Caves of Qud

Caves of Qud

Rogue Robots of Qud
252 条留言
QWii  [作者] 11 月 3 日 下午 1:57 
All the bodyparts with weird names are roughly equivalent to a normal bodypart in Qud. Crest is an analogue for a face, wheels are actually a default vanilla body part with their own armor equipment item, and so forth. The only real difference is the number of different body part TYPES you have (e.g. 2 faces or face equivalents instead of a face and a head, things like that).
Omnioid 11 月 3 日 上午 3:52 
For unorthodox frames like the Reefrunner, is there anything you can equip to all their bodyparts (eyes, crest, wheels, etc...) or do they just exist to be dismembered?
QWii  [作者] 10 月 28 日 下午 8:13 
I will note though, the ammo fab mutation does that because a tinker build could just make the bullets as you'd expect - with tinker bits. The ammo fabricator is an alternative to that, rather than an upgrade to it.
QWii  [作者] 10 月 28 日 下午 8:11 
No, I definitely get it. A lot of that is stuff I've wanted to do but haven't figured out a great way to do. Will add it to the list!
Vera Valentine 10 月 28 日 下午 2:19 
I trimmed down my original comment by about ~4500 characters to fit everything I wanted to say into Steam's maximum comment size, so I might have left some things out in my original comment. If anything I've said doesn't make sense, please respond to me and I'll try to get back to you.
Vera Valentine 10 月 28 日 下午 2:16 
Excellent mod! I love the balanced feel of everything (or almost everything), and I especially respect and admire the fact that you're making this mod with (seemingly) no funding for it nor monetary reward from it!

Great Features/Characteristics:
- Thematically appropriate addition of robots as playable characters to CoQ
- The unique and novel addition of different robot modules to enhance character customization
- The ability to gain modules throughout a run
- The freedom from eating and drinking

Critique-Worthy Feature/Characteristic:
- Ammunition fabrication module's expensive cost for a batch of bullets (maybe not making it cost HP would be a good approach, kind of like how in vanilla CoQ you can tinker up like 50 lead slugs for just 1 D tinker bit or so if you can somehow get the recipe for a bullet)

Suggestion:
- Psychometry for robots through some analysis module or artifact that analyzes artifacts over time

Thank you so much for making such a great mod!
esran2 10 月 13 日 上午 11:48 
I upgraded efficient computing but my compute power remained at 25.
QWii  [作者] 10 月 12 日 下午 5:35 
I mean you're not wrong but actually fixing these is a lot harder than it sounds. I've been writing some notes for an upcoming mutation update, but so far it's pretty rough (as you can tell from the lack of updates).
l2o10000ng 10 月 12 日 上午 11:22 
Great job on the mod. Though I have some feedback.

1. skill progression feels a bit lacking compared to the base game mutant and true kin. What stood out to me is the fact that there are so few mutations that you can invest points into.

2. The active skill mutation doesn't feel that strong again compared to what mutant can do. I think there should be a steam equivalent of corrosive gas together with steam vent so a high Willpower robot build would be viable.

