :

Elevator Consolidation
Miniaturisation Device
Mini-Forge
Android Assistant
"H.U.D.S.E.M" module
Carry Backpack
Vest-Mounted Mini Guidance Laser
Portable Burner Pot
Solid Fuel production chain
Necklaces
+
Portable Hand-Held Life Form Scanner (like radar in Aliens) :o)
+
new Negative Medical Values idea
Medical "Stethoscope"
+
Glue & Insulating Tape (blue duct tape) & Gannix preservation
+
new Medical Pills to find & craft
new Drinks recipes
new Stims (via medbay expansion module)
new possible Quasimorphic Blueprints
Last edited by pgames-food; 23 Apr, 2024 @ 8:57pm
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Showing 16-30 of 30 comments
pgames-food 23 Nov, 2023 @ 10:34pm 
thanks very much for adding a Stove :lunar2019piginablanket:

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3093616009

Fried Meat & Smoked Lard is cool :lunar2019grinningpig:
(i wonder if they can be traded too - i'll have to stock up to see)
Last edited by pgames-food; 23 Nov, 2023 @ 10:34pm
pgames-food 17 Dec, 2023 @ 3:51am 
new Negative Medical Values idea:

if medical stats like the current level of Pain, can allow negative numbers, i think it will add a lot of benefit to the game. for example:

- player finds an item which gives -5 pain
- player can use the item (even if having 0 current pain)
- player gains the item's benefit, and current pain = -5 pain / of max pain
- every 2 turns, the current pain increases by +1, and eventually equalises at 0 / of max.

this will allow players to use any pain item, and give them a "shield" against pain, but as the painkiller wears off, the shield gets weaker and weaker, until the "shield" disappears :o)

Rationale = If a soldier has a painkiller, and knows that they will soon be fighting some enemies, they can take a painkiller now, and it will help protect them against some pain later. (but the more time that goes on, the pain killer starts to wear off)
the soldier would save a slot by not having to carry it for later, but if they save it for later it could be more effective.

+
the same could happen with Poison, for example:

- player takes a sorbent
- player gains sorbent's random effect 10% up to 20% max chance of poison protection
- the effect wears off 1% per turn
- and the next time a player would be poisoned, the "current" poison protection % has that much chance of preventing being poisoned (which will be a low chance)

and in the case of the more rare anti-venom item, then the % would be 80%-100% but again, that would wear off 1% per turn (or a bit more quickly say 5% per turn, giving 20 turns at the highest protection), and if a 2nd anti-venom is taken, it simply "tops up" the protection up to the maximum % (which again could be 80-100% randomly determined)

i think these would help a lot with chemical issues / poisons and pain stuns, since a player can take their medicines pre-emptively (if they have any meds). :o)
Last edited by pgames-food; 17 Dec, 2023 @ 3:57am
pgames-food 19 Dec, 2023 @ 8:00pm 
Idea: "Medical Stethoscope"
This is a new item found on medical enemies like Doctors & Scientists.


Stethoscope can be scrapped randomly into (0-1 wire / 0-1 trash / 0-1 plastic)
+
player can equip it in the Helmet slot (instead of a helmet), for the following effect:

and 2 special abilities:
Once every 10 turns, IF there are any enemy Humans within 20 radius, a text message appears above the player's head, saying "i can hear heavy footsteps".

Once every 10 turns, IF there are any spiders within 20 radius, a text message appears above the player's head, saying "i can hear something skittering"

(it just serves as an early indicator as to whether there are some soldiers or spiders "somewhere nearby on this floor" :) at the cost of Not wearing a helmet).

(mostly to detect scurrying spiders) :lunar2019piginablanket:
phoagne 19 Dec, 2023 @ 9:12pm 
Originally posted by pgames-food:
Idea: "Medical Stethoscope"
This is a new item found on medical enemies like Doctors & Scientists.


