Caves of Qud

Caves of Qud

Rogue Robots of Qud
 This topic has been pinned, so it's probably important
QWERTYww  [developer] 22 Oct, 2024 @ 3:27pm
Suggestions
Post suggestions here!

I can only add new frames in sets of 4 for UI reasons (subtype category displays are basically designed exclusively for the True Kin genotype so it's either sets of 4 or no categories), but mutation suggestions would be greatly appreciated, as I've had some trouble coming up with those!

Please make sure you're not suggesting something which is already in the mod!
Last edited by QWERTYww; 22 Oct, 2024 @ 3:28pm
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Showing 1-15 of 101 comments
Cactus.jpg 22 Oct, 2024 @ 9:58pm 
A way for robots to install cybernetics. I don't think they should have access to Becoming Nooks, more like Playable Golem where you have a limited ability to self-install them.
Cactus.jpg 22 Oct, 2024 @ 11:21pm 
Capacitors should give you the same 'drink charge' ability as electrical generation.
QWERTYww  [developer] 22 Oct, 2024 @ 11:25pm 
Originally posted by Magic Mann:
Capacitors should give you the same 'drink charge' ability as electrical generation.
100% agree on this one, will add it to the list. That said, capacitor charge is pretty limited at the moment so that might need some tweaking.

Also, about the cybernetics, I actually DID have this early in the mod's development, exclusively for the android, but it turns out cybernetics are VERY incompatible with non-human body types. Robots have equivalents to normal limbs (armatures instead of arms for instance) which for some reason do NOT accept cybernetics. As a result, robots could basically only install body cybernetics, and it was kind of a mess.

That said- I would like to bring robot cybernetics back! I just have to figure out how to do that.
Muntus 23 Oct, 2024 @ 3:29am 
Natural weapons for all robots. It's just not right that these robots can't even engage in melee combat. They can't even fight a glowfish at level 1...
AussieWarGod 23 Oct, 2024 @ 6:57pm 
Originally posted by QWERTYww:
Originally posted by Magic Mann:
Capacitors should give you the same 'drink charge' ability as electrical generation.
100% agree on this one, will add it to the list. That said, capacitor charge is pretty limited at the moment so that might need some tweaking.

Also, about the cybernetics, I actually DID have this early in the mod's development, exclusively for the android, but it turns out cybernetics are VERY incompatible with non-human body types. Robots have equivalents to normal limbs (armatures instead of arms for instance) which for some reason do NOT accept cybernetics. As a result, robots could basically only install body cybernetics, and it was kind of a mess.

That said- I would like to bring robot cybernetics back! I just have to figure out how to do that.

Are you in the Caves of Qud discord? The developers reply in the modding channel quite frequently and could probably come up with a solution for the cybernetics. I think a harmony patch would probably allow you to map robot limbs to regular limbs for the purpose of cybernetics installation
QWERTYww  [developer] 24 Oct, 2024 @ 11:40am 
Originally posted by Muntus:
Natural weapons for all robots. It's just not right that these robots can't even engage in melee combat. They can't even fight a glowfish at level 1...
Done !
QWERTYww  [developer] 24 Oct, 2024 @ 11:41am 
Originally posted by AussieWarGod:
Are you in the Caves of Qud discord? The developers reply in the modding channel quite frequently and could probably come up with a solution for the cybernetics. I think a harmony patch would probably allow you to map robot limbs to regular limbs for the purpose of cybernetics installation
Yes, but also to my knowledge Books is not a developer, just a community moderator with a lot of programming knowledge. Robots being able to install cybernetics is still sort of a stretch goal though, I need to do some balancing & bugfixing before I get to complicated patches and whatnot.
tinyPause 24 Oct, 2024 @ 2:19pm 
Originally posted by QWERTYww:
Originally posted by AussieWarGod:
Are you in the Caves of Qud discord? The developers reply in the modding channel quite frequently and could probably come up with a solution for the cybernetics. I think a harmony patch would probably allow you to map robot limbs to regular limbs for the purpose of cybernetics installation
Yes, but also to my knowledge Books is not a developer, just a community moderator with a lot of programming knowledge. Robots being able to install cybernetics is still sort of a stretch goal though, I need to do some balancing & bugfixing before I get to complicated patches and whatnot.

