Caves of Qud

Caves of Qud

Rogue Robots of Qud
Showing 11-20 of 29 entries
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Update: 13 Dec, 2024 @ 2:56pm

Bugfix for Normality Anchor, should be the worst of the 1.0 bugs taken care of. Finally time to move on to actually improving the mod

Update: 6 Dec, 2024 @ 3:52pm

1.0 panic fix
hopefully the codebase hasnt significantly changed or I'm completely boned lol

Update: 26 Nov, 2024 @ 12:46pm

MP bug fixed again, turns out it was wider spread than I previously realized. Busted Locomotion and Rushdown Protocol, of all things, were apparently broken.

You MAY need to make a new save file for this fix to apply.

Update: 18 Nov, 2024 @ 6:05pm

0.3!

Permanent stat upgrades bring robots on par (if not ahead of) humans in terms of stat boosts!

Robots also now start with a +6 MA boost, but lose it if they gain over 30 glimmer, as at that point they've become too humanlike to remain resistant to psychic attacks.

Some things are now configurable in the options menu under 'Mods'.

A ton of bugfixes, including one I've been trying to nail down for a long time.

Update: 14 Nov, 2024 @ 3:04pm

Added mod settings to turn off the blue filter on Penetrating Radar, and some other less interesting changes.

Update: 31 Oct, 2024 @ 4:52pm

Finally fixed that weird mutation points issue, turns out it was Improved Reactor causing it, of all things. It's one of the first mutations I wrote so I suppose it's no wonder it's buggy, thanks to the people in the Bug Reports thread for helping me figure it out

Update: 29 Oct, 2024 @ 9:20pm

Kind of awful fix for drinking quests. Should be completable as robots now, will try and make it actually make sense in-universe later

Also scrap healing mutation

Update: 29 Oct, 2024 @ 12:18pm

Small update to robot starting equipment. Robots without limbs start with a gun and ammo, and all robots start with 64 drams of water for trading purposes.

Update: 28 Oct, 2024 @ 8:35pm

Graphics update for consistency with base-game characters, not a hacky fix this time, I just went through and mirrored all the graphics I wanted to use for the robots and then saved them as new files.

This prevents some animation issues which, to be fair, are present in the base game, but this mod already fixes a bug in the base game to function so I'm already in too deep

Update: 28 Oct, 2024 @ 6:08pm

Hotfix for one of the new mutations oops