Stethoscope can be scrapped randomly into (0-1 wire / 0-1 trash / 0-1 plastic)
+
player can equip it in the Helmet slot (instead of a helmet), for the following effect:

and 2 special abilities:
Once every 10 turns, IF there are any enemy Humans within 20 radius, a text message appears above the player's head, saying "i can hear heavy footsteps".

Once every 10 turns, IF there are any spiders within 20 radius, a text message appears above the player's head, saying "i can hear something skittering"

(it just serves as an early indicator as to whether there are some soldiers or spiders "somewhere nearby on this floor" :) at the cost of Not wearing a helmet).

(mostly to detect scurrying spiders) :lunar2019piginablanket:
As someone who used it I say it doesn't make you hear distant sounds better - on the contrary ackchyually!
pgames-food 19 Dec, 2023 @ 10:11pm 
ah ok, i only tried one at school with a friend, so maybe better it only works on the wall or door for an adjacent room (to distinguish between spider and non-spider) :)
pgames-food 30 Dec, 2023 @ 9:01am 
Glue & Insulating Tape (blue duct tape) & Gannix Fiber preservation:

if a chip for Duct Tape gets added, maybe it could use this? :)

Water Bottle + Acid + 2 Large Bones + Empty Can = Glue (at a Stove)
Water Bottle + 5 Small Bones + Empty Can = Glue (at a Stove)
Glue x2 + 5 Cloth + 5 thread + 1 Rubber = blue Insulating Tape (duct tape) :o)
+
Gannix Fiber + Acid + Rubber = it reacts and turns into Insulating Tape (instead of decaying) :lunar2019piginablanket:
Last edited by pgames-food; 30 Dec, 2023 @ 9:04am
pgames-food 23 Apr, 2024 @ 8:36pm 
New idea for Medical Pills to find: (stacking to 7/7) 'One a day' :o)
-----------------------------

- Sedative Pill ("Sedaxxin") = lowers your calory usage per turn, by 1 calory, for 20 turns, but also lowers your dodge chance by 3% until the pill wears off.

- Metabolism Pill ("Metabolaxx") = increases your metabolism, making you burn +1 calory per turn, for 20 turns, releasing a small burst of energy which increases your dodge chance by +3% until the pill wears off.

- "Caloraxx Pill" (contains a rapid muscle protein bulking agent, which absorbs upto 500 extra calories, but makes you unable to run until you burn it off, and causes you 2 pain (this affects accuracy -5% for 25 turns, reducing the penalty by 1% every 5 turns) = basically lets you eat more food when you find it without wasting it, as the body absorbs it quickly, by temporarily increasing your Max Calories by +500 until it wears off. (for example victoria boudica would go from 1800 max calories, to 2300 max calories for 25 turns, then going back down to her usual 1800 max.

All pill effects can be cumulative, so in this case, the pain and accuracy debuffs would also stack, so a player has to think carefully about how many to use at a time.

(Calloraxx Pills recipe could be this: 1 Plastic + 5 Smoked Lards + 50 Sorbent, + 1 Short Pipe + 1 metal Rod component, which is used as the Pill Making tools, basically mixing the lards with sorbent powder, and then compacting it in the metal pipe to mould it, by compressing it with the metal rod being hammered.) :o) = a 1x1 item of Calloraxx Pills 7/7.


"Pill Making toolkit" = 1 Short Pipe + 1 metal Rod component, + 1 Rubber or Plastic. (this toolkit would also be an item used up in the process when making Pills. The crafting recipe could simply return the 7/7 pills item + 2 Rusted/corroded metal parts back (the one used in making nails).

Pill Making Toolkits could also be a tradable item, especially for DayDream Chems, so a player could use spare resources to make toolkits for them. maybe for 10 trade value each or something?


There could be another type of pill called "Quasi-Laxx" to help with making stun grenades, but i wont go there - LOL :lunar2019grinningpig:


These ideas could be a possible Magnum Ship Upgrade: "medbay expansion module" (to craft extra new medicines using parts and spare items), just by crafting the medbay expansion, or via the blueprints system if you have the blueprint knowledge: (it could just be 1 chip called "Pills Making" so as to not dilute the chip pool too much.

