Caves of Qud

Caves of Qud

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Exile: Three New Arcologies for True Kin and a new Genotype + New Items
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Object: Armor, Cybernetic, Item
Character: Genotype, Subtype
Environment: Lore
File Size
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562.873 KB
6 Mar, 2017 @ 7:23pm
30 May, 2020 @ 12:24am
18 Change Notes ( view )

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Exile: Three New Arcologies for True Kin and a new Genotype + New Items

In 1 collection by Urumi
Folz Mods
8 items
Description
LINK TO SUPPLEMENTAL MOD IF YOU WANT YOUR MUTANT EXILE KINDRED TO HAVE CYBERNETICS:

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1453122709


"In time, the Eaters left or perished, and the coven was forgotten to our world. Yet here Ptoh remains imprisoned."
-Uri the Jeweler

SUMMARY:

This mod adds three new arcologies for True Kin and a new genotype, Exile Kindred: The Tesselated Halls of Faradale, The Chrome Citadel of Dorgalim-Veghos, and Ptoh'r'lyeh of the Sunless Tesseract. Characters made with either the True Kin or Exile Kindred genotypes have access to 12 new classes -- four from each arcology -- in addition to over 20 new and appropriately randomized pieces of starting gear.

DETAILS:

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New Genotype: Exile Kindred

Exile Kindred are nearly identical to True Kin, with the same stat progression per level and the Rebuke Robot ability, but have superior mental and inferior physical attributes. They have access to all mutations and begin with a high number of mutation points, but do not gain mutation points by levelling. As a result, Exile Kindred can only improve mental mutations through the "ego" attribute, and cannot increase the level of physical mutations.



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Subtypes:

The Tesselated Halls of Faradale

Cybernetic: Galvano-Metabolic Generator: Electrical Generation at level 2 and +10 Electrical Resistance.

+Technocrat:
-Mid-level tinker, novice persuader, and competent with a sword and pistol. Starts with numerous artifacts, injectors, scrap, junk, and a unique heirloom artifact. Resistant to electricity.

+Engineer/Enginseer: (Depends on genotype)
-High level tinker, with basic discipline. Starts with a large amount of scrap, junk and low-level artifacts. Wears a hard hat, wields a shotgun, and carries a random tool for close combat. Resistant to electricity.

+Magus
-Mid-level tinker, persuader, and healer. Has extra injectors and a few artifacts, wields a Teslarod, wears special robes. Highly resistant to electricity.

+Moritat
-Gunslinging action hero badass. Starts with cybernetic implant and is resistant to electricity.

The Chrome Citadel of Dorgalim-Vegos

Cybernetic: Chrome Visage: +1 Ego, +6 to resistances.

+Autarch
-Swordsman, persuader, and rifleman. Starts with a steel sword, rifle, decent armor, an heirloom armorpiece, and a random drone. Resistant to Acid

+Castellan
-Full plate armor, two shields, and some portable walls. Resistant to all elemental damage, especially acid.

+Paladin
-Warrior and healer. Has extra salves and injectors, a sword, and decent armor. Resistant to acid.

+Ranger
-Bowman with survival skills: starts with sparse armor, a compound bow, a recoiler, a knife, is resistant to acid.

Ptoh'r'lyeh the Sunless Tesseract

Cybernetic: Death Eyes. +2 DV, night vision, and biological indexer. May be OP.

+Umbral Hashashin
-Daggers and discipline, very killy. Wears a special cloak, has throwing daggers, and fights with a random type of dagger.

+Despot
-Persuader, discipline, endurance, and cudgels. Wears apparel appropriate for a tyrant, including the mysterious Tyrant's crown. Wields a random steel cudgel and resists cold.

+Reaper
-Guy in black robes with a scythe and a sniper rifle. Resistant to cold.

+Bloodhex Berserker
-Bloodthirsty madman with lots of axes. Resistant to cold and fire.


Please enjoy, and give me any feedback regarding improvements, mistakes, suggestions for changes or new content!




Updates: 3/8/2017: Fixed an exception caused by Castellan attributes.
Update 3/11/207: Fixed some typos and changed some player tiles for different subtypes.

Update 4/4/2017: Nerfed the Technocrat. Sorry guys.

Update 9/1/2017: Update to incorporate the culture and cybernetics arc. Magi are culturally aware, and Moritats actually have a use for the random cybernetics that they begin with, Further updates once there are more modding options

Update 1/4/2018: Update to make compatible with the Cooking update. Fixed Exile Kindred Reaper lacking harvestry. EXILE KIN HAVE ACCESS TO STARTING CYBERNETICS

Update 2/27/2018: Gave Exile Kindred the camping skill.

Update 6/16/2018: Fixed the Heirloom Bio-Scanner

Update 7/18/2018: Accomodated new random starts (seeing Joppa's ruins every time I started a game was pretty upsetting)

Update 7/26/2018: Added three new arcology-specific cybernetics! See above for details. Unified subtypes for True Kin and Exile Kindred in the Caste subtype. Reduced extra Cybernetics points back to 2 for reasons of balance, lore, and inability to buy extra cybernetics during character creation.

Update 8/18/2018: Apparently Paladins have been starting with a nonexistent item called "bandages" for the past year and a half. Now they have multiple "bandage" 's among their starting gear.

Update 8/21/2018: Messed around with the new power system, adding self power and explosion chance to some items. Corrected Death Eyes to no longer give electrical generation bonus. You can use your Galvano-Metabolic Generator to charge cells

Update 1/5/2019: Fixed the Bloodhex Berserker under the new bleed resistance convention. Granted Electrical generation to select Faradale start items. Changed some description text. Added power and passive powered bonuses to most chrome armor pieces. Added detail color to subtypes. Next update I hope to fix the non-descriptive flavor text I have for objects and subtypes, and add some tiles aswell.

Update 5/12/2019: Fixed a few items that have been bugged since the mod was introduced (ie the Engineer's starting saw). Fixed a syntax change that was causing the mod to ctd

Update 5/30/2020: More than a year since the last update! Fixed exile kindred not being treated like mutants by the game (beta version), changed the galvano-metabolic implant to use the biodynamic powerplant implant part, fixed some item tiles and descriptions.
137 Comments
Kynick2501 4 Mar @ 1:48pm 
@Szymon XII
@☦
I've just posted my attempt

@Urumi
Let me know if this is a problem
Szymon XII 13 Aug, 2024 @ 3:52am 
Please make this work... it's not that hard i think
6 Feb, 2024 @ 12:20am 
Update or fork please? Looks cool, wish it was playable.
six10 23 Dec, 2023 @ 12:06pm 
First time I ever see anyone use the Foundation trilogy covers for something
|_| Clyax 20 Aug, 2023 @ 2:35pm 
I too hope this mod is updated or forked. Those Death Eyes look amazing.
bearhiderug 13 Aug, 2023 @ 2:08pm 
Someone needs to pick this up and update it, not tomuch, miss alot of this content
Vanilla Gorilla 13 Jan, 2023 @ 4:30pm 
this mod looks really cool, wish it worked :(
zyrax 30 Dec, 2022 @ 2:47pm 
the arcology types added dont seem to be working, if i click one, i get a moments pause and then nothing happens.
Lionade 20 Aug, 2022 @ 3:00pm 
What is the blueprint name for the Tyrant Crown? Wanting to remove one that's lacquered, so disolving it via acid is a no go :'( probably going to need to resort to wishes...
TutterFunks 7 Aug, 2022 @ 11:33am 
Not sure if it's other mods causing an issue or that fact I'm in the beta version but on level up I am still receiving mutation points, does anyone know an issue fix or is it a current bug?