Caves of Qud

Caves of Qud

148 ratings
Rogue Robots of Qud
17
2
5
3
2
   
Award
Favorite
Favorited
Unfavorite
Branch: Stable
Character: Genotype, Mutation
File Size
Posted
Updated
273.355 KB
22 Oct, 2024 @ 3:06pm
20 May @ 7:01pm
29 Change Notes ( view )

Subscribe to download
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 can use new items sold by village tinkers and looted from certain robots to upgrade your stats instead (so long as you still have room for more hardware...)
  • 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' module
  • 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)
181
24 Jun @ 4:03pm
PINNED: Bug Reports
QWERTYww
101
19 Aug @ 1:29pm
PINNED: Suggestions
QWERTYww
3
26 Jul @ 10:31am
PINNED: FAQ
QWERTYww
232 Comments
QWERTYww  [author] 24 Aug @ 5:14pm 
@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 24 Aug @ 11:04am 
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 23 Aug @ 4:42pm 
how do you un-rust yourself?
QWERTYww  [author] 19 Aug @ 4:25pm 
Not a bad idea actually. I'll see what I can do about that.
Tolta 19 Aug @ 2:25pm 
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.
QWERTYww  [author] 19 Aug @ 1:29pm 
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 19 Aug @ 1:23pm 
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
QWERTYww  [author] 15 Aug @ 3:18pm 
It's most likely a UI issue. It should be working fine internally. I'll look into that though.
Ersatz 15 Aug @ 11:10am 
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 12 Jul @ 1:39pm 
Ah, good to know. Thanks QWERTY!