Caves of Qud

Caves of Qud

25 ratings
Reasonable Gameplay Options
   
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Branch: Stable
Object: Armor, Tinkering
Character: Skill
Type: Balance, Script
File Size
Posted
Updated
155.854 KB
1 Jan @ 3:00am
29 Jan @ 12:16am
10 Change Notes ( view )

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Reasonable Gameplay Options

Description
Previously known as Let Shields Block Ranged Attacks.

Options on by default:
  • Overhaul throwing to allow creatures to dodge thrown objects with DV/Dodge Value.
    • Also makes throwing able to crit (+masterwork or nanon fingers), do crit effects, and throwing range vary with weight (visible when aiming).
    • Crit effects are mostly relevant to stones (cudgel daze), a specific axe, and daggers, because other melee weapons don't have throwing weapon stats... yet.
  • Allow creatures to block thrown objects and missile weapons with physical projectiles, instead of only blocking melee attacks, since that's kind of odd, and ranged combat is already strong.
    • Allows creatures to attempt to block any number of ranged attacks from one attacker with one shield use, so a shield-user won't attempt to block only the first shot from a shotgun, chaingun turret, or flamethrower[wiki.cavesofqud.com](which are actually →19 9x♥1d2 super shotguns).
      • By default, is set to "Yes but with a stacking -10% block chance after each attempt to block (reduced to -5% with Swift Blocking)".
  • Display non-player creatures blocking ranged or melee attacks in message log, instead of just player blocking.
  • Let Repair reconstruct dismembered robot limbs.
  • With Your Own Personal Relics, make items only offer to be named if either that item would gain an effect, or that item can't gain effects.

Options off by default:
  • Lose food effects when famished instead of hungry. Makes food easier to maintain, harder to forget, and allows keeping them when travelling in world map.
  • Make max tinkerable item mods vary higher or lower than 3 based on number of Tinkering skills* vs item tier, and show remaining mod slots in description.
    • *Skills with code name containing "Tinkering", so mods that add tinkering skills can allow more than 3 mods for highest tier items.
  • Allow modifying relics and similar items, and show remaining mod slots in description.
    • More powerful relics have less capacity for modifications.

Mod Details
Compatible with other mods.
  • Options change gameplay when toggled, but skill descriptions only update after restarting the game.
  • 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).

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

If you're getting an "Ambiguity" or "already has a class named" error: unsubscribe, wait ten seconds for steam to remove files, reinstall should fix it. Appears to be due to changed file names, and steam's automatic updates keeping old files when should be removing them.

Planned
To-Fix:
Repair robots option says 'Hover for details' but there isn't actually any hoverable details.

To-Do:
Add optional skills and mods, especially since shields has less than other wielded item types. Possibly mitigate elemental or explosive damage? Since shields aren't directly on the body.
Auto grant throwing weapons melee stats and melee weapons throwing stats, with some better than others, like axe > long sword for throwing. Maybe let melee effects apply to throwing, like axe dismember?
Fix Domination to grant exp to original body while possessing non-ally.
Get exp when an enemy you dealt damage to in your line of sight dies, to prevent kill stealing.
Let turrets (and some plants) drop broken nonjacked weapons when destroyed, also so don't need swipe to deploy turrets.
Let deploy turret skill just learn to apply Jacked mod for free to shortcut the deploy turret trick.
Let rifle skills not remove mark if didn't hit any hostiles?
Add dual-weapon skill to multiweapon fighting, or implement increased offhand chance when wielding less weapons to multiweapon fighting skills.
Popular Discussions View All (1)
2
20 Jan @ 3:18pm
Error when activating
Saiyan Of Legend
10 Comments
Klomn 20 Jan @ 3:49pm 
This is great, I like these additions very much! Also I like the way your name look in the mod selection page :3
flemingluiz 20 Jan @ 9:04am 
This is everything i wanted.
Squircle 18 Jan @ 5:38am 
How is this not a thing in vanilla? Are all shields in the world of Qud secretly buckler-sized?
biocrystalluminescence  [author] 12 Jan @ 3:07pm 
Mechtroid, TrueWolves:
Option shield item mods and skills added to to-do, since shield could definitely use more of both.

Neuroticrith:
Sort of? It'd be possible, but... either the shot PV beats armor, then shot deals damage and pierces through; or shot PV doesn't beat armor, and shot doesn't deal damage and doesn't pierce through.
Shield blocking just adds to shield AV to armor, both flavor and stat-wise, and doesn't otherwise interact. Enemy-piercing shots don't ignore armor, so it'd be a bit unintuitive to ignore shields.
Neuroticrith 12 Jan @ 5:03am 
Would it be possible to make enemy penetrating projectiles unblockable without special shields or specially modded shields? Balance wise you could make it so the projectile damages the enemy but doesn't penetrate through them.
TrueWolves 7 Jan @ 6:14am 
Creating a Shield skill or 3 for different types of blocking could be neat. Like "Riot Formation" to enhance multi-projectile blocking, "Aegis" for elemental damage, and/or "Take Cover" for explosions.
.::AI | Mechtroid 5 Jan @ 11:55am 
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!