Caves of Qud

Caves of Qud

Aetheric Beacon
8 kommentarer
[OO] coldsteel 4. juni 2022 kl. 12:00 
Hi, I'm trying out this mod today and I found the cape and equipped it but it does not reduce my psychic glimmer at all. Does this mod still work?
anaris 18. maj 2019 kl. 7:57 
I was originally just trying to work out whether it was a bug - if it's intended behaviour then my curiousity is satisfied. Thinking of it as a mechanic I actually kind of agree with you - I found it weird at first because the base game doesn't do this, but there definitely is an open "balance niche" here where you are balancing the incredible utility of the Shroud against having to actively stay on top of its power requirements. I remember thinking it was a bit weird when I powered some of the vanilla equipment forever just by crafting a single solar cell!
Kane  [ophavsmand] 30. mar. 2019 kl. 15:21 
@anaris The boot time on both is 6 turns with 250 charge use per turn. This was done to be similar to the Ontological Anchor, 2 turns with 750 per turn. Once booted they have a charge use of 3 per turn. This means that once a solar cell has at least 1500 charge the boot sequence will begin, drain the cell to almost nothing, be active while day (solar cell charges at 10/turn during day) then die once it hits night. Since time is accelerated on the world map this can happen a lot. If you want this to work with solar cells you can always change the object blueprint to use less charge, my intention though was to balance it around the Ontological Anchor. I am open to alternative ideas as well, maybe the shroud uses less energy but also reduces ego?

TLDR: Solar Cells are not adequate for the power requirements of this equipment, this is intended.
anaris 30. mar. 2019 kl. 4:45 
Aetheric Shroud has a weird interactionw with solar cells - not sure exactly what keeps it from happening with the vanilla equipment I've powered that way, but the Aetheric beacon appears to repeatedly allow solar cells to charge slightly, then drain them to zero, causing a lot of messages if you accidentally walk on the worldmap or something.
Kane  [ophavsmand] 12. mar. 2019 kl. 17:40 
Should be good, haven't noticed any issues. This only extends IPoweredPart on the C# side and BaseBracelet/Cloak on the xml side, any large changes to those could break it but it still appears fine.
Kane  [ophavsmand] 17. jan. 2019 kl. 16:58 
I'll look into it.
Mal 15. jan. 2019 kl. 9:38 
There miiight be a memory leak somewhere, but i'll keep checking if it was that, or some other issue.
Mal 4. jan. 2019 kl. 3:14 
Nice!