Caves of Qud

Caves of Qud

Caves of Qud Expanded
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Update: 14 Nov, 2017 @ 8:33pm

v1.2.5 changes

Light manipulation cooldown changed to work more like standard Willpower cooldown reduction, min cooldown per charge is 3 turns. (Credit to Shank Lord)

Edited Night Vision to work with levels, gets a radius of 4 + Level for levels 1-5, 6 + level for 6-10, 8 + level for 11-15, and 10 + level for 16+ (it can only be manually leveled to 10, then bonuses will kick in from other stuff to take it above 10), based off of Shank Lords edit so credit to him for this as well.

Changed drum-loaded to be 50% more ammo, I'm sorry (not really) but 20% more ammo is just stupid for a mod called "drum-loaded". Like if a drum only holds 20% more ammo before what were you using in the first place? A reeeeeeeeeeeeeeeeeeeeeeeeeeeeeeally long banana magazine that was so long it started spiraling? Also, I just renamed it to Extended Mag. Ok rant over moving on.

Flexiweaved and Reinforced can be applied to all armor, not just body armor, and the same for Recycling with the exception that it can't be put on shields.

Changed the Electrified mod to act the same as Flaming and Freezing when calculating the damage range, don't know why it was different.

Adjusted vambrace stats to make DV vambraces not garbage and AV vambraces a bit better. Special thanks to Gravesender and War Sheep for the help.

Adjusted drop rates for various cybernetics to make some less common. Thanks to Gravesender for help.

Added 2 tiers of finger flexors, a lower tier that gives a 15% bonus for 1 point, and a higher tier that gives a 35% bonus for 3 points (the standard is 25% for 2 points).

Lowered the commerce values of a lot of items.

Removed the body armor restriction of the Carapace mutation.

Made an Acid Slime Glands Chip for Corrosive element, since Corrosive Gas Gen. Chip isn't working atm.

Changed all genotypes to start with 0 Faction Rep with Joppa (was -140). Ctesiphus is also now a recruitable follower (he will require 200 Faction Rep with Joppa to recruit at the start as he is level 1). I changed his stats so he doesn't get instamelted, but he isn't just going to carry you either. If he seems too weak or too strong please let me know so I can change him! Also, and this is important, once you recruit him you have to press C to pet him, thanks Gravesender! Special thanks to Gravesender and Defective Kitten for the help changing him!

Clairvoyance has a cooldown reduction of 5 turns per level, to a minimum cooldown of 25.

Added the Clairvoyance Psionic Chip to all elements.

Tweaked junk/scrap drops and injector drops.

Laying groundwork for incorporating Toughness into AV and increasing the affect of Agility on DV, though this won't happen until AlphaBeard makes the file a moddable one. Same goes for my calendar edits.

Various bug and error fixes.

Update: 13 Nov, 2017 @ 12:13pm

yet another hotfix, changed gloworb and glowrock value

Update: 13 Nov, 2017 @ 10:55am

Nov. 13th - another hotfix, just some fixes, no changes or additions

Update: 12 Nov, 2017 @ 2:49pm

Nov. 13th Quickfix 2

Fixed Steel Gauntlets having a weight of 50, is now 5.

Also added some injectors for use in testing, they should never appear in game unless you use the wish command. For those that wanna screw around with them, they are Raven Stat Injector and Raven Skill Injector, giving 100 attribute points (or a 50/50 for attribute/mutation points for mutants) and 10000 skill points respectively.

Update: 12 Nov, 2017 @ 1:54pm

Quick fix on Nov. 13th. Accidentally set the wrong Y coordinate for the Kyakukya recoiler.

Update: 12 Nov, 2017 @ 12:32am

v1.2.4.1 fixes and changes

Not a ton of change here, just fixed greatshields for the moment as they aren't equipping correctly with the arm and hand slot, so I just made them use one arm slot for now.

Renamed the two-handed psionic rods to psionic great rods. Same thing with other two-handed weapons (e.g. greatswords, greataxes, etc).

Forgot to mention this in the 1.2.4 changelog, but psionic rods now use pistol skills, and psionic greatrods now use bow/rifle skills.

Added a new nectar, 'raven nectar injector' (yeah I know I'm not creative lol), it's like the Eater's Nectar Injector, however it gives 100 skill points as opposed to 1 attribute or mutation point. In addition to this, I changed the Eater's Nectar Injector to give either 1 attribute or mutation point, 50/50 chance, as opposed to one random stat getting one point or one mutation point, this way you can at least choose which stat to give the attribute point.

Added a 'scrap heap' that upon disassembling gives you a roll at each scrap bit from 1 through 8.

Added a Kyakukya recoiler.

Changed Solar Cell recharge rate from 10 per turn in sunlight to Max Charge divided by 125 per turn in sunlight, resulting in 20 per turn for the standard cell. This is primarily for my Solar Cell Array, and the Solar Cell Nexus I am adding right now, which is 10x a Solar Cell Array (which is itself 10x a Solar Cell), so that the higher tiers will regenerate energy at a rate proportional to their max charge, as opposed to the static 10 energy per turn.

