Caves of Qud

Caves of Qud

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Shotguns!
   
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Branch: Stable
Object: Item, Weapon
Character: Ability, Skill
File Size
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396.186 KB
Feb 7 @ 7:55am
Mar 2 @ 9:02pm
17 Change Notes ( view )

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Shotguns!

In 1 collection by Tyrir
Tyrir's Mods
18 items
Description
Shotguns!

This mod introduces a new weapon sub-type, Shotguns. Look forward to learning a new skill tree for use specifically with several newly added shotguns! NPCs using shotguns also receive AI improvements, so watch out for those Snapjaw Shotgunners!

Features
  • 15 new shotguns (7 rifles, 4 pistols, and 4 heavy weapons).
  • A new Shotgun skill tree with 10 new skills
  • Unlike other firearms in Qud, shotguns have unique reload times. Some are very slow, some are faster, some vary depending on how many shells you are reloading. Skills can improve their reload time. Any unique reloading properties are displayed in the item's description.

Skills
Three tactics are added for use specifically with shotguns that provide a knockback effect, armor (AV) penalty effect, or dismembering effect. Similar to long blade stances, only one tactic may be active at a time.

  • Knockback Tactic: Adds a knockback effect to your shotgun attacks.
  • Sundering Tactic: Adds a -AV penalty to your shotgun attacks.
  • Wounding Tactic: Adds a dismembering effect to your shotgun attacks.
  • Tactical Genius: The capstone skill, an activated ability that allows you to utilize all 3 tactics simultaneously.
  • Loaded for Bear: An activated ability with a short cooldown that allows you to tactically forfeit a turn in order to fire twice on the next round, allowing you to position yourself with better distance or aim.
  • Quick Hands: Improves the action cost to equip and to reload shotguns. Additionally, this skill improves the same for pistols, and it is also added to the Pistol tree.
  • Break-Action Enthusiast: Improves the action cost to fire and to reload double-barreled and single-shot break-action shotguns. Item descriptions indicate whether the shotgun has a break-action loading mechanism.
  • Point-Blank: When charging, lunging, or juking, you fire your shotgun point-blank as part of that attack.
  • Close Quarters Combat: Adds up to +5 To-Hit against nearby enemies. Also hastens reloading when fighting in close quarters.
  • Deadshot: Improves criticals for shotguns, the same as the Pistol tree skill.

New Shotguns
Images of some of the new weapons are attached. Below is a brief description of each.
  • Blunderbuss: Sold by Tam. The most basic of the shotgun weapons. Uses a new ammo, powder and lead shot.
  • Dragon: Sold by Tam. A pistol version of the Blunderbuss.
  • Single-shot Shotgun: Your standard shotgun.
  • Double-Barreled Shotgun: Your standard shotgun, times two.
  • Sawed-off Shotgun: Your standard shotgun, times two, divided in half.
  • 4 Bore Shotgun: A massive heavy weapon. Fires 32 pellets.
  • Pump-action Shotgun: Upgraded to hold 6 shells. However, reloads slowly.
  • Combat Shotgun: Upgraded to hold 8 shells. Reloads in 1 round.
  • Titanbore: The grandaddy of the standard shotguns, an enormous heavy weapon. Fires 64 pellets.
  • Bullpup Jackhammer: A fully automatic shotgun.
  • Shatterpistol: Internally shears lead slugs into flechettes, a high PV projectile.
  • Scatterbeam Gun: A laser weapon that scatters the beam to attack a large area.
  • Railarray Gun: An array of multiple railguns built together as one heavy weapon.
  • Molten Shotgun: Uses lava to melt lead slugs into molten lead shot, a high PV projectile.
  • Temporal Pistol: Sends waves of temporal distortions at your enemies.
  • Plasmabolt Gun: A dangerous high-tech weapon that is not well understood.
  • Bioforcegun: A strange bioelectricalpsychic weapon of unknown origin.

Options
Under Options -> Mods, the following options have been added.
  • Tactics Order: Allows you to customize the cycle order when switching tactics (or more can be added by additional mods). Default is sundering, wounding, knockback.
  • Show Popup for Dismemberments: Shows a popup when the Wounding Tactic successfully dismembers an enemy. Default is Off.

