Caves of Qud

Caves of Qud

Data Disks Rebalanced
11 Comments
ClevaEnGeanyus 4 Dec, 2024 @ 3:53pm 
@A Blessed Feline: That completely answers everything. Zone tier basically works off of that 0-8 principal, but, if what you say is true (and I believe it likely is), tech seems to loosely be modeled after that already within tiers I-III. For instance, semi-automatic pistols are higher tier loot than chrome revolvers, but the techs are the same level (tinker I). It was more to gauge if tech was rebalanced based on skill required or the loot table in its current state. I can ultimately vouch for this mod, having already tried it for myself. The loot you likely want is more accessible, but you can still "sequence break" available loot through tinkering - as intended.
A Blessed Feline  [author] 4 Dec, 2024 @ 4:01am 
@ClevaEnGeanyus Not entirely sure that I understand the first part of your question. If this answers it, the data disks get split into 3 groups based on their tinkering tier, one for Tinker I, one for Tinker II and one for Tinker III. These then get sorted into 9 further pools, one for each tier from 0 to 8, with the pools on the lower end having a higher chance to pull Tinker I data disks and the pools on the higher end having a higher chance to pull Tinker III data disks. Tier 0 only has Tinker I data disks, and Tinker I data disks vanish completely at tier 7. Each merchant that sells disks in the game then gets assigned one of these pools, based on the tier of the zone that they're found in. Hopefully this should explain it.

And for the second question, the mod doesn't add any new spots to find data disks to the game, it only changes up the existing ones to be more dynamic.
Smaug 29 Nov, 2024 @ 8:33am 
Great mod, makes a Tinker build better.
ClevaEnGeanyus 10 Nov, 2024 @ 5:40am 
I feel like a bit of a fool; I meant to ask a question related to this mod months ago, but I commented on the reverse engineer mod instead. Was this mod balanced based on zone tier or just the tech level of the items in relation to their tinkering tier? Moreover, does it change the parameters of existing spawns or add new ones?
A Blessed Feline  [author] 29 Aug, 2024 @ 3:08am 
It's got no C# in it, meaning that it should be perfectly fine to add it to an existing save. I have no clue whether it'd work on merchants you've already generated, though, it might only affect ones you find in the future
tehas 27 Aug, 2024 @ 5:19pm 
Is this safe to add to an existing save?
A Blessed Feline  [author] 29 Jul, 2024 @ 5:38am 
@Klomn Thank you, your comment truly means a lot to me. I always try to work towards making my mods feel like something that could and should be part of the base game, and it makes me happy to hear that I've succeeded
A Blessed Feline  [author] 15 Jul, 2024 @ 8:46am 
@spoogly Are you certain that it is this mod that causes the issue? I tested it myself, and I'm seeing no issues with approaching Tam or trading with him.
spoogly 10 Jul, 2024 @ 2:00pm 
this causes a crash whenever i get too close to Tam the dromad merchant in Joppa
Daisy 10 Jun, 2024 @ 7:40pm 
this one is dope.
Klomn 7 Jun, 2024 @ 5:26pm 
I cannot help but ponder, has the blessed feline ever missed with a mod? I cannot think of a time since the re-introduction of arcwyrks that this creator has made a mod that is anything less than stellar (Halloween Jam 2023 submission criminally underrated). And now, this creator has outdone themself again by introducing yet another mod that makes you question; "Why the hell is this not base-game already?". Live and Drink blessed one!