(bonus features could be that when finding these randomly in game, the item would contain a random amount of pills in the packet, between 1 and 7, but a certain class of character could stack them up to 10/10 if having enough)
Last edited by pgames-food; 23 Apr, 2024 @ 9:06pm
pgames-food 23 Apr, 2024 @ 8:38pm 
New Drinks recipes (Stacking up to 2/2)
-----------------------------

"Acolyte's Atonement" 2/2 stacks
= 2x Clan Traditions + 2 cigarettes soaking inside. (takes 25% longer to craft, but gives +100 qmorph reduction to normal drink = -200 quasi per drink, but at the cost of cigs)


"Miner's Merriment / Mouthful" 2/2 stacks
= 2x Bay Twelve + 2 Smoked Lard dissolved inside. (takes 25% longer to craft, but gives a total of 1100 calories (its +200 on top of the usual drink.)


"Fuller's Fury / Furnace."
= 2x Ancient Cognac + 20 Fuel diluted inside. (takes 25% longer to craft, but gives +25% to Hypothermia Healing = -75 value)


(these new drink recipes dont need to have blue chips if not wanting to dilute the chip pool, but they could add variety in a weighted chip pool for unlearnt chips, or they could just be unlocked automatically, whenever a player crafts 10 drinks for each main whiskey, with a tutorial text window popping up saying:

"you accidentally dropped a cigarette into the bottle when mixing it, and it gave you some extra quasi protection",

or "you spilled some fuel into the brewing pot when making it, and noticed that it warmed you up even more",
"or you were running low on Bay Twelve, and threw in some smoked lard to increase the liquid, but it turned out to be a filling meal too", etc = you now learned how to make this recipe) :lunar2019piginablanket:

(also, they wont be too overpowering, because players will still need to obtain un-broken glass bottles, and 2 of each actual type of whiskey, and will also need 2 or 20 of the other resources needed to craft it). + there could be another way, to re-use chips that the player already has learnt, by trading them with any Church faction, to get a weighted chance of getting a special Drink recipe chip :)
Last edited by pgames-food; 23 Apr, 2024 @ 9:12pm
pgames-food 23 Apr, 2024 @ 8:53pm 
New Stims (could also become available via the Medbay Expansion Module idea from above)
---------

- "H-MEN" Home-Made Emergency Nanostim:

(costs 1 Naloxone + 20 sorbents + 1 chemtrail + 1 antibiotic + 2 Plastic + 1 Water)
=
Heals Shock -20%
Stablises the wound
Heals Burns +10%
Heals Rad wounds +10%
Heals Deep burns +10%
Regen +3
Turns active = 3

BUT using this item causes 2 Pain when used, (next turn only causes 1 pain), and last turn no pain from this item.

(this is because it is a makeshift item, and using too many of them in combat instead of proper ones, could actually be risky with the pain stacking up from this and wounds etc.)

+

"Home-Made Medical Glue":
This is a type of medical glue that can be crudely crafted using spare materials. It can help you to heal, but is not as good as proper Medical Glue. It could also be an item that is sometimes found on map floors, or randomly on Scientists or Academicians or very rarely on Franch Compte PT Prisoners :o)

Crafting Recipe:
1 Empty Can + 2 Big Bones (OR 5 Ribs OR 1 Skull) + 20 Fuel + 1 Acid + 3 Rubber + 10 Sorbent + 1 plastic = 1x 'Melted & Semi-Steralised Semi-Synthetic Glue in a plastic tube'. :o)


Stats: (most stats are almost 50% as effective as regular medical glue)
Heal Fracture = +9%
Heal Pierce Wound = +9%
Heal Burns = +9%
Heal Frostbite = +9%
Regen: +1
Turns Active: 5 AP
Effect: Stabilize the Wound
Weight = 0.4 (is double the weight due to being more dense)
+
possible DeBuff = -1 Max HP for every use, until the end of the mission.

