Caves of Qud

Caves of Qud

Caves of Qud Expanded
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Update: 21 Nov, 2023 @ 11:55am

Hotfix for a typo in flawless crysteel buckler, fatfingered a bracket

Update: 19 Nov, 2023 @ 6:23pm

Hotfix because I forgot to update two filenames

Update: 19 Nov, 2023 @ 9:58am

Allowed Gigantic to be modded onto equipment (forgot to stick the file in with the last update)

Update: 19 Nov, 2023 @ 9:52am

Update for Creatures of the 7th Major Plague:
-Updated all the changed skill and mutation names and tweaked the scripting files
-Added a Psionic Interface slot to all humanoid bodies, specifically for the purpose of giving True Kin and Mutants a single slot to use.

Update: 23 Jun, 2023 @ 9:02pm

Fixed broken icons for vibro halberd and drum shotgun

Update: 22 Jun, 2023 @ 2:22pm

Fixed the one-handed vibro axe requiring two hands and the two-handed axe being one-handed

Update: 11 Jun, 2023 @ 7:28pm

-Added a descriptor line to psionic guns to differentiate between types
-Increased minimum value for each stat for Yttrians from 8 to 10, decreased their starting points from 40 to 36. There was a little too much of a stat disparity between Yttrians and the other genotypes.
-Increased starting mutation points for Mutants from 12 to 16. I felt Mutants needed a little love after some of the buffs I've given to the other genotypes.
-Created two base items for the psionic guns to inherit from in RangedWeapons.xml, as well as a base item in Psionic Chips.xml. This doesn't actually change anything on the player's end, just cuts a lot of needless lines out.
-Global increase of 25 skill points per level to all genotypes
-Fixed upgraded and perfected psionic chips having a bracket in their names
-Fixed the ice/fire psionic rifles not changing temperature on hit
-Fixed some name/color formatting on armor

Update: 30 Apr, 2023 @ 5:15pm

Hotfix - Fixed Sanguine Psionic pistols/rifles not lifestealing

Update: 25 Apr, 2023 @ 12:58pm

Frontend (things you're more likely to notice up-front while playing):

-Witchwood bark and yuckwheat weigh 0 pounds, I can't imagine you realistically having to consume an entire pound of witchwood bark or yuckwheat just to get the effects.
-Glass bottles now function like phials
-Motorized treads get a +6 instead of +4 bonus to saves.
->New upgrade for these, reinforced suspension, gives +1 DV and +15 Carry Capacity each
-Got rid of all the 'light' variant gear and a few other very low tier armor sets, there was just too much clutter and it made balancing values for them all a mess and nigh impossible to do well.
->Lots of AV/DV changes were made, this is going to be ongoing work, potentially tweaking things based off of feedback or testing.
-Raised grenade prices a bit, though they're still cheaper than vanilla
-Got rid of a ton of psionic weapons, for the same reason as the light armor sets. There are still some to play around with though.
-Short swords removed like they are in vanilla, daggers now use the stats I previously was using for shortblades
-All remnant Ursteel items have been changed to Flawless Crysteel like vanilla
-Object name and icon color formatting has been brought in line with vanilla
-Weapon descriptions, mostly this is reusing and/or tweaking existing ones, but they'll fit in with the general theme much better now.
-Armor descriptions have been updated to mesh more with vanilla.
-Psionic weapons have had their names and models recolored, and have also received a basic balance pass.
-Ruin of House Isner is now moddable with tinkering
-Vibro cudgels removed for now, I will look into something more 'thematically appropriate' at a later date
-Stilt tent spawn rate changes have been removed from the main mod and are now only in the submod, I'm trying to continue compartmentalizing portions of the mod so people can pick and choose what they want.
->Animal pen spawns have been removed, this required editing SixDayTents.cs so the submod will now require approval as it's no longer only .xml edits.
->In addition, I've added a melee weapons vendor to the stilt spawns. You can find them via a sign with a sword outside the tent. The vendor is a modified armorer, with the dialogue and description tweaked as necessary and the tile color modified.
->Spawn weights for various vendors have been edited, a breakdown of that will be at the bottom of this changelog.
->Each area of the stilt should now spawn between 6-8 tents, space permitting.