Update: 9 Nov, 2017 @ 6:06pm

v1.2.4 changes

Added khopeshes (2H) and rapiers (1H), both using the long swords skills, more PV and less damage.

Added vinereapers (1H) and Halberds (2H), they use axe skills, and do more damage and less PV.

Added greatshields, they take an arm AND hand slot, providing a large amount of AV for a large DV penalty.

Added vambraces, arm armor. One kind focused on DV, one on AV. Doesn't do a ton (otherwise there would be no point to shields and bucklers), but it helps.

Decreased stimdrone light radius and bits from dismantling.

Decreased Gloworbs to 1 AV/1 DV.

Removed the inability to equip gloves from freezing and flaming hands, as I have always imagined it as shooting ice or fire from a point in front of your hands, not that your hands were literally on fire or freezing.

Added mysterious water barrel and mysterious oil barrel, meant for late game convenience, hold 640 drams (10x a water or oilskin), gives a large amount of negative weight when empty, and weighs only 10 pounds when full. Subject (and likely) to change, experimental/fun for now.

Changed 2H weapon damage, previously was 1H equivalent (X+1)d(Y*1.5), so a 1d4 1H weapon would have a 2d6 2H equivalent. Now is just (X*1.5)d(Y). For 1d and 2d weapons, this still just results in adding 1d. For 3d weapons however it adds 2d. So a 1d10 1H weapon would have a 2d10 2H equivalent,
and a 3d3 1H weapon would have a 5d3 2H equivalent. This should help make 2H weapons less OP. Also affects 2H Vibro Weapons as their damage is equal to their respecive weapon type's Carbide tier. Also adjusted various weapon damages for a little balancing with the new system.

Added psionic base implant cybernetics, with simple, improved, advanced, and perfected tiers, giving 2, 4, 6, and 8 slots respectively. These slots can be filled with psionic chips that unlock powers. Previous equipment that added powers was removed. Chips will have the same level system as the base implant,
the most powerful 2 using 2 slots, giving ability power level 1, 4, 7, and 10 respectively. Psionic base implants may be found and implanted by True Kin and True Psionics, however only True Psionics have the Simple Base Implant as a starting cybernetic choice. Each psionic subtype will start with a Tier 1 version
of each of its element's chips, allowing you to choose which 2 you will start using. The one exception is Acid, since I can't get Corrosive Gas Generation to work yet, in the meantime they will also get a Life Drain Chip. The chips come as follows:

-Disintegration
-Disintegrate (Go figure)
-Force Wall
-Force Bubble
-Time Dilation

-Fire
-Pyrokinesis
-Flaming Hands
-Heat Absorption
-Kindle

-Cold
-Cryokinesis
-Freezing Hands
-Cold Absorption
-Frost Webs

-Electric
-Electrical Generation
-Electromagnetic Pulse
-Electric Absorption (Which I added)
-Phasing

-Light
-Light Manipulation
-Temporal Fugue
-Teleportation
-Photosynthetic Skin

-Acid
-Slime Glands
-Corrosive Gas Generation (not working atm, will work on fixing soon)
-Acid Absorption (Which I added)
-Night Vision

-Bleed
-Life Drain
-Regeneration
-Adrenal Control
-Telepathy

Made the Arcology-unique cybernetics no longer unique (Aircurrent Microsensor, Cherubic Visage, and Nocturnal Apex). Other arcologies may find and implant them at becoming nooks, however they are still only available to their respective arcologies as starting cybernetic choices.
-To account for the change with Cherubic Visage, it now costs 2 points, and gives 2 Ego (was 1/1), whereas the Beautiful Visage gives only costs 1 point while continuing to give 1 Ego (was 2/1).

I THINK these are all the changes, however I did a lot, so I may have missed something, but I hope not.

Update: 21 Oct, 2017 @ 4:14pm

Hotfix (Oct 21st) - had to remove my scripting changes to Armor because for some reason it's breaking all mutants, NPCs and Player Characters alike. Will work on a fix.

Update: 20 Oct, 2017 @ 9:26pm

v1.2.3 changes

Fixed a typo for Light Psionic saying that they got -50 heat and electric resistance (so they were weak to it), so now it says +50 resistance (they are strong against it) like it should

Changed shields to use an arm slot like bucklers, makes more sense and makes shields less sucky. Shields/Bucklers can also block twice the amount of attacks now (2 and 4 with upgrade skill), block chance is 45% without skill (was 50%), 90% with skill.

Toned down the mask and cloak AV/DV.

Adjusted AV/DV of bucklers, not much.

Adjusted Armor to allow for Toughness bonuses/penalties (for some reason you could get +/- of the other 5 stats, but not Toughness.

Nerfed damage scaling of psionic rods. PV is the same but damage increase over tiers is lower, less of a difference at lower tiers, more prominent after the first couple.

