Caves of Qud

Caves of Qud

Caves of Qud Expanded
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Update: 4 Feb, 2018 @ 4:02pm

v1.3 hotfix 1 changelog:

Before I get to the changelog, apparently for some reason Steam uploaded a 0 byte update for my mod at around 5:30am on Feb. 4th, 2018. I don't know why or how it did this, but some people have had a broken save because of it. I apologize for the inconvenience, but I didn't upload anything and I don't know what happened, nor how a 0 byte update could break saves. Sorry again, moving on to the changelog.

Fixed the "mpK;" in some chip names

Fixed broken Perception chips

Note that the greatshield fix isn't working quite as intended, sadly the UsesSlots tag forces the equipment to use all the available slots which I didn't notice when testing it. In other words, they're equipped on the Arm slot and set to Use the Hand slot as well, but if both Hand slots are free, then it will utilize both, I don't know how to get around this, so in the meantime they're back to just using an arm slot. I'll be asking AlphaBeard for some help on this.

Switched Psychometry to the Universal chips, and made Heightened Quickness a Bleed chip. Removed the Telepathy chip. Corrected chip list will be at bottom of this changelog
-Heightened Quickness is actually called Heightened Speed in the code

Fixed the descriptions of several chips, will probably give better descriptions down the road.

Psionic Chips for 1.3 - Hotfix 1 Revised

-Disintegration
-Disintegrate
-Force Wall*
-Force Bubble*
-Time Dilation
-Stunning Force (NEW)*

-Fire
-Pyrokinesis
-Flaming Hands*
-Heat Absorption*
-Kindle*
-Burgeoning (NEW)

-Cold
-Cryokinesis
-Freezing Hands*
-Cold Absorption*
-Frost Webs*
-Space-Time Vortex (NEW)

-Electric
-Electrical Generation
-Electromagnetic Pulse*
-Electric Absorption*
-Phasing*
-Beguiling (NEW)

-Light
-Light Manipulation*
-Temporal Fugue*
-Teleportation
-Photosynthetic Skin*
-Teleport Other (NEW)

-Acid
-Slime Glands*
-Acid Slime
-Acid Absorption*
-Night Vision*
-Confusion (NEW)

-Bleed
-Syphon Vim (renamed from Life Drain to keep consistency)
-Regeneration*
-Adrenal Control*
-Heightened Quickness (NEW)*
-Domination (NEW)

-Perception (NEW)
-Mass Mind
-Sense Psychic*
-Sunder Mind (Mental Blast)
-Mental Mirror*
-Precognition*

-All
-Clairvoyance
-Ego Projection (Willforce)*
-Psychometry (changed from Telepathy) (NEW)

An asterisk means that the Guardian subtypes spawn with only those chips, so in other words, they start with Ego Projection and THREE of their affinity's chips, the ones marked with an asterisk.

Made some more coloring changes for various stuff. Still a lot to be done.

Update: 3 Feb, 2018 @ 9:19pm

v1.3 changelog part 1:

IMPORTANT: You guys are my testers, due to the sheer amount of content added by the mod, it is impossible for me to realistically playtest everything. So please, do not be shy to report something to me, as that's how 99.9% of bugs and errors with the mod get fixed. Also, a lot of stuff that gets added is experimental, and may be changed at any point in time for balancing, so don't expect everything to stay static. Thanks to everybody for your continued support and help, it means a lot!

Mods.xml changes should be applying fine in-game now. Please keep an eye out with extended-mag (was drum-loaded), as this required some scripting changes as well, so if it still doesn't work right let me know. To recap, Mods.xml makes the following changes:
-Changes drum-loaded to extended-mag, scripting changes are also made to increase the effect from 20% to 50%, assuming everything works right.
-Takes the reinforced, recycling, and flexiweaved equipment mods which can normally only by applied to body armor, and makes it so they can be applied to gloves, headgear, and boots.
-In addition to the above change, reinforced an flexiweaved can also be applied to bucklers/shields/greatshields. It didn't make much sense to me for a shield to have recycling.
-NEW: Wooly can now be applied to bucklers/shields/greatshields as well, to keep consistent with scaled and feathered which could already be applied to all armor.
-NEW: Lanterned can now be applied to body armors as well (was just helmet), I think it's reasonable enough to be able to strap a light source onto the largest piece of armor you're wearing.

