Caves of Qud

Caves of Qud

Sundry Cybernetics
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Update: 7 Jun, 2024 @ 6:14am
by MAFT

0.3
- Updated several effect-based implants for the Spring Molting update
- Removed outdated CyberLiver blueprint merge
- Changed the categorisation of bonus implant slots: they are now integral instead of abstract. As well as allowing for paperdoll equipment rendering, this also prevents amputation of lateral faces
- Tweaked naming for organ rack implant slots
- Fixed a bug that made the quantum tunneller have infinite range
- Fixed a bug that resulted in duplicated 'time remaining' messages when invisible
- Migrated exoskin to the standard CyberneticsMAFT_AddParts part, preventing an exploit that allowed for infinite skin stacking
- Tweaked the license cost of several cybernetics
- Added a higher-tier version of the credit cruncher, and made the base version available as a starting cybernetic

Update: 30 Nov, 2023 @ 11:22am
by MAFT

0.2.7
- Buffed the threshold for anti-slash blood vessels from 20% to 40%
- Fixed a loading error caused by a recent syntax change in the base game

Update: 3 Nov, 2023 @ 11:15am
by MAFT

0.2.6
- Added [Implant] - onboard tumbler
- Improved rendering for [Implant] - total diffraction mesh
- Fixed [Implant] - total diffraction mesh not generating in cybernetics racks
- Fixed [Implant] - quantum tunneler not generating in cybernetics racks
- Fixed [Implant] - antebrachial struts not generating in cybernetics racks

Update: 16 Oct, 2023 @ 3:34pm

0.2.5
- Cybernetics that grant bonus slots can now be removed
- [Implant] - storage shell now grants a 75% bonus to carry capacity instead of a flat +200 bonus
- Prevented a WIP implant from being available as a starting cybernetic

Update: 16 Oct, 2023 @ 1:30pm

0.2.4
- Added sprite for [Implant] - quantum tuneller
- Fixed an issue with the [Implant] - medical nanodirective that was effectively negating natural healing
- Altered [Implant] - medical nanodirective to benefit healing from non-natural sources

Update: 3 Oct, 2023 @ 10:50am

0.2.3
- Added [Implant] - radio antenna
- Fixed issue that prevented the mod from working on the latest alpha build
- Increased the percentage threshold for [Implant] - anti-slash blood vessels

Update: 30 Sep, 2023 @ 7:01am

0.2.2
- Added [Implant] - bionic lungs
- Made [Implant] - credit cruncher cheaper and more effective
- Cheapened a couple other implants as well
- Tweaked naming of bonus body/organ slots
- Fixed an error in the population tables that made base 3-point cybernetics much less likely to appear
- Added some sprites for WIP implants
- Removed some WIP code that'll become its own mod sometime soon

Update: 22 Sep, 2023 @ 2:39pm

0.2.1
- [Implant] - antebrachial struts now adds an extra Arm equipment slot, like god intended
- Tweaked miscellany
- Bonus implant slots have been massively overhauled behind the scenes. Among other things, this should ease future development, correct some laterality problems, and (most excitingly!) no longer totally breaks chimeric limb generation. Fingers crossed that it doesn't cause any additional problems!!

Update: 15 Sep, 2023 @ 1:59pm

0.2.0
- Added [Implant] - total diffraction mesh
- Added [Implant] - antebrachial struts
- Fixed a bug where uninstalling an [Implant] - ceremonial vibrolimb would cause your weapons to vibrate indefinitely
- Fixed a bug where newly-equipped weapons wouldn't be properly vibrated
- Changed some bad logic regarding bonus slots and implant recursion

Update: 14 Sep, 2023 @ 3:40pm

Edited descriptions of unremovable implants to make it clear that they're unremovable
Added behind-the-scenes code for a couple of new implants