Caves of Qud

Caves of Qud

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The Gadgets of Qud
   
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Branch: Stable
Character: Ability
Type: Script
File Size
Posted
Updated
283.070 KB
28 Sep @ 5:26pm
25 Oct @ 2:11pm
11 Change Notes ( view )

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The Gadgets of Qud

In 1 collection by The_MixMaster™
Qud for the Living
4 items
Description
Adds a variety of unique artifacts, armor, and doodads to play with. Most are focused around filling gaps in the base game (especially with true-kin) and just generally being interesting. Current gadgets include:

The Phase Entangler
A tier 8 back item which allows for temporary phasing at the cost of energy. The cost ramps up overtime so that a user with electrical generation or the biodynamic fuel plant cannot remain phased indefinitely.

The Kingmaker
A new drop from Chrome Pyramids (33% drop chance). When activated, will allow the user to pick a weapon, armor, or cybernetic to entangle into the sultanate history and gain a random relic property.

The Unshaping Cannon
A new vibro-penetration heavy weapon to keep the weapon subclass relevant during late-game. A vicious beam cannon that does 5d16 damage per shot, but has 1 turn of cooldown between shots. A hefty monster of single-target DPS balanced by its slow firing rate, enormous energy drain per shot, and rarity (Tier 8). It's also light-based, so try not to let that beam find its way back to you.

The Charge Bomb
A new reusable throwing item which allows you to transfer charge from chem cells (or yourself if the item is Jacked. T is the keybind to transfer charge) to power up the item for when it is thrown, doing arcing electrical damage to all enemies in its radius based on the amount charged prior to tossing. The damage is determined by the total charge in the bomb's capacitor, the voltage (arcing amount) is determined by the charge amount and the number of targets caught within its radius (less arcing if more enemies are caught in its initial radius). Can be found from Grenadiers or any tier 3 grenade drop source.

The Munition Fabricator
It will provide the powder, but you must supply the metal. The Munition fabricator is a tool that allows you to grind up metallic objects and turn them into an ammo type of your choosing (Lead slugs, shotgun shells, steel arrows, or HE Missiles). It's overall less efficient than buying them, but it can be used anywhere and allows for recycling in the field.

The Dematerializer
An implant that allows the user to target a string of cells (like force wall) and disintegrate all the tiles within. Very strong against structures, moderate damage against organics. Compute power will increase the amount of cells selectable per use.

The EMP Cannon
An implant that allows the use of a recharging AOE EMP blast that will disable anything in a 3x3 area for 10 turns. Also works through walls.

The Bladerack
Gunrack but for melee weapons, berserkers rejoice!


There are ideas for more which might be added, but feel free to give suggestions (or especially bug reports).

Ratings are appreciated
Popular Discussions View All (2)
12
19 Oct @ 2:36pm
Suggestions and Feedback.
The_MixMaster™
4
26 Oct @ 7:46pm
Bug Reports
The_MixMaster™
7 Comments
The_MixMaster™  [author] 21 Oct @ 2:42pm 
I like most of those ideas, though the Cape/Muffs/Krakows might get replaced by something wearable by the player that provides an acid resistance effect to nearby allies (since it's a niche use-case, might as well make it apply to all allies instead of one).

The spiral borer one I think might be better if drillbots or a bigger brother to them have a chance to drop broken spiral borers instead. I know spiral borers in general seem pretty rare in my playthroughs, so it'd be nice to get them a bit more often. Or a rechargeable drill that goes down one floor at a time.

The Quantum pearl is also pretty similar to imprintable recoilers, so it might be better to make it a local portal you can walk between in the zone (though this would still be hard to implement, so no promises).

I really like the Mind stone and Shrodinger catalog ideas though, the dehydrator seems neat too, though maybe being able to remove a few drams of any chosen liquid instead of just water.
Pizzarugi 21 Oct @ 12:39pm 
Got a couple gadget ideas:

Molecular Dehydrator: A consumable that removes a number of drams of water from any diluted liquids, similar to Desalination Pellets and salt.

Quantum Pearl: Rare drop by Giant Clams. A consumable which allows players to mark two points and create a permanent portal that goes back and forth between them. Can be used in North Sheva.

Corrocera Cape, Muffs, & Krakows: Spitting Slugs now have a small chance to drop a corpse on death. Butchering the corpse has a chance of creating one of these three items. They provide +34% acid resistance, perfect for players who use Corrosive Gas Generation and don't want to melt their companions to death.

Advanced Spiral Borer: Crafted using a new drop exclusive to Drillbots, this device goes down 100 strata

Mind Stone: Recharges weapons with the psionic modifier

Schrodinger Catalog on the Heroes of Qud: Transform any entity into a legendary version
Croctus 19 Oct @ 2:13pm 
Cool. I might, though my ideas are pretty mundane.
The_MixMaster™  [author] 19 Oct @ 2:07pm 
I'm glad you like it and that the vision for the Kingmaker is working out. I have a couple other items I'm working on in the backgorund, but if you have suggestions for anything else you think might be cool to add, feel free to leave something in the suggestions thread.
Croctus 19 Oct @ 1:30pm 
Great mod. The Kingmaker in particular has changed my attitude toward Chrome Pyramids. I bum rush them immediately rather than avoid them out of annoyance.
Proto 1 Oct @ 11:17pm 
These are sick, and I'm always for getting more content that scales with compute power! Wild one I have in mind is a head implant that release an AoE temporary beguiling effect on all organic creatures in range with the duration and range of the effect scaling up with compute power. Or an artifact that stores the charge of energy cells or the player if the artifact is jacked, functioning like a reusable throwing weapon similar to a geomagnetic disc. When thrown it'll release all the charge stored inside at the point of impact basically being a rechargeable electricity grenade.
avennelakanti 28 Sep @ 10:38pm 
For kingmakers:

Jewel-encrusted weapons have a good chance to get the transmute to gem power and (flawless) crysteel weapons have a decent chance to get the dismember power. Zetachrome weapons can get transmute to gem or Light Manipulation.