Caves of Qud

Caves of Qud

Fyrefly's Emergency Recoilers
6 Comments
Kinasin 3 Aug, 2024 @ 5:03pm 
is this working fine with molting?
NudistenWafel 22 Sep, 2022 @ 7:25am 
I was wondering, would you happen to know if this still works as of today, and, along side that, is it safe to add to existing saves? It seems great and I was just curious.
anaris 1 Nov, 2021 @ 2:09am 
Incompatibility with another mod; not sure if it's important :)

=== Emergency Recoilers Errors ===
<...>\steamapps\workshop\content\333640\2426240254\AddEmergencyRecoilertoCaverCorpse.cs(1,1): error CS8301: Invalid name for a preprocessing symbol; 'MOD_WMEXMUTATIONS[STABLE]' is not a valid identifier
== Warnings ==
None
Fyre  [author] 28 Jul, 2021 @ 11:03am 
@Ad_Astra_22 I imagine it probably will, but I'm not 100% sure. Its based on "Equip" status and Im pretty sure holding it like that counts but I'm not able to test that specifically right now. Let me know if you find out one way or the other!
It's Just Me 27 Jul, 2021 @ 4:53pm 
So I'm playing as a slime however they don't have an arm slot but I can equip it in a hand or a thrown weapon slot. Will it still work as intended?
Fyre  [author] 20 Apr, 2021 @ 10:54am 
20/04/2021 - Fix to work with current Qud Beta version. I also bumped up the drop rate for Random Emergency Recoilers as they weren't appearing in any of my games.