Caves of Qud

Caves of Qud

Shotguns!
 This topic has been pinned, so it's probably important
Tyrir  [developer] 9 Feb @ 9:32am
Questions, Issues, Feedback
Feel free to post any questions, issues, or feedback here or in a separate discussion or comment.

If you need help with an issue or error, please post your Player․log[wiki.cavesofqud.com] either on https://pastebin.com/ with a link, or pasted here.
Last edited by Tyrir; 10 Mar @ 5:36am
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Showing 1-5 of 5 comments
Doe 11 Feb @ 2:32am 
The mod feels really heckin' good now, so bravo and well done on a truly unique mod; I love the skill tree and these are some inspired ideas!

After a deep run with the mod enabled, I think the loot list feels a little bloated towards the beginning? The shotguns are mostly very unique, but early game options have a lot of overlap. If you want some ideas for streamlining:

- Blunderbuss/single-shot shotguns could be removed; it's okay, (maybe even cool!) to let early game pistol/rifle shotguns have unique options!
- Could "Sawed-off" be a weapon mod instead of a weapon? If you disallow water-cooled/beam splitters for shotguns, this could make for fun late-game options!
- Maybe the 4-Bore and Titanbore serve the same role and one could be removed? I'm not entirely sure.
- The combat shotgun and the bullpup jackhammer also serve similar roles, even if one is better. If a weapon has the same concept and two options are just a few tech levels apart, maybe they're redundant?

The fact that many shotguns also count as rifles and pistols compensates somewhat for this bloat, though, but I feel there's room to merge some of these.

Alternatively, maybe they could be made mod options vto be turned off/on? Letting players enable the shotguns they want sounds great, but I don't know how much work this is.

These are obviously just my opinions, and if you fundamentally don't have an issue with a bottom-heavy loot list with options, more power to you. I know I'll certainly be using this mod regardless. Libndink!
Tyrir  [developer] 12 Feb @ 9:57am 
Thanks for the great feedback!

The early game weapons do have some overlap. I tried to distinguish them from one another mechanically through a few means.
  • Different reload times (e.g. blunderbuss takes 5 rounds),
  • Reload times dependent on how many shells are being reloaded (e.g. pump-action shotgun takes 0.5 rounds per shell to reload),
  • Bonuses from skill tree to break-action type shotguns,
  • 1-handed (pistol) vs 2-handed,
  • Accuracy differences (e.g. poor accuracy on the fully automatic jackhammer and blunderbuss vs better accuracy on single-shot).

I'm curious if those were interesting distinctions. Did they affect how you used the different weapons at all? It seems like the distinctions might not have been very discoverable in the course of normal gameplay?
Last edited by Tyrir; 12 Feb @ 9:57am
koncik 13 Mar @ 4:02am 
I'm keep having errors on every single of your mods - there is probably some compatibility problem, but I can't figure it out. It's really shame because I love your mods- especially Shotguns! Let me know if I can provide some more info. Error log included.

https://pastebin.com/GuWDAdHE
Tyrir  [developer] 13 Mar @ 11:07pm 
Originally posted by koncik:
I'm keep having errors on every single of your mods - there is probably some compatibility problem, but I can't figure it out. It's really shame because I love your mods- especially Shotguns! Let me know if I can provide some more info. Error log included.

https://pastebin.com/GuWDAdHE
Your errors would suggest that More Modding Goodies! is not installed, not enabled, or has some compilation error.

For those first two issues:
  1. Unsubscribe from More Modding Goodies, wait for steam's download manager to complete, then resubscribe.
  2. In Qud, at the main menu, go to "Mods", and make sure More Modding Goodies is enabled.

If the error continues, can you please upload the full player log[wiki.cavesofqud.com] to pastebin and link it here? What you provided was only errors from the Shotguns mod, unfortunately, so I couldn't investigate the exact issue causing problems in More Modding Goodies.
Last edited by Tyrir; 14 Mar @ 6:46pm
Tyrir  [developer] 14 Mar @ 7:50am 
For the 3rd potential issue, I forgot to mention that it's worth trying to run steam's Verify Files feature on your Qud installation to rule out corrupted files. 2 people reported that steam either installed a corrupted file or the file wasn't installed when steam updated Qud to version 1.0.2, and that was causing an error in More Modding Goodies. See https://steamhost.cn/steamcommunity_com/workshop/filedetails/discussion/3403942187/598520132336096186/#c598520132336142329 for more info.
Last edited by Tyrir; 14 Mar @ 8:00am
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