Caves of Qud

Caves of Qud

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The Hacking of Qud
   
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125.379 KB
22 Jun @ 12:30pm
2 Aug @ 3:50pm
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The Hacking of Qud

Description
Adds a new intelligence-based playstyle revolving around debuffs/manipulation of your enemy's stats and equipment. Adds two novel hacking systems to CoQ: Organic hacking and Machine hacking, along with seven new items, three new character subtypes (Tragedian, Compilim, Orgonist), and two full skill trees to flesh out the hacking experience.

Current features:


Organic-Hacking:
  • Organic-hacking allows the manipulation of biological targets.

  • Hacks vary from forcing the target to express bioluminescent enyzmes, slowing the target's metabolism, humiliating them at the cellular level, choosing a limb from which to begin secreting oxidizing (rusting) enzymes, removal of mutations, returning a target to homeostasis, and inducing cardiac arrest

  • A full skill tree and three items to allow for organic hacking along with two starting subtypes.

Machine-hacking:
  • Machine hacking allows the manipulation of robotic and cybernetic targets to varying degrees as well as direct hacking against electronic equipment any target may have equipped.

  • Hacks include port scanning for vulnerabilities, launching a DOS attack against an enemy's CPU, rerouting electrical signals from cybernetics to trigger a frenzy, short circuiting individual pieces of electronic equipment, lowering a robotic target's attributes or removing mutation emulators, putting a target's on-board computer into sleep mode, and finally the ability to pilot robotic units.

  • A full skill tree and three items to allow for machine hacking and one new subtype.

Additional Features
  • Support for compute power and power load (from the overloading item modification).
  • 28 new sprites for all added skills, abilities, subtypes, and items.
  • 2 new compute-power providing clothing items and new way to recharge chem cells.
  • A new implant.



This mod shouldn't have any conflicts with others but might not work if installed mid-run (unsure if the hacking equipment will spawn).

Additional updates may be made so ideas regarding future content, balance changes, or bug reports are greatly appreciated


Thank you to the members of the CoQ discord's modding section for help.
Popular Discussions View All (3)
15
20 Jul @ 6:05am
Bug Reporting
The_MixMaster™
4
22 Jun @ 3:04pm
Wiki
The_MixMaster™
2
19 Jul @ 1:00pm
Balancing and New Features Discussion.
The_MixMaster™
17 Comments
The_MixMaster™  [author] 5 Jul @ 11:31am 
Cybernetic rejection has been reworked. This should now make the mod compatible with the Mechanimist genotype mod.
The_MixMaster™  [author] 5 Jul @ 10:24am 
Honestly, I think the best fix on my end will just be replacing the ability altogether. Even in my own playthroughs I don't bother buying it. Any ideas for replacements since most cybernetics can't be outright shut down? (And not many enemies have cybernetics to begin with).
Supertinyking 5 Jul @ 9:27am 
It won't let you load both, unfortunately.
The_MixMaster™  [author] 4 Jul @ 3:41pm 
I'm not sure specifically what the mechanimist genotype mod is doing to Cybernetic Rejection syndrome, but if you don't want it overriding the base game's version of it then you could go into the workshop mod folder where you have it installed and delete the CyberneticRejectionSyndrome.cs file in there which will have it use the basegame file instead.

For the record, is it not letting you load both of these mods at the same time? Or is it just giving you that error in the player log and letting you load?
MANTIZZLE 4 Jul @ 2:56pm 
how can i use both that mod and this one ? or just impossible?
Supertinyking 4 Jul @ 12:07pm 
Ahh, thank you for clearing that up! Nice to see. Mod is quite fun, and I wish you the best of luck.
The_MixMaster™  [author] 4 Jul @ 11:44am 
In this case, only the Mechanimist genotype mod is modifying it, but it's doing so without a harmony patch, thus the error. This mod doesn't touch the cybernetic rejection syndrome effect, it just uses it.
Supertinyking 4 Jul @ 11:23am 
Seems as though this mod, and the Mechamist Genotype mod modify the same thing? just so others know.

=== The Hacking of Qud 1.0.0 Errors ===
<...>/steamapps/workshop/content/333640/3506322991/Scripts/MachineHacking.cs(205,51): error CS0433: The type 'CyberneticRejectionSyndrome' exists in both 'Assembly-CSharp, Version=2.0.210.20, Culture=neutral, PublicKeyToken=null' and 'MechanimistGenotype.dll, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null'
== Warnings ==
None
The_MixMaster™  [author] 2 Jul @ 5:23pm 
Feel free. The weight idea might be something I could implement if I get around to doing structural hacking, but we'll see.
Lekoda 2 Jul @ 5:19pm 
Hey I thank you for your honest answer. if I come up with better ideas I will gladly share em.