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-vampire mutation (drinks blood instead of water)
-more dialog in any form
-stealth based skills (pickpocketing, lockpicking, crits)
- a whole new category (Magic)
this one opens a a lot more possoblities. (necromancy for example)
Thanks! I've been looking into adding skill trees as it is so I definitely appreciate the suggestions!
What do you mean overpriced? LIke salve injectors cost too much?
Also, how did you figure out how to do all of this modding? When I looked into the documentation it seemed to be very vague... did you decompile the game or something?
I want to start making mods but I am not sure where to start and the docs are pretty intimidating.
As for modding, it depends. Most items are pretty easy to make, they go in ObjectBlueprints.xml, and just follow the pattern for other items of the same kind.
Then you add the item you made into EncounterTables.xml, which is how the item shows up in vendors or chests and such.
You can make new Genotypes and Subtypes with the .xml files named exactly like those.
And you can add them and their spawn equipment into PopulationTables.xml, along with any new enemies you add.
If you wanna get into any sort of scripting changes, which is what I am having to do for the next update of this mod, try getting a program called dotPeek by JetBrains. You can use it to decompile Assembly-CSharp.dll which contains most of what you'll ever need for scripting.
So I just looked into it a bit further and found that there is already an implementation of that feature in the game, you just have to enable pre-release content from the options Debug menu.
However I will also just be making it a normal thing for the burrowing claws in the next update so you won't have to turn that on.
At max level, you regen so fast it's not even funny. Not to mention the regeneration of lost body parts. "Oh, I lost an arm. Darn." 12 turns later, it shows up again. Seriously. It's really good. You just have to live long enough. Which is difficult.
There's a reason it costs as much as it does.
It make take some time to get it maxxed, but you basically end up outhealing the damage your enemies do to you. :)
I could be mistaken, but I'm reasonably certain it's considered damn good.
That said, I would suggest vampirism to act like the lore of vampires before Bram Stoker made everyone think they were super weak to the sunlight to the point where they burst into flames. :)
Seriously, I just want one game where vampires act like they used to in lore.
Make them weaker during the day, as the lore had them. Heck, find a way to make it difficult for them to cross moving water, that should balance them out.
- Nerf those OP glow rocks, instead of a flat extra 3 AV and 3 DV, make it just 1 AV... or maybe a few different glowy orbs that aren't just straight upgrades
- Remove the super stimdrone... make all the drones not emit light and nerf the scrap you get from them, I think up to tier 6 scrap is plenty
- Nerf ALL two handed weapons this mods adds... it requires little to no skill investment to use them optimally and they are ridiculously strong in comparison to their one handed counterparts
- Nerf end game equipment, there should never be one set of equipment that counters every danger. The metametal needs an achilles heel, maybe for each normal piece:
+25 Fire resisitance
No Ice Resistance
-5 Electicity rsistance
+10 Acid resistance
- Item hunting. Due to the much stronger items now available, avoiding encounters and easily snatching up items from corpses and chests is too easy, especially with teleport and clairvoyance, although fast movement speed works too. Too many things to say on this subject to type it out but essentially, nerf the loot from human corpses, buff monster loot and make the strongest equipment nearly exclusively aquirable via butchering and datadisk crafting. Make the ingredients be a vairety of either rare or deadly items. Like the corpse of a warden or madpole.
- Enemies and the unintentional decrease in difficulty... what makes CoQ so fun is the "Oh... well damn." moments when you walk into a pack of ogre apes on a smoke break. With the items this mod adds, it trivializes the most dreaded encounters in CoQ.. even the chrome pyramid jump scares.
Bugged:
- Raven vibro weapons have glitched data disks
- Pultas templar spawns, they always send an error message and destroy a whole area when they try to spawn, might be something about the new cybernetic wedges (Although this might be a bug with the base game)
Personal requests cause this mod is freaking awesome and I want more of it:
- Variety and achilles heels in high tier armor and items
- Expand the extradimensional monsters & madness... :)
- Demi-Gods or other such overpowered existances that can match up to the new gear added by this mod.
Overall 10/10 on passion, I'd love to see you add more, this is making me want to mod CoQ myself.....
P.S: I tried to suggest only easy to implement stuff