Caves of Qud

Caves of Qud

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WM Extended Mutations [Beta Edition]
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10.578 MB
18 Apr, 2020 @ 12:34pm
3 Jan @ 5:24pm
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WM Extended Mutations [Beta Edition]

Description
This mod aims to add some more choices to the Mutation list! Most of these mutations will be geared towards more role-play orientated players.

This is compatible 1.0.1
[This is the beta-build - 1.0.1]

Description:

Thought it would be great to add some more mutations to choose from in the game—at the moment, their aren't as many as I would like in this mod, but I intend to continue expanding it over time, adding more mutations to the list as the mod grows. These Mutations will affect both the players and the mutation list npc's grab when they are generated.

Incompatible Mods:
  • Graven's Mutations
  • Improved Mutations

Bug Support and Ideas:
If you have any ideas for mutations you would like to see, or modifications to ones existing in this mod, go ahead and give a me message on the Caves of Qud Official Discord or comment here. For bug support as well—you can either reach me on Discord or send me messages here. This mod shouldn't have too many issues with already existing ones.

Big Thanks:
More like Gigantic Thanks to Unnormal, Emong, Armithaig, Lampreys-For-Days, Gnarf, Icecubegame, helado, Exsang and any others I might forgot for not only teaching me the way of C# Coding, but helping me with all the crazy nonsense of learning this code haha, seriously this mod wouldn't exist without their help so be sure to give them some love if you see any of their mods and stuff out there!

If you want to support me and my endeavors, please consider leaving me a coffee on my Ko-fi, where I do .. a lot of stuff to make ends meet:

https://ko-fi.com/wingytone
Popular Discussions View All (5)
232
5 Jan @ 7:25am
PLAYER LOG DROP AND BUG DISCUSSION:
Winged_Monotone
5
17 Nov, 2024 @ 6:58am
UPDATE - October 27, 2024 -
Winged_Monotone
4
15 Jun, 2024 @ 4:30pm
UPDATE: Mutation Descriptions
Winged_Monotone
786 Comments
Winged_Monotone  [author] 17 Jan @ 7:23pm 
An update, I am currently working on the User Configuration system that will allow players to balance and edit the various aspects of the added mutations to their liking. I can't give a direct date of the release but I finished the framework and now I just need to refactor each mutation use it.
SynthetikDawn 13 Jan @ 4:24pm 
2/2
-Thermokinesis' ability to decrease resistances on enemies is too strong in my opinion. Cold res decrease + freezing mutations or weapons = infinite stunlock, works even on nephilims. Would be reasonable if you could decrease resistances only to 0 on enemies, or similar restriction. And the ability to increase your own basically lets you have 100 cold and heat res indefinitely. I propose limiting your res increase with a shorter duration, ~100-200 turns(possibly scaling with ego) and a decrease im mutation cost to 4 will be fair i think.
Btw, your user config idea is really great! Much appreciated.
SynthetikDawn 13 Jan @ 4:23pm 
1/2
- Psybrachiomancy behaves strangely with firearms. If you have more than 2 pairs of arms then firearm slots beyond fourth stop showing on paperdoll equipment screen and only accessible if you change view to "list". Not a big deal, just confusing. Also i once encountered a bug with this - placed a nuclear battery in a freezing ray holded by psionic limbs and it just disappeared(the battery). Couldnt replicate this issue.
- If esper hunters spawn with combution blast they often throw exceptions, more often if they dont have you in line of sight.
im linking a few screenshot for clarification: https://imgur.com/a/axGSy1p
SynthetikDawn 13 Jan @ 8:06am 
@Veronica you may delete this mutation with "wish" command aka cheat code. Bind wish button in settings on whatever you like, press it and type "mutationbgone" in the text box. It will give you a list of your mutations to remove at will.
Has anyone else been messing with thick tail recently because the offhand attacks aren't proc'ing. And I did test with the mod alone and nothing else, punched walls a couple glowpads, it don't proc. And I did manually set the limb as primary and the damage is not matching what it's said. The strength mod I had isn't affecting the damage at all.
Veronica 11 Jan @ 9:44pm 
I have made a mistake and chose gelanou form.I think it is a sick joke.Everywhere in the game there is salt.I cannot escape it and I am sick of it.Like rn I am in bethesda but I cannot go along wit the mission bcz I cannot get ut of the salty water directly at the spawn point of the stairs.If I knew I wouldnt choose it but I am a newbie.I can start a new game but I have already played some on this save and I do not wish to loose it.What do I need to do ? Is there a mid game deleting a mutation,or is there a method to not be effected by salt ? It drives me fckn crazy..
Winged_Monotone  [author] 6 Jan @ 9:42pm 
*per set amount of turns (I think I actually based the recharge for psi on something ... I'll look into it)
Winged_Monotone  [author] 6 Jan @ 9:29pm 
@SynthetikDawn

Hmm, I'll double-check the damage formula to make sure its scaling correctly. It won't matter soon as I am working on the user-config that will let players set all the attributes and balance themselves but I'll try to make it a little less redonk in the meantime.

So, I actually forgot to edit that I changed the way Psicharges work, they do not decay anymore and they do indeed only increase once per turn now, I'll edit the the description to ensure it fits more with how they are now. Thanks for letting me know!
SynthetikDawn 6 Jan @ 2:10pm 
[2/2]
And psi points accumulation is also supposedly broken. Description states that "you generate charges equal to 1 + your ego modifier, per turn." Which in my case is 1+3=4, per turn. Except that its not true(And if it WAS true, it would be even more op). I generate a single psi point for every 4-15(approx.) turns, seemingly at random. I honestly find this speed of generation much more balanced than in the description, so if it is really not intended, it might as well be better to just stick with it and leave this part as is, imo.
And the last thing. "After charging your psionic energy, charges will decay...". They do not. Not at all. Sorry if i wrote too much, just tried to be as clear as possible. There is no exception log to share, so thats it. Great mode btw, keep it up! <3
SynthetikDawn 6 Jan @ 2:10pm 
[1/2]
I Found a bug(?) or just Unbalanced thing(?). Anyway, "combustion blast" deals WAY too much damage. It is on level 4 with 8+2d4 per charge. So it means 10-16dmg per shot. However, the actual damage on any creature is 40-60 per shot for whatever reason. And its explosion damage, which is(to my knowledge) unblockable. So a level 4 mutation with an undodgeable burst damage of ~50*14(psi charges) = 700 in a single turn. A pocket version of decarbonizer i would say. Very much OP.
"Focus psi" also doenst really work properly. I should be getting 'charging psi'(whatever it is supposed to do) effect when i cumulate charges, but i do not. Nor during or after i turn it on. I do however get "you are straining your mental powers!" Status effect if i use all 14 at once with valley. But not 13 as volley and 1 as quick fire, which opens a cheesy strategy to an already op mutation.