Changed chute crab damage from 1d2 to 1d3-1, so it will have a 1/3rd chance to inflict 0, 1, or 2 damage, as opposed to 50/50 for 1 or 2.

Changed item values. Previously I had basically just thrown random numbers into for their values at stores, I actually went through and gave new values.

Experimenting with armor that gives mutations. Added 2 gloves, one that gives Light Manipulation (psionic light gloves) and one that gives Electrical Generation (psionic lightning gloves).

Update: 6 Oct, 2017 @ 3:59am

v1.2 changelog:

Fixed some bugs

Added a Six Day Stilt Recoiler

Played around with encounter tables some more

Did some rebalancing on equipment

Added a light armor set (boots, gauntlets, helms, and chest armor) comprised of the full range from wooden to metametal tiers. Has lower AV but higher DV/less of a DV penalty than the regular armors

Renamed magic rods to psionic rods (trying to keep a bit more with the sci-fi theme of CoQ, as was suggested)

Expanded hand bones cybernetics to all tiers from BRONZE to metametal (I felt that wooden hand bones wouldn't make much sense...), rebalanced the damage a little.

Added razor ammo (causes bleeding) and poison gas ammo. Fixed some ammotypes being assigned to the wrong weapons (mostly arrow types accidentally being shotgun ammo haha)

Added a psionic cell, equal to the old dark matter cell, and decreased the dark matter cell to 500k (was 1 mil). Antimatter cell from base game is 200k for comparison.

Fixed stasis disc and added it to drop tables

Nerfed Axe skill Cleave down to 50% activation. 75% activation chance is just waaaaaaaay too powerful and made cudgels practically useless in comparison. Rebalanced damage back down to lowest.

Rebalanced Warhammers to 3rd highest damage (below long swords). Boosted long sword damage a bit higher to compensate.

Added Maces, 2nd highest damage, higher Strength bonus cap and lower damage than warhammers.

Here is the new order, High to Low for Strength Bonus Cap, Low to High for Damage:

Battle Axes - Maces - Warhammers - Long Swords



v1.2.1 additional changes:

New psionic classes are now just subtypes under True Kin. They must have changed how True Kin are detected by the Becoming Nook because I can't install cybernetics on my custom classes anymore. I will look into a fix for this.

Mods should now be able to be applied by tinkering to my equipment. For some odd reason I had them set to No Mods, I dunno why, I probably did it by accident without realizing it.




v1.2.2 additional changes:

Psionic classes are back under their own genotype, figured out how to make them able to use cybernetics

Added perfected mechanical wings of each tier, wooden through metametal. They focus more on DV, and they don't have a chance of falling to the ground each round. THEY ARE NOT CHEAP.

Rebalanced cloaks, masks, and bucklers, less AV, more DV/less of a DV penalty, also less weight

Rebalanced Axe Cleave down even lower to 25%, the previous rebalance of 50% (base game's is 75%) is still high and can shaft you easily if you face multiple enemies with it.

Rebalanced Cudgel Bludgeon skill down to 10% (was 50%), this should help significantly with the stun locking from hordes of certain enemies.

Rebalanced shields with slightly lower AV and slightly less of a DV penalty, but not as intense as bucklers

Rebalanced chest armor, heavy (plate) has a little more AV and a little bigger of a DV penalty, light chest armor is now -2 AV and +3 DV from its heavy counterpart (was -1 AV and +2 DV), other light armor categories remain -1/+2.
-For the sake of logical tier progression, there are some minor differences with the bronze and steel light armors. Bronze will be 1 AV and -1 DV (-1/+2) and Steel will be 1 AV and 0 DV (-2/+4).

Fixed some errors for the new poison ammo and the two handed vibro mace

Reworked dermal plating. There are now a full set of tiers from bronze to metametal, with stats equal to heavy cheat armor. Note that the higher tiers get VERY POINT HEAVY.

Added dermal reinforcements, like dermal plating but light armor. Point cost is one less than the dermal plating for respective tiers, however that isn't much in the later tiers.
-The differences with bronze and steel stated above still apply with these.

Added an Omni Pass cybernetic, combining the effects of the force modulator (walking through forcefields) and the security interlock (unlock any security door). Costs 4 points (cost of both cybernetics combined).

Added an Air Filtration System cybernetic, basically an ultra powerful gas mask (I sincerely doubt it is even remotely possible for gasses to affect you with this). Costs 5 point.

Added "Hyper Hands", a bulkier equivalent of Helping Hands that give a 2 AV and -1 DV, and also feature an additional Back Slot expansion.

Added a "Cybernetics Credit Pass", like the Credit Wedges, but worth 10 Cybernetics points. Absurdly rare.



V1.3 PLANS:

Add throwing, and finish unarmed, and psionic skill trees, along with possibly a few others (please be patient, this is MUCH more challenging and time consuming than adding items)

Fix more bugs that will undoubtedly arise (duh)

Add vampire mutation, one that doesn't make you light on fire in the sun

Figure out why the hell I can't switch the staves to use a custom energy cell class and fix it and do it (if anyone has knowledge on this please let me know)