Caves of Qud

Caves of Qud

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Rogue Robots of Qud
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Branch: Stable
Character: Genotype, Mutation
File Size
Posted
Updated
241.334 KB
22 Oct, 2024 @ 3:06pm
8 Jan @ 7:24pm
25 Change Notes ( view )

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Rogue Robots of Qud

In 1 collection by QWERTYww
Qwerty's Qud Quollection
3 items
Description
Thank you to my friend lakeraydia for eir art used as the Rogue Robots icon!

If you're having issues with robot mutations appearing on modded genotypes, use
this patch. This does not support all modded genotypes, and causes some other minor issues if there are no other modded genotypes, but it's easy for me to add more and a better solution is in the works.


Rogue Robots of Qud aims to add robots as a fully-fleshed-out genotype complete with (mostly) unique mechanics and mutations. Playing as a robot differs from playing as either a True Kin or Mutated Human in a number of ways:

  • You do not have access to physical mutations, but gain access to a unique set of robot-exclusive mutations
  • You do not need to eat or drink, but also can't metabolize meals
  • You cannot use tonics
  • You are EMP sensitive and can be made to rust (only very rarely)
  • You are immune to all diseases, including fungal infections
  • You have a natural +6 boost to mental armor, but this will be permanently lost if you have a psychic awakening
  • You inherently have a fusion generator which can be used to power jacked items
  • Your starting skills are not based on your subtype but your 'core' mutation
  • Robots start neutral (but a little bit mad at you, you are a ROGUE robot after all)
  • Limbs naturally regenerate, but at a VERY slow rate (one limb every 1000 turns).
  • You cannot tattoo yourself, but you can engrave yourself. This works for the Mark of Death quest. With this mod installed, Yla Haj sells 1 guaranteed gaslight chisel which can be used to engrave the Mark of Death.

There are also unique defects for robots, including one which replaces your healing with manual repair (via the Repair tinkering skill), with more to come!

Robots can also (if they start with the Biological Core mutation) gain mental mutations as they level and become powerful psykers in their own right!

This mod is currently a work-in-progress, and there may be minor bugs and inconsistencies.
Please report any issues in the Bug Reports discussion!
Popular Discussions View All (4)
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8 Jan @ 10:38am
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29 Jan @ 5:25pm
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15 Dec, 2024 @ 4:42pm
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165 Comments
TheCarrierPrimoris 3 Feb @ 4:54pm 
@QWERTYww
Thanks for all the bug squashing. I lub me some robots, so your efforts are much appreciated.
|_| Clyax 27 Jan @ 4:42pm 
@QWERTYww Take your time. Sounds good. Thank you.
QWERTYww  [author] 27 Jan @ 4:35pm 
That will be fixed in the next major version, but you will have to wait somewhat as I have been busy lately.
为让我心醉的你 26 Jan @ 3:40pm 
The arms from the mutation for extra arms do not seem to regenerate. I have waited tens of thousands of turns..
QWERTYww  [author] 11 Jan @ 2:43pm 
Hm. Will have to look into that, that definitely isn't right.
TheCrimeSkeleton 11 Jan @ 1:55pm 
i mean even in proc-gen villages, i found plenty villages but just, no implants
QWERTYww  [author] 11 Jan @ 11:08am 
There's a certain amount of proc-gen villages in each type of tile, but the easiest way to find them is to quickly check ruins tiles which I felt was fitting for a robot. That's not to say I don't understand what you're saying here- I have an idea for a way to alleviate this problem but it's gonna take me some time to get the implementation right.
QWERTYww  [author] 11 Jan @ 11:05am 
@TheCrimeSkeleton Stat upgrades specifically come from VILLAGE tinkers, at the procedurally generated villages. Tinkers in settlements visible on the world map at the start of the game generally won't have any.

It's usually not that hard to find one or two of the villages, and if that doesn't work, legendary godheds in the jungle have a somewhat good chance of dropping them (though maybe I need to increase the drop rate?).

They're also non-restocking, so if a tinker doesn't have any, they won't get any when they restock.
TheCrimeSkeleton 11 Jan @ 3:13am 
i just finished a playthrough (made it to level 46) and i only found 2 normal stat increasing implants, all the other implants were the guaranteed special ones (quetzal, heavy, sunslag), i talked to tinkers all the time and i just couldnt find any extra
Hey -- this is a seriously cool and impressive mod. Just had a blast in character creation. Thanks!