边缘世界 RimWorld

边缘世界 RimWorld

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Implants Of Qud
   
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Mod, 1.6
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8 月 19 日 上午 9:18
9 月 5 日 上午 11:06
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Implants Of Qud

描述
Rejoice, fine aristocrat, for you are becoming! Finally, a content based Caves of Qud mod for Rimworld has been released- And possibly on the first of several.

Implants of Qud adds in numerous implants from the game Caves of Qud, a wonderful little roguelike by Freehold games. These added implants utilize a special exclusivity system, meaning you're restricted to only using one "Quddian" implant per "Slot." At the moment, there are implants for slotting in the head, torso, and each of the arms and hands. None of these implants are craftable- They must be acquired from traders or quests.

While the head and torso implants are true implants (and can be installed alongside other vanilla bionics) the arm implants function as replacements of the radius- Although they will not leave your pawn without a radius when removed, so don't worry. The hand implants on the other hand function as full hand replacements, much like vanilla field hands. Take care when installing and removing these.

At the moment, there are more than a dozen implants from the game, and three unique abilities added by said implants. They're all reasonably balanced, unique, and most of all fun to use. I'd recommend keeping them as a surprise, but I'll list them at the bottom of this description if you're really curious. Keep an eye out for updates, and for other Caves of Qud themed mods I may be releasing soon. In particular, I plan to create a mod adding in the injectors, and a mod adding several mutations as genes.

(Keep in mind, all though some of these seem quite powerful, they are EXCLUSIVE with others of the same slot. You cannot have dermal plating installed in the body at the same time you have a reactive trauma plate installed there, but you can for example have a security interlock installed in both the head and body to stacking effect.)

Implants manifest:

Social Coprocessor (Head)
+30% Social Impact
+20% Negotiation Ability
+5% Trade Price Improvement
Value: 800

Dopamine Synth (Head)
-4% Mental Break Threshold
+8 Mood Offset
Value: 800

Reactive Cranial Plating (Head)
x0% Stagger Duration Factor
Value: 400

Inflatable Axons (Head)
Grants Inflate Axons Ability
Applies 20 seconds of "Inflated Axons"
x70% Melee Cooldown Factor
x140% Movespeed
x70% Aiming Delay Factor
+40% Consciousness
Applies 10 seconds of "sluggish signaling"
-10% Consciousness
Value: 1300

Cherubic Visage (Face)
+2 Beauty
+10% Social Impact
Value: 1100

Holographic Visage (Face)
+1 Beauty
+40% Social Impact
Value: 1100

Optical Bioscanner (Face)
x125% Medical Tend Quality
x125% Medical Operation Speed
x125% Medical Surgery Success Chance
x125% Medical Tend Speed
Value: 1600

Optical Technoscanner (Face)
+30% Research Speed
+30% Hacking Speed
+50% Mech Repair Speed (Biotech Required)
x150% Mechanoid Shredding Speed
x125% Mechanoid Shredding Yield

Security Interlock (Head, Body)
x300% Hacking Speed
x200% Hacking Stealth
Value: 800

Communications Interlock (Head, Body)
+5% Mechanoid Work Speed
Grants Ability "Rebuke Robot"
Drive a nearby mechanoid (20 tiles) berserk for multiple hours.
Cooldown of 3 days.
Can not be used on bosses.
Value: 800

Reactive Trauma Plate (Body)
x85% Incoming Damage Multiplier
Value: 800

High-Fidelity Matter Recompositer (Body)
Grants the "Recomposite" Ability
Instantly teleport the user to a selected tile.
50 tile range, line of sight not required.
4 hour cooldown.
Value: 1600

Stabilizer Arm Locks (Arm)
+3 Shooting Accuracy
Value: 700

Bionic Arm Musculature (Arm)
+7.5% Manipulation
Value: 600

Rapid Release Finger Flexors (Hand)
Entirely replaces hand
-15% Aiming Delay Factor
-15% Ranged Cooldown Factor
Value: 700

Giant Hands (Hand)
Entirely replaces hand
x115% Melee Damage Factor
Replaces organic punch with a slightly stronger verb
Value: 800

Micromanipulator Array (Hand)
Entirely replaces hand
135% part efficiency
80% Melee Damage Factor
+5% General Labor Speed
Value: 800
Dermal Insulation (Head, Body, Back)
Head:
+6c max comfy temperature
-6c min comfy temperature
+10% heat armor
Body:
+9c max comfy temperature
-9c min comfy temperature
+20% heat armor
Back:
+4c max comfy temperature
-4c min comfy temperature
+5% heat armor
Value: 300

Dermal Plating (Head, Body, Back)
Head:
+20% sharp armor
+10% blunt armor
Body:
+25% sharp armor
+15% blunt armor
Back:
+15% sharp armor
Value: 300```
More to be added...?
20 条留言
bing bong 멍청한 병신 9 月 23 日 上午 4:40 
take your time man
you're not getting payed for this
Eggman  [作者] 9 月 23 日 上午 12:02 
Hey all! Brief update on the next mod in this series.

Been /very/ busy with college, and honestly have not had much interest in rimworld lately. There are some textures done for a few of the abilities, but I'm going to have to sink my teeth into C# again and that always takes a lot of motivation for me to do. Consider mutations of qud to be on hiatus for now, will post again when I start working on it.
Cutiegorgon 9 月 9 日 上午 12:02 
Yay, tysm! You might want to put the list under /spoiler to better preserve your vision of discovery as well
Eggman  [作者] 9 月 8 日 下午 1:19 
Done! There's now an in depth description of every item currently present in the game- Of which there are about 20.
Eggman  [作者] 9 月 6 日 上午 9:35 
Hey, @Cutiegorgon, I appreciate the input! While I assure you that all the implants are designed with vanilla balance in mind, I do understand the feeling, and if I can get some motivation I'll be sure to post a spoilered list of the implants.
Cutiegorgon 9 月 6 日 上午 7:19 
While I appreciate the idea of leaving implants to the discovery, I would still prefer to see what I'm subscribing to so I could use cherry picker and disable what I find overpowered or not fitting my current rimworld story. Since I have no clue what the implants do I'm discouraged to try this mod out :(
ZE 9 月 6 日 上午 2:14 
Oi. Just made me think... a full Qud mod would be delightful.

Fuck silver, im thirsty AF.

Been playing a superhot desert playthrough and that's what's been missing. Dubs grants wells, and water i should sells
Latex Santa 9 月 2 日 上午 12:20 
@Eggman
Thank you kindly.
Really looking forward to the psionic mutations!
Eggman  [作者] 8 月 25 日 上午 11:03 
Progress on the mutations mod is going well! I've written out plans for about a dozen so far, all of them physical. I'll likely write another mod to introduce several of the mental mutations as psycasts, as I feel most of them would work better that way. At some point I plan to add more content to this mod, namely some leg implants and any part implants (like dermal insulation)

Will keep y'all posted!
ASH 8 月 24 日 下午 9:41 
Libndink watersib!