Some fixes:

Greatshields now correctly use an arm and a hand slot, code-wise they are technically equipped on an Arm slot and in addition 'use' a Hand slot as well.
-HOWEVER, there is no way (well, no EASY way) for me to make them force use of the hand slot on the same side of arm. For example, if you have your left arm and right hand slots open, and the right arm and left hand slots filled, it will equip the shield using the left arm and right hand slots, which logically doesn't make sense, but I don't have a(n easy) way of preventing this.
-It WILL default to the same side though, so if you try to equip it in your left arm slot with both hands free, it will default to and use the left hand slot. I just don't have a way of preventing it from using the opposite hand slot in the event of the other being occupied without going in and figuring out how to script it which I may do in an upcoming update but for the moment this will have to do.

Added and adjusted drop rates for Psionic Chips. They drop based on Artifact Tables. Previously, Artifact drops and finds had a 95% chance of being from the "Common" table, and 5% chance of being from the "Rare" table for each tier (there are tiers 0-8). Now there's only an 85% chance of the drop being "Common", and the additional 10% is distributed as follows (where there are 2 sets of Chips available, the 10% is split 5 and 5):
-Tier 0 = Simple
-Tier 1 = Simple
-Tier 2 = Simple/Improved
-Tier 3 = Improved
-Tier 4 = Improved/Advanced
-Tier 5 = Advanced
-Tier 6 = Advanced
-Tier 7 = Advanced/Perfected
-Tier 8 = Perfected
I chose to do it this way as the Improved and Perfected tiers are essentially just better versions of the Simple and Advanced tiers respectively. So Simple and Advanced have an additional 'exclusive' drop tier over Improved and Perfected.

Corrected the names of some items which had missing parts, e.g. some of the 'light' equipment was missing the word 'light' so there were two different pieces of equipment that had the same name

Changed and added coloring on a LOT of stuff, and do I mean a LOT. I'm trying to get color schemes more consistent and more prevalent, still some more work to be done but this should help aesthetically, primarily with the stuff added by the mod. I can guarantee I missed or messed up something due to the sheer amount of tedium and the number items I had to change color-wise (be it for the tile or the text), so if you find inconsistencies please let me know.

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And changes and additions:

Added Dermal Insulations for each damage type, 3 tiers, giving 50, 100, and 150 resistance and costing 2, 4, and 6 points respectively. Regular is lowest, then High Grade, then Experimental. The 150 resistance tier is meant to counteract weaknesses a character may have to a given element, since weaknesses are just negative numbers, so if a character takes 50% extra cold damage and installs the Experimental Cold-Based Dermal Insulation, they will now be immune to it, as their resistance value will go from -50 to +100.

Removed the divided by 2 part of the equation for the Quickness boost from Basking for Photosynthetic Skin. Super experimental, just want to see how this goes, if it's OP I'll change it back.

Changed Multiple Arms hit chance doubled from 6 + 2 per level to 12 + 4 per level. May decrease this to a 50% increase if it's too much.

Changed Multiple Legs base move speed bonus from 3 + 5 per level to 5 + 5 per level. I like neat numbers. Also unless I'm reading the code wrong, Multiple Legs gives a 5% boost to max weight per level, not 5 + level % boost, so I reflected that in the description.

Changed Two Headed to have a 15 + 5 per level % reduction in mental action cost, and 5 per level % chance of shaking of a negative mental status effect each round. Was 16 + 4 per level and 5 + 1 per level respectively.

Two Hearted now has a Quickness penalty equal to the level of the mutation, as opposed to 3% for 1-4, 6% for 5-8, and 9% for 9 and up.

Edited psionic rod names to make them sound better. E.g. 'bronze fire psionic rod' is now 'bronze psionic rod of fire'.

