Caves of Qud

Caves of Qud

Caves of Qud Expanded
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Update: 5 Mar, 2019 @ 11:06pm

v1.4 ALPHA Changelog:

Please understand that this update is very much still in the works, I am mainly releasing it so that people can use a non-broken version and find any bugs. A lot of stuff is going to be changed and the mod will be updated over time so be prepared for updates and hotfixes as content is added and bugs are fixed.

Also, and this is IMPORTANT!!!!!!! PLEASE make sure to UNSUBSCRIBE and then RESUBSCRIBE to the mod. Many files were removed and many files were changed, and this will ensure that all old files are deleted and the new ones are downloaded.

Now, here is a quick list of changes:

-Complete removal of psionic base implants (the cybernetic that you had to install to equip chips)
-Psionic chips are now installed in Arm slots
-Fixed a few shields still being worn in Hand slots instead of Arm slots
-Greatshields now use Hand slots
-Drum loaded changes removed
-Thick Fur changes removed
-Split Hands mutation removed, not sure if I'll bring this back or not, depends on the feedback and how easy it is to do with the new body part system.
-Removed any scripting changes made to body parts (Multiple Arms and Multiple Legs mutations for example)
-Psionic chip mutation levels per tier have been changed from 1-4-7-10 to 2-4-6-8 (basic-improved-advanced-perfected)
-Removed changes to Adrenal Control, Light Manipulation, Sense Psychic, and Clairvoyance, there were some significant coding changes to these mutations and until I get back into the swing of things and can break down the changes, I'm just going to make life simple and remove my changes.
-Acid/Electric Absorption fixed
-Kindle, Two Hearted (Heightened Toughness in the code), Dark Vision fixed
-Removed Cleave and Bludgeon skill changes, not sure if these will be reinstated or not
-Shield blocking changes fixed
-Moved the Cybernetics Terminal right one tile and down one tile, it's still in the northwest building in the center cluster.
-Fixed the Electromagnetic Sensor
-Photosynthetic skin changes removed
-Stat Point and Skill Point Injectors temporarily removed

Features in the works:
-Chipsets, collections of psionic chips that give access to multiple abilities at proportionally lower levels but still only take one arm slot to equip (e.g. an improved chipset that gives 2 mutations will give them each at level 2 instead of level 4 [4 / 2 = 2], or an improved chipset that gives 4 mutations will give them each at level 1 [4 / 4 = 1])
-Balance testing for all chips and chipsets
-Reinstating changes to Adrenal Control, Light Manipulation, Sense Psychic, and Clairvoyance if possible and is a good idea.
-More diversity in psionic subclasses
-Reinstate Stat Point and Skill Point injectors
-Possibly more cybernetics points for True Kin to give them something over Psionics, or fewer points for Psionics, not sure yet
-Continued removal/minimalization of scripting changes done. While this will reduce some of the mod's possible functionality, it will reduce the chances of major breaks and necessary overhauls down the road.
-Fix gun ammo not being utilized correctly
-Fix the enhanced wings and reinstate them

Update: 7 Sep, 2018 @ 11:24pm

Readded the ExcludeFromDynamicEncounters tag to the testing injectors which I accidentally removed

Update: 7 Sep, 2018 @ 10:42pm

Quick hotfix that should prevent tonic schemasofts from allowing players to make my testing injectors

Update: 24 Aug, 2018 @ 2:40am

Fixed skills that relied on bludgeon or cleave as prerequisites not being unlockable with those skills unlocked.

I believe I fixed the clairvoyance chip bug where you could potentially lose chips by trying to equip them over the clairvoyance chip. So far I haven't lost any chips, but please let me know if you do.

Significantly decreased the cost of the psionic guns. It is still substantially higher than it was originally, but I feel the current energy costs are much more representative of their stats now.

Update: 22 Aug, 2018 @ 11:09am

Fixed broken vibro blades
Fixed missing tiles for vibro weapons

Update: 21 Aug, 2018 @ 11:40am

Fixed psionic guns having the "a hideous specimen" description

Update: 20 Aug, 2018 @ 5:55pm

Fixed a lot of my .cs files that did not match the small changes they had received in a recent patch that were causing some annoying bugs like the New Ability popup every time you unequipped something.

Removed my ModElectrified.cs file (the electrified tinkering weapon mod) because its damage is now the same as flaming and freezing in the base game, so my changes are no longer needed.

Fixed the misspelling of 'bizarre' in the alternate name 'bizarre contraption' for hyper hands (was bizzare).

Psionic rods have been renamed (for thematic reasons) to pistols/rifles. I think it just fits the theme of Qud better than rods do. For this same reason, the Master's tier of guns has been redacted as well. If demand for their return presents itself, I will bring them back under a more thematic name.

