Caves of Qud

Caves of Qud

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Zombie Mod
   
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Branch: Stable
Environment: Faction
File Size
Posted
65.144 KB
27 Oct, 2024 @ 1:47am
1 Change Note ( view )

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Zombie Mod

Description
Have you ever been playing through a run of Caves of Qud and thinking to yourself, "Gee, there really aren't enough ways for my run to come to an end. I wish that the NPCs each had a random chance to be a zombie!"?

Of course you have, so this is the mod for you!


"So what does this mod actually do?"

With this mod enabled, each creature has a 50/50 shot at being infected with the Zombie virus. Each infected creature has a 50/50 shot of either being a full-on zombie, or at one of the other 9 wonderful stages of infection! Some of you may want to just try the mod for yourself and discover what happens at each stage, but for those who want the details right away, check the pinned discussion titled "Stages of Infection".


"What's so special about zombies, anyway?"

There are several differences that set Zombies apart from their still-living counterparts. They're not as intelligent or charismatic, they usually have at least one limb that's rotted to the point of uselessness, they can only eat meat, and they can't be Espers (though through supernatural means, there are a select few mental mutations that they may still carry into undeath...). They do get a couple benefits, such as becoming a chimera and having Night Vision, but overall, they're usually weaker than they were before and want to spread that to everything that moves and isn't a Zombie.

The way they accomplish this is simple: Any time they successfully deal damage with a melee attack, the victim has a 25% chance of getting the infection, stemming from a random part of their body. Even before becoming a full zombie, those infected with the virus have a chance of spreading it in the same way (though at a lower chance that's dependent on their stage of infection).

Finally, as you may have guessed, other factions and Zombies tend to not get along, attacking each other on sight. Those who are infected but not yet full zombies aren't generally any more hostile than they were prior to infection, but unfortunately for them, most others simply see them as Zombies in the making and will start a fight with them anyway. When traveling in a group, other group members are usually more lenient to infected non-Zombie members. Beware groups with a zombified leader though, as some of Qud's denizens find it difficult to accept that the one they followed is gone for good, and may still try to fight by their side...


"What can I do to survive the Zombie horde?"

Just don't get infected! :)

Just kidding. But in case you wanted to figure that out yourself, I've put this section in spoiler text.

  • Consider investing in Toughness, since a toughness check is used when determining if the infection should advance to the next stage. Keep in mind that gets more difficult each time the virus doesn't progress, so this only holds it off for so long...
  • Don't get reckless: If you would get the Zombie virus from being hit but are already infected, it will instead increase the difficulty of resisting the infections progress to the next stage!
  • Focus on using ranged weapons and avoiding unnecessary conflict with the infected so you have less opportunities to get infected yourself.
  • If you do end up getting infected, as long as you aren't in the final couple stages of infection, you may be able to miraculously save yourself by removing the infected body part! Of course, depending on which part of your body is infected, this may be easier said than done...


"Why can robots also be Zombies? Why do other factions still care about me killing their legendary creatures even after they turn undead? Why don't the NPC's just-"

I thought robot zombies was funny and didn't want to spend more time on the rest I mean uhh... Oh, would you look at the time! I ought to be heading out! Have fun attempting to survive in a zombie-filled Qud, and try not to get infected!




Disclaimer: This was supposed to be a janky, hastily-coded mod made over the course of a few days. Instead, it became a janky, time-consuming mod made over the course of a couple weeks. So apologies to anyone who looks at my code! I may end up coming back to this mod and improving it at some point down the line, but for now, it's just a fun little kinda-Halloween-themed challenge, and I hope you have fun with it. :)
Popular Discussions View All (1)
2
28 Oct, 2024 @ 5:04pm
PINNED: Stages Of Infection
Eric
6 Comments
Wakko 22 Nov, 2024 @ 1:35pm 
The mod is cool, but can you remove (or make it switchable) the spawn of infected city residents?
WarMage 31 Oct, 2024 @ 3:03am 
Hello yeah dude! Take your break, I'm a fellow dev and know how weeks of grind can be taxing. Take a few months off to unwind, then come back once you're refreshed and have new ideas (and willpower) :D
Loafy 30 Oct, 2024 @ 1:24pm 
Caves of Cataclysm: beetle moons ahead
nedstarkxy 30 Oct, 2024 @ 12:47pm 
pls add protection to story/hardcoded npcs
Eric  [author] 28 Oct, 2024 @ 5:31pm 
@WarMage Thanks for the kind words!

It's true, there are lots of zombies by default! If I come back to polish the mod up (I'm taking a break from it for now), I'll consider adding some settings for it to make the experience easier to tweak.

There is protection for NPCs that have a "life loop" in their inventory to avoid locking the player out of the main quest, though I haven't thoroughly tested it.

Part of the reason other NPC protection wasn't a priority with this first iteration of the mod is because I felt it was funny, and also fitting given that vanilla Qud can generate nearly-unusable librarians. For example, one time they were a Chrome Pyramid, and were surrounded by a forcefield. Another time, they were a Madpole that tore me apart due to touching blood and going berserk.

With that being said, If I Implement the custom settings, I'll definitely consider adding a toggle to protect important NPC's to help make things less frustrating! Thanks for your suggestions! :)
WarMage 27 Oct, 2024 @ 3:08pm 
Looks very cool and like a lovely addition, but infection rates and zombie spawn chances of 50% sound very harsh. Perhaps a slider to change this, or protection for important npc's like the librarian or Argyle. But otherwise I really like to see if you'd develope this further :D