Caves of Qud

Caves of Qud

Caves of Qud Expanded
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Update: 3 Aug, 2020 @ 3:10pm

Update: 11 Jul, 2020 @ 6:30pm

-Fixed psionic chips
-Changed subtypes
-Adjusted a few pieces of equipment

New psionic chips stuff
-Full psionic subtype will start with the chipset of their affinity, and a Mental Mirror and Clairvoyance chip.
-Guardian subtype will start with first chip of their affinity, a Neutral Body chipset, and a Mental Mirror chip.
-Mutation level is based off chip tier. 2, 4, 6 for single ability chips, 1, 2, 3 for chipsets.
-Chipset for each affinity, 3 for neutral
-Tentatively psionic chips will be arm slots, but I may bring back the cybernetic base implant

-Force Affinity
-Disintegrate
-Stunning Force
-Force Bubble

-Fire Affinity
-Kindle
-Flaming Hands
-Pyrokinesis

-Cold Affinity
-Frost Webs
-Freezing Hands
-Cryokinesis

-Electric Affinity
-Electromagnetic Pulse
-Electrical Generation
-Phasing

-Light Affinity
-Photosynthetic Skin
-Light Manipulation
-Teleportation

-Acid Affinity
-Corrosive Gas Generation
-Confusion
-Acid Slime Glands

-Bleed Affinity
-Syphon Vim (Life Drain)
-Adrenal Control (2)
-Regeneration

-Mental Affinity
-Sunder Mind (Mental Blast)
-Domination
-Mass Mind

-Time Affinity
-Space-Time Vortex
-Time Dilation
-Temporal Fugue

-Neutral Affinity
-Mind
-Mental Mirror
-Teleport Other
-Force Wall
-Body
-Heightened Quickness (Heightened Speed)
-Ego Projection (WillForce)
-Heightened Hearing
-Spirit
-Clairvoyance
-Psychometry
-Precognition

Update: 2 Mar, 2020 @ 12:50pm

This is a very barebones update, I'm stripping a lot of content right now and I have to rewrite a lot of code, but the mod will at least be usable

Update: 5 Aug, 2019 @ 4:39pm

So there were some changes to the .cs file for Slime Glands that were causing a compiler error with the mod. At this time I'm not going to worry about fixing it because the rebuild of the mod that I'm working on is likely going to see the Psionic chips become Cybernetics implants instead, though I'm playing around with a few other ideas still so that isn't set in stone. Ultimately however it would be wasted time to try and fix it as the I'm going to be changing how the Psionic chips work anyways and likely wouldn't even be able to use the new file.

Update: 17 Jun, 2019 @ 1:33pm

Removed time dilation chips for now, as the change I made was avoiding crashes but causing some unforseen bugs.

Update: 16 Jun, 2019 @ 12:36pm

Fixed time dilation file

Update: 15 Jun, 2019 @ 3:07am

Night vision changes removal

Update: 6 Apr, 2019 @ 1:12pm

Fixed all instances of RegisterPartEvent in .cs files

Update: 11 Mar, 2019 @ 7:08pm

Removed resistance changes to Blood subtypes.

Update: 5 Mar, 2019 @ 11:06pm

v1.4 ALPHA Changelog:

Please understand that this update is very much still in the works, I am mainly releasing it so that people can use a non-broken version and find any bugs. A lot of stuff is going to be changed and the mod will be updated over time so be prepared for updates and hotfixes as content is added and bugs are fixed.

Also, and this is IMPORTANT!!!!!!! PLEASE make sure to UNSUBSCRIBE and then RESUBSCRIBE to the mod. Many files were removed and many files were changed, and this will ensure that all old files are deleted and the new ones are downloaded.

Now, here is a quick list of changes:

-Complete removal of psionic base implants (the cybernetic that you had to install to equip chips)
-Psionic chips are now installed in Arm slots
-Fixed a few shields still being worn in Hand slots instead of Arm slots
-Greatshields now use Hand slots
-Drum loaded changes removed
-Thick Fur changes removed
-Split Hands mutation removed, not sure if I'll bring this back or not, depends on the feedback and how easy it is to do with the new body part system.
-Removed any scripting changes made to body parts (Multiple Arms and Multiple Legs mutations for example)
-Psionic chip mutation levels per tier have been changed from 1-4-7-10 to 2-4-6-8 (basic-improved-advanced-perfected)
-Removed changes to Adrenal Control, Light Manipulation, Sense Psychic, and Clairvoyance, there were some significant coding changes to these mutations and until I get back into the swing of things and can break down the changes, I'm just going to make life simple and remove my changes.
-Acid/Electric Absorption fixed
-Kindle, Two Hearted (Heightened Toughness in the code), Dark Vision fixed
-Removed Cleave and Bludgeon skill changes, not sure if these will be reinstated or not
-Shield blocking changes fixed
-Moved the Cybernetics Terminal right one tile and down one tile, it's still in the northwest building in the center cluster.
-Fixed the Electromagnetic Sensor
-Photosynthetic skin changes removed
-Stat Point and Skill Point Injectors temporarily removed

Features in the works:
-Chipsets, collections of psionic chips that give access to multiple abilities at proportionally lower levels but still only take one arm slot to equip (e.g. an improved chipset that gives 2 mutations will give them each at level 2 instead of level 4 [4 / 2 = 2], or an improved chipset that gives 4 mutations will give them each at level 1 [4 / 4 = 1])
-Balance testing for all chips and chipsets
-Reinstating changes to Adrenal Control, Light Manipulation, Sense Psychic, and Clairvoyance if possible and is a good idea.
-More diversity in psionic subclasses
-Reinstate Stat Point and Skill Point injectors
-Possibly more cybernetics points for True Kin to give them something over Psionics, or fewer points for Psionics, not sure yet
-Continued removal/minimalization of scripting changes done. While this will reduce some of the mod's possible functionality, it will reduce the chances of major breaks and necessary overhauls down the road.
-Fix gun ammo not being utilized correctly
-Fix the enhanced wings and reinstate them