Caves of Qud

Caves of Qud

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14 Feb, 2024 @ 1:16pm
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Beamrifles

In 1 collection by Gravenwitch
The Witches Cauldron
23 items
Description
Adds a set of energy rifles spread across tiers 3, 5, and 7. These beamrifles operate closer to modern laser weaponry: an infrared beam used to damage targets through sudden heating.

These weapons are named and intended for cavalry-esque hit-and-run playstyles. Each weapon has a capacitor in addition to it's energy cell slot. Attached to this capacitor is a hand crank allowing its user to charge the capacitor out of combat.

[Notice: I am chronically ill and am on an extended modding vacation. If my insurance decides to cover my autoimmune treatment again I will resume modding. Any user updates / edits of any of my mods have my blessing. Please contact me on steam or discord if you want advice on how to update these mods]

Infrared loses heat as it travels, limiting their effective range compared to laser weaponry.

Unlike vanilla lasers, beamrifle beams change temperature along their vector and especially to their target. Pools of water vaporize into steam, and ambient shrubs burst into flames as a firefight carries on. I capped the effects so most item drops will not burn unless explicitly targeted.

Lancer Beamrifle
Capacitor: 250
Charges 10/turn out of combat
50 charge to fire
7 penetration, 2d2 damage
+100 degrees on hit

Dragoon Beamrifle
Capacitor: 600
Charges 20/turn out of combat
75 charge to fire
8 penetration, 2d4 damage
+150 degrees on hit

Paladin Beamrifle
Capacitor: 1000
Charges 50/turn regardless of combat
100 charge to fire
9 penetration, 2d6 damage
+200 degrees on hit

Where does this mod go from here?
Swap recharging to recharge whenever the player passes their turn, rather than depending on combat state.
Raise recharge speed, capacitor size, and charge to fire, so the guns depend more on their unique mechanic.
Finish implementing the beamcannon, a heavy weapon beamrifle, once I can find a niche for it between the flamethrower and chain laser.
Finish implementing the repeating beamrifle, a carbine beamrifle once I figure out how to make multi-shot laser weapons satisfying to use.
General balance pass after I've done a few more runs of playtesting.

yes, I DID just play through Fo4 why do you ask
13 Comments
|_| Clyax 11 Mar, 2024 @ 5:11pm 
@Graventwitch Alright. I'll be excited for these changes as I want to try a sniper, two-handed build to oppose my normal play-style.Might try with the spears, might try with cudgels or axes. I don't know.
Gravenwitch  [author] 11 Mar, 2024 @ 4:11pm 
@|_| Clyax waiting is affected by quickness. Try setting your speed to 300, enemies will appear as if they are in slow-motion regardless if you wait or move. To implement the system mentioned I just listen for players to 'wait' which means a high quickness character will charge the muskets faster relevant to the rest of the world. It will be the exact same amount of 'wait' commands but the time taken up by those wait commands decreases.
|_| Clyax 11 Mar, 2024 @ 3:50pm 
If a character has quickness greater than 100 and passes the turn, will the character charge the beam weapon faster after you implement the "recharge whenever the player passes their turn" change (assuming waiting a turn only waits as long as your character's turn and not a standard 1000 action points)?
I blame Earthshaker 1 Mar, 2024 @ 10:26am 
Wouldn't a Gundam beam rifle be gigantic by default...?
Epsilon Rose 29 Feb, 2024 @ 11:49pm 
Awesome! I'm glad it seems like a good fit and I'll be looking forward to it on a future run. I think I'll try something with lots of spears in the mean time.
Gravenwitch  [author] 29 Feb, 2024 @ 11:35pm 
@ Epsilon Rose I love the idea, thanks for the suggestion! I don't think it will be super hard to add, it would function a bit like a long range flamethrower. I was looking into how decarbonizer / lithofex multiround attacks work so I may make charging the beam function a bit like that.

That said my attention is currently focused entirely on a mental mutation rework. Once that is finished I will 100% add this though!
Epsilon Rose 29 Feb, 2024 @ 11:28am 
On the topic of beamcannon niches, would something like Gundam Wing's buster cannon (or any other anime wave motion cannon) work? That is, rather than being a single target attack, make it an area that's a few squares wide, possibly with a lower damage area on either side. It could also have an active charge mechanic in combat, where the beam starts narrow and, relatively, weak, but you can spend actions in combat to up the next shots damage and area.

Look, all I'm saying is I'd like to play a Gundam and that generally involves big honking beams that take some time to charge and ruin everyone's day.
Gravenwitch  [author] 20 Feb, 2024 @ 10:24pm 
So after reading a bunch into the subject I don't think I plan on changing the name. There is no requirement for a wavelength to be visible to be considered a laser. Maser and grasers/gaser terms are used because they represent the furthest or near furthest reaches of the em spectrum. I am assuming weapons like the light rail are grasers, and it would take A LOT of radio waves to kill you.

To answer your rhetorical question, the I in ROYGBIV is between B and V as well as an invisible one to the left of R. Just because you can't see it doesn't mean it isn't there. Thanks for the feedback, it was some fun reading.
I blame Earthshaker 20 Feb, 2024 @ 9:05am 
No offense, but I can tell you aren't a physicist, since where is the "I" in ROY G BIV? It sure ain't for infrared! We got masers, why not iasers (I mispelled it the first time, it's an "e" not an "o").
Gravenwitch  [author] 20 Feb, 2024 @ 4:00am 
I'm not against it. IMHO infrared radiation still falls under the broad umbrella of a Light Amplification by Stimulated Emission of Radiation device. That said I'm no physicist so another more accurate label would be preferred if its needed / reasonable. I'm not familiar with the term lasor, I would appreciate if you could fill me in on how they are different.