Caves of Qud

Caves of Qud

Caves of Qud Expanded - The Grand Bazaar
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Update: 26 Jul @ 8:41am

-Fixed broken sprites for the Smithy and Water Merchant added by the mod

Update: 23 Jun, 2024 @ 3:35pm

Fixed for Spring Molting, but I took some extra time to make some changes I was looking to make and dig into the code a bit more for it.
-Adjusted the seed generation to figure out layout for the stilt tents. Regions cap much smaller, should hopefully make it a bit more consistent to have more tents.
-Also shrank the path a bit and removed set Noise to false for it, reducing/removing how windy it got. May or may not change it back, but it gets a bit...chaotic with it turned on.
-Added a lot of notes and renamed some of the variables to make the .cs file easier to read. If you're interested in the scripting feel free to dig through it.

Update: 16 Dec, 2023 @ 7:31am

Behind the scenes patch, changed the way guards are added to the new merchants. The previous method was changed and will be obsolete next year.

Update: 8 Dec, 2023 @ 6:20pm

Hotfix for the added merchants not having inventories. This was due to a new part replacing the old inventory tags in ObjectBlueprints

Update: 13 May, 2023 @ 8:53pm

-Removed the limit on max tent spawns
-Apple Merchant has 50% more starapples and preserves to sell, as well as the possibility of an extra cookbook
-Apothecaries have around 50% more of most of their inventory for sale. They should have an average of triple the injectors, and a 10% chance to have Corpus Choliys for sale.
-Bookbinders have about 50% more books for sale
-Added chefs back in, they now spawn with double the ingredients from before.
-Data disk merchants have double the data disks
-Weapon/armor merchants now spawn with 2-3 pieces of tier 3 gear (up from 1) and 1-2 pieces of tier 4 gear, as well as a 20% chance for something from tier 5, 10% for tier 6, 2% for tier 7, and 1% for tier 8.
-Grenadiers now spawn with around double their normal tier 1 and 2 grenades, as well as 3-6 tier 3 grenades now.
-Gunners now spawn with more guaranteed lead slugs, as well as guaranteed shotgun shells. They also get 5 cells that can be: chem, solar, fidget, lead-acid, or combustion. This is in addition to the changes to weapon merchants, the difference being tier 7 is a 1% chance as it is identical to the list for tier 8, and tiers 5 and 6 are a 25% and 10% chance respectively.
-Gutsmonger (cybernetics) now uses the Cybernetics3 table, and gets double the cybernetics. They also have a 10% chance to spawn with a credit wedge
-Ichor merchants can have up to two random phials for sale.
-Jewelers spawn with 1 more bracelet of each tier, plus double the gemstones.
-Kippers spawn with about one third fewer ingredients, currently half of a chef's number, but have a 25% larger chance to get canned have-it-all.
-Vintners spawn with double the food items.
-The Armor tents group now has the same group spawn chance as Weapon tents and Other tents groups.
-Empty tents have been turned into sleeping tents with 6-10 bedrolls, they will spawn less frequently than merchants though.
-New Water Merchant, they'll have waterskins and canteens available on-hand, as well as copper, silver, and gold nuggets for trade. Think of them as a 'dump all your goods here' merchant.

Update: 24 Apr, 2023 @ 7:17pm

-Stilt tent spawn rate changes have been removed from the main mod and are now only in the submod, I'm trying to continue compartmentalizing portions of the mod so people can pick and choose what they want.
->Animal pen spawns have been removed, this required editing SixDayTents.cs so the submod will now require approval as it's no longer only .xml edits.
->In addition, I've added a melee weapons vendor to the stilt spawns. You can find them via a sign with a sword outside the tent. The vendor is a modified armorer, with the dialogue and description tweaked as necessary and the tile color modified.
->Spawn weights for various vendors have been edited, a breakdown of that will be at the bottom of this changelog.
->Each area of the stilt should now spawn between 6-8 tents, space permitting.

Stilt Tents Spawn Rates

-The current table looks like this:

<population Name="StiltTents">
<group Name="Types" Style="pickone">
<group Name="LowPriority" Style="pickone" Weight="1">
<table Name="AppleTent" Weight="1" />
<table Name="BookTent" Weight="1" />
<table Name="HoneyTent" Weight="1" />
<table Name="HookahTent" Weight="1" />
<table Name="WineTent" Weight="1" />
</group>
<group Name="Weapons" Style="pickone" Weight="3">
<table Name="GrenadierTent" Weight="1" />
<table Name="GunsmithTent" Weight="2" />
<table Name="Raven_SmithyTent" Weight="2" /> <- This is the new melee weapon merchant
</group>
<group Name="Armor" Style="pickone" Weight="5">
<table Name="ArmorerTent" Weight="1" />
<table Name="GloverTent" Weight="1" />
<table Name="HaberdasherTent" Weight="1" />
<table Name="HatterTent" Weight="1" />
<table Name="ShoemakerTent" Weight="1" />
</group>
<group Name="Other" Style="pickone" Weight="3">
<table Name="ApothecaryTent" Weight="1" />
<table Name="DiskMerchantTent" Weight="2" />
<table Name="GutsmongerTent" Weight="1" />
<table Name="IchorTent" Weight="1" />
<table Name="JewelerTent" Weight="2" />
<table Name="KipperTent" Weight="1" />
</group>
</group>
</population>

-When choosing a tent spawn, the game will choose between the four groups. There is a total weight of 12 across them, so there is a 1/12 chance it will choose from the LowPriority group, 3/12 from Weapons, 5/12 from Armor, and 3/12 from Other.
-After choosing which group, the game will choose one of the tents within it. The chance of spawning works the same as the group, the individual item merchant's weight/the total weight of the group.
-The Southeast area always spawns at least 1 Apothecary, Ichor, Kipper, and Gutsmonger merchant each, so I kept their weights at 1 in the Other group while increasing the weight of Disk Merchants and Jewelers to 2 each. Essentially that means there's a 50/50 chance between it being Disk Merchant/Jeweler OR one of the other four.
-Empty tents still won't spawn, and chefs were removed as well as they're just worse Kipper merchants.

Update: 22 Aug, 2022 @ 11:23am

No changes, just a comment for explanation

Update: 21 Aug, 2022 @ 7:56pm

Quick hotfix to bring PopulationTables.xml up to date and fix the stilt tents

Update: 8 Jul, 2019 @ 12:01am

Apple tent spawn rate weight dropped from 2 to 0
Book tent spawn rate weight quadrupled from 2 to 8
Hookah tent spawn rate weight halved from 4 to 2
Ichor tent spawn rate weight doubled from 2 to 4

Update: 20 Aug, 2018 @ 6:04pm

Doubled the weights of all tents just like in the base mod to provide compatibility for Bibelot.