Caves of Qud

Caves of Qud

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Let Shields Block Ranged Attacks
   
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Branch: Stable
Object: Armor
Character: Skill
Type: Balance, Script
File Size
Posted
Updated
74.978 KB
1 Jan @ 3:00am
3 Jan @ 3:46pm
6 Change Notes ( view )

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Let Shields Block Ranged Attacks

Description
Shields can only block melee attacks. Since that's kind of odd, and ranged combat is already strong, this mod changes that.

Allows all creatures to block thrown objects and missile weapons with physical projectiles.

Works with shield skills, and adjusts their text a bit to match. Also includes:
  • An option for "Whether a creature can attempt to block any number of ranged attacks from one attacker with one shield use" (because of shotguns, chaingun turrets, or flamethrowers[wiki.cavesofqud.com]which are actually →19 9x♥1d2[steamoss.com]super shotguns); which is by default set to "Yes but with a stacking -10% block chance after each attempt to block (reduced to -5% with Swift Blocking)".
  • Options to display non-player creatures blocking ranged or melee attacks in message log.

Compatible with other mods.
  • Doesn't mess with any data, so can add to an existing save or remove without issues, though if this mod is toggled on or off from the in-game mod list, will need to restart game (otherwise game will freeze harmlessly and require restarting anyway; this appears to be normal harmony behavior? Save data won't be affected).
  • Includes an off switch in options, easier than scrolling mod list and restarting.
Shield skills and blocking can be changed with options. Shield behavior will change instantly, but skill descriptions only update after restarting the game.


Feel free to comment any suggestions, issues, or bugs.

Planned
To-Fix / To-Do:
Make the mod off switch affect non-player melee block messages, or just edit the off switch to clarify it only turns off ranged blocks, in case someone only wants to show enemy melee blocks?

Ideas:
Possibly mitigate elemental or explosive damage? Since shields aren't directly on the body.
4 Comments
.::AI | Mechtroid 14 hours ago 
Love this concept. For the idea of explosive damage, I might suggest making that a mod findable on shields. "Towering" for explosions, and "Insulating" for elemental damages. Hell, you could even make the ranged defense a shield mod too.
biocrystalluminescence  [author] 3 Jan @ 1:02pm 
Gravenwitch: Thanks!
Wakko: It's a bit hidden since the only mention is in shield's skill descriptions that say 'melee attack', but nope. Also doesn't appear to be planned for vanilla: https://bitbucket.org/bbucklew/cavesofqud-public-issue-tracker/issues/9832
Wakko 3 Jan @ 8:11am 
wait, it's not vanilla?
Gravenwitch 2 Jan @ 10:42pm 
Great work!