New psionic type, perception psionic, they use powers to attack the mind directly and reinforce their own. Also added more psionic chips, here is the complete list of what each affinity gets:

*:see below

-Disintegration
-Disintegrate
-Force Wall*
-Force Bubble*
-Time Dilation
-Stunning Force (NEW)

-Fire
-Pyrokinesis
-Flaming Hands
-Heat Absorption*
-Kindle*
-Burgeoning (NEW)

-Cold
-Cryokinesis
-Freezing Hands
-Cold Absorption*
-Frost Webs*
-Space-Time Vortex (NEW)

-Electric
-Electrical Generation
-Electromagnetic Pulse
-Electrical Absorption*
-Phasing*
-Beguiling (NEW)

-Light
-Light Manipulation*
-Temporal Fugue
-Teleportation
-Photosynthetic Skin*
-Teleport Other (NEW)

-Acid
-Slime Glands
-Acid Slime
-Acid Absorption*
-Night Vision*
-Confusion (NEW)

-Bleed
-Syphon Vim (renamed from Life Drain to keep consistency)
-Regeneration*
-Adrenal Control*
-Psychometry (changed from Telepathy) (NEW)
-Domination (NEW)

-Perception (NEW)
-Mass Mind
-Sense Psychic*
-Sunder Mind (Mental Blast)
-Mental Mirror*
-Precognition

-All
-Clairvoyance*
-Ego Projection* (Willforce)
-Telepathy (was part of Bleed)

*PLEASE NOTE! The guardian subtypes will only start with chips for Clairvoyance, Ego Projection, and TWO of their affinity's abilities. This is to separate them from the standard psionic subtype, which will give them all FIVE of their affinity's ability chips, AND all THREE of the universal chips! The abilities in each affinity with an asterisk (*) beside them are the ones the guardian subtypes will start with.

Update: 3 Feb, 2018 @ 9:09pm

v1.3 changelog part 2:

Removed Trinkets and Junk from any Psionic starting equipment selection. Also, guardian subtypes will NOT get a rod for their affinity, they are meant to be a bit more melee oriented. May change this back

All psionics start with a simple psionic base implant in the inventory, along with FOUR cybernetics points instead of the normal 2.
-As such, a becoming nook should now spawn in Joppa in the small building to the immediate southwest of the Elder. This is so you can install said upgrade in addition to your chosen starting cybernetic. If you guys really don't want this feature, just let me know and I will set it up as a separate mod addon.

Also, the standard psionic subtypes (in other words, NOT the guardians) have the option of taking an improved psionic base implant as their starting cybernetic, though this will take all four of your starting points.

The values of psionic chips has been reduced to 2/5ths of what they were (was 50, 100, 200, 400 for each tier), they are now 20, 40, 80, and 160 for each tier respectively. May be subject to further change, let me know what you guys think.

Perception psionic rods have been added, they have identical damage and penetration to disintegration rods, however they give a bonus to Willpower and Ego instead of Agility and Intelligence.

Change of initial stats for Psionics, given the normal tie-in with Ego and Willpower using powers. If adjustments need to be made let me know. Stats are now as follows:

Stat: Min-Max
Strength: 10-22
Agility: 10-22
Toughness: 10-22
Intelligence: 12-24
Willpower: 14-26
Ego: 16-28

In addition, True Kin gain 2-5 HP per level, and 80 SP (was 70), True Psionics only get 1-3 HP but get 100 SP, and Mutants get 2-4 HP, and now 1-2 MP to give them an equal playing field. This is experimental and we'll see how it goes, if it seems a bit much I'll either tone it back or remove it entirely.

I made some custom lore notes before and never actually made them available in game, I changed that now. Obviously, this isn't official lore, it's just me having a bit of fun story-telling, there are 11 fragments in all, and I hope you enjoy them should you find them!

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This section is all information regarding the new building mechanic added to the game, this is important information so please read carefully.

1. Only a few changes were made using scripting, most of the additions are just done by adding items. Every item (should, unless I missed some) has a blueprint and can be crafted. However, finding the datadisks will be up to you, as there's easy way that I can see of adding specific data disks. Hopefully this feature will be implemented in the future, but in the meantime, you will have to find the data disks for everything.

