Caves of Qud

Caves of Qud

83 ratings
Bestiary Expanded
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9.358 MB
28 Jul, 2024 @ 1:27am
21 Apr @ 5:19pm
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Bestiary Expanded

Description
This is a content mod that adds over 100 new creatures, over 100 new items, a new lategame overworld biome: the steppe, new dungeons, new hidden underground biomes: the sunken ocean and the ancienty city, and much more.
57 Comments
mo and krill's shadow soul 6 Sep @ 8:36pm 
the new zones play no music, is this intentional or a bug?
AlwaysAngron 1 May @ 11:50am 
Damn, your description makes this look like a really small mod, but it's probably just about the biggest here. Looking forward to combining Hearthpyre with the interior of a mechacollosus
Lyva 18 Apr @ 2:15am 
Gives me unable to save errors and crashes the game
thread 9 Feb @ 10:10am 
this mod is really amazing, keep up the great work :) pollen still feels OP in the early game, but loving it aside from that so far!
Marko X 3 Feb @ 2:26pm 
The mod is impressive in what it adds, enjoying it! Only I felt slightly disappointed we can't commandeer a mechacollosus as sort of an early golem with drawbacks
Lekoda 24 Jan @ 8:32pm 
Why balance? It is fun the way it is.

Live and learn.
CrabEmperor  [author] 21 Jan @ 8:32pm 
@forot do you have any particular balance outliers that come to mind? I don't mind rebalancing overtuned creatures as this mod has a lot of creatures. Mantis shrimp and rhinos are the first that come to mind.
forot 21 Jan @ 12:14pm 
there's still too many one-hit wonders. why would someone wanna put 1hit ko mobs in a permadeath roguelike? tsk tsk tsk :steamfacepalm:
Wakko 11 Jan @ 2:01pm 
Okay, that's makes sense
CrabEmperor  [author] 11 Jan @ 1:27pm 
@Wakko the great mechacolossus is player neutral so that it will always be friendly with the player regardless of other faction changes so that the player can always access the interior. Lore wise the idea is that such gargantuan creatures barely even take notice of other beings unless provoked.