Greatly ramped up the energy cost for psionic guns. The lowest tier (bronze) will have a slightly lower energy cost than it did before, but all other tiers will have progressively much higher costs. This is just because, as they were before, the energy costs for higher tiers were trivial because the player would almost certainly have obtained higher tier energy cells as well.

Removed the ExcludeFromDynamicEncounters tag to the BaseCybernetics object, so cybernetics should be findable underground. May change this at some point, just kind of experimenting.

Added the NoSparkingQuest tag to a lot of rare items to prevent Baetyls from asking for them. If I missed any let me know.

MASSIVE overhaul of both armor and weapons. I'll give a quick summary of it below:
-If you haven't noticed already, wooden equipment was removed entirely.
-Light Armor AV/DV has been changed from -2/+3 to -1/+2
-All weapons of a given tier have the same PV, but different damage. Variations and potential damage, both through raw die rolls and repeated penetrations, has been greatly reduced.
-All one handed weapons deal 1dX, two handed weapons deal 2dX and have a +1 PV bonus.
-A lot of armor has had AV/DV changes. There's no easy way to sum up what I did or did not change and how I changed it.
-Drop rates for gear has received a lot of variation now, instead of keeping drop rates identical for all pieces of gear. This should spice things up a bit, like by making vibro weapons super rare comparitively, along with a lot of other gear being much more rare than it was.
-Psionic guns (were rods) still have the +/- 10% to 30% PV and DMG variations, not sure if I will keep this or not. One handed rods are now pistols, two handed rods are now rifles, with shotguns planned. Elemental names are as follows:

Disintegration:
1h-Sundering pistol
2h-Dissolution rifle

Perception:
1h-Cognisance pistol
2h-Mindflayer rifle

Fire:
1h-Combustion pistol
2h-Conflagration rifle

Ice:
1h-Permafrost pistol
2h-Hyperborean rifle

Electric:
1h-Voltaic pistol
2h-Fulmination rifle

Acid:
1h-Caustic pistol
2h-Corrosive rifle

Blood:
1h-Sanguine pistol
2h-Hemorrhage rifle

Light:
1h-Scintillant pistol
2h-Refulgent rifle

Specifics can be found in StatTable2.xls, the old stats are in StatTable.xls

Update: 12 Aug, 2018 @ 3:46am

Psionic rods of Perception now have the 'Mental' attribute tied to their damage. Please note that this will make things like Robots immune to them, but things with low MA (Mental Armor) susceptible to them.

Recoilers can now be used when hostiles are nearby. I understand that this was meant to prevent people from escaping certain death, but I think the expenditure of energy and having to make the journey all over again from wherever you recoiled to is more than enough to make up for being able to recoil midfight to save your bacon.

Changed the spawn rates of various merchants in the six day stilt. Lowered the spawn rates of a lot of useless/less useful merchant types, like wine merchants.

Update: 31 Jul, 2018 @ 9:33pm

v1.3.3 Part 2:

Fixed Solar Cells not recharging

Some more text color changes

Joppa now spawns even when using an alternate start. The Stilt Zealot will not spawn in Joppa in an alternate start however, since he spawns in the player's starting location.
-A standalone mod of this feature can be found here:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1461098960

Fixed the spelling error and extra period in the description for stabilizer arm locks

Made some formatting changes when selecting a subtype to make things easier to read by placing line breaks between resistances, stat boosts, skills, extra equipment, and starting reputation changes

Some genotype changes:

All Psionics will now force spawn with a Simple Base Implant already installed. Note that in doing this it increases the license points from 4 to 6 for the Pure Psionic subtypes. If you choose the Improved Base Implant as your starting cybernetic, or any other starting cybernetic that can only be installed on the head, then that will be installed on your head slot instead of the Simple Base Implant, which will be installed on your hands (it is the only Base Implant that can be installed there). The Psionic Guardian subtypes only have 4 license points still, however they spawn with the Simple Base Implant as well as their chosen starting implant.

Changed the display name for True Psionics to just Psionics since the Becoming Nooks don't care about display name

Added the base Wayfaring skill to all genotypes, in exchange for this Mind's Compass now costs 100 SP (which was the cost for Wayfaring)

Adds the base First Aid skill and its free skill Staunch Wounds to all genotypes, in exchange for this the other two skills, Heal and Set Limb, have had their costs increased from 100 to 150 each.

Changed HP gain again, Psionics still get 1-3 HP per level, True Kin are back to their default 2-4 HP per level (they were 2-5) and their SP gain is now 75 instead of 80 (default is 70), and Mutants are now 2-3 HP per level (was default of 2-4) as a balance for the possibility of 2 MP per level up

Some other skill changes:

Tinkering I and Scavenger are now the 0 point skills for Tinkering. Gadget Inspector now costs 100 SP (which was what Tinkering I costed) and Repair and Deploy Turret now cost 150 SP each (they were 100, which covers the 100 SP cost of Scavenger). These changes are primarily for the Perception Guardian subtype, which I will talk about below.

