Caves of Qud

Caves of Qud

67 ratings
Playable Golem
2
2
   
Award
Favorite
Favorited
Unfavorite
Branch: Stable, Beta
Character: Genotype
File Size
Posted
Updated
45.651 KB
17 Jun, 2024 @ 3:47pm
6 Dec, 2024 @ 4:04pm
5 Change Notes ( view )

Subscribe to download
Playable Golem

Description
A genotype that absorbs objects and liquids to gain powers.

Instead of buying mutations, every 12 mutation points gained or spent, golems can absorb one of four things: 3 drams of liquid (catalyst), a nearby creature (atzmus), a chronology entry (incantation) or an item (hamsa).
Golems are weak to start but have immense potential, with access to all mutations (including unique ones) and cybernetics, and entirely new abilities as well.

Golems have three subtypes:
Unformed - starts with no powers, absorbs take 4 less mutation points
Molded - starts with a random catalyst, atzmus and hamsa
Experimental - starts with 3 random powers

MAJOR VANILLA SPOILERS:
These are the same golems as the vanilla ones, with access to all of the same effects. Any that are changed or added by vanilla or mods will be available here, though some are much weaker.
92 Comments
ThePlainPlayer 9 May @ 11:48pm 
The gigantism plus mod notably features a soft lock fix, though I have not reached the part of the game where I can confirm this being the case.
John Snail  [author] 6 Mar @ 2:20am 
Yeah, hopefully there'll be a fix in vanilla soon though!
Genocide 5 Mar @ 5:59pm 
I'm assuming we're still soft locked for being gigantic? Is there a way to NOT be gigantic?
Definitely Not Andy 2 Feb @ 4:02pm 
Absolutely love this mod. However, I do notice that this mod has some issues with Recur: New Game Ex. When I tried to start a new game with my imported golem character, I got "Error creating player body. Unknown blueprint." and game was stuck at world generation. Is there anything you can do to possibly fix this? Also, you don't get the starter deck when playing with the Salt Shuffle Revival mod.
Marko X 1 Feb @ 10:02am 
Would love to see a version of this mod that makes this golem progression an enterable pet, for the golem-addicted players who want to start from scratch with a baby golem.
meeed 4 Jan @ 3:49pm 
Sorry to comment twice so fast, but I have a potentially better solution for what I need: I've made a custom creature blueprint that inherits a lot from BaseVehicleGolem, with some exceptions like being giant and bleeding soup... my blueprint works fine, but I have no idea how I'd get it in a list with all the usual golem types, in the spoilered part of the description you say " Any that are changed or added by vanilla or mods will be available here " but I have no idea how I would actually tag a custom blueprint as a type of golem?
meeed 3 Jan @ 8:40pm 
I really love this mod and wholly agree with the decision to keep player giants big like the usual one, but I'm wondering how I would actually go about toggling gigantic/colossal on myself with wishes? you said "If you don't wanna use wishes" implying there's some way to use them to add or remove that property to get around the softlock (or just mess around with mutations, cybernetics, and crazy equipment simultaneously!), but I can't figure out how... or maybe I'm misinterpreting what you mean. Either way, great mod and I hope there is an easy solution for this! :bonussoda::keropink:
John Snail  [author] 20 Dec, 2024 @ 1:45pm 
Yeah this is a vanilla softlock :( Need to report it; they fixed a similar softlock elsewhere. If you don't wanna use wishes, it shouldn't take long for it to be patched?
Yiu1134 20 Dec, 2024 @ 12:46pm 
Really like this mod! Major, massive problem with the end of the game (And huge spoilers!)

Because you're unable to enter the golem (due to being gigantic) you can't Ascend the spindle. You also can't bring Barathrum with you, and you can't enter several of the endgame objects.
Magenta Lizard 11 Dec, 2024 @ 11:23pm 
this is so hard :sadgear: