Caves of Qud

Caves of Qud

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8 Apr, 2024 @ 10:22pm
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More Vibro Weapons

In 1 collection by Gravenwitch
The Witches Cauldron
23 items
Description
Adds vibro axes, and two-handed vibro blades and axes.

[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]

Vibro Axe
-> Vibro <3 1d6+1

Two-handed Vibro Axe
-> Vibro + 1 <3 1d6+2

Two-handed Vibro Blade
-> Vibro + 1 <3 1d10+1

Why did I make this mod?
I added a two handed vibro weapon to my spears mod and liked it, so I made more.

Two-handed vibro weapons get +1 penetration as all two-handed weapons do, alongside +1 damage. This results in around 50% more damage on average which provides a solid reason to use a two-handed vibro weapon over a one-hander with a shield.

Where will this mod go from here?
I plan on migrating vibro axes to a new weapon type: chain axes as seen in Warhammer 40k. Instead of ignoring AV, they strike 3 times per weapon hit allowing for rapid armor cleaving and dismemberment while still holding the anti-armor niche of vibro weapons. I will eventually add a vibro/chain equivalent to cudgels, they aren't bladed so vibro technology doesn't work here. I am planning on expanding magnet hammers or implementing some form of gravity hammer. Please share suggestions if you have a neat idea of an alternate power-hammer.
11 Comments
σвsι∂ιαη яαηgεя 16 Dec, 2024 @ 7:32pm 
On second thought, a way to differentiate the blunt "vibro-staff" from other (bladed) vibro-weapons:

→[PV/Max PV] is →[4/7] when unpowered (just like an amber-tipped staff).

When powered, still starts at →[4/7].

Upon a successful strike (regardless of penetrations), →[PV/Max PV] values increment by +3(?).
This means that consecutive strikes will stack PV up rapidly as the weapon "attunes".

If the weapon spends at least one turn without hitting (due to miss or idle), decrement by -1(?) on the following turn. Cannot drop below starting →[4/7].

Instantly resets to →[4/7] upon energy loss, e.g. energy cell removal, EMP (if not shielded), disruption of the Jacked mod (or requisite jacked-compatible power source) for any reason, etc.
σвsι∂ιαη яαηgεя 16 Dec, 2024 @ 6:02pm 
Pardon the necro, but wanted to take a stab at a vibro/chain cudgel suggestion:

Noticed a distinct lack of non-primitive (i.e. beyond Tier 3) "quarterstaff" weapons -- in both vanilla and Steam Workshop.

Perhaps a two-handed vibro variant of the default Staff , but with its vibro properties compared to the real-life ancient " assassin's mace " (杀手锏 / Shāshǒujiǎn , ostensibly used to break an enemy's blade upon parry impact through armor), which, when paired with Tier 4+ tech, could be explained away in-game as " adapting to the resonance frequency of the target entity upon impact ", or " the subsequent pulse of vibrational energy imparted within microseconds of initial contact, thus amplifying mechanic shock and in turn the resultant damage effects ".

(no need to actually allude to Chinese culture in the lore, especially given CoQ's setting; was merely making a historical reference as a way to justify "blunt" vibro weaponry)
MinnowKnight 27 Aug, 2024 @ 8:59pm 
@Gravenwitch you make great stuff all around, just happy to see more of it.
Gravenwitch  [author] 24 Aug, 2024 @ 11:17pm 
@MinnowKnight @Excel.exe I am back to modding though can only work at a fraction of my previous rate. I will update and add chain axes / gravity hammers at some point in the next few weeks. I ended up needing to re implement cleave behavior entirely. thank you for your support and patience
MinnowKnight 24 Aug, 2024 @ 5:10pm 
+1 to waiting eagerly awaiting Chainaxes
Excel.exe 13 Jul, 2024 @ 8:33pm 
I can't wait for chain axes. They'd fit perfectly with my cybernetic metal amalgamation character
I blame Earthshaker 22 Apr, 2024 @ 4:29pm 
Cool
Gravenwitch  [author] 22 Apr, 2024 @ 3:40pm 
Update: Chain axes are implemented, however I am waiting to push the update until vanilla axe cleaving behavior gets fixed. Currently all cleaves remove 1 more armor than intended which makes chain axes either unneeded or op.

For gravity hammers I am planning on moving them up to tier 7, instead of tier 4/5 where vibro weapons sit. I went with I blame Earthshaker's idea. The last hit of normal attacks casts a mini-slam that creates a shock wave of force damage at the impact site, and at wall collisions, as seen in stunning force. This effect applies when using slam and the distance is added together, with a larger shock wave. The weapon has a switch that allows the user to turn off slams on normal attacks.
Gravenwitch  [author] 22 Apr, 2024 @ 3:40pm 
@I blame Earthshaker I agree that axes don't need the help. I will ask you to consider why a player might use a vibro sword when they already have SWF and penetrating strikes. Armor removal combined with armor removal is a multiplier on power. I think that chain axes fill a niche of the 'proc' specialization on the weapon type with the most proc effects, also allowing for tinkers with low strength to use elemental mods, etc.
I blame Earthshaker 14 Apr, 2024 @ 12:34am 
Oh, good, now axes can penetrate anytime, just in case my chimera wasn't already a dismembering machine. Pretty sure that's why the devs for the game only have vibro daggers and swords, but not vibro axes. Or maybe they're worried about copyright and Disney, since Star Wars also has vibro axes and this game already can barely call something the gaslight sword...

Also, should vibro hammers get added; vibro hammer should work like gravity hammers from Halo, like a free mini-slam that compounds with the Slam skill. Or do whatever...