Caves of Qud

Caves of Qud

评价数不足
Reasonable Gameplay Options
   
奖励
收藏
已收藏
取消收藏
Branch: Stable
Object: Armor, Tinkering
Character: Skill
Type: Balance, Script
文件大小
发表于
更新日期
234.376 KB
1 月 1 日 上午 3:00
1 月 20 日 下午 3:01
8 项改动说明 ( 查看 )

订阅以下载
Reasonable Gameplay Options

描述
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).
  • 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[steamoss.com]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.

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 Class containing "Tinkering_", so mods that add tinkering skills formatted like base game 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.
  • 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.

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: None yet.

To-Do:
Redo the icon again, text looks a little big, maybe add a pic.
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.
热门讨论 查看全部(1)
2
1 月 20 日 下午 3:18
Error when activating
Saiyan Of Legend
10 条留言
Klomn 1 月 20 日 下午 3:49 
This is great, I like these additions very much! Also I like the way your name look in the mod selection page :3
flemingluiz 1 月 20 日 上午 9:04 
This is everything i wanted.
Squircle 1 月 18 日 上午 5:38 
How is this not a thing in vanilla? Are all shields in the world of Qud secretly buckler-sized?
biocrystalluminescence  [作者] 1 月 12 日 下午 3:07 
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 1 月 12 日 上午 5:03 
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 1 月 7 日 上午 6:14 
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 1 月 5 日 上午 11:55 
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  [作者] 1 月 3 日 下午 1:02 
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 1 月 3 日 上午 8:11 
wait, it's not vanilla?
Gravenwitch 1 月 2 日 下午 10:42 
Great work!