Caves of Qud

Caves of Qud

Caves of Qud Expanded
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Update: 11 Jul, 2018 @ 12:48pm

Changed Raven_SplitHands.cs to use the new ScreenBuffer that was changed with public-142 which was causing crashes.

Update: 25 Jun, 2018 @ 3:34pm

Fixed the incompatibility with Improved Mutations by Eboreg, I just renamed some files for the most part, but I also deleted BurrowingClaws.cs to make the compatibilty process easier. Because of this you will now have to activate pre-release content from the Options menu to allow for digging up or down a floor, which was the only change I made to the mutation (I just made it so you didn't have to enable that option).

Please note that until Eboreg adds a line for MultipleArms to his Mutations.xml file, MY changes will overwrite his, however all the other mutations that we have in common will use his changes.

Update: 18 Jun, 2018 @ 9:46pm

This update is some hotfixing and preparation for v1.3.3 which will feature a lot of rebalancing for the mod:

-Fixed Fine-Tuned Handguns' projectiles not being renamed, and changed their accuracy and range increment values to 1 from 0 which was evidently causing an inability to shoot with them.
-Removed the parentheses from recoiler names.
-All wood tier equipment has been redacted.
-Added the "Metal" tag to any equipment that needed it and didn't already have it.
-Changed the Solar cells and Portable Beehive to use the updated game files.
-Added temperature change to fire and ice psionic rods.
-Finally figured out what was breaking injectors thanks to our lord and savior AlphaBeard, so that's fixed.

Update: 21 May, 2018 @ 8:31pm

Fixed the Fine-Tuned Handgun's projectile not being renamed, causing a conflict with Semi-Auto Pistols

Added an entry for Hulk Honey Injectors to ObjectBlueprints.xml which should *hopefully* fix some errors with it like the errors with Ubernostrum Injectors. Still trying to pinpoint the exact cause of these errors though, this is more of a temporary bandaid fix until the issue has been solved.

Renamed the Khopeshes to Katanas, makes more sense this way. Prep for v1.3.3

Update: 5 May, 2018 @ 10:03pm

v1.3.2 changelog:

Finished removing Merge entries from ObjectBlueprints.xml.

Added a tile target for Argyve's data disk so it should use the same tile as regular data disks.

Removed some unnecessary .cs files from the mod.

Set torch light radius to 8 (was 4).

Added a light radius of 8 to Flaming Hands' item (Ghostly Flames). Also decreased the cost of both Flaming and Freezing Hands to 4 MP.

Renamed Icy Vapor to Spectral Vapor.

Changed TemperatureOnHit for Flaming Hands to 9d20 (was a flat 100), to act a little more randomized like Freezing Hands.

Thick Fur now gives -10 Heat Resistance and +20 Cold Resistance.

Changed commerce values for my special ammo to match boomrose arrows.

Greatly increased base implant spawn rates. Note that they will still be rare, just not practically non-existantly rare.

Matched several of my .cs files to the changes in the updated CoQ ones.

Fixed some grammatical stuff in Flaming/Freezing Hands. Added a half and half mutation known as Split Hands, which is a randomized combination of Flaming and Freezing Hands, that does less damage and temperature change, but only costs 2 MP.

Some more text color stuff.

Ruin of House Isner can be modded now.

Decreased overloaded laser pistol charge usage to 200 from 400. Made both regular and overloaded laser pistols vorpal (gun version of vibro weapons).

Tweaked drop rates for guns. Carbine is a little less common, chain pistols are much more common, semi-auto pistols can now appear earlier than before.

Increased nullray pistol energy cost to 500, but boosted its damage from 1d12 to 1d12+4. I'm not sure if the new 'DestroyContiguous' part to it actually does anything yet, so I'm going to act as if it doesn't.

Chain pistol fires 3 bullets instead of 4, does 1d8 damage per bullet instead of 1d6. Increased accuracy of both semi auto and chain pistols.

Decreased the commerce value of several pistols to make them more affordable.

Fixed broken two handed vibro mace and pentaceps.

Removed the genotype based description from the Skill Point Injector

Added 3 late-game pistols:
Fine-Tuned pistol, example of amazing craftsmanship and tuning that has obnoxiously high accuracy and penetration with good damage, fires two rounds

Handcannon, monster of a pistol that shoots gargantuan rounds, slightly lower pen than the fine-tuned pistol (reason for this is because of fine-tuned pistol's accuracy it's great for hitting weakspots) and lower accuracy, but massive damage

Modified Handcannon, some genius/maniac modified a handcannon to take shotgun shells, while less damage per pellet than shotguns, it maintains its high penetration along with a tighter spread

Solar cells now regenerate 25, 125, 250 energy for each tier respectively (was 25, 250, 2500, which was essentially infinite energy at the highest tier).