3. The mid-endgame character progression feels extremely limited. The lack of eater's nectar/brain brine equivalent for robot (And no I really don't think the stat upgrade item is anywhere close to a replacement for these, not to mention the fact that they you can't get them from refreshing merchant) means you don't really have any good option for vertical investment aside from power leveling. Which imo is a mindnumbingly boring way to play.
QWii  [作者] 10 月 2 日 上午 11:12 
Also, the frames are sorted by how close they are to a standard game experience. The multihauler is strong for a multiweapon fighting build, but so is a chimera with a lot of arms. I've been trying to keep things MOSTLY in-line with vanilla. But yes, some of the options are way more powerful than the others. Your mileage may vary depending on your build though.
QWii  [作者] 10 月 2 日 上午 11:11 
Electromagnetic hardening should work? That said, it could be the part I'm using for it doesn't work the way I think it does. Will look into this
esran2 9 月 30 日 下午 3:45 
Also, does electromagnetic hardening not actually work? Even with it, I seem to lose a lot of turns when an emp grenade explodes on me.
esran2 9 月 30 日 下午 3:13 
This is a very interesting mod. One question I had was about the multihauler. Is it supposed to be a LOT more powerful than most of the other choices? It seems extremely strong, though I might be missing some weakness. If it is supposed to be much stronger, it should probably be labelled as such. Actually, in general I would like if the options were labelled by how strong they are, since some of them are a lot stronger than others.
QWii  [作者] 9 月 27 日 下午 10:50 
There should be an option called 'analyze' or something like that (I don't remember what I called it) which will do effectively the same thing as eating it but with some robot-themed flavor text.
Spodacus 9 月 27 日 下午 4:27 
Hey how do i do the main quest where they want me to eat mushrooms to see the path?
Vanilla Gorilla 9 月 27 日 上午 6:33 
gotcha, could you add a robot pet who can take advantage of modules? that'd be cool.
QWii  [作者] 9 月 26 日 下午 7:18 
Oh, you were referring to the upgrade pieces. That's different, and I probably should've named them something more distinct from the mutation modules. Unfortunately those are part of a separate class and can't be applied in quite the same way. There's some intricacies in Qud's vanilla system which I had to work around in weird ways, and that's a side effect of my questionable programming. Unfortunately there's nothing I can do about that at the moment.
Vanilla Gorilla 9 月 26 日 下午 2:46 
yeah i noticed i can give them the stat boosting items but they dont gain mutation points, and even when i use wish it only gives me a list of standard physical and mental mutations, is there another command im supposed to use?
QWii  [作者] 9 月 26 日 下午 1:54 
Well, kind of. You can use the swap wish to become them, and then use the 'mutation' wish to add modules (they're just renamed mutations). Most of them aren't really set up right to be used on NPCs but I think some of them should owrk.
Vanilla Gorilla 9 月 25 日 上午 2:43 
any chance you can make the robot pets like Nan-N/A and Important Goldfish robots so they could get modules? if not is there a wish to give modules to characters?
QWii  [作者] 8 月 24 日 下午 5:14 
@Shrip Rust can be repaired with the Repair tinker skill unless you've taken the Rusted Hulk ability which constantly reapplies it (which I am considering removing since it's kind of pointless since there's an anti-rust module).

@Obsidious Thanks for the feedback! I wanted it to be a little bit unique but still close to the base-game gameplay so I'm glad you thought it was good! I will say there's some work that still needs to be done on it though, especially for gameplay variety.
Obsidious 8 月 24 日 上午 11:04 
I want you to know that the first book I found while using this mod was Corpus Choliys.

Also, this mod is so cool, just from character creation and a few minutes of play. The photosights of a freshly-awakened turret robbed of their high-power armaments and draped in a [delightful] [magnificent] local banner (of all things, their profanity filter is still functioning) are novel eyes through which to view the Salt!

Also, I like the no-healing optional flaw. It's keeping me on my toes. Er - that is, malfunctioning positional hydraulic clamps.
Shrip 8 月 23 日 下午 4:42 
how do you un-rust yourself?
QWii  [作者] 8 月 19 日 下午 4:25 
Not a bad idea actually. I'll see what I can do about that.
Tolta 8 月 19 日 下午 2:25 
Haha, no worries. Thank you for the tip about the XML files. Perhaps a middle ground could be a discussion page on this mod that lists the various robot chassis options, the robot mutations, etc? For other peoples sake.
QWii  [作者] 8 月 19 日 下午 1:29 
No wiki unfortunately, I'm a mod developer not a web designer (and like hell am I using a Fandom wiki). The stat modules are in Items.xml in the mod's directory though, there's some comments in the XML so it should be fairly readable.
Tolta 8 月 19 日 下午 1:23 
Love this mod! Is there a lil wiki or list available that details what all is in it? I'm having a blast discovering things but id love to see, say, a list of the stat upgrade modules I can buy from traders
QWii  [作者] 8 月 15 日 下午 3:18 
It's most likely a UI issue. It should be working fine internally. I'll look into that though.
ersatzCossack 8 月 15 日 上午 11:10 
Been seeing a weird bug with capacitors where it always shows me storing 100 units of charge even when the mutation is up to 300 or 400. all of my jacked items still seem to be working fine (vibro weapons eigenrifle and force bracelet) so maybe it's just a UI thing?
Digishade 7 月 12 日 下午 1:39 
Ah, good to know. Thanks QWERTY!
QWii  [作者] 7 月 8 日 下午 3:00 
To clarify, armature drones will work for melee weapons and not for missile ones. The only reason the game lets you equip missile weapons to them is that they can be used as melee weapons like most items in the game.

