Caves of Qud

Caves of Qud

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Dragonfolk
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Character: Genotype, Subtype
File Size
Posted
Updated
42.098 KB
24 Jul, 2024 @ 8:47pm
18 Sep @ 9:15am
9 Change Notes ( view )

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Dragonfolk

Description
Dragonfolk

A genotype based off anthropomorphic dragons.

+2 Ego
Friendly with Unshelled Reptiles
Neutral with Dogs and Frogs
Hated by Birds and the Putus Templar

The genotype has set starting Mutations:

+ Heightened Smell
+ Night Vision
+ Wings
+ Horns
+ Adamant Scales (+1AV and +2 save Vs. Bleeding)

- Carnivorous

While the Dragonfolk start with a preset selection of mutations and 40 stat points at creation, their ability score cap has been increased across the board to a base maximum of 28. They also come naturally equipped with sharp fangs and a trusty tail.

Subtypes

All subtypes have a natural weakness to Electricity: (( -25 ))

Emberscales
These are tailored for a melee-focused early game.

• They have a natural +20 resistance to Heat.
• They gain +2 Strength
• They lose -2 Agility
• They lose -5 Move Speed
• They gain Fire Breath mutation

Rimescales
These are tailored for a ranged-focused early game.

• They have a natural +20 resistance to Cold.
• They gain +2 Intelligence
• They lose -2 Toughness
• They gain +5 Move Speed
• They gain Ice Breath mutation

Loamscales
These are a hybrid subtype with multi-weapon fighting and steady hands.

• They have a natural +20 resistance to Acid.
• They gain Corrosive Breath mutation

Author's notes

This is a little passion project of mine and the first time I've done coding and modding entirely on my own. While I am not the best at C# and programming, I intend to gradually learn more about it and eventually expand on this mod. I have a lot of things in my to-do list for this mod including more subtypes, tiles and custom mutations. I've managed to add breath weapons to them, specific to their element, and some roaming NPCs I plan to improve on to turn into a proper faction with quests.

Check out the Preset version where you can apply the Dragonfolk tile to anything you like, if what you're looking for is cosmetic: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3292544943

But in any case I hope you enjoy this mod and if you have any questions let me know, you can leave a comment here or contact me on the Qud Discord.

Fair skies!
30 Comments
Ysulyan  [author] 18 Sep @ 8:19am 
@A_King_Doggo what seems to be the issue? Incompatibility with another mod? Let me know so I can see if something can be done to fix this.
A_King_Doggo 17 Sep @ 6:06pm 
(It seems to be a result of the Thick Tail Mutation ala WM Extended Mutations).
A_King_Doggo 17 Sep @ 5:49pm 
For those of you who may have issues with Temporal Fugue or other Mutations - You need to start a new save. Something changed between the last few versions that fixed an error but it doesn't seem to be save-transferrable, at least insofar as I've gathered from conversations on the Discord.
Ysulyan  [author] 11 Sep @ 2:52am 
@A_King_Doggo I have been approached by many about the arrow issue and I have just released a new version that should address this.

As for dragonfolk with different diets, I have mixed feelings about this because: yes, I could make them omnivore or herbivores to fit other playstyles but the essence of the genotype rests, in part, on the fact that they are hypercarnivores.
A_King_Doggo 10 Sep @ 9:32pm 
@Ysulyan

Yeah I'm getting this bug too, apparently something in this Mod prevents Wooden Arrows being recognized as the proper ammo type for Bows?

At least, they function fine when I disable Dragonfolk..
A_King_Doggo 23 Jul @ 9:13pm 
Just wondering, have you every considered also introducing some Herbivore/Omnivore types of Dragons? I usually like to explore all my options when it comes to Cooking buffs, so being constrained to just meat seems like a fair drawback but one that gives me initial pause off the bat as I consider how it'd affect playthroughs!
Ysulyan  [author] 28 Jun @ 11:41am 
@lizardcrafter Hey so I tried several times to recreate the bug but it didn't happen to me. Care to show me any logs? I'm in the qud discord if you want to contact me.
Ysulyan  [author] 26 Jun @ 10:50am 
Thank you!
Ysulyan  [author] 26 Jun @ 10:50am 
Hey there I've been busy with life and couldn't update this mod but let me take a look real quick what might be the problem
Lizardcrafter 25 Jun @ 10:09am 
Hey I love this mod! I just wanted to point out the Green Dragonfolk is slightly broken right now... the wooden arrows seem to not exist? And the character color does not change when you get hurt! Otherwise completely love this mod!