This could possibly be added to the Crafting bench found on some map floors, as an emergency item which can be crafted in the field of battle using in-situ available parts.
Last edited by pgames-food; 23 Apr, 2024 @ 11:09pm
pgames-food 23 Apr, 2024 @ 8:54pm 
New possible Quasimorphic Blueprints:
----------------
Teztclan gives blueprints (for more valuable Quasimorphic trade items)
- Skull Steamer (it converts basic Skulls into Polished Skulls, to increase their value bit, and can be used in other recipes)
+
- Polished Skull Ashtray (a polished skull converted into a decorated ashtray)
- Polished Skull Bowling Ball (a polished skull converted into 3-hole bowling ball)
- Polished Skull Tea Pot (a polished skull with a flattened top, used as a base for a tea pot)
- Daggur Polished Skull Pleasure Toy (the daggur are very creative) :o)


(these blueprints could be given as mission rewards, such as 1 free skull blueprint after every 2 successful missions for them in a row, so that it does not dilute the blue chips from other factions)
(or there could simply be a 5% chance that trading with them, has a chance roll of receiving one of these blueprints)
(or there could be a 5% chance that one of the above blueprints, or craft-able items, is placed randomly on any map when fighting at quasimporph owned location)
(or they could be given only by Teztclan, but it unlocks future crafting recipes for the player, such as these:

- melting Bronze of Gannix, to make a Bronze-Plated Polished Skull, which is very valuable to human factions for trading, but costs time and resources for the player, such as these:
1 Skull + 40 Fuel + 5 Bronze of Gannix = "Bronze-Plated Polished Skull" decorated ornament.
pgames-food 23 Apr, 2024 @ 11:02pm 
(added "Home-Made Medical Glue" into the "new stims" section above)
pgames-food 29 Dec, 2024 @ 4:02pm 
hi just adding this from another page i posted on for completeness:

"ive got an idea :)

i really love lots of variety in games, and i think if a game adds a lot more items, maybe a good feature can be "containers" that the player can find or bring to a mission.

for example, a "medical bag" which can only hold medical items inside, BUT it stores more slots than it takes up, and adds +1 turn to get items out of it

(Tarkov, Night Raider, Surrounded and other games, have this kind of mechanic, and dead poly to some degree)


- "Grenades Belt" (only allows Grenade-like items on it, but it allows more slots than it takes up)

- "Snack Pack" (only allows edible food & water items to be stored inside it, but adds +1 action to take stuff out of it)

etc :)

these i think will be really cool, but it would mean that the game engine would need to add / allow / support a few extra slots for "wearables", a bit like having an extra "backpack icon" or "vest icon", which you can slot these new Medical / Grenade / Snack Pack containers into :)
"
(new ideas from seeing new beta v0.8.5)

"SangRia" (sang-b + water + soda) = Same effects as the individual items (including healing from the water before), but only taking up the same space as 1 water.


Miami Punch + Quad Damage = a Quad Punch version which also give the player +5 damage from all Blunt dmg they cause, for 5 turns. (including punching with fists) :o)


Lads Crisps + Roasted Ear Powder = Lads Bacon Flavour version, does same but with +1 healing for 2 turns.
(Ear + cooking = Roasted Ear) and (Roasted Ear + Blunt Weapon durability = Roasted Ear Powder) :o)


Truffle Oil + (Skin+Rubber+Cloth) = Blade Treating Kits x5 = patches up durability on any bladed weapon +10 while only reducing its max durability by 2 (for getting oily/softening like medieval oiled leather sharpening)


BaraFenil + Acid + Chemfil + Water + Cloths = Makeshift Cigarette (for when you need quasi-reducing items more than water / addiction etc)


New item findable = Biowaste Tank (empty)
=
(this gives you a new option when you Right-Click on any item, saying "add to Biowaste Tank", and in the code, IF item has 1x1 slot AND IF = Ear/Eye/Heart/Spider organs = accepted)

(the empty biowaste tank needs 5 items and when the 5th item is added, it becomes a normal full Biowaste Tank) :o)
OR
the empty biowaste tanks could instead need 5 items of the Same Type, eg 5 eyes, or 5 ears, or 5 hearts etc to become normal (in case the earlier idea makes it too easy?)


