Caves of Qud

Caves of Qud

The Hacking of Qud
The_MixMaster™  [developer] 22 Jun @ 1:32pm
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I will attempt to document all the minutiae of the mod here. Spoilers ahead:
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The_MixMaster™  [developer] 22 Jun @ 1:55pm 
Hacking Level
  • The player's hacking level is determined by a combination of their compute power and power load. Hacking level starts at 1 by default and rises by 1 for every 10 compute power or 100 power load over the base of 100 (the overload mod sets power level to 400, giving a +3 to hacking level). A power load greater than 100 also doubles the charge use of each hack the affected device performs.
  • Hacking level is how the power of the subhacks scale. Details on how it effects each subhack will be listed in the entry for that ability.

Organic-Hack details:
    Bioluminesce
  • Bioluminesce is meant to be used as an early-game torch replacement or for tracking dangerous enemies. You can cast it on yourself or targets and it is considered a non-hostile action. It costs 100 charge per use and has a base duration of 325.
  • Each level of Hacking level over 1 (base) increases the duration by 75 and the light radius by 1.

    Metabolic Manipulation
  • Metabolic manipulation is intended for escaping threatening enemies early on and as a general debuff later on. At base, it reduces an enemy's quickness by 15 and lasts for 24 turns. It costs 500 charge to use.
  • Each level of Hacking level over 1 (base) increases the duration by 2 and the quickness penalty by 5.

    Platelet Dilution
  • Platelet Dilution increases the potency of bleeds applied to the affected target. It costs 500 charge to use and lasts 22 turns. The base bleed increase is an additional 3 damage per bleed tick and an increased bleed save penalty of 10.
  • Each level of Hacking level over 1 (base) increases the damage per tick by 3 and the save penalty by 10.

    Humility
  • Humility is an attribute debuff that lasts 42 turns and at base decreases the affected attribute by -4. It costs 500 charge to use and cannot target toughness (for balancing reasons. This was just an HP reduction and the obvious choice when implemented). Reapplying Humility does NOT stack the effect.
  • Each level of Hacking level over 1 (base) worsens the attribute penalty by -4.

    Secrete Oxidants
  • A ranged disarm that can target any limb at the cost of rusting the affected equipment, requiring a repair if the player would like to recover and use it. Costs 1000 charge to use.
  • Is not affected by Hacking level.

    Correct Haplogroup
  • Allows the user to remove a selected mutation from a target (self included). Can also be used to remove defects with a 66% chance to "lose a part of yourself" (-3 Toughness penalty). Costs 1500 charge to use.
  • Is not affected by Hacking level.

    Cardiac Arrest
  • Player makes a roll using their level, intelligence modifier, compute power, and power load + 1d4 against the enemy's level and toughness modifier. If successful, cardiac arrest applies to the enemy. Cardiac arrest lowers all the target's attributes by 1 every turn they are affected. If they fail to pass a save check and one of their attributes hits 0, they will die. Killed enemies will not reward exp. Costs 3000 charge to use.
  • Is not affected by Hacking level.

    Homeostasis
  • Allows the user to remove an active bodily status effect from their target. "Bodily effects" by default exclude active effects with the structural, field, equipment, dimensional, disease, and contact bit masks. Costs 2000 charge to use.
  • At hacking level 3 (30 Compute power) user is able to remove dimensional and disease status effects. At hacking level 6 (60 compute power) they can remove contact effects as well.
Last edited by The_MixMaster™; 20 Jul @ 10:22am
The_MixMaster™  [developer] 22 Jun @ 2:19pm 
Machine Hack details:
    Port Scan
  • Able to be used on robotic targets or targets with cybernetics. Applies the "Compromised" status effect to the affected enemy, decreasing their AV by -2, MA by -2, and DV by -1 at base. Any subsequent hack against a Compromised enemy will have an additional +1 to its Hacking Level. Costs 500 energy per use and has a duration of 22.
  • Each level of Hacking level over 1 (base) increases the AV penalty by -2 and DV penalty by -1. MA penalty not affected.

    Degrade Performance
  • See entry for metabolic manipulation, functionally identical except it can only be applied to Robotic targets (cybernetic targets cannot be targeted). Costs 500 charge.
  • See metabolic manipulation.

    Cybernetic Rerouting
  • Triggers the "Frenzied" effect on the target, making them more likely to attack nearby targets (including friendly NPCs) and gives +10 quickness. Base duration of 30. Can only be used on targets with cybernetics (robots cannot be targeted). Costs 500 charge.
  • Each level of Hacking level over 1 (base) increases the frenzy duration by 10.

    Short Circuit
  • Can be used on ANY target which has an electronic item equipped (if it has an energy cell, capacitor, or the EnergyAmmoLoader part, it is targetable). Can be used on equipment held by organic owners. Will prompt user to select one of the devices to EMP. Device will then be EMP'd for 14 turns at base. Costs 1000 charge.
  • Each level of Hacking level over 1 (base) increases the EMP duration by 4.

    Reformat
  • See entry for Humility. Only able to affect robotic targets. Costs 500 charge.
  • See entry for Humility.

    Uninstall Dependency
  • See "Correct Haplogroup" entry. Only able to affect robotic targets. Not able to "lose a part of yourself". Costs 1500 charge to use.
  • See entry for "Correct Haplogroup".

