Caves of Qud

Caves of Qud

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7.1. klo 22.40
7.1. klo 22.40
2 muutosilmoitusta ( näytä )

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You Have Become

1 kokoelmassa, tekijä Gravenwitch
The Witches Cauldron
23 luomusta
Kuvaus
Stat-granting cybernetics provide more stats the more stat-granting cybernetics you have implanted.


Features
Stat granting cybernetics (Bionic hands, heart, and arms, dopamine synth, beautiful visage, and palladium electrodeposits) provide +1 to the stat bonus of other stat granting cybernetics.

Examples
Bionic Heart + Bionic Arms
+3 Toughness, +3 Strength

Bionic Heart + Bionic Arms + Bionic Arms
+4 Toughness, +5 Strength

Philosophy
There wasn't a mod that did this on the workshop, so I made one. I make no claims on balance.

Flavor / justification for the bonus is that the more mechanized your body becomes the better support each cybernetic receives. A bionic heart improves the blood flow to bionic arms, bionic arms reduce the strain on bionic hands etc.

License
Any elements of this mod may be used without credit or permission, so long as you are not charging money for it.
20 kommenttia
Gravenwitch  [tekijä] 10.10. klo 12.18 
@Ash I still make small mods from time to time, I currently do not have time to maintain mods for games that update as frequently as Qud. I do plan to return once things calm down, both in my life and for the game.
ASH 9.10. klo 7.47 
Hope you're doing well. Do you ever plan to come back to modding?
Gravenwitch  [tekijä] 13.4. klo 19.46 
@Space_Void I agree that true kin are very strong. That said, cybernetic stat boosters are specifically the worst-in-slot.
Space_Void 13.4. klo 12.42 
Its really weird to me how everyone says True kin aren't up to mutants level...I mean they can get 4 jacked phase cannons by end game...even early game, sword and board will beat just about anything so long as you are smart.
Gravenwitch  [tekijä] 13.3. klo 0.11 
<3
Never Lucky 12.3. klo 15.49 
great mod
Gravenwitch  [tekijä] 4.2. klo 22.48 
@Mike electrodeposits should only give their boosting effect when installed in the head if I recall. Next time classes calm down I can take a second look. Please check your strength attribute and the "You are becoming" status effect upon installing / uninstalling the implants and let me know if they do or don't change if you don't mind.
Mike 2.2. klo 8.37 
It doesn't seem like my electrodeposits are boosting my cybernetic arm's strength. even after installing three of them my carry weight is still 570, the same it was when I installed the arm alone.
Clockwork 15.1. klo 10.06 
No, true kin just have precog. It does cost, but water eventually becomes a non-issue. It's entirely reasonable to just assume true kin have access to most shenanigans enabled by precog. Mutation points never have that post-scarcity luxury.
AmmoniaM 14.1. klo 22.50 
i wholeheartedly disagree on the last part. regeneration, sure. but night vision is one of the starting cybernetics and its a billion times better than mutant night vision, and TKs can precog with sphynx salt(which yeah, is much more expensive than just waiting for the cooldown, but still)

i think the main thing is that mutations allow you to have a build, hit play, and be in that build. TKs take much, much longer to be playing anything other than a baseline human that can punch hard or see in the dark. which is basically what you said for your first point. whenever i recommend qud to my friends, i always recommend they play mutants just so they dont get bored in the early death loop lmao