Caves of Qud

Caves of Qud

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Qud-Fu - Mixed Martial Arts Skills
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Character: Skill
File Size
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23.422 MB
Apr 6, 2021 @ 8:31am
Nov 2 @ 9:02pm
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Qud-Fu - Mixed Martial Arts Skills

Description
[[THIS IS A BETA EXCLUSIVE MOD ((FOR NOW)) AND WILL NOT WORK ON THE STABLE RELEASE.]]

CURRENTLY FOR VERSION 2.0.208.10

“The contenders are here, time to test our resolve.”
Arshira, Master of the Dawning-Fist Ryu.

Features:

A Hand-to-Hand Skill tree containing but not limited to:

  • A built-in Combo System: By landing consecutive blows and penetrations, the fighter builds a combo meter that synchronizes damage and other traits the higher it gets! Try to maintain your combo counter to dish out serious damage!

  • Various Conditioning Skills: Condition your *body* to be the *weapon,* skills falling under conditioning affect your hardiness as a warrior with increased stamina, speed, and resistances to stun, damage and various other ailments.

  • Special Actions: Throw out sure-strikes, or gain bonuses to performing combo elements integrating natural equipment like stingers and burrowing claws to truly improve your combat performance.

  • Martial Stances: Learn Martial Stances that open up avenues to creative playstyles, fight with the ferocity and relentlessness of a dawn-glider, the cunning and stealthy nature of a Astral Tabby, or turtle-up and become like the unmovable Salt-Back.With five styles (and more to come) and stance synergy you can manage multiple stances with improve each other as you grow to become the MMA master you’ve always wanted to be!

Other Features:

  • New Items: New items and gear related to the various factions, adding some new flavour to the item list pool.

  • Books and Lore: Books and lore, some of which instruct the player on the various martial forms and their origins.


Feature Breakdown:

There’s a lot to explain with this mod, so I’m going to leave a lot of stuff to the players to find out as I find that’s part of what makes it fun.

Involving stances, stance synergy isn’t actually depicted however each stance that is unlocked, adds special abilities to other stances and/or expounds on a stance based on what it does performance wise. One example is, the Salt-Hopper path buffs the Slumberling path, by giving it damage bonuses on stunned or dazed opponents. Through chaining styles through stance mastery, one can up their level of fun by engaging in mixed attacks.

If you start in Joppa, the Joppa merchant will carry a book that can give a bit of information into each martial style.

Though this isn’t implemented yet, eventually the cost of learning styles will be increased and encourage the player to seek out the various dojo’s and masters, to learn the various Martial Styles.

Compatibility:

Though I haven’t tested, this shouldn’t be incompatible with anything in particular.

Credits:
Thanks to various members on who tested and helped out with scripting logic, such as Gnarf, Emong, Autumn, MsShadowy, Armithaig, IceCubeGames, Kinzy, helado, Eva Problems, Ivy Melinda and many others who tested the mod and I might of forgotten.
Popular Discussions View All (1)
8
Jun 13, 2024 @ 6:02pm
Debug Drop
PerogiXW
270 Comments
Ploulaf Nov 27 @ 12:02pm 
Hi! I really enjoy the possibilities of the mod, I have a few questions though:

It seems, when playing a true kin, that the cybernetics like carbide hands replace the leveled damage that your skill tree enables.
This mod seems clearly aimed towards mutants with multiple arms and multiweaponfighting, and I assume the damage in end game is astounding.

I was wondering if cybernetics could add some damage instead of replacing it? I don't see the real point of playing a true kin with that mod right now but the possibilities could be very fun
Winged_Monotone  [author] Oct 26 @ 8:15am 
I am yeah, it needs a lot of work but I am working on some of my other mods.
ASH Oct 25 @ 4:01pm 
Oh cool are you still updating this mod?
Winged_Monotone  [author] Oct 24 @ 7:15am 
@Pixel
Yeah this is something I've been trying to find a fix for, not sure exactly what it happening since it seems so random, I thought it might be something to do with combat.cs info but ... hunting it down is still in progress
Pixel Oct 23 @ 9:12am 
The character disappearing after grappling bug still seems to exist. Happens instantly after killing a grappled mob on stable but on beta appears to be delayed. I can't seem to reproduce it. Just happens a random amount of turns after a fight. Thought it might have to do with meditating to rest but happens just walking around too. Save quitting and reloading seems to fix it.
TransientLunatic Feb 20 @ 10:49pm 
Do these skills work with cybernetic weapons and/or if you have a weapon in one hand and are unarmed in the other?
Wakko Feb 14 @ 5:28am 
Do it have compability with Gigantism Plus?
FTO Ranger Jan 3 @ 3:49pm 
Mods that add "fist" weapons, do they work with this mod?
Hafen Jan 3 @ 3:42am 
I really enjoy the mod as a whole, the system it adds is fairly expansive and interesting. What I very staunchly dislike though are the bravers, specifically the hundreds that seem to spawn at later game historical sites and the like. It's the same issue I have with hostile dromad trader spawns, far too many enemies with high enough armour or dodge values that killing them becomes a chore.
Winged_Monotone  [author] Dec 23, 2024 @ 8:22pm 
Okay, I will be working on this! Sorry for the slow response!