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
273.355 KB
22 Oct, 2024 @ 3:06pm
20 May @ 7:01pm
29 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 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)
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26 Sep @ 2:00pm
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250 Comments
QWERTYww  [author] 4 hours ago 
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.
QWERTYww  [author] 4 hours ago 
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!
The Tinker 10 hours ago 
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.
The Tinker 10 hours ago 
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 13 Oct @ 11:48am 
I upgraded efficient computing but my compute power remained at 25.
QWERTYww  [author] 12 Oct @ 5:35pm 
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 12 Oct @ 11:22am 
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.
QWERTYww  [author] 2 Oct @ 11:12am 
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.
QWERTYww  [author] 2 Oct @ 11:11am 
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 30 Sep @ 3:45pm 
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.