Changes to the Psionic Guardian subtypes:

All elemental weaknesses/resistances are the same as before

Removed Short Blades proficiency from most subtypes

Disintegration Guardian:
Berserker themed subtype, using twin axes
+3 STR, +1 WIL
Axe Prof., Cleave, Charging Strike
Dual Wield, Flurry, Offhand Strikes
Persuasion, Menacing Stare, Intimidate

Fire Guardian:
Twin pistols subtype
+4 AGI
All Pistol skills except 'Fastest Gun in the Rust'

Ice Guardian:
Tank subtype
+1 STR, +3 TOU
Cudgel Prof.
Shields, Block, Shield Slam, Deft and Swift Blocking
Endurance, Shake It Off, Swimming, Poison Tolerance

Lightning Guardian:
Sword and Board/Tinkerer subtype
+4 INT
Long Blade and Shield Prof.
Tinkering I, Gadget Inspector, Disassemble
Extra starting Scrap and Injectors to offset fewer starting skills

Light Guardian:
Bow and Rifle subtype
+2 AGI, +2 EGO
Bow and Rifle Prof., Steady Hands, Draw a Bead, Suppressive, Wounding, and Sure Fire
Heavy Weapons, Strapping Shoulders, Tank
One of the starting Cells is guaranteed to be a Solar Cell

Corrosive Guardian:
Greatsword subtype (I may change this to a 'Weapons Master' sort of subtype at some point, depending on feedback)
+4 STR
Long Blade Prof., Dueling Stance, Lunge, Swipe
All Tactics skills

Blood Guardian:
Rogue themed subtype
+3 AGI, +1 INT
Short Blades Prof., Bloodletter, Jab, Hobble
Dual Wield, Offhand Strikes, Fussilade
Acrobatics, Swift Reflexes, Dodge
All Tactics skills
Starts with fewer Injectors and Cells in exchange for more starting skills

Last but not least is the Perception Guardian subtype. This is going to be a very experimental subtype, and will allow for some interesting builds, and will also allow the user to use INT as a dump stat if so desired, which is why Tinkering I and Scavenger were made the 0 point skills of Tinkering. It could be super overpowered or super underpowered, I don't know, I'll be waiting to get some feedback from everybody to determine what to do with the subtype and where to take it.

Perception Guardian:
Jack of All Trades subtype
-8 to INT (yes I'm serious, that is not a typo), -1 to all other stats
Starts with all Base and 0 point skills
Starts with a cloth robe and sandals (like the Pure Psionic subtypes) instead of armor, along with only a bronze dagger as a starting weapon
Only one Salve Injector, one randomized injector, 1d4 scrap (normal is 2d4), and one starting cell (normal is 1d3) to start off with.
Starts off with two full waterskins and one empty waterskin instead of the normal 3 half full ones. This gives a little extra water to the player to get some starting gear, while still giving the player only 3 waterskins.
The -8 to INT is for balancing purposes with the starting skills. It allows me to give you the option to start with access to everything, but forces you to dedicate either more time or more Attribute Points to leveling up INT if you want more skills.
Keep in mind that INT is retroactive, meaning that when you increase it, you will gain bonus skill points as if you had had that level of INT during all your level ups, so while -8 INT may seem absolutely insane, it isn't actually as bad as it sounds.

Update: 17 Jul, 2018 @ 9:02pm

Removed Snake Oiler from light affinity for more useful skills (especially since light affinity is more likely to cap out on merchant price reductions with its +2 ego)

Light Affinity given Steady hands (Pistols), Akimbo, Disarming Shot, Scavenger, Disassemble (making it worth same skill point total as Fire Affinity) and made it start with 2 rods instead of one

Corrosive Affinity given Poison tolerance (fits the theme) and Wilderness Lore: Flower Fields (only so that skill point costs total same as fire affinity)

Lightning Affinity given Inspiring Presence (this works well with Beguiling chip) and fasting way (just to get the skill point totals totaling fire affinity) removed customs skill that it started with but was not listed in description

Ice Affinity given Juicer, Lay Mine.Set Bomb, and Disassemble

Blood Affinity given Staunch Wounds and Wilderness Lore:Flower Fields (for same reason as Corrosive Affinity)

Disintegration Affinity starts with a greatrod (rifle version of rod) instead of pistol rod, Removed Snake Oiler to make room for destruction themed skills, given Steady Hands (Rifle), Draw a Bead, Kickback, Flattening Fire, Suppressive Fire, and Lay Mine/Set Bomb

Given 0 cost skills that were missing when given the skill tree starters

Made Light Affinity subtype always start with a solar cell but to balance that out it now gets 1d2 instead of 1d3 random cells (so that you have at least one rechargable cell for the set of psionic weapons you start with)