Caves of Qud

Caves of Qud

54 ratings
Reasonable Gameplay Options
   
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Branch: Stable
Object: Armor, Tinkering
Character: Skill
Type: Balance, Script
File Size
Posted
Updated
156.297 KB
1 Jan @ 3:00am
17 Feb @ 8:07pm
11 Change Notes ( view )

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Reasonable Gameplay Options

Description
Previously known as Let Shields Block Ranged Attacks.

Options on by default:
  • Overhaul throwing to allow creatures to dodge thrown objects with DV/Dodge Value.
    • Also makes throwing able to crit (+masterwork or nanon fingers), do crit effects, and throwing range vary with weight (visible when aiming).
    • Crit effects are mostly relevant to stones (cudgel daze), a specific axe, and daggers, because other melee weapons don't have throwing weapon stats... yet.
  • Allow creatures to block thrown objects and missile weapons with physical projectiles, instead of only blocking melee attacks, since that's kind of odd, and ranged combat is already strong.
    • Allows creatures to attempt to block any number of projectiles from one attacker with one shield, so a shield-user won't attempt to block only the first shot from a shotgun, chaingun turret, or flamethrower[wiki.cavesofqud.com](which are actually →19 9x♥1d2 super shotguns).
      • By default, is set to "Yes but with a stacking -10% block chance after each attempt to block (reduced to -5% with Swift Blocking)".
  • Display non-player creatures blocking ranged or melee attacks in message log, instead of just player blocking.
  • Let Repair reconstruct dismembered robot limbs.
  • With Your Own Personal Relics, make items only offer to be named if either that item would gain an effect, or that item can't gain effects.

Options off by default:
  • Lose food effects when famished instead of hungry. Makes food easier to maintain, harder to forget, and allows keeping them when travelling in world map.
  • Make max tinkerable item mods vary higher or lower than 3 based on number of Tinkering skills* vs item tier, and show remaining mod slots in description.
    • *Skills with code name containing "Tinkering", so mods that add tinkering skills can allow more than 3 mods for highest tier items.
  • Allow modifying relics and similar items, and show remaining mod slots in description.
    • More powerful relics have less capacity for modifications.

Mod Details
Compatible with other mods.
  • Options change gameplay when toggled, but skill descriptions only update after restarting the game.
  • Doesn't mess with any data, so can add to an existing save or remove without issues, though if this mod is toggled on or off from the in-game mod list, will need to restart game (otherwise game will freeze harmlessly and require restarting anyway; this appears to be normal harmony behavior? Save data won't be affected).

Feel free to comment any suggestions, issues, or bugs.

If you're getting an "Ambiguity" or "already has a class named" error: unsubscribe, wait ten seconds for steam to remove files, reinstall should fix it. Appears to be due to changed file names, and steam's automatic updates keeping old files when should be removing them.

Planned
To-Fix:
Repair robots option says 'Hover for details' but there isn't actually any hoverable details.

To-Do:
Add optional skills and mods, especially since shields has less than other wielded item types. Possibly mitigate elemental or explosive damage? Since shields aren't directly on the body.
Auto grant throwing weapons melee stats and melee weapons throwing stats, with some better than others, like axe > long sword for throwing. Maybe let melee effects apply to throwing, like axe dismember?
Fix Domination to grant exp to original body while possessing non-ally.
Get exp when an enemy you dealt damage to in your line of sight dies, to prevent kill stealing.
Let turrets (and some plants) drop broken nonjacked weapons when destroyed, also so don't need swipe to deploy turrets.
Let deploy turret skill just learn to apply Jacked mod for free to shortcut the deploy turret trick.
Let rifle skills not remove mark if didn't hit any hostiles?
Add dual-weapon skill to multiweapon fighting, or implement increased offhand chance when wielding less weapons to multiweapon fighting skills.
Popular Discussions View All (1)
2
20 Jan @ 3:18pm
Error when activating
Saiyan Of Legend
24 Comments
Bo Gus 18 Apr @ 4:30pm 
SHIELDS ARE FINALLY USEFUL
biocrystalluminescence  [author] 31 Mar @ 1:07pm 
Swift Reflexes will work to help dodge thrown objects.
The skill text description also changes, but that part is delayed to after game restarts.
Goose 30 Mar @ 12:48pm 
Hey, thanks for this mod! Just wanted to ask, are the throwing weapon changes affected by Swift Reflexes, or will that only help dodge projectile attacks still?
H 25 Mar @ 10:56pm 
Selecting the item does not show "mod with tinkering", despite "look"ing at the item and it saying there should be one or two remaining modifications. They *are* showing up in the Tinkering screen though, I wasn't checking that before. And it is letting me mod them there.

And I'm talking proper armor and weapons that can have plenty of different mods, not things that are limited like books or trinkets. I've got the full tinkering tree learned too.

FWIW the Workshop was being weird with a different mod and Steam was serving a version that was almost a year out of date for some reason.
biocrystalluminescence  [author] 25 Mar @ 4:48pm 
Generating an item, and trying to mod an item, both use the same function to determine the number of mod slots left. This mod makes looking at an item's description use that function as well to display that number. The function also checks "if relic, and not looking at an item, and not in the tinkering screen" then is generating relic, so caps it at minimal mods, so relics always spawn with free slots for players to mod.
If those checks failed when you try to tinker, then it could cap relic modding early? But not sure if that accounts for all the issues, and those checks should be resilient even with other mods.
There's also some item types like books with only natural mods like jewel-encrusted, they might show even though player can't learn the mods for them.
biocrystalluminescence  [author] 25 Mar @ 4:48pm 
Can't replicate issues in testing. Is it just relics, and not other items? Do they not show up in item modding tinkering menu, or does selecting the item not show the 'mod this item' option, or? The skills option changing mod caps is intended.

As for Helping Hands, base game intentionally sets it to not inherit backpack mods, possibly because sturdy could mess with it's dismember-break-repair thing, or because it's already strong. It'll probably be a while before I mess with those. The Did It Rust mod can alert if it rusts or breaks.
H 25 Mar @ 1:30am 
As for things that I wish were tinkerable: Helping Hands is the top of the list. Sure, there's a couple of mods that offer alternatives, but I just wanna make 'em lacquered and sturdy.
H 24 Mar @ 7:28pm 
While I do have other mods installed, none of them should be touching tinkering mods in any way. That isn't to say there isn't a conflict somewhere... but damn this is a long run to try to diagnose in the middle of.
H 24 Mar @ 7:21pm 
I just toggled on the option to tinker Relics mid-game, though the mod's been installed since the start. I have a large number of relics by now, and while it says that most have mods slots, it's only letting me actually tinker some of them.

With the mod count by skills option toggled off, it's only letting me mod the ones that have a full three slots left.
With mod count by skills toggled on, it changed the count on some items, some low level ones gaining a slot (to 4), some high level ones losing a slot, but it's not letting me mod any that only have one slot left. A few relics stayed at two open slots, and became tinkerable with this option on.
Boamere 8 Mar @ 12:23pm 
Thanks for the response, appreciate it.