Caves of Qud

Caves of Qud

Shotguns!
33 Comments
Cheese 7 Jul @ 12:24am 
how do you get the plasmabolt to work? it seems like it need both a energy cell and a liquid to operate, what liquid do you need?
Wiike 2 Jun @ 7:14pm 
very cool mod, essentially give us the option to run melee gun build.
the ammo is kind of a issue tho, even titanbore have only 7 pen which have a hard time trouble killing anything after mid game, but I guess this problem would solve itself as you introduce more ammo type.
and speaking of titanbore, even the 4-bore completely out perform bull-pump, rendering all auto shotgun useless
Tyrir  [author] 28 Mar @ 5:54pm 
@kawinrus
1. Close Qud.
2. Remove the [Reverse Engineer Mods] mod via steam. It has a bad xml file and is causing subsequent mods to not load. This is a bug in the stable branch. (You could also switch to the beta branch, but regardless that mod isn't going to load anyhow).
3. Open Qud. Go to Mods at the main menu.
4. Make sure More Modding Goodies mod is enabled. The "INFO - Enabled mods: " line in your player.log didn't have it enabled when the game launched.
5. After enabling More Modding Goodies and saving your mod loadout, close Qud.
6. Start Qud.
7. If there are any mod errors remaining, upload a fresh Player.log after Qud is restarted.
kawinrus 24 Mar @ 3:45pm 
https://pastebin.com/UP27SRYy im presenting this error suddenly since yesterday also skill popurry has a similar one
Tyrir  [author] 24 Mar @ 12:57am 
@Chronos
Come to think of it, I don't think there is. I'll add that info to item's descriptions.
Chronos 23 Mar @ 3:39pm 
Really liking the mod so far. But, is there a way to see in game which weapons use each kind of ammo?
Tyrir  [author] 15 Mar @ 6:45pm 
@Bad Badger
Also, I've a Firearms! mod in the works that'll probably be done in a few weeks that will add some new mid and high level ammo types (both shotgun type and slug type), including ammo types with a +PV bonus. Stay tuned for that.
Tyrir  [author] 15 Mar @ 6:04pm 
@Bad Badger
1. The simplest way to get more punch is to stand adjacent to your enemy. More pellets will hit. In case your character is more squishy, the knockback tactic will help mitigate melee damage you could receive by pushing your enemy away after shooting him.
2. Building upon 1, using loaded for bear right before an approaching opponent reaches melee range will allow you to punish his approach with two shots.
3. As an alternative to 2, if your character has some melee prowess, the point-blank skill will allow you to close distance and get a free shot at point-blank range.
4. The break-action enthusiast skill makes the double-barrel more than double as powerful in terms of damage per time.
5. Against a higher AV creature, sundering tactic can lower its AV to make the 7 PV more viable to penetrate his armor.

It depends on the particulars of the situation, your character build and what enemy you are fighting. There are a few tools you have available depending on those factors.
Bad Badger 15 Mar @ 5:47pm 
how can I get some more 'punch' out of my earlier shotguns, like the double barrel and the jackhammer? They only have like 7 PV
Radical Rat 8 Mar @ 12:57am 
Yeah, it was funny surprise :lernie:

but i like that now going through jungle is much more risky and it makes +rep with Goatfolks more valuable
Tyrir  [author] 7 Mar @ 11:08pm 
One of those new yurt guardians must have gotten close and aimed for your limbs! :O
Doe W 7 Mar @ 11:16am 
Why do the yurt goats have dismember (wounding tactic) ;-;
Radical Rat 5 Mar @ 9:05am 
Very Very Cool idea
Tyrir  [author] 2 Mar @ 9:08pm 
Pushed an update. 2 shotguns from the "Caves of Qud Expanded" mod and the 5 shotguns from the "Snapjaw Cultural Enrichment Program" mod should now be recognized as shotguns.
Dick Stealing Weasel 25 Feb @ 3:37pm 
Thank you so much! I'm looking up how to edit this item as we speak. I appreciate the help.
Tyrir  [author] 25 Feb @ 7:49am 
@Dick Stealing Weasel
It doesn't have a shotgun called "Drum Shotgun", no.

But there is a "Bullpup Jackhammer" that has a shotgun tag and conceptually is drum loaded per its description. It's the 3rd to last image in the steam preview images on this mod page at the top.

I searched my mod directory, and see that mod 1134036260 ("Caves of Qud Expanded") has a "Drum Shotgun" fyi. Maybe that's what you're looking for?
Dick Stealing Weasel 25 Feb @ 12:46am 
Does this mod add the Drum Shotgun? It fires 24 pellets per shot and doesn't have the shotgun tag. I'm trying to trim my modlist and figure out which mod it's from. The Putus Templar carry it on occasion and just about obliterate me each time.
whenwrašk 18 Feb @ 5:39pm 
doesn't sound that annoying to me, but i like having ammo variety in games in general. cool concept
Tyrir  [author] 18 Feb @ 4:49pm 
@whenwrašk
That's an interesting idea.