Maybe you could use this to add intentional limitations - the body is the only 'default' space for them since something something bio-installation or something. And, instead of robots being able to add on bionics to limbs from the get-go, it could be a mutation to modify a give body part? Like, 'Becoming Arms/legs' that morph the respective body parts into 'human' variants for installation.

Both keeps them from instantly becoming (har har) True Kin Lite, and choosing to get one of the mutation slots for it over another given mutation helps it not be an instant-pick.
Last edited by tinyPause; 24 Oct, 2024 @ 2:19pm
QWERTYww  [developer] 24 Oct, 2024 @ 2:39pm 
Originally posted by tinyPause:
Maybe you could use this to add intentional limitations - the body is the only 'default' space for them since something something bio-installation or something. And, instead of robots being able to add on bionics to limbs from the get-go, it could be a mutation to modify a give body part? Like, 'Becoming Arms/legs' that morph the respective body parts into 'human' variants for installation.

Both keeps them from instantly becoming (har har) True Kin Lite, and choosing to get one of the mutation slots for it over another given mutation helps it not be an instant-pick.

Not a bad idea actually. Will look into this.
Muntus 25 Oct, 2024 @ 6:24pm 
Originally posted by QWERTYww:
Originally posted by Muntus:
Natural weapons for all robots. It's just not right that these robots can't even engage in melee combat. They can't even fight a glowfish at level 1...
Done !

You've gone from one imbalance to the next. Example: the hexaped tinker bot went from having no weapons to having six (!) separate weapons. It's actually too strong now, tornado punching everything in its path with six fists. Well, at least it's actually playable.
QWERTYww  [developer] 25 Oct, 2024 @ 11:52pm 
Originally posted by Muntus:
You've gone from one imbalance to the next. Example: the hexaped tinker bot went from having no weapons to having six (!) separate weapons. It's actually too strong now, tornado punching everything in its path with six fists. Well, at least it's actually playable.
:ralphhurt: I thought 1d2 damage was low enough for that to be fine, guess it needs a bit more tweaking
UnderDoug 27 Oct, 2024 @ 12:41am 
Would it be at all possible to have the tiles for the each of the robots flipped horizontally so that they're in line with the established convention that the player tile faces right instead of left?

I'm not sure how involved it'd be to pull the tiles and flip them all if they currently just refer to the existing in-game tiles, but I'd be happy to do it myself and provide them if it's a bit of an undertaking.

I know it might seem small, and there are mods out there that somewhat achieve flipping the tiles, but there are certain areas of the game (such as in the top left of the UI, or on the player's side of the trade window) where those mods' flipping of the tile doesn't persist.

I use the orientation of the tile to more easily/quickly spot my character, so it's a minor QoL thing for me.

Absolutely loving the mod, either way.
Space_Void 27 Oct, 2024 @ 4:06am 
Suggestion for an upgradable mutation: [Thick Armour] that is similar to the tortoise mutation (without the active). However its downside is that it makes your move speed slightly lower while also using the torso slot. Gives a useful option for the turret start? Because you are already slow whats a little more slowness.
Last edited by Space_Void; 27 Oct, 2024 @ 4:10am
Space_Void 27 Oct, 2024 @ 4:09am 
Oh another suggestion for a mutation: [Multiple Hardpoints] kinda like multiple armatures but it focuses on range capabilities. Ideal for the turret.

Also thought of [Hairline Trigger] which reduces action point usage when firing ranged weaponry.

And as I was writing this I had another idea: [Hover Jets] which is basically the wings mutation.
Last edited by Space_Void; 27 Oct, 2024 @ 4:18am
Space_Void 27 Oct, 2024 @ 4:12am 
A suggestion for a flaw (not sure if possible) [Damaged Emotion Simulator] which reduces all reputation gain but increases reputation damage.
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