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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
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.
Come to think of it, I don't think there is. I'll add that info to item's descriptions.
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.
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.
but i like that now going through jungle is much more risky and it makes +rep with Goatfolks more valuable
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?
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?
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!
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.
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!
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.
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.
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.
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.
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!
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!
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.
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?