Caves of Qud

Caves of Qud

Caves of Qud Expanded
 This topic has been pinned, so it's probably important
Mura  [developer] 9 Nov, 2024 @ 6:28am
Partial Feature List
Here is at least a partial feature list that I had been working on prior to stepping away from the mod.

Please understand that this is NOT a feature-complete list. In particular, I don't have all the new equipment or psionic chips listed, nor the changes to armor/weapon stats and trade values, among other things. This will, at least, give a slightly more in-depth view into the specifics of the mod.

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Genotypes:

All:
- Added Staunch Wounds, Cooking and Gathering, and Meal Preparation as starting skills
- All humanoids will have one Psionic Interface slot

Mutants:
- Increased base mutation points from 12 to 16
- Increased skill point gain from 50 to 65
- Widened health gain from 1-4 to 1-5 for more flavor and a chance at more HP.
- Added Menacing Stare as a starting skill
- Bonus 300 starting reputation with Joppa

True Kin:
- Increased lower end of health gain, went from 1-4 to 2-4 per level, gives a little more consistency whereas mutants have higher potential but greater variability.
- Increased starting cybernetics points from 2 to 4
- Increased skill point gain from 70 to 85

Psionics (new genotype):
- HP gain of 1-4 per level
- 34 starting stat points (4 less than True Kin, 10 less than mutants)
- 95 skill points per level (10 more than True Kin)
- 2 starting cybernetic points
- "Base" starting stats are equal to True Kin (12 each), but heavily modified by each subclass, taking a penalty in some stats for a bonus in others
- Starts with the same base skills as the others, but with Gadget Inspector instead of Rebuke Robot/Menacing Stare
- +300 base reputation with Mechanimists
- Four psionic interface slots instead of the 1 that everyone else gets



Skills:

- Axe and Cudgel skills can now use either Strength or Agility for minimum requirements. Mind you, this does not change the skills themselves (e.g. if they scale off Agility) but it does give you access to more skills.
- Reduces Strength/Agility requirements for Multiweapon Expertise and Mastery by 2 points(23 -> 21, and 27 -> 25 respectively)
- Reduces Intelligence requirement for Dueling Stance (Long Blade) by 2 points (17 -> 15).
- Removes secondary stat requirement from En Garde! (Long Blade). Previously required 29 and 23 in Strength and Agility (it didn't matter which was 29 and which was 23, but you had to have both), now just requires 29 in one of them.
- Disassemble is now included when you unlock Tinkering, but Reverse Engineer's cost has been increased from 100 to 200.
- Increased cost of Butchery and Spicer from 50 to 100 each in exchange for starting with Cooking and Gathering and Meal Preparation.
- Adds the Akimbo skill under Multiweapon Fighting



Other:

- Added a new building into Joppa that can be used as a sort of home base for the player.
- 'Gigantic' can now be modified onto equipment.
- Shifts around and smooths out the drop tables for some equipment, as well as adds the modded equipment in. This is far too granular to list every change.
- Smooths the curve for how quickly some higher tier equipment ramps up in price. Brought the value of higher tier equipment down a tad as well.



Energy Cells:

Vanilla

First, I want to explain what item Tier is. Tier functions as a scalar value used for determining a variety of things like drop rates as well as mod capacity and requirements, with a higher tier meaning a rarer item, with more mod capacity but also a higher cost to mod. It works on a hard 1 to 8 scale, with 1 being lowest and 8 being highest.

Mods:
- Radio Powered - Recharges (10 x Tier) per turn, up to (1 + Tier) max depth. Does not stack with Fidget/Solar, only the highest recharge rate is used.
- High Capacity - Increases max charge to (Charge x (14 + Tier)) / 10. So in other words, a tier 1 cell would have 1.5x capacity, with each tier above that adding 0.1 to the multiplier, capping at 2.2x at tier 8.
- Gigantic - Doubles max charge, stacks with High Capacity. Not sure yet if it's multiplicative or additive, but it wouldn't be too hard to test.

Cells (Tier):
- Chem Cell (1) - 10000 charge
- Fidget Cell (1) - 2500 charge , recharges 2/20 per turn out of/in combat
- Solar Cell (2) - 2500 charge , recharges 10 per turn in sunlight
- Nuclear Cell (7) - 100000 charge
- Antimatter Cell (8) - 200000 charge
- Liquid Fueled:
-> Lead-Acid - 4000 charge , 500 per dram
-> Combustion - 6000 charge , 750 per dram
-> Thermoelectric - 40000 charge , 5000 per dram
-> Biodynamic - 60000 charge, 7500 per dram

Modded

Cells (Tier):

- Advanced Chem Cell (5) - 50000 charge (5x chem cell, half a nuclear cell)
- Dark Matter (8) - 500000 charge (10x advanced chem cell, 5x nuclear cell)
- Solar Cell Array (4) - 10000 charge , recharges 25 per turn in sunlight (so 4x capacity and 2.5x recharge of basic solar cell)
- Solar Cell Nexus (7) - 50000 charge , recharges 50 per turn in sunlight (so 20x charge and 5x recharge of a basic solar cell, or 5x charge and 2x recharge of a solar cell array)
Last edited by Mura; 9 Nov, 2024 @ 6:49am