Caves of Qud

Caves of Qud

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Templar Expanded: Barathrumite Emancipation
   
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Character: Conversation
Environment: Quest
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9 月 29 日 下午 2:18
10 月 22 日 上午 2:48
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Templar Expanded: Barathrumite Emancipation

描述
Templar Expanded: Barathrumite Emancipation is a new Quest mod for Caves of Qud.

Locations:

Journey to 7 new encampments across Qud, slay their leaders and rescue the enslaved Barathrumites they have captured.

Enemies:
Adds two new subfactions to the Templar: The Order of the Righteous Flame (who wield flaming swords and count Cinder-Knights among their number), and the Archive Illuminate (Who use their Truekin powers to often dominate robots into servitude)

These subfactions can be found amongst the greater forces of the Templar in Qud, as well as their faction affiliated encampments. Their forces are made up of both new, unique units as well as well as variants of Templar from the basegame.

Quests:
Adds a new quest, where Q Girl identifies various Templar encampments to destroy, spanning the entire game in terms of difficulty and geography.

Adds new ways to interact with the main quest- rescue enslaved barathrumites before journeying to Grit Gate to prove that you indeed have More than a willing spirit without any messy sewer diving; Or reduce the impact of a certain Templar assault.

Loot:
Later Templar commanders are equipped with advanced technology, adding a tier 8 shotgun and plasma sword as well as a zetachrome vibrokhopesh.

Miscellanea:
I've removed dromad merchants from the pool of possible slaves for newfathers and seekers, as I personally find them really annoying, and worse- boring. This may or may not stay, depending on feedback.

All templar now have unique dialogue, which varies depending on your genotype, rather than using generic humanoid.

Templar colours have now changed. Generic templar, rather than red, now have grey armour and a white tabard. The new subfactions have red and blue tabards, with the intention of new subfactions getting new colours.
Thanks:
Huge thank you to Goodboye, for allowing me to use their heavy weapon templar sprite, which is used on the Heavy Gunner-Knight Templar, the Cinder-Knight Templar and their respective legendary instances.

Also a huge thank you to the modding channel on the discord server, for putting up with, and answering my many questions.

Notes:
As with all my mods, I'd really appreciate feedback, both negative and positive. I can't promise to act on any of it, but any thoughts, feelings or ideas for where you'd like to see it go next, I'm happy to take community inspiration!

Future plans:
I hope to eventually add a final set of less procedurally generated encampments in the mountains, the destruction of which would drastically reduce enemy numbers and strength in the final battle.

I'd also like to expand the new Templar Orders, both by expanding the units that they field but also maybe adding new ones.

I have plans for some new Cybernetics, and once they're created, I'll add them to the enemy roster too!

At the moment, the rewards for actually completing the quests are somewhat simple. As I gain experience with creating more activated abilities and stuff, I'd like to add some new bespoke technological rewards that Q Girl has been able to design or salvage.

Potentially add a predesigned dungeon, the Binary Honorum, but that's very much a long term goal.

It might be a bit weird to put in a 'what I'm not going to do' in the future plans section, but in line with the devs' wishes (and my own, really), I won't be developing a 'join the templar' quest in the future. Each templar commander does have unique dialogue, but that's more for flavour and to talk a bit about the Orders they belong to, rather than foreshadowing a plotline.

I hope you enjoy!
热门讨论 查看全部(1)
1
10 月 4 日 上午 3:57
Fails to load/activate
Raltay
10 条留言
Aric Ironhand  [作者] 10 月 22 日 上午 2:50 
Hi everyone, thanks for pointing out the issue. Mr.backproblem, you were correct, I'd accidentally overwritten, rather than merged some changes. Should be fixed now!

This will apply to ongoing saves, but not zones that are already built. To apply to ongoing zones, use the rebuild wish (this will regenerate the zones, so dead enemies will respawn and placements will be different)
mr.backproblem 10 月 19 日 上午 11:44 
I think i found one of the issues. Youve got these 2 lines in creatures.xml

<object Name="Knight Templar" Inherits="Templar">
<object Name="Newfather" Inherits="Templar">

Looks like that is setting the knight templar and newfather templates to level 1 and cascades downwards (im not a modder but thats my guess)
Muntus 10 月 19 日 上午 8:53 
This mod cooks the high temple mecha, turning it into a harmless (creature). Fix that and it would be pretty cool.
mr.backproblem 10 月 18 日 下午 8:36 
it seems like a lot of units at the first few camps, including the commanders, are starting at level 1 with no armor on. I also ran into a templar wraith that didnt spawn with a weapon at all. Is that intentional?
KIRILOCS 10 月 12 日 下午 1:28 
I enjoy this! Great mod :chutecrab:
turkler 10 月 7 日 上午 7:13 
great mod, thank you
whenwrašk 10 月 2 日 上午 6:58 
i hope i'm interpreting the name correctly, but Binary Honorum is such a good name for a faction of bigots
cringe! 10 月 1 日 上午 9:43 
john brown playthrough
Aric Ironhand  [作者] 10 月 1 日 上午 9:23 
New game is required I'm afraid, as they're placed on world generation.
MANTIZZLE 9 月 30 日 下午 9:00 
ahh just started a great playthrough! new game needed or no?