Overloaded: Difference between revisions

m
Add info for palladium mesh tabards
(Clarify that this only affects gas pump weapons (no other gas-emitting items have these parts))
m (Add info for palladium mesh tabards)
 
(39 intermediate revisions by 10 users not shown)
Line 1: Line 1:
{{Mod
{{Mod
| title        = {{Qud shader|overloaded|overloaded}}
| title        = {{Qud shader|overloaded|overloaded}}
| type          = Electronics
| type          = General, Electronics
| id            = ModOverloaded
| id            = ModOverloaded
| rarity        = R
| rarity        = R
Line 11: Line 11:
| difficulty    = 1
| difficulty    = 1
| complexity    = 1
| complexity    = 1
| desc          = 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.
| empsensitive  = yes
| realitydistortion = no
| desc          = &COverloaded: This item has increased performance but consumes extra charge, generates heat when used, and has a chance to break relative to its charge draw.
| gameversion = 2.0.202.74
| gameversion = 2.0.202.74
}}
}}


{{Missing info|Table needs to be filled out with more effects of overloaded on different items}}
{{Missing info|Table needs to be filled out with more effects of overloaded on different items}}


{{name}} is an item mod that can be applied to "power load-sensitive" electronics. It adds 300% to the "power load level" of the item {{Code Reference|class = ModOverloaded|method=HandleEvent(GetPowerLoadLevelEvent)}}{{Code Reference|class = GetPowerLoadLevel|method = GetFor}}, which quadruples power consumption and provides a varying bonus to the item depending on the type of effect the item has.
{{name|caps}} is an item mod that can be applied to "power load-sensitive" electronics. It adds 300% to the "power load level" of the item {{Code Reference|class = ModOverloaded|method=HandleEvent(GetPowerLoadLevelEvent)}}{{Code Reference|class = GetPowerLoadLevel|method = GetFor}}, 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, {{name}} can amplify the effects of those other mods when combined with them.
Because certain other [[item mods]] can cause an item to become power load-sensitive, {{name}} can amplify the effects of those other mods when combined with them.
Line 28: Line 29:
!Overloaded effect
!Overloaded effect
|-
|-
| [[Energy-loaded missile weapons]]
| [[Energy-loaded missile weapons]]<br>''(Excluding arc winders)''
| +2 to damage roll {{Code Reference|class = EnergyAmmoLoader|method = HandleEvent(GetMissileWeaponPerformanceEvent)}}
| +2 to damage roll {{Code Reference|class = EnergyAmmoLoader|method = HandleEvent(GetMissileWeaponPerformanceEvent)}}
|-  
|-  
| Electric discharge Weapons
| {{favilink|arc winder}}
| Damage is based on charge used, so x4 damage {{Code Reference|class = ElectricalDischargeLoader|method = FireEvent}}
| +2 extra damage dice (from {{Heart|W}}4d4 to {{Heart|W}}6d4)
|-
| {{favilink|high-voltage arc winder}}
| +3 extra damage dice (from {{Heart|W}}6d4 to {{Heart|W}}9d4)
|-
|-
| [[Gaslight]] weapons
| [[Gaslight]] weapons
Line 42: Line 46:
| [[Gas pump]]s
| [[Gas pump]]s
| +30% to density of gases produced {{Code Reference|class = GasOnHit}}{{Code Reference|class = GasOnEntering}}
| +30% to density of gases produced {{Code Reference|class = GasOnHit}}{{Code Reference|class = GasOnEntering}}
|-
| [[Vibro weapon|Vibro]] weapons
| +1 Penetration Value
|-
| {{favilink|Gas tumbler}}
| +60% to density of gases, +8% to gas dispersal rate reduction
|-
| {{favilink|displacer bracelet}}
| +2 to maximum displacement range {{Code Reference|class=Displacer}}