2. This is EXTREMELY important. Regarding the nano-builder stairs that you can make, if you build one down(/up), there will NOT be a staircase up when you go down(/up), so DO NOT GO DOWN unless you have a staircase up(/down) to place when you do!!! If you accidentally do go down(/up), you can spawn a staircase up(/down) with a Wish command. Please note that Wish defaults to the space to your immediate upper left, so if you want consistency, move to the bottom right first, then open wish to spawn a staircase and type:
object: Raven_StairsUp(/Down)

3. Due to the fact that ChestHole Tileset uses TrueColor with its tiles instead of the standard 3 color system CoQ uses, several tiles have been forcefully overwritten with the default tiles by me with this mod so that various colored models of items can be made. If you don't use ChestHole, great, if you do, then the following tiles will use the default tile instead of ChestHole's:
-Chests
-Tables (workbenches excluded)
-Bookshelves
Please note that in some cases, a type of item is derived from the base, e.g. workbenches are derived from tables. A lot of those items will remain using ChestHole Tileset. Also, the constructable nano walls are derived from a separately modified version of the base wall, and thus no wall textures in-game should be changed, just those you construct.

In the meantime, the following items have been added:

Chests
Bookshelves
Tables
Walls

Note that those items have Dark and Bright variations of Red, Green, Blue, Cyan, Magenta, Orange, Gray, and then White and Yellow.

Also, a buildable set of upwards and downwards stairs have been added.

Down the road I may decide to make individually designed Tiles for the mod, as opposed to simply using different colors on the base tile. I'm not sure, I'm not exactly artistic so if someone has free time on their hands and wants to make tiles for use with the mod that way it looks better with ChestHole, be my guest. If you do, send me a .zip of the tiles and should they fit well, I'll add them into the mod with full credit to you and add you on as a contributor.

Update: 9 Dec, 2017 @ 9:53am

Hotfix:

Fixed the dermal platings and reinforcements being unremovable and not giving AV.

Super nerfed drop rates of psionic rods, given how common they were.

Update: 30 Nov, 2017 @ 1:25pm

v1.2.5.3 changes

This is mostly just stuff I forgot to implement into v1.2.5.2, as I had these in a separate folder while I was testing them.

Updated recoilers. All 'normal' recoilers will use the custom setting and engraving effects, based off of the mod by BluePsion. The Joppa, Stilt, Grit Gate, and Kyakukya recoilers all can be reset to another location, but come preset as they were before, and instead of being named after the place, they are just named ([Engraving]) recoiler, where [Engraving] is set to the name of the place, and can be changed should you set the recoiler to another location.

You can also find 'homemade recoilers', which come unengraved and not set anywhere, and will have 'homemade' in the name even after you engrave something, allowing you to differentiate between those and the premade ones.

NOTE, the randomized ruin recoilers that the game creates are NOT affected by this update, I may look into changing that in the future, but for now they will continue to function as they do now, unengraveable and unresetable.

Changed sequence and splitter bows to shoot a total of 6 arrows (was 5).

Added a "shredder bow", a bit of an upgrade from the sequence and splitter bows, combining the effects of the two. Shoots three bursts of three arrows, for a total of nine.

Added a "drum shotgun", which holds 20 shells and fires 4 shells of 6 pellets with each action for a total of 24 pellets (for comparison, the double barrel shotgun shoots 2 shells of 8 pellets, however it shoots them at the same time so it looks like 16 pellets). It will chew through enemies as fast as it chews through ammo. If it needs toned down or buffed up let me know.

Update: 30 Nov, 2017 @ 7:10am

Hotfix, another bug fix, and a few little changes. Changed Phase Waveblaster energy use and number of projectiles, and also tweaked Linear Cannon so it actually uses both energy and ammo.

Update: 29 Nov, 2017 @ 10:02pm

v1.2.5.2 changes

A few simple bug fixes, nothing major.

Other than that, pretty much just a bunch of cybernetics changes, no real additions, content wise:
-Decreased drops of Finger Flexors.
-Increased drops for a bunch of cybernetics to make them appear more in comparison to those that have multiple tiers per point value (e.g. Hand Bones and Dermal Platings/Reinforcements).
-Stabilizer Arm Locks now allow you to equip two-handed weapons with one hand, Ultra Enhanced Arm Muscles have been removed.
-Security Interlock is now removed from the game, as well as Force Modulator. I also reduced it to 1 point for those who would like to spawn it in regardless. Omnipass now costs 2 points (was 4) due to the reduction in Security Interlock, and is a starting cybernetic.
-Hyper Elastic Ankle Tendons give 12 movespeed (was 6), Ultra give 24 (was 10).
-Dermal Insulation gives 50% heat resistance, High Grade version gives immunity. Was 6 to all and 9 to all respectively.
-Electromagnetic Sensor now lets you sense all robots on the screen, not just within a 9 tile radius.
-Biological and Technological Indexers are now removed from the game, Omni Indexer is now a base cybernetic choice.
-Parabolic Muscular Subroutine now gives a 5 tile boost to accurate throwing range, was 2.
-Simple Psionic Base Implants can now be installed on Hands as well due to their small size, the higher tiers however CANNOT be installed on Hands.
-Translucent and Transparent Skin have been doubled to +4 and +6 DV from +2 and +3 respectively. Cost is the same.