In a separate Firearms mod that I'm thinking about making, I'm considering adding additional ammo types, including a larger, more expensive 4 bore shotgun shell for 4 bore. Maybe a gigantic shotgun could load ammo that's one size bigger e.g. gigantic double-barreled could use 4 bore sized ammo, and a gigantic 4 bore could use 2 bore sized ammo. Or maybe that'd be annoying to manage / micro-manage for most players?
whenwrašk 18 Feb @ 4:41pm 
found a Gigantic 4-bore, gave me an idea- what if shotguns with the Gigantic modifier threw out twice as much pellets or something along those lines?
Tyrir  [author] 12 Feb @ 9:45am 
Pushed an update. The weapons should be a bit more balanced with their loot tier. Also generally reduced the drop/loot frequency so shotguns are more uncommon and don't crowd out other missile weapons.
Doe 9 Feb @ 9:01am 
I think I was about 17-19ish, but I don't remember exactly where I got it, unfortunately. Definitely a lucky find, but not wildly so?

To be clear, I don't have much end-game experience myself. I don't think my handle on balance is better than anyone else's, yours included. If you toss up a sticky comment section thingy, I could leave some thoughts and testing notes there, but that's just if you think it'd be helpful!
Tyrir  [author] 9 Feb @ 7:36am 
@Doe
About what level were you when you found the jackhammer? It being tier 5, I'm curious what level it showed up in loot generation.
Doe 8 Feb @ 10:32am 
Thank you for the answers and the responses! I really appreciate the insight, context, and knowing what the plan is here; I had noticed that the performance of shotguns, while great, didn't quite match the (obviously bugged) PV listed, so this all makes sense. I love the idea of new ammo types, too!

I see myself playing with these shotguns a lot more going forwards, and I'll be happy to come back with more specific feedback later! I think my main apprehension is that high PV shotguns sounds brutally powerful and obviates most other ranged weapons--but late game ranged weapons typically have other esoteric factors going for them, so I'm excited to play more and try it out.

Thank you again for making this!
Tyrir  [author] 8 Feb @ 10:25am 
@Doe
Oh, and rifles and pistols in the vanilla game also apply the ammo's PV, but their blueprints are written in a way such that a firearm is permanently tied to one specific ammo (e.g. shotgun shells) regardless of what is actually loaded. Doing it that way causes the PV to be applied in the item description even when the firearm is empty. I'm doing it differently because I'll later add different ammo types.
Tyrir  [author] 8 Feb @ 10:23am 
@Doe
In the current version, the jackhammer should show up at 5 PV with no ammo and 9 PV with ammo. If you are loading a save game where a jackhammer was created with the initial release of this mod, the jackhammer will remain as the old version. New ones you find will have the new stats though. You can try wishing (ctrl+w) for bullpup jackhamer to spawn a new one and can toss the old one.

To your question about balance, it is probably off and needs tuning, yea. I don't have familiarity with the mid/late game yet, so have been going off sentiment that firearms are weak in the later game and I probably overtuned things, so I appreciate your feedback.
Doe 8 Feb @ 10:09am 
So, I misspoke, the listed PV is actually 13, but it's 9 before loading the shells, so this is with that update, and I don't think it's a mod conflict.

To me, the performance of the jackhammer seems completely off the chain, especially atop the strong (and fun!) skill tree, but maybe my sense of balance is off? Also, unlike rifles and pistols, all shotguns seem to apply the ammo's PV; is that intended?

If they're meant to be on the strong side, I respect that, I just wanna check that I'm not missing something here.
Tyrir  [author] 8 Feb @ 9:59am 
@Doe
That tier 5 weapon does fire 3 shells (each 8 pellets) per round, so 24 pellets. Not too long before your comment, I pushed an update to reduce the PV for a number of weapons, including lowering that one from 11 to 9, fwiw.
Doe 8 Feb @ 9:48am 
I've been hoping for someone to expand on shotguns with a skill tree. Thank you for making this!

I think one of the updates broke my current game, and that's not really feedback, critique, or anything of the sort, but I doubt the bullpup jackhammer is supposed to fire 24 slugs per round. I was gonna comment that the shotguns seem very strong, but I think something broke for me, giving me a 11 pen 24 shot jackhammer. Whoops.

Gonna prune my modlist and start a new run hoping things don't break again!
Tyrir  [author] 8 Feb @ 5:17am 
@IRID1UM
Here's a mod for the rust popup: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3423372875

I haven't come across Temporal Fugues yet, so I'll hold off on that to avoid spoiling myself, heh. Thanks for the ideas though!
IRID1UM 8 Feb @ 2:39am 
Ha! From what I've seen, this is a really cool idea and execution. No idea how it plays (currently I'm still playing my esper) but I'd consider getting this mod for my next char.
I read all the info and was curious who the author was. Of course it was you. I'm a fan of your mods and of your ideas!
Thanks for all the effort you put in modding Qud!

If you need more mod inspiration:
A mod that pops up a message when an item becomes broken/rusted (also on followers?)
A mod that highlights the player to distinguish it from Temporal Fugues better.
Pimpin Pippin 8 Feb @ 1:39am 
Really awesome and creative, thanks!
Intelligence probably needs to be used more by vanilla Qud as a combat affecting stat.

Perhaps there should be a skill or weapon mod that lets you use Int instead of (or in addition to) Agi for guns?
Klomn 7 Feb @ 12:00pm 
This is a really creative take on the Shotgun class of weapons! I love the Concept of Combat skills affected by Int as opposed to the other 90% being Str and Agi. I also really like the Tactics concept, reminds me of the LB Stances but more creative and practical. This rendition of shotguns are exactly what I wish rifles were like. Live and Drink!