Caves of Qud

Caves of Qud

Caves of Qud Expanded
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Update: Jul 26, 2021 @ 3:58pm

Fixed Becoming Nooks, High Grade Dermal Insulation, and Laser weapons having an unintended reduction to penetration

Update: Nov 8, 2020 @ 3:48pm

-Warhammers are now a two handed cudgel, replacing greathammers.
-Clubs are now the one handed cudgel, replacing warhammers.
-Greatmaces are now replaced by flails.
-Maces and Flails are now Agility weapons.
-Cudgel Skills now allow for Strength or Agility to meet their requirements.
-Wristblades now have normal Max Penetration Bonus scaling.
-Vibro weapons have damage equal to their folded carbide counterpart.

Specific stat changes can be found in MeleeStatChanges.xlsx in the mod files

Update: Nov 8, 2020 @ 6:44am

-Temporal Guardians now only lose Intelligence
-Updated Joppa, the addition of the becoming nook is only a single merge so any change that happens in Joppa from now on should show up
-Fixed recoilers not imprinting correctly, removed engrave function. All recoilers now function as reprogrammable ones. Imprinting a recoilers costs 10k energy (a full chem cell) and should automatically change its name. Engraving may come back if desired but for now let's see how things go as is.
-The above fix should fix quest givers not working in random starts. Not sure why exactly it was causing it, but they're working for me now.

Update: Nov 2, 2020 @ 5:11pm

Hotfix fixing Liquid Nitrogen Cannon not firing

Update: Nov 2, 2020 @ 8:31am

Changing the tags, no actual content to update

Update: Nov 2, 2020 @ 8:29am

Update: Nov 2, 2020 @ 8:25am

Update: Nov 2, 2020 @ 6:14am

Hotfix, fixed simple mistake that broke a lot of grenades

Update: Nov 1, 2020 @ 9:42pm

Initial balance pass and update 3

Weapons and Armor:
-Zetachrome items now correctly have the Zetachrome part and not the Metal part.
-Deflective Vambrace DV bonus lowered.
-Powered Exoskeleton also gives -60 weight when equipped, so effectively -50 after its 10 weight.
-All Cudgels scale with Strength.
-Battleaxes and Greataxes scale with Strength, Vinereapers and Halberds scale with Agility.
-Longswords and Greatswords scale with Strength, Rapiers and Katanas scale with Agility.
-All Shortswords, Daggers, and Wristblades scale with Agility.
-Weight adjustments across the board. Gloves, boots, helms, cloaks, bucklers, masks, and vambraces will now weigh less in almost all cases, trends lighter toward lower tiers, heavier toward higher tiers.
-Chest armor, shields, and greatshields will now generally weigh more, though some lower tiers now weight less or approximately the same. Again, trends lighter toward lower tiers, heavier toward higher tiers.
(No weight adjustments for weapons at the moment, will likely do that in a coming update.)
-Adjusted some names to match base game stuff.
-Changed some descriptions and tiles to also match base game stuff, will likely be doing more of this over time.

Skills:
-Longblades Dueling Stance skill's stat requirement dropped from 17 to 15 Intelligence.
-En Garde now only requires one either Strength or Agility at 29, removing the requirement of having the other of the 2 stats at 23.
-Axe skill requirements are now Strength or Agility, not just Strength (so Agility characters wielding Vinereapers/Halberds can still get Axe skills).
-Dual Wielding skill requirements are now Agility or Intelligence, not just Agility.

Other
-Yttrians now have 4 Psionic Interface slots to equip chips in. No, I cannot make them show up in the pre-release inventory UI. All races can still use chips by putting them in their hands.
-Did a TON of culling of needless stuff and tables, as well as correcting missing items in my Population/EncounterTables.xml, this should lead to a much higher variety of Artifacts and other goodies appearing. Likely going to look into setting these up to Merge rather than replace in the next update or two.
-Culled some tiers on some cybernetics, mostly the platings and insulations, to reduce some of the clutter and the pool of cybernetics to draw from when finding loot.
-Increased grenade prices a bit. Lower tiers will see a smaller increase than higher ones. Still significantly cheaper than base game prices.
-Made solid progress on changing back over to Merging stuff in ObjectBlueprints.xml.

Update: Oct 30, 2020 @ 12:40pm

Fixed the chips granting super high levels of mutations
Fixed the ranged weapons not using custom bullets I believe
Fixed greatshields going on arms instead of hands
Some more minor changes to armor
Reinstated custom recoilers and etching for them
Returned stabilizer arm locks back to what they were originally
Nightvision now costs 2MP on character creation, but radius was increased from 5 to 15 (this was actually done on the last update but I forgot to include it in the change notes)