Caves of Qud

Caves of Qud

Polearms
34 Comments
Cheesus of Lazieus 28 Jun @ 2:20pm 
Awe... No Bec-de-Corbins? Sense theres a Halberd (Axe), Pike (Shortblades) and Glaives (Long blades) (All make sense and is super cool). There's nothing for Bludgeon users. A Bec-de-corbin would be cool. Look it up its like a Halberd but the "ax" part is a hammer, that or the Lucearn hammer.
bing bong 19 Feb @ 3:27pm 
compatibility with gravens spear mod ?
Tyrir 21 Dec, 2024 @ 1:36pm 
MODERROR [Polearms] - You cannot set the display name of the skill Polearms to Polearm, please remove the attempt to set it in XRL.World.Parts.Skill.acegiak_Polearms..ctor
MODERROR [Polearms] - You cannot set the display name of the skill Polearm Proficiency to Polearm_Expertise, please remove the attempt to set it in XRL.World.Parts.Skill.acegiak_Polearm_Expertise..ctor
MODERROR [Polearms] - You cannot set the display name of the skill Polearm Lunge to Polearm_Lunge, please remove the attempt to set it in XRL.World.Parts.Skill.acegiak_Polearm_Lunge..ctor
MODERROR [Polearms] - You cannot set the display name of the skill Polearm Repel to Polearm_Repel, please remove the attempt to set it in XRL.World.Parts.Skill.acegiak_Polearm_Repel..ctor
MODERROR [Polearms] - You cannot set the display name of the skill Polearm Double Grip to Polearm_Grip, please remove the attempt to set it in XRL.World.Parts.Skill.acegiak_Polearm_Grip..ctor
Tyrir 19 Dec, 2024 @ 6:29pm 
Multiple errors of this sort:

MODERROR [Polearms] - System.MissingMemberException: File: file:///C:/Program Files (x86)/Steam/steamapps/workshop/content/333640/1746875916/ObjectBlueprints.xml, Line: 42:28 No XRL.World.Parts.Physics.bUsesTwoSlots property exists.
MODERROR [Polearms] - System.MissingMemberException: File: file:///C:/Program Files (x86)/Steam/steamapps/workshop/content/333640/1746875916/ObjectBlueprints.xml, Line: 47:30 No XRL.World.Parts.MeleeWeapon.RenderString property exists.
MODERROR [Polearms] - System.MissingMemberException: File: file:///C:/Program Files (x86)/Steam/steamapps/workshop/content/333640/1746875916/ObjectBlueprints.xml, Line: 47:105 No XRL.World.Parts.MeleeWeapon.SecondaryStat property exists.
Acegiak  [author] 5 Dec, 2024 @ 2:21pm 
Updated, fixed lunge cost, and checked working for 1.0
Alithsko 26 Jul, 2024 @ 10:58pm 
The lunge skill is bugged as it has zero action cost allowing you to attack infinitely in one turn
Acegiak  [author] 3 Jul, 2024 @ 2:29pm 
Updated for latest qud version 2024-06-03
flemingluiz 22 Dec, 2023 @ 6:58am 
i Really liked this Mod but i think some things could be better when it comes to balance, like adding stat requirements for the skills,add Cooldown to Lunge attack.
I blame Earthshaker 18 Nov, 2023 @ 8:29pm 
Wow, an update!
PerogiXW 18 Nov, 2023 @ 3:09pm 
Great mod! Thanks for the update!
Wakko 14 Feb, 2023 @ 3:28am 
Thank you
Acegiak  [author] 13 Feb, 2023 @ 5:12pm 
Updated 2023-02-13
I blame Earthshaker 12 Feb, 2023 @ 11:19pm 
Mod definitely kinda broken by moon stair, but the Oct 29 solution seems to fix this issue...
Wakko 29 Dec, 2022 @ 2:10am 
Is this mod abandoned?
Gokudera ElPsyCongroo 29 Oct, 2022 @ 4:01pm 
Small incompatibility with latest Moon Stair alpha: in EffectGripped.cs, pPhysics.bUsesTwoSlots doesn't exist anymore it seems, renamed it with pPhysics.UsesTwoSlots
I blame Earthshaker 19 Jul, 2022 @ 10:59am 
Nice mod, kinda surprised there isn't just a regular two-handed melee weapon skill tree in vanilla. But this is a decent stand in.
Nonsense Bird 18 Apr, 2022 @ 9:52am 
I agree with skoblin. Really cool to see polearms in the game as I'm an absolute sucker for a glaive, but I do feel bad about having such an efficient weapon option without putting points into it. Setting skill requirements for the polearm abilities would be cool

also could I possibly convince you to add a Lucerne?
Skoblin 7 Apr, 2022 @ 8:26pm 
This mod is really neat, though I feel like each of the skills should have stat requirements. The fact that there's no requirements means that you can build for these really easily and have a ton of points leftover during character creation.