AntiRadin + water = AntiRadin (Quick Release) = it heals you only 3HP from the water content, BUT heals 85% ARS instead, due to the powder being mixed into the water directly.
+
AntiRadin + water + smoked lard = AntiRadin (Slow Release) = it heals you only 1HP from the water content, AND gives you 50% of Food from the smoked lard and 50% of the quasimorphoosis, BUT heals only 30% ARS instead, but has a duration of 3 turns of this ARS reduction (like a rad shield for 3 turns)
Last edited by pgames-food; 13 Jan @ 4:55pm
hi just to mention i added a new idea which can hopefully become a mod, here is discord with more images etc:
https://discord.com/channels/912012292445593630/1369852903682211952

but for completion am just adding here too for the concept. (mini forge will be revised / expanded a bit too)

---
pgamesfood's "Quasimorphic Aztec Coins" (quasimorphs can sometimes drop a small Pouch of gold / silver coins) :o)

This mod adds a small way of collecting a bit of rubber and a bit of rags if you are unlucky, and a cool way of obtaining Quasimorph Aztec Gold Coins if you are lucky, which can be collected and/or melted down and crafted into other cool things :)

- all quasimorphs have a 50% chance of having a 'coin pouch' on death, as loot. (new graphic needed for pouch)
- 'coin pouches' stack to 20
- a 'coin pouch' can be dismantled, and it can contain 1x 'Gold Aztec Coin' (50% chance), + 1x Rubber (50% chance) + 1x Rag (50%) chance.
- each 'Gold Aztec Coin' can stack up to 50 items in a single 1x1 slot.
- 20 'Gold Aztec Coin's can be crafted into 1 'Gold Bar' (new item and graphic needed but i might be able to crop the existing game icon for gold bars)
- 5x 'Gold Bar' can be crafted into the normal 'Load Of Gold Bars' trading item :o)


Permissions: (mod is possible by the below, and would need this note added to the mod description/mod page:
"
Coin Graphics and permissions have been kindly provided by a cool conan modder, Tanny, from Savage Eden Coins :o)
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2652360887&searchtext=savage+eden+coins
"

Mod Lore:
Maybe only the Gannix / Teztclan enemies would have this coin pouch chance, since it matches their colour scheme quite nicely, and another type of coin pouch could be used for the others, but it's probably easier to enable the pouch for all humanoid quasi's? for the mod.

+

another version of this mod would expand the possibility of getting Silver coins too, for example as shown below:
- a 'coin pouch' can be dismantled, and it can contain 1x 'Silver Aztec Coin' (25% chance), + 1x 'Gold Aztec Coin' (25% chance), + 1x Rubber (50% chance) + 1x Rag (50%) chance.

(and this would lead to Silver Bars, and Transmuting Silver Bars into Gold Bars using acid + gannix bronze, and also lead into the expanded Bronze, Silver and Gold Plating of special quasimorphic ornate collectables, such as Gold Plated Skull ornament / teapot etc (still being designed)

+

( other notes: )

- the single melted Gold Bar which can be made from coins, might need to have a trade value assigned to it (just in case the game would/can include it in some kind of random trading chance
- and also each coin and pouch might need a trade value too?
- crafting the 20 'Gold Aztec Coin's can be crafted into 1 single 'Gold Bar', might also need 5 Gasoline Fuel as part of the recipe.




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Date Posted: 9 Nov, 2023 @ 9:12pm
Posts: 30