Caves of Qud

Caves of Qud

Not enough ratings
Aetheric Beacon
   
Award
Favorite
Favorited
Unfavorite
File Size
Posted
Updated
117.106 KB
1 Jan, 2019 @ 8:22pm
25 Oct, 2020 @ 3:03pm
7 Change Notes ( view )

Subscribe to download
Aetheric Beacon

Description
Functions similarly to the ontological anchor. Once it boots up will increase your psychic glimmer by 250. This can be changed in the ObjectBlueprints.xml with the GlimmerMod field on the newly added AethericBeacon part.

Also added a shroud variant as a cape, this will reduce your glimmer by 100.

The part is flagged as IsRealityDistortionBased, so you may get spammed with popups when being normalized. Being normalized will not cause it to reboot but will suspend the effect. This may get changed later.

It may or may not be added to seekers of the sightless way hero encounters.

It also may or may not be buggy? If you have any issues drop a comment below. If there is an error or stack trace in your log you can post, that is appreciated as well.

Mod ID: 1611461910
8 Comments
[OO] coldsteel 4 Jun, 2022 @ 12:00pm 
Hi, I'm trying out this mod today and I found the cape and equipped it but it does not reduce my psychic glimmer at all. Does this mod still work?
anaris 18 May, 2019 @ 7:57am 
I was originally just trying to work out whether it was a bug - if it's intended behaviour then my curiousity is satisfied. Thinking of it as a mechanic I actually kind of agree with you - I found it weird at first because the base game doesn't do this, but there definitely is an open "balance niche" here where you are balancing the incredible utility of the Shroud against having to actively stay on top of its power requirements. I remember thinking it was a bit weird when I powered some of the vanilla equipment forever just by crafting a single solar cell!
Kane  [author] 30 Mar, 2019 @ 3:21pm 
@anaris The boot time on both is 6 turns with 250 charge use per turn. This was done to be similar to the Ontological Anchor, 2 turns with 750 per turn. Once booted they have a charge use of 3 per turn. This means that once a solar cell has at least 1500 charge the boot sequence will begin, drain the cell to almost nothing, be active while day (solar cell charges at 10/turn during day) then die once it hits night. Since time is accelerated on the world map this can happen a lot. If you want this to work with solar cells you can always change the object blueprint to use less charge, my intention though was to balance it around the Ontological Anchor. I am open to alternative ideas as well, maybe the shroud uses less energy but also reduces ego?

TLDR: Solar Cells are not adequate for the power requirements of this equipment, this is intended.
anaris 30 Mar, 2019 @ 4:45am 
Aetheric Shroud has a weird interactionw with solar cells - not sure exactly what keeps it from happening with the vanilla equipment I've powered that way, but the Aetheric beacon appears to repeatedly allow solar cells to charge slightly, then drain them to zero, causing a lot of messages if you accidentally walk on the worldmap or something.
Kane  [author] 12 Mar, 2019 @ 5:40pm 
Should be good, haven't noticed any issues. This only extends IPoweredPart on the C# side and BaseBracelet/Cloak on the xml side, any large changes to those could break it but it still appears fine.
Kane  [author] 17 Jan, 2019 @ 4:58pm 
I'll look into it.
Mal 15 Jan, 2019 @ 9:38am 
There miiight be a memory leak somewhere, but i'll keep checking if it was that, or some other issue.
Mal 4 Jan, 2019 @ 3:14am 
Nice!