Massively decreased chance of finding Psionic Cells. This is because I'm adding a constant recharge to them regardless of being underground or aboveground. Psionic Cells are the highest tier of energy cell with 1 million energy, and they will regen 1000 per turn, so .1% of total energy. They are meant to be an end game convenience item.

Fixed True Kin not getting their +600 rep with Putus Templar.

Fixed the Bio-Scanner Mask.

Added a tech-scanning bracelet, same as the telemetric visor but is a bracelet.

Changed HE grenade damage. Was 4d6, 5d6, 6d6 per tier, is now 2d6, 4d6, and tier 3 remains at 6d6. This should hopefully make HE grenades less of an instant death sentence in the early game, whilst retaining some damage and adding a more significant damage boost per tier. If this turns out to make HE grenades useless then I'll either revert the changes or tweak them more.

Update: 15 Apr, 2018 @ 8:58pm

v1.3.1 hotfix 2 changelog:

Added a chest in Joppa in the same house as the Becoming Nook. It has no owner and is just meant for player storage.

Update: 15 Apr, 2018 @ 12:34pm

v1.3.1 hotfix 1 changelog:

Fixed the incorrect description on Photosynthetic skin (it was still dividing by 2 for the Quickness bonus in the description).

Fixed the changes from Mutations.xml not actually taking place.

Update: 14 Apr, 2018 @ 7:54pm

v1.3.1 changelog:

IMPORTANT: Made a separate addon mod with all the furniture stuff. Approximately doubled the number of data disks that will spawn at vendors who have them. I did this because the data disks for furniture kind of flooded the pool, almost doubling the total number of total data disks. This way, it should be a much more reasonable selection, approximately that of what it was before. At the moment I don't have a way of differentiating between furniture data disks and other data disks so there's only so much I can do. All changes to the furniture mod will be included in the changelog for this mod, as I will most likely push updates for both at the same time.

Fixed True Psionics not having the camping skill.

Made all the subtypes for True Psionics use only one letter for the 'code', should fix some character build saving.

Ran through and removed a lot of the Load="Merge" items are in ObjectBlueprints and just overwrote the items instead. Going to see how this works and pray that this doesn't break anything. I'm hoping this will help deal with some incompatibility stuff popping up, but we'll have to see. So far I've done about three-quarters of them, I still have a lot more to do but because of all the bug fixes included as well I just wanted to push the update.

Blood Psionics now correctly get a Domination chip instead of the Burgeoning chip they were getting.

Fixed Advanced Chem Cells being named Dark Matter Cells in-game.

Fixed Two-Hearted giving a bonus to Quickness instead of a penalty.

Deleted Quills.cs which was evidently causing loading issues. This appears to be due to how dotPeek decompiles it, I dunno, but I haven't made any changes to Quills yet anyways so for the meantime I'm just deleting the file.

Fixed Adrenal Control chips using the old version of AC and not the new version.

Fixed the recoilers that weren't working.

Fixed the Net Gun that got broken due to the changes to the Stasis Grenade, however I copied and pasted the code from the old Stasis Grenade into the Raven_StasisGrenade.cs file, for those who wish to use it still. Whether it will still be stable or if it's still useful, I dunno, but I kept it just in case.

Added an entry for UbernostrumTonic to ObjectBlueprints.xml, this will hopefully help with the broken blueprints people are sometimes experiencing.

Removed the Tile part of the Render line for Waterskins, this should deal with the issue of those getting ?'s for them.

Made some more items buildable, like the stimdrones.

All two-handed weapons get a PenBonus of 1 if they didn't already have it. Vibro weapons are excluded from this because they obviously have no need.

Some more text color changes as well as typo fixes and formatting changes.

Tweaked normality gas grenades to match the other grenades' commerce values.



Plans for 1.3.2:

Finish removing the Load="Merge" items and just overwriting the items.

More descriptions for items, I'd like to start spicing things up with their descriptions.

Experiment with PenBonus vs MaxStrengthBonus, maybe diversify the weapons a bit more and possibly add some new types.

Work on balance with equipment weight and commerce value, and tiers.

Implement some new gear with the normality gas.

Ensure that everything that should have a Metal tag does.

Update: 4 Feb, 2018 @ 7:44pm

v1.3 hotfix 3 changelog:

Changed how chests are skinned. Standard chests will just use the default tile that is set, e.g. the box looking tile for ChestHole. Rare chests will use the standard, recolorable chest tile.

Individually chose chests to be skinned differently, as opposed to setting the default Base Object that other chests inherited. This should prevent a lot of incompatibilities.

A little more color changing.

Update: 4 Feb, 2018 @ 4:27pm

Hotfix 2:

Fixed plain chests not having a name

Changed the detail color on all the buildable chests