Caves of Qud

Caves of Qud

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Submachine Guns
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25 Dec, 2024 @ 12:10am
7 Jan @ 8:09pm
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Submachine Guns

In 1 collection by Gravenwitch
The Witches Cauldron
23 items
Description
Adds a new weapon category: Submachine guns. SMGs are burst firing light weapons that make up for low damage with high volume of fire. Skill tree inspired by the equivalent skills from Underrail.

Weapons are fully implemented and can be found in game wherever guns are found.

Weapons
Antique SMG
Tier 3
Damage:
-> 5 <3 1d4
Burst Size: 4
Magazine Size: 30

Quzi
Tier 4
Damage:
-> 5 <3 1d3
Burst Size: 6
Magazine Size: 24

Eigen Vector
Tier 5
Damage:
-> 8 <3 1d8
Burst Size: 2
Magazine Size: N/A (No magazine, identical to eigenrifle / pistol)

Bullpup SMG
Tier 6
Damage:
-> 6 <3 2d3
Burst Size: 5
Magazine Size: 50

I am aware the visual magazine size is around a quarter of the actual slug quantity, I will fix it once I figure out how

Issachar Zephyr [WIP]
Tier 5
Damage:
-> 5 <3 2d4
Burst Size 3
Magazine Size: 21
Silenced weapon: Weapon has greatly reduced aggro gain

Spaser PDW
Tier: 7
-> 10 <3 1d8
Burst Size: 3
Magazine Size: N/A

Skills
Full Auto
Included with the base skill
Cost: 100
Requirement: 19 Agility
Effects:
SMG burst rate of fire increased by 33% rounded to the nearest integer.

Close Quarters Battle
Cost: 75
Requirement: 21 Agility
Effects:
SMGs no longer wildfire in melee combat, and gain +1 PV against enemies within 3 tiles of you.
Activating juke reloads equipped SMGs at no energy cost.(WIP)

Recoil Control
Cost: 150
Requirements: 21 Strength
Effects:
SMGs gain 1 degree of weapon accuracy per shot fired per action. Up to a maximum of 8 degrees.

Accuracy is weapon accuracy, not wielder accuracy

Saturation Fire
Cost: 200
Requirements: 23 Agility
Effects:
SMGs deal at least 1-2 damage regardless of penetration. Critical hits always deal at least 2 damage.

Mag Dump
Cost: 300
Requirements: 27 agility
Effects:
Activated; cooldown 300. For a number of rounds equal to your agility modifier your burst size with SMGs is tripled.

Development Roadmap
  • Implement 1 additional SMGs to round out the set
  • Add Issachar Zephyr, an elite issachar rifler with stealth capabilities (similar to Gyre worms)

Credits
All sprites by Mephril

License
Any code can be used without credit or permission, so long as you do not charge money for it.
9 Comments
Gravenwitch  [author] 29 Jan @ 9:43pm 
@andrewshaefer1237 I always recommend starting a new save when changing mods. That said smgs will function, and the smgs (as loot) will be available in any regions you haven't generated or upon merchant inventory restock.
andrewschaefer1237 27 Jan @ 6:06am 
is this ok to add to an already existing save? or will a new save be needed
PascoaStOner 30 Dec, 2024 @ 11:04am 
@Gravenwitch Neat! Thank you for your detailed response, plus i love the eigenvector idea.
|_| Clyax 28 Dec, 2024 @ 11:16pm 
@Gravenwitch Thank you for responding with the information.
Gravenwitch  [author] 28 Dec, 2024 @ 3:02pm 
I planned to make both the chain pistol and the carbine into SMGs but held off on it for compatibility / save reasons.

You can use giant hands / gunracks / hexagun + akimbo to dual wield SMGs.

The lowest tier SMG is tier 3 and the fastest way to get it is tinkering. I was able to get one pre-grit-gate. I may add an automatic crossbow as a tier 1 smg, alongside a starting caste with the first skill.
|_| Clyax 27 Dec, 2024 @ 11:43pm 
I like what you have so far. Any ideas for people that want to spec into SMG's for early game? Any Tier 1 kind of SMG's? Also, are you keeping the Chain Pistol as a Pistol? If so, would it be balanced to have SMG's be one-handed if the higher RoF requires more bullets and its costs?
Tcgirl8 25 Dec, 2024 @ 7:14pm 
Excited to try these new skills!
Gravenwitch  [author] 25 Dec, 2024 @ 6:06pm 
The tinkering mods should be 100% compatible. Accuracy is typically worse or equivalent to the chaingun, I used a range increment to make accuracy decrease faster at long ranges than rifles. The vanilla game doesn't show these values but if here are the numerical accuracy values (how many degrees on either side a projectile can be randomly assigned)

Vanilla Reference Values:
Issachar Rifle: 7
Chaingun: 14
Pump Shotgun: 45 (25 in the my slugthrower gun mod)

Modded Accuracy Values:
Antique SMG: 16
Quzi: 18
Bullpup SMG: 14
Eigenmachine Gun: 6 (1/3rd the accuracy of an eigenrifle but still very accurate)
Once I update the sprites, I plan on renaming it to the Eigenvector, it was too good of a double pun to pass up

Thank you for the kind words!
PascoaStOner 25 Dec, 2024 @ 5:46pm 
Amazing i love it, can wait to try it out when i have the time. I love what you did with the more guns mod, im sure i will realy like this too, and i assume this will be compatible correct? Like for example making smg's rifled?
Another question i have what is the general gun accuracy for these weapon's? I assume low to medium because of high fire rate?

Anyways thank you so much for your all your work, i really appreciate it, i actually use alot of your mods, and i have enjoyed them quite alot, to the point where i dont think i can play without them.
I wish you the best my guy and happy holidays!
Cheers.