Caves of Qud

Caves of Qud

Caves of Qud Expanded
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Mura  [developer] 14 Sep, 2017 @ 9:52pm
Suggestions
Post any suggestions you have here, you may also feel free to send them to my work email: znjacobinc@gmail.com, just put something relating to the mod title in the Subject line please!

Alternatively, you can join the Discord channel I set up:
https://discord.gg/qKTUTkv (I set this link to never expire)
Last edited by Mura; 14 Sep, 2017 @ 10:05pm
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Showing 1-15 of 68 comments
Chaosangel209 15 Sep, 2017 @ 2:18am 
-4 arms give 2 more ranged slots
-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)
Thunderdrake3 15 Sep, 2017 @ 10:34am 
Buff vanilla regeneration, it's extremely overpriced.
Mura  [developer] 15 Sep, 2017 @ 2:20pm 
Originally posted by Chaosangel209:
-4 arms give 2 more ranged slots
-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!

Originally posted by Thunderdrake3:
Buff vanilla regeneration, it's extremely overpriced.

What do you mean overpriced? LIke salve injectors cost too much?
Thunderdrake3 15 Sep, 2017 @ 3:44pm 
Nah, too many mutation points to buy, too many to upgrade. It's a terrible deal, not worth its MP at the moment.
Mura  [developer] 15 Sep, 2017 @ 4:57pm 
Oh sorry, I didn't realize you meant the mutation, I rarely play mutated characters so that's why. I was thinking of reducing the cost to 3 mutation points, and I'll look into making you immune glotrot, and maybe increase the change in health regen per rank if I can. What do you think?
Last edited by Mura; 15 Sep, 2017 @ 5:15pm
Thunderdrake3 15 Sep, 2017 @ 5:48pm 
Regeneration granting you an immunity to disease would make it really cool. That's a good idea!
Fish Knight 16 Sep, 2017 @ 12:39pm 
It would be really cool if players could dig vertically instead of just horizontally.
Mura  [developer] 16 Sep, 2017 @ 12:48pm 
I can look into that, but I'm not sure i could do it, since that relies more on base game functions than editing certain things
Fish Knight 16 Sep, 2017 @ 11:33pm 
Thanks for looking into the digging merchanics.

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.
Mura  [developer] 17 Sep, 2017 @ 1:03am 
Honestly Parzival, the maker of Scrolldier mod, helped me a lot. I am more than happy to help as well, you can find me on the discord channel I posted, and/or add me on here.

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.
Mura  [developer] 17 Sep, 2017 @ 1:05am 
Also this is gonna be a pretty huge update for the mod. If I get everything I want to do done by tomorrow for uploading, I will have over doubled the size of the mod.
Mura  [developer] 17 Sep, 2017 @ 2:19am 
Originally posted by Fish Knight:
Thanks for looking into the digging merchanics.

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.

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.
stevenrobert42 17 Sep, 2017 @ 2:24pm 
I think the vampire mutation should cause 1d4 damage for every clothing slot that is empty, drinking blood should replace water and give a regen boost for 2 turns after drinking. and as a vampire there should be a boost to strength, and ego.
davidb11 18 Sep, 2017 @ 6:49pm 
Regeneration is considered one of the most powerful Mutations in the game.
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.

Last edited by davidb11; 18 Sep, 2017 @ 6:50pm
Erik Failing 28 Oct, 2017 @ 12:29pm 
Rebalancing:
- 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
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