|-
| {{favilink|hologram bracelet}}
| rowspan=2 | +2 to hologram's distraction [[save]] difficulty {{Code Reference|class=DecoyHologramEmitter|method=PlaceHologram}}
|-
| {{favilink|tri-hologram bracelet}}
|-
| {{favilink|force bracelet}}
| +1000 lbs push strength, +2 max tiles pushed, +2 initial [[normality]] penetration {{Code Reference|class=ForceEmitter}}
|-
|-
| {{favilink|ganglionic teleprojector}}
| {{favilink|ganglionic teleprojector}}
Line 47: Line 68:
|-
|-
| {{favilink|geomagnetic disc}}
| {{favilink|geomagnetic disc}}
| +2 to damage roll, and bounces up to 2 additional times (up to 7 times total) {{Code Reference|class=GeomagneticDisc}}
| +2 to damage roll, +2 to bounce radius, and bounces up to 2 additional times (up to 7 bounces total) {{Code Reference|class=GeomagneticDisc}}
|-
|-
| {{favilink|gyrocopter backpack}}
| {{favilink|gyrocopter backpack}}
| +10% chance each turn to repel gases {{Code Reference|class = PartsGas|name=PartsGas}}
| +10% chance each turn to repel gases {{Code Reference|class = PartsGas|name=PartsGas}}
|-
| {{favilink|leyline puppeteers}}
| +2 quickness (up to +32)
|-  
|-  
| {{favilink|maghammer}}
| {{favilink|maghammer}}
Line 56: Line 80:
|-
|-
| {{favilink|night-vision goggles}}
| {{favilink|night-vision goggles}}
| +30% to radius of vision {{Code Reference|class=NightVision|method=HandleEvent(BeforeRenderEvent)}}
| rowspan=2 | +30% to radius of vision {{Code Reference|class=NightVision|method=HandleEvent(BeforeRenderEvent)}}
|-
| {{favilink|night-sight interpolators}}
|-
| {{favilink|ninefold boots}}
| +2 to teleport distance {{Code Reference|class=AccelerativeTeleporter|method=GetEffectiveTeleportDistance}}
|-
| {{favilink|palladium mesh tabard}}
| +30% to [[compute power]] (i.e. +9 computer power){{Code Reference|class=ComputeNode|method=GetEffectivePower|name=ComputeNode}}
|-
|-
| {{favilink|point-defense drone}}
| {{favilink|point-defense drone}}
Line 63: Line 95:
| {{favilink|powered exoskeleton}}
| {{favilink|powered exoskeleton}}
| +2 Strength {{Code Reference|class=EquipStatBoost|method=DetermineBonusList|name=EquipStatBoost}}
| +2 Strength {{Code Reference|class=EquipStatBoost|method=DetermineBonusList|name=EquipStatBoost}}
|-
| {{favilink|precision nanon fingers}}
| Increases effect chance multiplier by an additional 60% (from 3X to 3.6X)
|-
|-
| {{favilink|ulnar stimulators}}
| {{favilink|ulnar stimulators}}
| +1 Agility and +1 Strength <ref name="EquipStatBoost" />
| +1 Agility and +1 Strength <ref name="EquipStatBoost" />
|-
| {{favilink|stun rod}}
| rowspan=2 | Multiplies stun chance by 1.3 (25% to 32.5%), and +2 to difficulty of Toughness save on stun{{Code Reference|class=StunOnHit|method=FireEvent}}
|-
| {{favilink|prayer rod}}
|-
|-
| {{favilink|wrist calc}}
| {{favilink|wrist calc}}
| +30% to [[compute power]] (i.e. +3 normally) {{Code Reference|class = ComputeNode}}</br>+2 to light radius {{Code Reference|class = ActiveLightSource}}
| +30% to [[compute power]] (i.e. +3 compute power)<ref name="ComputeNode" /> </br>+2 to light radius {{Code Reference|class = ActiveLightSource}}
|-
|-
| {{favilink|wrist fan}}
| {{favilink|wrist fan}}
| +10% chance each turn to repel gases <ref name="PartsGas" />
| +10% chance each turn to repel gases <ref name="PartsGas" />
|}
== Bonuses to Other Mods ==
{| class="wikitable"
! 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]]. {{Code Reference|class = ModCoProcessor}}
|-
| [[Displacer]]
| Increases the maximum range of displacer to 6 tiles {{Code Reference|class = ModDisplacer|method=FireEvent}}