PLEASE NOTE: Whenever I say I have "removed (X) from the game", I simply mean that I have removed it from the drop tables and it therefore should never spawn in-game. They can still be spawned in via Wish commands. If any such item SHOULD appear in-game (without Wish commanding it in obviously), please let me know.

Update: 22 Nov, 2017 @ 2:18am

V1.2.5.1 changes

Added some buildable items, learned through data disks.
-builder's wall
-builder's door
-metal chest, table, and bookshelf

Adjusted weights and takeability of various pieces of furniture, including bookshelves and tables and more.

Adjusted/added crafting for all custom ammo types.

Added an in game description for the well at the Six Day Stilt (it didn't have one before which bothered the heck out of me).

Bug fixes and spelling corrections.

Update: 15 Nov, 2017 @ 7:34pm

Made renamed files for my changes to Light Manip. and Night Vision so there shouldn't be any compatibility errors with Mutations Adjusted by Shank Lord, if something comes up let me know!

Update: 14 Nov, 2017 @ 8:33pm

v1.2.5 changes

Light manipulation cooldown changed to work more like standard Willpower cooldown reduction, min cooldown per charge is 3 turns. (Credit to Shank Lord)

Edited Night Vision to work with levels, gets a radius of 4 + Level for levels 1-5, 6 + level for 6-10, 8 + level for 11-15, and 10 + level for 16+ (it can only be manually leveled to 10, then bonuses will kick in from other stuff to take it above 10), based off of Shank Lords edit so credit to him for this as well.

Changed drum-loaded to be 50% more ammo, I'm sorry (not really) but 20% more ammo is just stupid for a mod called "drum-loaded". Like if a drum only holds 20% more ammo before what were you using in the first place? A reeeeeeeeeeeeeeeeeeeeeeeeeeeeeeally long banana magazine that was so long it started spiraling? Also, I just renamed it to Extended Mag. Ok rant over moving on.

Flexiweaved and Reinforced can be applied to all armor, not just body armor, and the same for Recycling with the exception that it can't be put on shields.

Changed the Electrified mod to act the same as Flaming and Freezing when calculating the damage range, don't know why it was different.

Adjusted vambrace stats to make DV vambraces not garbage and AV vambraces a bit better. Special thanks to Gravesender and War Sheep for the help.

Adjusted drop rates for various cybernetics to make some less common. Thanks to Gravesender for help.

Added 2 tiers of finger flexors, a lower tier that gives a 15% bonus for 1 point, and a higher tier that gives a 35% bonus for 3 points (the standard is 25% for 2 points).

Lowered the commerce values of a lot of items.

Removed the body armor restriction of the Carapace mutation.

Made an Acid Slime Glands Chip for Corrosive element, since Corrosive Gas Gen. Chip isn't working atm.

Changed all genotypes to start with 0 Faction Rep with Joppa (was -140). Ctesiphus is also now a recruitable follower (he will require 200 Faction Rep with Joppa to recruit at the start as he is level 1). I changed his stats so he doesn't get instamelted, but he isn't just going to carry you either. If he seems too weak or too strong please let me know so I can change him! Also, and this is important, once you recruit him you have to press C to pet him, thanks Gravesender! Special thanks to Gravesender and Defective Kitten for the help changing him!

Clairvoyance has a cooldown reduction of 5 turns per level, to a minimum cooldown of 25.

Added the Clairvoyance Psionic Chip to all elements.

Tweaked junk/scrap drops and injector drops.

Laying groundwork for incorporating Toughness into AV and increasing the affect of Agility on DV, though this won't happen until AlphaBeard makes the file a moddable one. Same goes for my calendar edits.

Various bug and error fixes.