Caves of Qud

Caves of Qud

Arsplice
26 Comments
bearhiderug 20 Jan, 2023 @ 6:01pm 
I did not know you could vavry drop rate of liquid, realy cool!
I blame Earthshaker 20 Jan, 2023 @ 3:40am 
I did say "up to," not specifically five. Game has code to vary drop rate amount of a liquid, although I haven't really played around with spawning custom mobs yet so dunno how easy it is to set a possible range. Prolly a bigger issue is making the bottle spawn with an energy cell, but if it's a late game mob, a player theoretically should be aware by then that if they find a magnetic bottle containing neutron flux without an energy cell, they better slot in one of those random batteries they're carrying toot sweet.
bearhiderug 19 Jan, 2023 @ 9:00pm 
could change your seeds name
Arsplice Necter Seed
Make it edible as is.
could always add a drop chance of something, but 5 drams of flux? thats alot. Even one and the seed would be worthwhile
I blame Earthshaker 19 Jan, 2023 @ 7:44pm 
Whether or not neutron flux is OP or not is kind of relative, it can be both high-risk AND high-reward depending on how it's used. I just figure it would work lore-wise as a power source for such an end-game robot mob.

The wiki is pretty accurate regarding the substance itself, but I'll admit that since the magnetic bottle item only dropped a month ago, the documentation regarding that is prolly more "varied." I guess the devs never realized it might fail on the world map, that bug fix post regarding this phenomenon in the recent weekly was quite entertaining...
Justin  [author] 19 Jan, 2023 @ 7:36pm 
@I blame Earthshaker

yeah I was reworking it and realized that the Arsplice seed is an actual seed now in game and has a full description and everything. I reworked it into a plant mob that is hostile and drops the seeds, but I was wondering what to do with the Arsplice robot.

How op is neutron flux? I rarely came across it in my end-game playthroughs year ago. I think that's a good idea though, I'll have to take a look.
I blame Earthshaker 19 Jan, 2023 @ 6:08pm 
Regarding updating/reworking this mod's reward, while the obvious and lazy solution would be for it to just continue to drop single arsplice seed per mob (which are still hard to come by), perhaps a more clever solution would be for the corpse to have a % chance to be dismantled into a magnetic bottle with up to say 5 drams of neutron flux per bottle (but would have to only spawn with corpse, since otherwise game logic might try to use it while alive). Or else at least a % chance to drop it on death, since can't remember how game's corpse logic handles dead robot bodies.
CoiledLamb 22 Dec, 2022 @ 4:38am 
ooh, gonna have to keep my eye on this one!
bearhiderug 12 Dec, 2022 @ 4:22am 
cool
too cool
appreciate it
Justin  [author] 12 Dec, 2022 @ 1:21am 
@I blame Earthshaker

I'll take a look at it! I think I'll need to rework them as a whole since a lot has probably been added in 6.5 years. I'll have to look at some other endgame mobs to figure out what's new/different.
Justin  [author] 12 Dec, 2022 @ 1:18am 
@bearhiderug. I updated the spawning and verified it works. They for sure spawn in the Death lands (purple tiles on the right side of the map). It's a 15 chance for 3 of them to spawn. They always drop a seed.

The Population group I used might have them spawn in other areas where chrome pyramids spawn, but they for sure spawn there.

I have some free time this winter so I'm going to try and update it more. I just wanted to quickly fix it yesterday for anyone that still had it installed.
I blame Earthshaker 11 Dec, 2022 @ 4:03pm 
Might have to fix the custom gun you added to the mob, it uses HE rockets as ammo for some reason...
bearhiderug 11 Dec, 2022 @ 12:52pm 
For clarity sake, is this updated? also where does this spawn now?
Justin  [author] 11 Dec, 2022 @ 11:22am 
@I blame Earthshaker

You were correct. 6.5 years ago, the table that generated mobs in the Deathlands was "Deathlands Creature 1". That no longer exists of course.I'm surprised you got it to spawn 50 floors down, I don't know how it would've been added to a table for that area.
Justin  [author] 11 Dec, 2022 @ 11:18am 
I am open to any advice regarding balancing or suggestions. I simply made sure it spawns and when it dies that it drops the seed. I have no idea how difficult it is in regards to the current meta or if it's easy to farm and broken. I haven't played CoQ for years, probably since I made the mod. So if something seems amiss, it probably is. Let me know, and I'll try to fix it!

