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Caves of qud tinkering8/6/2023 ![]() Many, but not all, mods can be added to items through tinkering. Item mods often increase the difficulty and/or complexity of the modded item, making that item harder to identify.Ĭertain mods are susceptible to being disabled by EMP effects or normality. Furthermore, this mod has an additional unique restriction that prevents it from being applied to any item that already filters gas, such as the gas mask. For example, the fitted with filters mod is associated with the Helmet and Mask categories, meaning that it can be applied only to helmets and masks. The items to which mods can be applied are defined by categories, and in some cases additional unique restrictions. Item mods have a variety of other qualities, many of which are described in the infobox on each mod's wiki page. ( Weight ÷ ((ModNativeTier - ItemTier) * 5)) Other Qualities It is still possible for the mod to appear on lower-tier items, however the weighted chance of a mod appearing on items is significantly reduced for items below the mod's native tier. In addition to rarity, some mods have a "Native Tier", which represents the lowest tier of item that the mod is likely to appear on. The exact pool of mods varies for each type of item, such as a grenade or a pair of boots. For example, in a pool of 3 common mods, 2 uncommon mods, 1 rare mod, and 1 mega rare mod, the total weight would be 7843 (2000+2000+2000+800+800+240+3) and the weighted percentage of obtaining mods of a specific rarity would be 76.5% common, 20% uncommon, 3.1% rare, and 0.4% mega rare. The actual percentage chance of obtaining a particular mod depends on the rarity of each mod in the overall pool of potentially applicable mods for an item. The rarity of the mod affects its weighted chance of appearing on procedurally generated items within the overall mod pool for that item. Each mod has a rarity value of either Common, Uncommon, Rare, or Mega Rare.
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