Most robots equip missile weapons to their left and right hardpoints. The middle hardpoint, if present, is for throwing weapons. This is not something specific to this mod - robots in the base game have the same body plan.
Digishade 7 月 8 日 下午 2:03 
Any reason why the game doesn't register missile weapons as equipped when handled by Armature Drones?
QWii  [作者] 6 月 18 日 上午 10:40 
Most likely, I also might be overestimating the amount of charge by default since I'm currently away from the computer I use for programming

Also, force bracelets in particular appear to use slightly more power than advertised - whenever it pushes things it uses a bit of extra power iirc.
The Wombat of Combat 6 月 14 日 下午 4:43 
I see, I was trying to power a force bracelet. that needs 500 so maybe it didn't work when it was right at the maximum?
QWii  [作者] 6 月 14 日 下午 4:35 
But yes, there's a lot of jank in this mod. This is definitely because I wanted to keep it consistent with the base-game and there are no reasons for it involving me being bad at programming
QWii  [作者] 6 月 14 日 下午 4:34 
The improved reactor will help, yes. The default power you get is around 500units per turn, which doesn't carry over between turns without capacitors. So some higher-power items will not be able to draw enough power and thus fail to activate.
The Wombat of Combat 6 月 14 日 下午 2:47 
according to the description robot characters can power jacked items but that isn't working. Is this no longer true? was this functionality moved to improved reactor or capacitors?
RadLad 6 月 9 日 上午 1:43 
Pretty dang good man
StandAlloy 5 月 19 日 上午 5:56 
I literally figured out how to repair right after hitting Send on my comment lol
QWii  [作者] 5 月 18 日 上午 11:17 
Also, to the person with skull emojis as their username, this mod is not compatible with Hexagun and it will cause things like that to happen.
QWii  [作者] 5 月 18 日 上午 11:17 
Yeah, sorry, it's not super intuitive. I think maybe I could make it easier maybe, but I'm still testing things out. Works the same as it does for furniture, if that helps?
StandAlloy 5 月 18 日 上午 6:56 
Nevermind, i just figured out how. You just need to interact with yourself with the Look command:SpectreSmile:
StandAlloy 5 月 18 日 上午 6:53 
Hey, i was wondering how to heal when you have faulty auto-repair. The defect says you can use the Tinker ability to repair lost HP, but i can't seem to figure out how.
THE MIMIC 5 月 14 日 下午 4:56 
its so good!!!!!
Essence of magic 5 月 14 日 上午 8:46 
EIG pancube have three ranged slots instead of promised four. LITERALLY UNPLAYEBLE.
twitch.tv/infinity_hs0 5 月 13 日 下午 2:24 
I'm gonna try this ,and see how things go
QWii  [作者] 4 月 26 日 下午 2:35 
* Small correction, it IS intended for player use via ganglionic teleprojector, but it's not BALANCED for player use.
QWii  [作者] 4 月 26 日 下午 2:35 
Rushdown protocol is a base-game NPC-only ability which I have kind of hacked together into a usable mutation. It has some issues since it was never intended for player use, or to even have a cooldown for that matter.
That said, I have learned a lot more about how abilities work since I made it, so I may be able to fix that.
OverZhorman 4 月 26 日 下午 1:48 
man why does rushdown protocol go on cooldown when I cancel it :steamsad:
QWii  [作者] 4 月 17 日 下午 6:54 
(tl;dr normally you can install a ton of upgrades after the 'limit' so long as you have the health for it but it seems to be broken atm)