Recommended Mods
  • Vibro Crusher adds an additional heavy weapon shotgun.
  • Skill Potpourri! adds the Discerning Aim skill to greatly reduce the chance your stray projectiles hit your companions.

How to Create Your Own Shotgun
Add <tag Name="Shotgun" /> to your blueprint e.g.
<object Name="My New Shotgun" Inherits="BaseMagazineRifle"> <tag Name="Shotgun" /> </object> <object Name="My New Break Action Double Barreled Shotgun" Inherits="BaseMagazineRifle"> <tag Name="Shotgun" /> <tag Name="FirearmAction" Value="break" /> </object>

Troubleshooting
  • MODERROR [Shotguns!] - The name 'MoreCore' does not exist
    • At the Qud main menu, go to Mods, and verify that the mod "More Modding Goodies!" is installed and enabled.
    • In Options -> Mods, there is an option "Require approval whenever a scripting mod changes" that you can uncheck to skip this manual approval process.
Popular Discussions View All (1)
5
Mar 14 @ 7:50am
PINNED: Questions, Issues, Feedback
Tyrir
32 Comments
Wiike Jun 2 @ 7:14pm 
very cool mod, essentially give us the option to run melee gun build.
the ammo is kind of a issue tho, even titanbore have only 7 pen which have a hard time trouble killing anything after mid game, but I guess this problem would solve itself as you introduce more ammo type.
and speaking of titanbore, even the 4-bore completely out perform bull-pump, rendering all auto shotgun useless
Tyrir  [author] Mar 28 @ 5:54pm 
@kawinrus
1. Close Qud.
2. Remove the [Reverse Engineer Mods] mod via steam. It has a bad xml file and is causing subsequent mods to not load. This is a bug in the stable branch. (You could also switch to the beta branch, but regardless that mod isn't going to load anyhow).
3. Open Qud. Go to Mods at the main menu.
4. Make sure More Modding Goodies mod is enabled. The "INFO - Enabled mods: " line in your player.log didn't have it enabled when the game launched.
5. After enabling More Modding Goodies and saving your mod loadout, close Qud.
6. Start Qud.
7. If there are any mod errors remaining, upload a fresh Player.log after Qud is restarted.
kawinrus Mar 24 @ 3:45pm 
https://pastebin.com/UP27SRYy im presenting this error suddenly since yesterday also skill popurry has a similar one
Tyrir  [author] Mar 24 @ 12:57am 
@Chronos
Come to think of it, I don't think there is. I'll add that info to item's descriptions.
Chronos Mar 23 @ 3:39pm 
Really liking the mod so far. But, is there a way to see in game which weapons use each kind of ammo?
Tyrir  [author] Mar 15 @ 6:45pm 
@Bad Badger
Also, I've a Firearms! mod in the works that'll probably be done in a few weeks that will add some new mid and high level ammo types (both shotgun type and slug type), including ammo types with a +PV bonus. Stay tuned for that.
Tyrir  [author] Mar 15 @ 6:04pm 
@Bad Badger
1. The simplest way to get more punch is to stand adjacent to your enemy. More pellets will hit. In case your character is more squishy, the knockback tactic will help mitigate melee damage you could receive by pushing your enemy away after shooting him.
2. Building upon 1, using loaded for bear right before an approaching opponent reaches melee range will allow you to punish his approach with two shots.
3. As an alternative to 2, if your character has some melee prowess, the point-blank skill will allow you to close distance and get a free shot at point-blank range.
4. The break-action enthusiast skill makes the double-barrel more than double as powerful in terms of damage per time.
5. Against a higher AV creature, sundering tactic can lower its AV to make the 7 PV more viable to penetrate his armor.

It depends on the particulars of the situation, your character build and what enemy you are fighting. There are a few tools you have available depending on those factors.
Bad Badger Mar 15 @ 5:47pm 
how can I get some more 'punch' out of my earlier shotguns, like the double barrel and the jackhammer? They only have like 7 PV
Radical Rat Mar 8 @ 12:57am 
Yeah, it was funny surprise :lernie:

but i like that now going through jungle is much more risky and it makes +rep with Goatfolks more valuable
Tyrir  [author] Mar 7 @ 11:08pm 
One of those new yurt guardians must have gotten close and aimed for your limbs! :O