|-
|-
| [[Electrified]]
| {{favilink|slip ring}}
| Adds 2 to the item tier for purposes of damage calculation {{Code Reference|class=ModElectrified|method=FireEvent}}
| +4 to save against grappling; dodge chance improves from 5% to 6% {{Code Reference|class = SlipRing}}
|-
|-
| [[Flaming]]
| {{favilink|chiral rings}}
| Adds 2 to the item tier for purposes of damage calculation and temperature increase {{Code Reference|class=ModFlaming|method=FireEvent}}
| Multiplies dismemberment chance per adjacent hostile per turn by 1.3 (10% to 13%)
|-
|-
| [[Freezing]]
| {{favilink|thermo cask}}
| Adds 2 to the item tier for purposes of damage calculation and temperature decrease {{Code Reference|class=ModFreezing|method=FireEvent}}
| Multiplies heat and cold damage and temperature change bonuses by 1.3 (25% to 33%), but not resistances {{Code Reference|class=ThermalAmp|method=FireEvent|name="overloadtempchange"}}
|-
|-
| [[Morphogenetic]]
| {{favilink|high-energy thermo cask}}
| +2 to difficulty of Willpower save {{Code Reference|class=ModMorphogenetic|method=ApplyMorphicShock}}
| Multiplies heat and cold damage and temperature change bonuses by 1.3 (50% to 65%), but not resistances <ref name="overloadtempchange"/>
|-
|-
| [[Nulling]]
| {{favilink|Nanopneumatic jackhammer}}
| +2 to the strength of reality stabilization {{Code Reference|class = RealityStabilization|method = Strength}}
| Increases damage to structural objects, allowing to destroy them in three penetrations rathern than four
|}
|}
== Power Load-Sensitive Mods ==
The following lists all power load-sensitive mods, along with their associated bonus when overloaded.
If any of these mods is applied to an item, that item becomes eligible to be overloaded, if it is not already eligible.
{{#cargo_query:
| tables = Mods=M
| fields =
    CONCAT('[[',_pageName,'{{!}}',DisplayName,']]')=Mod,
    CONCAT(
      CASE
          WHEN PlainName = 'displacer'
          THEN 'Increases the maximum range of displacer to 6 tiles {{(}}Code Reference{{!}}class=ModDisplacer{{!}}method=FireEvent{{)}}'
          WHEN PlainName = 'electrified'
          THEN 'Adds 2 to the item tier for purposes of damage calculation {{(}}Code Reference{{!}}class=ModElectrified{{!}}method=FireEvent{{)}}'
          WHEN PlainName = 'flaming'
          THEN 'Adds 2 to the item tier for purposes of damage calculation and temperature increase {{(}}Code Reference{{!}}class=ModFlaming{{!}}method=FireEvent{{)}}'
          WHEN PlainName = 'freezing'
          THEN 'Adds 2 to the item tier for purposes of damage calculation and temperature decrease {{(}}Code Reference{{!}}class=ModFreezing{{!}}method=FireEvent{{)}}'
          WHEN PlainName = 'morphogenetic'
          THEN '+2 to difficulty of Willpower save {{(}}Code Reference{{!}}class=ModMorphogenetic{{!}}method=ApplyMorphicShock{{)}}'
          WHEN PlainName = 'nanon'
          THEN 'Adds 2% to the chance for a penetrating laser to dismember. {{(}}Code Reference{{!}}class=Nanon{{)}}'
          WHEN PlainName = 'nulling'
          THEN '+2 to the strength of reality stabilization {{(}}Code Reference{{!}}class=RealityStabilization{{!}}method=Strength{{)}}'
          WHEN PlainName = 'with co-processor'
          THEN 'Adds 2 to the [[item tier]] for purposes of calculating mod effects. This effectively results in +0.5 [[intelligence]] and +5 [[compute power]]. {{(}}Code Reference{{!}}class=ModCoProcessor{{)}}'
      END)=Description
| where = PowerLoadSensitive=1
| order by = PlainName
| format = table
}}


