Overloaded: Difference between revisions

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== Bonuses to Other Mods ==
== Bonuses to Other Mods ==
The following table lists all "power load-sensitive" mods and how they synergize with {{name}}.


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{| class="wikitable"

Revision as of 04:48, 18 September 2021

overloaded
Category

Electronics

Native tierLess likely to appear on items
of a lower tier than this.

0

Rarity

Rare

Tinkerable

Yes

Tinker skill

Tinker II

Bit required

<5>

AutotinkerableCan appear spontaneously on an
item you create with tinkering.

no

Value multiplier

1.3

+1

+1

ID

ModOverloaded

Overloaded: This item has increased performance but consumes extra charge, generates heat when used, and has a chance to break relative to its charge draw.

This article has information that is missing or not up to par.
Reason: Table needs to be filled out with more effects of overloaded on different items

overloaded is an item mod that can be applied to "power load-sensitive" electronics. It adds 300% to the "power load level" of the item [1][2], which quadruples power consumption and provides a varying bonus to the item depending on the type of effect the item has.

Because certain other item mods can cause an item to become power load-sensitive, overloaded can amplify the effects of those other mods when combined with them.

Bonuses to Items and Equipment

Item type Overloaded effect
Energy-loaded missile weapons +2 to damage roll [3]
Electric discharge Weapons Damage is based on charge used, so x4 damage [4]
Gaslight weapons +2 to damage roll [5]
Reality stabilization items +2 to the strength of reality stabilization [6]
Gas pumps +30% to density of gases produced [7][8]
ganglionic teleprojector +2 bonus to success roll when attempting to dominate a robot [9]
geomagnetic disc +2 to damage roll, and bounces up to 2 additional times (up to 7 times total) [10]
gyrocopter backpack +10% chance each turn to repel gases [11]
maghammer +2 to difficulty of Strength save for latching on or breaking free, and auto-hits at the end of each turn deal 2 extra damage [12]
night-vision goggles +30% to radius of vision [13]
point-defense drone +10% chance to shoot incoming projectiles [14]
powered exoskeleton +2 Strength [15]
ulnar stimulators +1 Agility and +1 Strength [15]
wrist calc +30% to compute power (i.e. +3 normally) [16]
+2 to light radius [17]
wrist fan +10% chance each turn to repel gases [11]

Bonuses to Other Mods

The following table lists all "power load-sensitive" mods and how they synergize with overloaded.

Item Mod Overloaded effect
Co-processor Adds 2 to the item tier for purposes of calculating mod effects. Effectively this results in +0.5 intelligence and +5 compute power. [18]
Displacer Increases the maximum range of displacer to 6 tiles [19]
Electrified Adds 2 to the item tier for purposes of damage calculation [20]
Flaming Adds 2 to the item tier for purposes of damage calculation and temperature increase [21]
Freezing Adds 2 to the item tier for purposes of damage calculation and temperature decrease [22]
Morphogenetic +2 to difficulty of Willpower save [23]
Nulling +2 to the strength of reality stabilization [24]

Overheating and Breaking

Each time an overloaded item draws charge (typically when it is fired/activated/used), it generates heat and has a chance of breaking relative to the amount of charge it draws. The chance to break is roughly equal to 1 in 10,000 per unit of charge drawn. Keep in mind that overloaded items draw 4x more charge than their normal item counterparts. Both the object itself and the holder/wielder will be affected by the temperature increase. [25]

Temperature increase per use
Floor(ChargeConsumed / 100) + 1
Percent chance of breaking per use
(Floor(ChargeConsumed / 10) + 1) / 100

Overheat and Breakage Stats by Item

The following table provides some examples of overheat temperatures and breakage statistics for items that can be overloaded. This is not an exhaustive list of items that can be overloaded.

Error: No field named "ChargeUsed" found for the database table "ItemsTable".

Tips

This section is opinion-based. Your mileage may vary.
  • Taking the Tinkering skill Repair might come in handy to fix overloaded items that break frequently.
  • In some cases, a power load-sensitive mod must be added before an item can be modded with overloaded. This can also allow you to access additional overloaded effects on items that couldn't previously be overloaded. For example, overloaded cannot normally be applied to a defoliant pump, but by adding a power load-sensitive mod first, such as displacer, one can then overload the defoliant pump and gain additional overload synergies, such as the increased gas density that overloaded triggers in gas pumps.

References

  1. XRL.World.Parts.ModOverloaded, method HandleEvent(GetPowerLoadLevelEvent)
  2. XRL.World.Parts.GetPowerLoadLevel, method GetFor
  3. XRL.World.Parts.EnergyAmmoLoader, method HandleEvent(GetMissileWeaponPerformanceEvent)
  4. XRL.World.Parts.ElectricalDischargeLoader, method FireEvent
  5. XRL.World.Parts.Gaslight
  6. XRL.World.Parts.RealityStabilization, method Strength
  7. XRL.World.Parts.GasOnHit
  8. XRL.World.Parts.GasOnEntering
  9. XRL.World.Parts.Teleprojector
  10. XRL.World.Parts.GeomagneticDisc
  11. 11.0 11.1 XRL.World.Parts.PartsGas
  12. XRL.World.Parts.LatchesOn
  13. XRL.World.Parts.NightVision, method HandleEvent(BeforeRenderEvent)
  14. XRL.World.Parts.PointDefense
  15. 15.0 15.1 XRL.World.Parts.EquipStatBoost, method DetermineBonusList
  16. XRL.World.Parts.ComputeNode
  17. XRL.World.Parts.ActiveLightSource
  18. XRL.World.Parts.ModCoProcessor
  19. XRL.World.Parts.ModDisplacer, method FireEvent
  20. XRL.World.Parts.ModElectrified, method FireEvent
  21. XRL.World.Parts.ModFlaming, method FireEvent
  22. XRL.World.Parts.ModFreezing, method FireEvent
  23. XRL.World.Parts.ModMorphogenetic, method ApplyMorphicShock
  24. XRL.World.Parts.RealityStabilization, method Strength
  25. XRL.World.ChargeUsedEvent, method Send