Caves of Qud

Caves of Qud

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Serrated Alliance (Weapons & Attachments)
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2.001 MB
29 Jan, 2021 @ 7:30pm
5 Oct, 2024 @ 8:53am
21 Change Notes ( view )

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Serrated Alliance (Weapons & Attachments)

Description
Features:
  • 13 new weapons many of which require new, less common than a lead slug, ammo types - pistols, rifles, machineguns, anti-armor weapons.
  • New sounds and tiles for several existing weapons.
  • Weapon attachment system - sights, underbarrel weapons, bayonets, muzzle devices and other items each making your gun a little more powerful. Some attachments are integral to weapons. Existing weapons also have attachment slots.
  • Semi-automatic mode for most automatic weapons which slightly increases weapon accuracy.
  • Prone position for your character which slightly increases accuracy, even moreso with bipods, and increases your DV against ranged attacks from 5+ tiles.
  • Smoke grenades which obscure enemy sight.
  • Phosphorus grenades which inflict acid and heat damage.
  • New magazine size upgrades - high capacity and drum loaded magazines. Some weapons can have only one or neither.

All items can be found around the world and at gunsmiths. Legendary gunsmiths have curious devices in particular.
Thanks to Ydrials for helping make title picture.
Report issues in comments or on Discord pyatr#3636. Provide build.txt and Player.log as files or in pastebin.com.

Join Unofficial Caves of Qud discord server
https://discord.gg/fpF5ATG9c2
68 Comments
Lucio Magno 1 Sep @ 8:27pm 
<3
pyatr  [author] 1 Sep @ 6:28pm 
Hey guys, just found out the hard way that if your gun gets renamed (like when you're inspired) , the slots from glowsphere, bayonet and underbarrel weapons will remain because they rely on original guns display name. I'll try to fix that when I can but don't rename your gun when it's equipped with slot providing attachments or you'll be stuck with extra slot forever. Slot is not a true limb so it can't be dismembered with a wish either.
pyatr  [author] 15 Jan @ 5:46pm 
It was when I tried it mid december
Kinasin 15 Jan @ 4:03pm 
is this working with 1.0
pyatr  [author] 5 Oct, 2024 @ 8:57am 
Item tables are updated and merchants should have decent item count now. That probably wasn't related to CoQ Expanded, I remember some merchants having a bit too much stuff and sometimes way too much.
HanCloudstone 2 Oct, 2024 @ 6:18am 
Modding sure gets weird sometimes, I guess I'll wait for the fix.
Thanks.
pyatr  [author] 1 Oct, 2024 @ 6:09am 
I'll move inventory loading back to files when I have time. Originally that was a solution to broken item table merge which is likely the issue now.
HanCloudstone 30 Sep, 2024 @ 12:55pm 
Seems like in my case Gunsmiths and Grenadiers stop resetting their stock properly, their inventories getting clogged to the point the game lags hard when updating their wares specifically.
Other vendors seem unaffected.
HanCloudstone 29 Sep, 2024 @ 4:52pm 
There's a weird interaction with "Caves of Qud Expanded - The Grand Bazaar" mod. Separately the mods seemingly work as intended. When used together Gunsmiths spawn with an absurd amount of guns. I saw eleven unmodified Issachari rifles just vibing there for some reason alongside a full screen of other guns.
I saw that you chose to merge your content into Gunsmith list while Bazaar edits the list directly. It's wild to see that the end result of those approaches meeting is the game somehow spawning triple or quadruple the amount of guns either mod intends.
pyatr  [author] 21 Jul, 2024 @ 7:37pm 
That bug is fixed and all your attachments should work again.