I'd recommend giving lunge an ability requirement of maybe 17 - 19, repel a req of 21 - 25 strength, not sure about double grip tho. Some increased sp requirements would be nice as well, as currently everything just costs 100.
Deth 10 Jan, 2022 @ 3:35pm 
doth this work
Acegiak  [author] 15 Feb, 2021 @ 10:34pm 
Updated to work with latest stable version.
Dzhaur 15 Feb, 2021 @ 10:41am 
The mod doesn't work. When I try to to buy skill Polearms, it shows me such error "No implementation for XRL.World.Parts.Skill.acegiak_Polearms. What do I need to do?
4D 18 Sep, 2020 @ 4:32pm 
Crashes the latest beta due to "Reach", sorry
Bleeding Eyes Mcgee 8 Mar, 2020 @ 6:23am 
Polearm Repel doesn't seem to be working, lunges and regular attacks aren't pushing anything. Tested with a steel glaive, and an extended folded carbide longsword.
Fantasy System 5 Mar, 2020 @ 6:26am 
So do i just attack normally once i get the skill?
Fantasy System 5 Mar, 2020 @ 6:26am 
ah thanks
Mid Favila 5 Mar, 2020 @ 6:15am 
There's a skill that you need to learn under the Polearms category to do so.
Fantasy System 5 Mar, 2020 @ 6:14am 
So how do i attack with the added range?
egocarib 12 Jun, 2019 @ 4:45pm 
The mod is well designed and it blends in real nicely with the existing gameworld. I'll say, though, that after a few playthroughs with this mod installed, I have never really felt like the polearm weapons are common enough to justify investing in the skill. I usually only find 2-3 polearm weapons by the time I level into the mid 20's, and because I find so few, it doesn't really keep up with new weapon materials in the same way other weapons do. I've never found higher-tier versions of any of the polearms. Is the "Extended" mod available as a tinkering data disk? I haven't found a data disk but maybe I just got unlucky. I feel like having a data disk would make the skill a bit more viable. :)

In any case, it's a real good example of how to make a mod at the very least. Thanks for putting it up on the workshop!
Mid Favila 5 Jun, 2019 @ 5:23pm 
Ah. Alright, cool; I'll probably switch to this since it's more modern
Acegiak  [author] 5 Jun, 2019 @ 7:03am 
@Mid Favila I wasn't aware of that mod til you mentioned it! This mod is independent and adds it's own skills to the game.
Mid Favila 25 May, 2019 @ 8:53am 
Interesting concept, I'll be sure to try this out once I have a proper internet connection. How does this interact with the other Spears mod, the one that adds the skill tree and such?
Acegiak  [author] 25 May, 2019 @ 7:09am 
@Blackrave I'd suggest you grab the mod and try it out? If you could help me write a better description I'd really appreciate it, but it does allow for weapons to be made into polearms using the crafting system as you've described.
blackrave 24 May, 2019 @ 3:20pm 
Need more info in description before I sub to this
What exactly is added?
How it works?
Are other mods necessary for it?
and so on.

But I really want to sub, because I always thought that having spears in the game would be cool
Maybe even could be craftable from dagger and bits
BronzeCC
IronCCC
SteelCCC
Carbide33
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Fullerite333
Crysteel55
Metametal555
Could do damage of dagger, but with longer reach and a bit higher penetration.
If nothing is equiped as throwable, could also be thrown in a pinch.
Also flipping between 1h and 2h versions would be great (1h- lower penetration, no defensive bonus, but one handed. 2h- two handed, but has penetration bonus and chance to deflect melee attacks).

Seriously, spears are extremely versatile and more games need to have them.
Owlie 23 May, 2019 @ 4:37pm 
Finally, always a fan of these in stone soup