Remember, suggestions would be appreciated as I have no idea what this game is anymore. Last time I sat down and ground out a character was ~2016!
Justin  [author] 11 Dec, 2022 @ 11:18am 
Hello! I'm really happy to see that a few people wanted this updated again even though it was 6.5 years old!

I've moved from using EncounterTables to the preferred PopulationTables.

The Arsplice mob has a 15% chance of spawning and will spawn in packs of 3. It will drop an Arsplice Seed, something I'm thinking of changing seeing as how they've now actually added an Arsplice Seed into the game. When I first made this mod, the Arsplice Seed wasn't available in-game and was just in the files if I remember right. Now that there is a seed and it's very clearly related to plants from what I can tell, I think I'll have to tweak this mod again soon.
I blame Earthshaker 29 Aug, 2022 @ 1:58am 
Actually, I finally had this mod spawn in game, but it was definitely kinda buggy... plus I was nearly 50 floors down. In any case, it'll prolly have further problems once Moon Stairs drop anyways, just due to how its spawn tables are coded.
bearhiderug 2 Jul, 2022 @ 1:05pm 
someone aughta update and rerelease on steam
would be great
if someone knows how, but doesnt wana do it, but owuld be inclined to teach or show someone useing simple instructions i wouldnt mind that eatygher
I blame Earthshaker 30 Jun, 2022 @ 10:02pm 
Actually, the world choice name may or may not be an issue, but after looking at the code this mod is old enough that it uses the legacy EncounterTables code, not the updated version. I guess that isn't necessarily an issue, but since the code lacks the Load="Merge" property in the XML, it doesn't work (which probably explains why it doesn't crash the game).

I might fiddle around with this a little more, but unless the mod author updates this or someone gets permission from said author to re-upload an updated version of this, people are going to have to manually fix it themselves with whatever fix eventually arises...
I blame Earthshaker 30 Jun, 2022 @ 11:51am 
I haven't yet checked the code for whether this is truly working or not, but I suspect that it isn't because the code is possibly using the wrong (ie, old) map name in its code. I mean, at least it isn't exactly crashing the game or anything, but since it hasn't been updated in like 6 YEARS... might be using like Joppaworld3 instead of current number?
Rahl 17 Oct, 2021 @ 9:33am 
not sure if this still works or not, but i'd love an update to this
Engreaved 13 Aug, 2020 @ 8:01am 
PLZ UPDATE
Rahl 19 Sep, 2017 @ 7:18am 
liking the mod theyre a good challenge at the 20s and give decent xp but iv'e killed two and neither dropped a arsplice seed... is it just a CHANCE to drop an Arsplice seed? cause the description of the mod makes it sound like they ALWAYS drop one.
not trying to quibble but I would like this cleared up thanks
Justin  [author] 25 Jul, 2016 @ 3:05pm 
Woops sorry about that. Should be fixed now. Was missing a space inbetween Arsplice and Saw
SUPERSCROLLDIER 25 Jul, 2016 @ 11:50am 
getting some zone building errors that seem to be coming from the "arsplice saw" might want to check it out
Justin  [author] 23 Jul, 2016 @ 11:23am 
Yeah sure feel free to use it just leave my name somewhere in small print or something lol. I wanted to give them swarm racks but found it was a bit OP for them. Yeah I noticed that too, so I wanted to add a way to make arsplice seeds droppable. Maybe I'll give them 10 or 20 rockets and see what they do with them or maybe I'll give them shoulder guns that shoot lasers (kinda like the things from predator).
SUPERSCROLLDIER 23 Jul, 2016 @ 10:04am 
A few notes (and nice mod, I've been planning on extending lategame as well)
I think that in order to actually use their missile launchers, you need to either give them a bunch of HE Missiles in their inventory or make their missile launchers into natural ranged weapons that don't use ammo. Or you could make an entirely new weapon that fires missiles and doesn't use ammo like the swarm rack that Chrome Pyramids use. I don't think there's currently a way to obtain arsplice seeds in the base game, but they likely have something to do with the tomb of the eaters. Soon as I figure out map modding I've got a bunch of cool lategame things planned, hadn't considered implementing arsplice seeds so maybe I could borrow the concept if you don't mind? Going to add post-chrome pyramid bosses and they are currently unkillable without massive stat buffs so farming arsplice seems like a good way to start.