== Overheating and Breaking ==
== Overheating and Breaking ==
Line 113: Line 173:
|}
|}


=== Overheat and Breakage Stats by Item ===
=== Overheat and Breakage Stats ===
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.
The following table shows overheat temperatures and breakage statistics for items that are power load-sensitive by nature and thus can always be overloaded. These numbers will increase if additional mods that draw charge are added to the overloaded item.


<!--
Although many other items can be overloaded, those other items first require a power load-sensitive mod to be added to them.
    We won't have any good way to query on things eligible for "Overloaded" mod right now, so this query is a bit selective and
 
    inefficient. Could maybe be improved later if we store better data to determine when something is eligible for a specific mod.
{{#cargo_query: tables=GeneralData=GD,ArtifactData=AD,ExtraInfo=EI,Characters=C
-->
| join on=GD.JoinKey=AD.JoinKey,GD.JoinKey=EI.JoinKey,GD.JoinKey=C.JoinKey
{{#cargo_query: tables=ItemsTable=IT,GeneralData=GD,MissileWeaponData=MWD
| fields=
|join on=IT.JoinKey=GD.JoinKey,IT.JoinKey=MWD.JoinKey
    CONCAT('{{(}}favilink id{{!}}',GD.ObjectID,'{{)}}')=Item,
|fields=CONCAT('{{(}}favilink id{{!}}',GD.ObjectID,'{{)}}')=Item,IT.ChargeUsed=Base</br>Charge Use,FLOOR(4 * IT.ChargeUsed)=Overloaded</br>Charge Use,FLOOR(IT.ChargeUsed / 25.0)+1=Overheat</br>Temp Per Use,CONCAT(CONCAT(FLOOR(IT.ChargeUsed/2.5)+1.0)/100.0,'%')=Breakage</br>Chance Per Use
    AD.ChargeUsed=Base</br>Charge Use,
|where=IT.ChargeUsed IS NOT NULL AND GD._pageName NOT LIKE 'Data:%' AND (MWD._pageName IS NOT NULL OR (PlainName LIKE 'gaslight %' OR PlainName LIKE '% rod' OR PlainName LIKE 'geomagnetic disc' OR PlainName LIKE 'maghammer' OR PlainName LIKE 'powered exoskeleton' OR PlainName LIKE 'ulnar stimulators' OR PlainName LIKE 'ganglionic teleprojector' OR PlainName LIKE 'night-vision goggles'))
    CONCAT('{{(}}cell performance for charge{{!}}',FLOOR(4 * AD.ChargeUsed),'{{)}}')=Overloaded</br>Charge Use,
|format=table
    CONCAT('{{(}}qud text{{!}}&R+',FLOOR(AD.ChargeUsed / 25.0)+1,'°{{)}}')=Overheat</br>Temp Per Use,
|order by=GD.PlainName
    CONCAT(CONCAT(FLOOR(AD.ChargeUsed/2.5)+1.0)/100.0,'%')=Breakage</br>Chance Per Use
| where=GD._pageNamespace = '0' AND EI.Info LIKE '%Power load-sensitive,,,%' AND C.Demeanor IS NULL AND COALESCE(AD.ModCount,0) = 0
| format=table
| order by=GD.PlainName
}}
}}


== Tips ==
== Tips ==
{{opinion}}
{{opinion}}
* Taking the [[Tinkering]] skill [[Repair]] might come in handy to fix up {{name}} items that break frequently.
* The [[sturdy]] mod prevents {{name}} items from breaking, but note that only three mods can be applied to an item.
* Taking the [[Tinkering]] skill [[Repair]] might come in handy to fix {{name}} items that break frequently.
* In some cases, a power load-sensitive mod must be added before an item can be modded with {{name}}. 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 {{favilink|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 {{name}} triggers in [[gas pumps]].


== References ==
== References ==
<references />
<references />
{{Mod Navbox}}