Backend ('under the hood' changes you won't notice or other changes that are small enough you likely won't notice them while playing):

-Removed and fixed some more unused or changed parts in ObjectBlueprints.xml, I *think* I've gotten all of them now.
-Made everything vanilla item I was overwriting instead merge changes now, this should greatly improve compatibility with future updates.
-Reworked ObjectBlueprints.xml to work like the new way the game does it (a folder with several files inside it). Easier to sort through if you want to look at the actual files now. Also cleaned up Melee Weapons.xml, sorted things better.
-Added 'Springy' values to boots and gloves, which affects acceleration from things like explosions
-Aligned armor tiers and commerce values with weapons, also added varying weights for equipment so that it wasn't all just the same weight for each slot.
-Updated Genotypes.xml to remove a few unnecessary lines.
-EncounterTables.xml has been converted entirely over to PopulationTables.xml and made to merge instead of overwrite, this should also greatly improve compatibility with future updates, as well as with other mods.

Additional Fixes/Changes during beta testing:

-Fixed some Yttrian subtypes missing starting weapons
-Reduced scrap weight to 0
-Minor adjustments to the recoilers, adding separate display names for them which I believe was causing an issue where it seemed you could use multiple data disks for one kind of recoiler, when it was actually supposed to be different kinds but having identical display names was causing issues. Also reduced the charge use to reprogram programmable and reprogrammable recoilers to 5000 (half a chem cell) and 2500 (a solar/fidget cell) respectively, whereas base recoilers still take 10000 (a full chem cell)
-Fixed daggers using Strength instead of Agility
-Psionic rifles have been moved from Missile 2 to Missile 3 in PopulationTables, psionic pistols remain in Missile 2
-The building in Joppa with the tybernetics terminal now also spawns with an (empty) cybernetics rack beside it that you can put cybernetics you want to keep in. The terminal can install cybernetics for you directly from the rack's inventory, so you don't need to carry them around with you. The room also spawns with two empty chests in it for you to use as storage spaces.


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Ongoing (Things I've started with this update and will continue to work on as we go based on experience/feedback):

-Commerce value changes, I did some smoothing of the curve on how quickly things equipment gets pricier, and brought some of the high end prices down a tad.
-Armor balance pass, lots of stuff has had its AV/DV changed. I tried to roughly match steel armor to vanilla or slightly better, then go up from there faster than vanilla does.
->Find additional weapons to add into my files to fit the tier/weight/commerce patterns I'm doing
-Stilt tent spawn rate balancing


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To-Come (next major patch once I'm comfortable with where the mod stands after the above 'Ongoing' stuff is done):

-Ranged weapon balance pass and adding in some new ranged weapons
-Yttrian balance pass and psionic chip balance pass
-Replace vibro cudgels with something more fitting
-Look into relic spawning (will likely require modding RelicGenerator.cs, have to see if this is even possible and to what extent)
-Get some sprites done for gear (Rapiers, Katanas, Flails)
-Make a new list of what all the mod does


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Stilt Tents Spawn Rates

-The current table looks like this:

<population Name="StiltTents">
<group Name="Types" Style="pickone">
<group Name="LowPriority" Style="pickone" Weight="1">
<table Name="AppleTent" Weight="1" />
<table Name="BookTent" Weight="1" />
<table Name="HoneyTent" Weight="1" />
<table Name="HookahTent" Weight="1" />
<table Name="WineTent" Weight="1" />
</group>
<group Name="Weapons" Style="pickone" Weight="3">
<table Name="GrenadierTent" Weight="1" />
<table Name="GunsmithTent" Weight="2" />
<table Name="Raven_SmithyTent" Weight="2" /> <- This is the new melee weapon merchant
</group>
<group Name="Armor" Style="pickone" Weight="5">
<table Name="ArmorerTent" Weight="1" />
<table Name="GloverTent" Weight="1" />
<table Name="HaberdasherTent" Weight="1" />
<table Name="HatterTent" Weight="1" />
<table Name="ShoemakerTent" Weight="1" />
</group>
<group Name="Other" Style="pickone" Weight="3">
<table Name="ApothecaryTent" Weight="1" />
<table Name="DiskMerchantTent" Weight="2" />
<table Name="GutsmongerTent" Weight="1" />
<table Name="IchorTent" Weight="1" />
<table Name="JewelerTent" Weight="2" />
<table Name="KipperTent" Weight="1" />
</group>
</group>
</population>

-When choosing a tent spawn, the game will choose between the four groups. There is a total weight of 12 across them, so there is a 1/12 chance it will choose from the LowPriority group, 3/12 from Weapons, 5/12 from Armor, and 3/12 from Other.
-After choosing which group, the game will choose one of the tents within it. The chance of spawning works the same as the group, the individual item merchant's weight/the total weight of the group.
-The So

Update: 24 Mar, 2023 @ 7:41pm