Caves of Qud

Caves of Qud

(OLD) 1Percent Loot Drops Expanded
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Update: 8 Mar, 2021 @ 12:29pm

1.2: Expansion 2

Bugfixes:
Fixed a bug where cannibals were getting an invalid blueprint instead of the rage toga.
The thinking cap now properly adds telepathy.

Adjustments:
The Sap Proboscis now transfers health from organic targets to the wielder.
Renamed the psionic amplifier to the psionic focus to provide distinction from other mods and future vanilla implementation of psiamps.
The rage toga now has the rare property.

Additions:
Re-Added the witchwood club, a tier 1 cudgel that occasionally confuses enemies on hit.
Added the box of Holy Treats, dropped rarely by slaying cats with zeal. Can be used to summon a legendary dog compantion.
Added the box of Holy Catnip, dropped rarely by slaying dogs with zeal. Can be used to summon a legendary cat companion.
Added the magma aegis, a shield dropped from great magma crabs.
Added the convalessent gland, a powerful and versatile healing item that can be looted from blue jels.
Added the power saw, a gaslight axe with high penetration and low damage that can be used to cut through walls. Rare drop from sawhanders.
Added the Coolerator, an emergency coolant device that consumes convalessence to reduce heat when the wearer's temperature reaches dangerous levels. Rarely carried by rimewyks.

Update: 1 Mar, 2021 @ 5:45pm

1.1.4 Expansion 1 Bugfix 4
Set SpawnAsDropColor="false" on all DropOnDamage calls. This was unintentionally recoloring several mobs, which should now be fixed. Thanks to molly-cactus for finding this fix.
Re-Implemented the power switch on the chemlamp, so make sure to power yours off or unequip before traveling on the worldmap.
The hyrkhound jawbone's acid consumption is no longer tech scannable.

Update: 28 Feb, 2021 @ 9:39pm

1.1.3: Expansion 1 Bugfix 3
Changed the name of the mod to stop causing file path issues. Thanks to LiquidRogue for spotting that.
Removed power switch from the chemlamp, as it wasn't working properly. Will re-implement it in the future.

Update: 28 Feb, 2021 @ 3:25pm

1.1.2 Reupload

Update: 28 Feb, 2021 @ 3:22pm

1.1.2: Expansion 1 Bugfix 2
Moved the Anticarbon Emitter to the bottom of the blueprint file, allowing the rest of the mod to work for users who haven't enabled scripting.

Update: 28 Feb, 2021 @ 3:05pm

1.1.1
Mercenary Wasps now properly spawn from destroying solid plants.
Changed the mod's name to try to fix a weird bug. It didn't work.

Update: 25 Feb, 2021 @ 9:38pm

1.1.0: First Expansion

Adjustments and fixes:
The mechastinger no longer requires goo to be equipped, but its poison will fail without goo.
BEAUTYGRAM now requires power to be equipped, but is always a disguise.
Chargelamps and Chemlamps have been added to enountertables.
Fixed bug that sometimes caused infinite chemlamp lifespan.
Salt Krakens will no longer willingly sell their pearls.
Vorpal Swords no longer spawn as part of village quests.
Targeting Interface ToHit bonus increased from +2 to +3.
Added a tiny bit of scripting.

Added the following items:
plastifer flask (water bottle)
boonie cap
fu wraps
anticarbon emitter
flora cell (sap liquid energy cell)
saltback pavise shield
waydroid companion orb

Update: 25 Feb, 2021 @ 9:01am

1.0.6: Breeder Cell should no longer show up in the dynamically generated inventories of turrets and high-tier energy weapons.

Update: 24 Feb, 2021 @ 8:38pm

1.0.5: Fixed bug where Psionic Amplifier wasn't granting telepathy or the proper amount of glimmer.

Update: 23 Feb, 2021 @ 11:02am

1.0.4:
Increased inventoryobject chance for knuckledusters from 2% to 5% in snapjaw brutes.
35% of Mechanimist Pilgrims now carry chemlamps.
Femur now uses a more appropriate tile.