Caves of Qud

Caves of Qud

Show Weapon, Item Stats
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Update: 24 Dec, 2024 @ 8:30pm

Added startup times to all items with it.
Added number-of-uses details to liquid fueled items.
Made specific-liquid-using items show which liquid(s) if they're empty.
Fixed Bows and certain other missile weapons: from only showing player's stats boosting →PV when equipped; to always show stat scaling like other weapons.
Credit to Tyrir in comments: Refactored code to use state, so no more skipping harmony prefixes possibly breaking worldgen; and removed PV>AV extra | on certain options.

Update: 22 Dec, 2024 @ 12:22am

Added item status options, and made them show whether the status also shows in the message log. Also made rusted, broken, EMP effects show at same place, because item mods and stats could push them out of view.

Update: 21 Dec, 2024 @ 4:58pm

Added item status, shown if item damaged, which changes if you can scan it.
Added option to show none or less strength-scaling letters.

Update: 21 Dec, 2024 @ 12:47am

Hotfix (minor): Missile weapons with maxed stat scaling didn't show max PV.

Update: 20 Dec, 2024 @ 11:16pm

Fixed radio-powered charge gain showing despite being too deep.
Split off BootSequence costs, adding display for any artifact startup time and costs, and fixed costs merging when they shouldn't.
Added support for liquid-fueled weapons like flamethrowers.

Update: 20 Dec, 2024 @ 2:16am

Hotifx: Merged all chargeuse values for weapons and armor, because those items with multiple charge uses were mostly because of mods that take a bit of power constantly or for each use.
Fixed radio-powered, overloaded mods.

Update: 19 Dec, 2024 @ 11:28pm

Probably fixed bug with not displaying tags like [Broken] or liquid coverings on certain items.

Update: 19 Dec, 2024 @ 10:58pm

Hotfix previous Glittermensch bug in a way that should totally prevent it.

Update: 19 Dec, 2024 @ 10:23pm

Added liquid powered energy cell support.
Split chargeuse values, so doesn't combine eg a reprogrammable recoiler's program and recoil costs. Also splits costs that do happen at the same time like flaming/freezing, but can't be helped. Might add description option to tell which cost is from what item part?
Hotfixed 'after ammo/cell slot' option that didn't place tag right.
Maybe fixed bug with Glittermensch Boulderer?

Update: 19 Dec, 2024 @ 1:46pm

Hotfix: Show default options, so easier to experiment with options.
Made all energy cell values round, just in case.
Made energy cell number of uses vague (~) if current cell charge is vague.
Made recharge values divide like every charge amount.
Fixed some options using percentage charge while percent was unknown.