    Sleep Mode
  • Player makes a roll using their level ( level + 6, making the roll easier than Pilot's), intelligence modifier, compute power, and power load + 1d4 against the enemy's level and mental armor (MA). If successful, player will put the targeted robot into sleep mode (asleep status effect) for 2 + hacking level turns (Default 3 turns). Costs 3000 charge and the robot will be put into "Safe Mode" (wakeful) status for 3 turns once they awake, preventing them from being put back to sleep during its duration.
  • Each level of Hacking level over 1 (base) increases the sleep duration by 1 turn.

    Pilot
  • Player makes a roll using their level, intelligence modifier, compute power, and power load +1d4 against the enemy's level and mental armor (MA). If successful, player will dominate the robotic target and be able to pilot them for 30 turns at base. If failed, user will lose their turn. Similar to domination through Ganglionic teleprojector with ONE KEY DIFFERENCE. If you die while piloting the enemy, your consciousness will NOT transfer into the dominated enemy permanently. You will just die, pitifully. If you take damage while dominating, you will be kicked out of domination. Costs 3000 charge to use.
  • Each level of Hacking level over 1 (base) increases the pilot duration by 30.
Last edited by The_MixMaster™; 20 Jul @ 10:24am
The_MixMaster™  [developer] 22 Jun @ 2:27pm 
Item details:
    Organic-Hacking Bracelet
  • Ytra Haj guaranteed to have one in their vendor inventory.
  • Tier 4 artifact, can be found from vendors or world drops that would usually have something like the Wrist Calculator.
  • Only provides access to Organic-Hacks, needs to be powered.
  • Able to accept common and electronic modifications.

    Machine-Hacking Bracelet
  • Bep guaranteed to have one in their vendor inventory.
  • Tier 4 artifact, can be found from vendors or world drops that would usually have something like the Wrist Calculator.
  • Only provides access to Machine-Hacks, needs to be powered.
  • Able to accept common and electronic modifications.

    Multi-Hacking Bracelet
  • No vendor has as a guaranteed stock.
  • Tier 5 artifact, can be found from vendors or world drops that would usually have something like a Vibro Blade or High-Energy Thermo Cask.
  • Provides access to both Organic and Machine hacks, needs to be powered.
  • Able to accept common and electronic modifications.

    Hacking Implant
  • Cybernetic license cost of 10
  • Able to be found from whatever loot pool spawns tier 4+ cybernetics (Ex. gutsmongers).
  • Gives access to organic and machine hacking and does not require energy for hacking.
  • Implantable in the head or face.

Hash Interfacers
  • Tier 6 glove artifact.
  • Able to be found from whatever loot pool spawns tier 6+ artifacts (random drop/traders).
  • 2 AV, 2 DV, and gives +10 Compute Power when powered by an energy cell.

Palladium Technomancer's Garb
  • Tier 7 robe artifact.
  • Able to be found from whatever loot pool spawns tier 7+ artifacts (random drop/traders).
  • 5 AV, 3 DV, +15 electrical resistance, and gives +20 Compute Power when powered by an energy cell.

Bio-Reactor
  • Tier 3 tool artifact.
  • Able to be found from any 0R artifact drop source or as a part of the Orgonist's starting items (Ex. Same drop sources as telescopic monocle).
  • Allows the user to load a chem cell and grind down any biological material they'd like to provide power to it. Alternative to the Recharge skill.
  • 100 charge is 1% of a metered chem cell.
  • Charge value is determined by the item's commerce value * 100. If the multiplied value is below 100, 100 will be used instead as the lowest possible value.
Last edited by The_MixMaster™; 12 hours ago
The_MixMaster™  [developer] 22 Jun @ 3:04pm 
Subtype details:
    Tragedian
  • Lore: A mechanimist pantomime who stole away a strange device from the well before leaving to find inspiration for their next great performance.
  • Begins with a flesh hacking bracelet, metabolism manipulation, some cells, and a dagger.
  • Metabolism manipulation meant to be utilized early game for escape and for engaging enemies due to the tragedian's weaker start. Player can then upgrade short blade to allow for bleeds and unlock Platelet dilution from the flesh hacking tree.

    Compilim
  • Lore: Derived from the unwound arcology of Corfex, the Compilim were celebrated for their technical expertise which gripped the buildings themselves. Residences and hives rose, laced one another, and shifted over every dimensional axis from the intention of their wrists before the unwinding.
  • Has access to a machine hacking bracelet, short circuit, longswords, and basic tinkering.
  • Nullify the long-ranged energy weapons of enemies and disarm them, or pilot a turret later on and shoot its creator.

    Orgonist
  • Not a misspelling of 'organist', based off the vitalist theory of orgone.
  • Lore: Self-driven warriors of the Corfex caste fueled by the all-consuming desire to absorb the vital essence of others. Every drop of blood, severed limb, lost life, every bit of organic-force spilled from one brought another closer to their spiritual ascension.
  • Has access to the bio-reactor and Platelet dilution at spawn. Prime an enemy with platelet dilution then dismember a limb for massive damage. Then use that limb to recharge your bracelet's chem cell.
Last edited by The_MixMaster™; 20 Jul @ 4:30pm
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