Caves of Qud

Caves of Qud

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Graven's Mutation Mod
   
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27 Jan, 2024 @ 1:38am
14 Sep, 2024 @ 2:29am
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Graven's Mutation Mod

In 1 collection by Gravenwitch
The Witches Cauldron
23 items
Description
Adds a few toughness and mutation level scaling defensive mutations. WIP Mod for a larger mutation mod I'm working on.

This mod makes spending points on mutations more impactful in the moment. Adding stat-scaling to mutations means you never have to 'waste' a point to get a mutation to the level before a major upgrade. This also allows for 'playing wide' with your mutation builds if desired.

ALL TOUGHNESS AND WILLPOWER SCALING MUTATIONS ARE NOW 100% WRAPPED INTO PHYSICAL MUTATIONS ENTIRELY. This should fix a majority of reported issues with brain brine and a rare hang-up when generating certain legendaries.

Toughness Mutations
'Toughness' mutations are physical mutations that recieve boosts and penalties to performance from your toughness modifier, exactly like mental mutations. Additionally, 'toughness' mutations will color your character's detail color if you turn on the game option 'allow some mutations to color the player @'. This coloring will be overwritten by tattoos and the albino defect. These colors can be customized by editing the .cs files which can be easily located below.
Scaly Skin
1 + 1/3 mutation level AV
2 + 3 * mutation level Acid Resistance
"Tough scales turn incoming blows"
Color: Crysteel Green

Fluffy Feathers
1 + 1/3 mutation level DV
2 + 3 * mutation level Electric Resistance
"Fluffy feathers break up your outline"
Color: Zetachrome Teal

Winter Fur
3 + 2 * mutation level Hitpoints
2 + 3 * mutation level Cold Resistance
"Thick fur pads blows"
Color: Snow White

Chitin Flesh
1 + 1/3 mutation level MA
2 + 3 * mutation level Heat Resistance
"Insectoid neurological architecture confounds mental attacks"
Color: Rust Red

Willpower Mutations
You may will yourself to surpass your physical limits.
Triple-jointed
Two-hearted
Double-muscled
Otherwise unchanged from vanilla

Physical Mutations
Night Vision
3 + 1 * mutation level night vision radius
Mutation level cap is at level 10 and can be leveled regardless of character level.

Heightened Instincts
3 + 1 * mutation level crit chance
Provides bio-scanning functionality

Mental Mutations
Light Manipulation
Charge restore rate scales with Willpower again (3-30 turn recharge)

Ego Projection
Is now a toggle skill. Choose between strength, agility, and toughness. Gain an amount equal to your ego modifier. This bonus also applies to your party members. Mutation is now a 1 level mutation as it already scales off of your ego modifier and no longer has a duration.

Psychometry
Now provides structural and tech-scanning capabilities.

Help! I hate ____ in this mod!
navigate to <steam folder>/steamapps/workshop/content/333640/3148171613
mutations.xml contains:
- MP costs for each mutation
- Mutation exclusivity
- Stat scaling / lack of stat scaling
mutations/<mutation category>/<mutation name>.cs contains the level scaling formulas

Bug fixes / updates / new content for this mod will come VERY SLOWLY. IRL is tougher than caves of qud rn. User patches / fixes / reposts of this mod have my blessing as long as you aren't charging money for it. I love user suggestions so don't hesitate to suggest new mutations and ill be glad to add to them!

Acknowledgement that the original 4 mutations of this mod utilized code and ideas from WM Mutations. In the months since this mod released the two have diverged significantly, but I am still grateful to them for providing such excellent work for me to learn from.
Popular Discussions View All (1)
11
21 May @ 7:03am
[Summer 2024] Beta Error Logs
Gravenwitch
73 Comments
Zombieslayer1444 16 Sep @ 2:55pm 
The techscanning on psychometry is working, and I think the light manipulation cooldown is working as well, I'm not sure it's giving the correct amount of cooldown per wp though. Night vision is not upgradable, and ego project is functioning as vanilla. It seems the issues are just description based for light manip and psychometry
Zombieslayer1444 16 Sep @ 2:36pm 
And night vision being vanilla
Zombieslayer1444 16 Sep @ 2:35pm 
The willpower and toughness stuff is working great. The only problem I'm encountering is the fire breath thing and the mental mutations being vanilla
Gravenwitch  [author] 14 Sep @ 9:52pm 
I'll check, iirc willpower mutations should be correctly merged into the physical mutation list. Did you have chimera when they didn't show up?
Zombieslayer1444 12 Sep @ 2:20pm 
Willpower is working correctly, maybe the descriptions of the other overrides were just bugged?
Zombieslayer1444 12 Sep @ 2:11pm 
I did not see the part where the willpower ones were merged into the vanilla parts, I will check if they work.
Zombieslayer1444 12 Sep @ 2:07pm 
I have encountered a very amusing bug where it seems this mod(or one of your other mods, since that is basically all I am running), adds the fire breath mutation into the mutation pool, and also doesn't correctly remove it after you get it(new mutation keeps offering it to me). I also have the problem with vanilla overrides not functioning. Additionally, the willpower mutations do not appear at all for me. That may be a larger incompatibility issue, or code remnants. I have always found Qud to be a bit volatile
itsk 29 Jun @ 3:42pm 
re: altered vanilla mutations "not working"
Night Vision, Ego Projection, and Light Manipulation are all totally vanilla at current, checked with no other mutation-related mods loaded. willpower scaling mutations works perfectly fine. toughness scaling works, but it seems the stat-scaling is able to push a mutation two levels above the intended level cap? i.e. a level 1 character with 20+ toughness will have winter fur at level 3 instead of capped at 1. im assuming heightened instincts works fine (it provides bioscanning at least) but im not really sure how to check my current crit rate lol. psychometry's tech- and structural-scanning also work fine.
Kurumento 29 Jun @ 5:42am 
Thanks a lot and take care of yourself, health is important :grah:
Gravenwitch  [author] 28 Jun @ 7:03pm 
@Kurumento I'll be splitting this mod into two, one for major incompatibilities (aka half the vanilla overwrites) and one for the new mutations. I haven't had the time to research the proper type of harmony patch for it yet but eventually I'll collapse the mod back into one. When I split it in two I'll add your burrowing claws change to the vanilla overwrites mod.