Caves of Qud

Caves of Qud

Not enough ratings
Chrome Wanderers by Aric
   
Award
Favorite
Favorited
Unfavorite
Character: Creature
Tags:  Item
File Size
Posted
Updated
428.415 KB
2 Aug @ 7:39am
3 Aug @ 12:22am
5 Change Notes ( view )

Subscribe to download
Chrome Wanderers by Aric

Description
Creatures

Chrome Wanderers adds 38 new creatures, inspired by the 12 available castes of Truekin:

Ekuemekkiyye, The Toxic Arboretum

Horticulturalist, Arborist and Jungleshaper

Wandering archers, this caste specialises in long range combat with their bows, but when enemies close, use their deadly two handed axes to great effect. Unique among truekin, they consume the powerful psychoactive flora of Qud to manifest powers of plant growth.

Priest, High Priest and Archpriest of all Suns

Leaders of the peaceful day, these mace wielding priests are responsible for subduing prisoners captured for sacrifice. They have varying leadership skills, and are always accompanied by a Syzgyrior bodyguard.

Priest, High Priest and Archpriest of all Moons

Leaders of the savage night, these Sickle wielding warrior priests lead the vicious lunar hunts each night.

Syzgyrior, Sacrifice hunter and Arachnawarrior
Dual souled warrior caste of Ekuemekiyye, the Syzgyrior are guardians and hunters. Wielding both axe, mace, and sometimes fanged masks, these warriors overwhelm their foes with blistering speed and many attacks.


The Frozen Arcology of Ibul

Artifex, Savant and Ingenium
Masters of tinkering, these specialists leverage the very best technology Qud has to offer, supported by their turret placing fortification bots and quick turret launch systems.

Consul, Magister and Princeps
Ever accompanied by their faithful praetorian guards, the leaders of the Towers of Ibul command their inferiors from the safety of their force shields

Praetorian, Tribune and Prefect
The warrior caste of the Ice Sheathed Arcology, Praetorians don heavy armour and wield long blades and shields. Often accompanied by their powerful war hounds, they also wield rifles to protect their leaders, and their assets from all threats.

Eunuch, Praepositus and Manus Mortis
An assassin caste of Ibul, Eunuchs deal death to their quarry with wristblade and pistol.

The Crustal Mortars of Yawningmoon

Child of the Hearth, Bulwark and Praesidium
Warriors in heavy armour and wielding heavy cannons, the Children of the Hearth defend the underground homes of their people. If any foe manages to close, they utilise heavy cudgels to beat them back.

Child of the Deep, Pitboss and Thane
Responsible for tunnelling and scouting new underground colonies, The Children of the Deep utilise modified mining equipment, explosives and heavy armour to overcome the myriad underground threats of the World of Caves of Qud.

Child of the Wheel, Marine and Forsworn
The Children of the Wheel crew the many ships that cross the Fuming God Sea. With axes and short blades useful in close quarters and during boarding actions, they can also utilise throwing knives to soften their targets.

Fuming God-Child, Seer and Avatar of the Aji
Ship captains and religious leaders both, the Fuming God-Children are considered divine by their people. With varying levels of control over the divine fumes to control the battlefield, they wield swords and a brace of single shot pistols to devastating effect.

Gear

I won't go too into it, as the Truekin are the main attraction, but Chrome Wanderers includes
  • 2 new bows, with 10 different types of arrow
  • 3 new maces
  • 3 new sickles (using the axe skill tree)
  • 2 variations of fanged masks
  • 2 new wristblades
  • 2 upgraded stun batons
  • 2 upgraded conches, with progressively fewer (cutting out the chaff) gases
  • 2 upgraded jackhammers
  • a plasma sword
  • 3 new pistols
  • 2 camouflaged variants of light armour
  • a cloak
  • a new gas tumbler cybernetic

    Where are they?
    All Truekin should randomly spawn throughout the world, in thematically appropriate locations. Some of the gear, as the sun and moon masks already do, may also rarely appear in merchant inventories.

    Notes
    These Truekin are designed to be quite tough. Some of the balancing may be off though, so I'd appreciate feedback on that, though I can't guarantee to heed it!

    Some of the creatures added in this mod are quite hackily put together. The intended experience is that the player themselves never actively control them (though of course beguiling/proselytising is a standard part of the game). I don't recommend permadominating or swapping to them. Using their loot is fine of course.

    The mod also adds the 3 Truekin groups as factions- they should generally be nonhostile by default, unless you murder their favourite Snapjaw or something.

    The various Truekin cultures are very interesting in what they show us, but there is a lot left to the imagination. I've filled in some gaps with what I think might be interesting, and while certainly based on 'canon' where possible, I have taken some creative liberties with some of the descriptions- I don't claim for this to be an official interpretation, and I'm curious to hear if you agree or disagree with these headcanons!

    Thanks

    I owe a huge thanks to the Qud discord modding server, as they've given a huge amount of guidance.

    In particular I owe huge thanks to Lilith, who created the Syzgyrior Arachnawarrior tile for me, and books for providing a great deal of vital advice throughout the last year, on and off.

    Future plans
  • Update art. I'd like all the tier 3 castes to have unique sprites
  • Add procedurally generated outposts (similar to, but considerably rarer than goatfolk villages) with some simple quests
  • Some guaranteed spawns
  • Balance changes to gear and Truekin
  • New cybernetics, gear etc.

    I'm open to suggestions and feedback, so if you play and enjoy, or don't, please let me know and I'll take it into account in the future!
1 Comments
Wakko 3 Aug @ 7:01am 
What about Sow and Reap: Scythes compability for sickles?