Caves of Qud

Caves of Qud

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Tinkering Mods Mod
   
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30 Dec, 2024 @ 5:05pm
6 Jan @ 1:50pm
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Tinkering Mods Mod

In 1 collection by Gravenwitch
The Witches Cauldron
23 items
Description
Currently adds 6 new tinkering mods. The goal is to add mods unique to each weapon / equipment type.

Mods
Razor sharp / Razored
Requirements: short blade, not already sharp
Effect:
+2 to +4 base penetration, -2 to maximum penetration

Provides +2 below fullerite, +3 from fullerite to flawless crysteel, and +4 at zetachrome

Example:
(at 16 strength)
steel dagger
<- 4/7
razored steel dagger
<- 6/6

My take on a 'dexterity weapon' for caves of qud. The goal is to abstract a weapon sharpened but fragile and lightweight. Direct dexterity to penetration is too strong to exist.

Hefty
Requirements: cudgel
Effect:
+1 damage die
+1 slam distance

Example:
steel mace:
<3 2d2
hefty steel mace:
<3 3d2

The "sharp" equivalent for cudgels, instead raising damage consistency over potential. I might make it increase weapon weight at a later date for flavor.

Multinocked / Nocked
Requirements: bow with physical arrows
Effect:
+1 to +2 arrows fired each shot
firing weapon costs 10% more energy
arrows gain a minor spread pattern

+1 arrow below tier 5, +2 arrows at or above tier 5

Energy cost increase means you lose 1 turn every 10 turns on average at 100 quickness. This does not mean you lose 2 turns every shot, unspent energy carries over.

Originally planned for a mod splitting bows from rifles, which was taking far too long

Recurve
Requirements: bow with physical arrows
Effect:
Weapon no longer wildfires in melee range

Does what it says on the tin

Gorget / Gorgetted
Requirements: head armor
Effect:
Helmet takes up both head and face slot
Cannot be decapitated, face cannot be severed.

Friction grip / gripped
Requirements: hand armor
Effect:
+2-5 to saves against being disarmed

Formula is 1 + Tier / 2

WIP Mods
Bayonet-fixed
Requirements: rifle
Effect:
After making a ranged attack in melee range, make a single short blade melee attack as if it came from your primary limb.

Damage / penetration is equivalent to a dagger 1 tier lower than the rifle.

Gyroscopically stabilized
Requirements: chest armor
Effect:
Adds power cell socket
Drains charge from power cell to prevent prone, knockdown, knockback, and other forced movement.

Yes, I DID just lose a 30 hour run to a Galgallim, why do you ask?

Roadmap
- Slowly add the WIP mods
- Add some user suggestions, if any catch my eye

Use
Any element of this mod can be used without credit or permission, so long as you are not charging money for it.
Popular Discussions View All (1)
1
30 Dec, 2024 @ 7:49pm
Errors/Warnings in logs
Tyrir
13 Comments
Gravenwitch  [author] 16 May @ 7:23pm 
@Ampscraze No promises on release date but a bow skill tree and weapons expansion mod is/was in the works. I'd love to hear the thoughts of a fellow bow enjoyer on what you'd like to see!
Ampscraze 16 May @ 4:03pm 
I just want to say I would love a stand alone archery mod with these bow specific mods added. It sucks that bows are so underrepresented. I want to take a bow build to endgame so bad!

Thanks for the mods :)
Gravenwitch  [author] 7 Jan @ 2:45pm 
@Null_Error Thanks! I might add a reliable secret way to obtain razor sharp (similar to the mummified corpse below joppa) to boost its uses.

That said it outperforms sharp until you hit 34 in strength for melee combat and until you hit 50(!!!) strength for throwing penetration when dealing with zetachrome daggers.

For how rapidly it falls off as you level, assume a starting str/agility of 18/21 for a mutant arconaut. Reaching 27 agi for shank occurs at level 18 where strength will be at 21 from all attribute bonuses. You would hit 34 strength at level 57.

That is purely through leveling which is inaccurate as you'd just use injectors and nectar drops to get it where it needs to be, just my math behind some balancing decisions.
Null_Error 7 Jan @ 12:25pm 
These all seem really cool, even if I think Razor Sharp may be a bit useless in most cases (the exception being unlocking it early, before you've got your strength up or your elemental mods or vibro equipment to bypass low strength the regular way).

Gorgetted feels especially clever in terms of game design.
Gravenwitch  [author] 6 Jan @ 1:57pm 
@Roobanguy fixed. It only works on helmets, not hats btw, ill clarify that.
Roobanguy 5 Jan @ 4:36pm 
Helmets don't seem to be able to be modded with gorget. Tried it with only this mod installed and 7 different hats/helmets and none of them can have it applied.
Soviet Swede 5 Jan @ 9:09am 
Very nice!
moonracer 3 Jan @ 1:27pm 
Liking so far. Only idea I have is possibly "hooked" for melee. It would lower penetration but increase chance to disarm.
Gravenwitch  [author] 2 Jan @ 3:18pm 
<3
tsunderebird 2 Jan @ 11:45am 
Oh my god, Graven does it again. These are exceptionally cool!!!