Caves of Qud

Caves of Qud

Not enough ratings
Fyrefly's Emergency Recoilers
2
   
Award
Favorite
Favorited
Unfavorite
Object: Artifact, Item, Tool
Type: Balance, Script
File Size
Posted
Updated
383.999 KB
Mar 15, 2021 @ 8:53pm
Apr 20, 2021 @ 10:54am
4 Change Notes ( view )

Subscribe to download
Fyrefly's Emergency Recoilers

Description
To die, some say, is to become one with Qud. An ending that begets more beginnings than one can fathom. Only through death, they oft continue, can the world exhale and begin preparations for its next breath.

The Eaters were, however, not particularly keen on this philosophy. Arguing that their intellect self-evidently granted them an exception to this otherwise universal rule, they set out to rescue themselves from any potential demise. Building on the now-ubiquitous recoiler, the Eaters devised a machine that could detect death, along with similar conditions, and immediately trigger a recoil-effect whilst, simultaneously, pumping their wielder with enough healing serum to revive a salt kraken.

There is a reason, unfortunately, that recoilers need time to activate, as indeed performing such a transition between spatial frames requires such an immense amount of energy which, when released in only a single moment, causes the emergency recoiler to all but evaporate.

Thus, today, few Emergency Recoilers remain within the harsh borders of Qud, and of those, most are bound to ruins long since abandoned, presenting the wielder with the distinct possibility of perishing to a superior foe, only to immediately find themselves countless parsangs away from home, deep in the dangerous wilderness - perhaps, in some cases, it may have been better to have simply died in the first place.

Introducing Fyrefly's Emergency Recoilers!

Ever wish you had an extra life? Frustrated because you didn't realize that salt kraken was attacking you before it was too late? Feeling guilty about activating anything in the Debug section of the options menu?

Well no fear, Fyrefly's Emergency Recoilers are here to provide you with a (hopefully) balanced way to squeeze an extra life or two out of your run, just equip one, shove a chem cell right up in there and wander calmly into Golgotha!

Warning: Usage of Random-Point Emergency Recoilers may result in you appearing somewhere thirty parsangs away from safety directly in front of a minigun turret. Fyrefly Modding takes no responsibility for injuries sustained past the successful activation of an Emergency Recoiler.



FEATURES:
  • Random-Point Recoilers [Rare]: If equipped and powered, fully heals and teleports the user instantly upon death to a random unique location in Qud.
  • Fixed-Point Recoilers [Very Rare]: Like Random-Point Recoilers, but targeting a (usually safe) preset destination such as Joppa, Grit Gate or the Six Day Stilt.
  • Local-Point Recoilers [Extremely Rare]: Like Random-Point Recoilers, but targeting a random point within your current zone.



Further Notes:
A single random-point emergency recoiler can be found on the ancient bones[cavesofqud.gamepedia.com] beneath Joppa.

Beyond that, they have been added to a number of loot tables - I have done a decent amount of my own testing but I haven't played through many proper runs through with it, so any balance notes/opinions are very much welcome and I may well be adjusting their rates with feedback - these are powerful items, but I hope to have made them rare enough to avoid having the mod feel like cheating.

The code for this can be found at github [github.com], please feel free to look at it, comment on it, ask it on a date, pull-request it, fork it or bathe it tenderly under the soft moonlight of a midsummer night.
5 Comments
NudistenWafel Sep 22, 2022 @ 7:25am 
I was wondering, would you happen to know if this still works as of today, and, along side that, is it safe to add to existing saves? It seems great and I was just curious.
anaris Nov 1, 2021 @ 2:09am 
Incompatibility with another mod; not sure if it's important :)

=== Emergency Recoilers Errors ===
<...>\steamapps\workshop\content\333640\2426240254\AddEmergencyRecoilertoCaverCorpse.cs(1,1): error CS8301: Invalid name for a preprocessing symbol; 'MOD_WMEXMUTATIONS[STABLE]' is not a valid identifier
== Warnings ==
None
Fyre  [author] Jul 28, 2021 @ 11:03am 
@Ad_Astra_22 I imagine it probably will, but I'm not 100% sure. Its based on "Equip" status and Im pretty sure holding it like that counts but I'm not able to test that specifically right now. Let me know if you find out one way or the other!
It's Just Me Jul 27, 2021 @ 4:53pm 
So I'm playing as a slime however they don't have an arm slot but I can equip it in a hand or a thrown weapon slot. Will it still work as intended?
Fyre  [author] Apr 20, 2021 @ 10:54am 
20/04/2021 - Fix to work with current Qud Beta version. I also bumped up the drop rate for Random Emergency Recoilers as they weren't appearing in any of my games.