Caves of Qud

Caves of Qud

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Playable Slime 1.0
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Character: Genotype
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21 grudnia 2024 o 0:02
31 marca o 17:01
Listy zmian: 23 ( zobacz )

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Playable Slime 1.0

Opis
Play as a slime, updated for 1.0

Thanks to JC, creator of the original Playable Slime mod.

Special thanks to those who carried the torch before me, Qoazi with Playable Slime Revived and foveros30 with Playable Slime Rebalanced.

See the pinned Mod Explanation for additional details on how the slime works.

I have added the ability to de-evolve, expanded the way stat and mutation points are gained, and balanced the damage of Engulf per notes from the previous keepers of the mod.

Tracking your slime status has been added! Check your mutations and examine 'Slime Status', which will now track absorbed stat points, mutations, and liquids. If loading an old save, you will not see this mutation until you consume at least 1 creature. Stats gained before this update may not be tracked.

New for 0.2.0:

Balanced Slime
This new genotype is an attempt to make a more balanced version of the slime comparable to the built-in Mutated Human and True Kin. It has slower mutation gain, a cap on maximum statistics, SP gain through absorption, and scaling absorption damage. The stat cap can be raised by sacrificing a portion of your statistics and one of your absorbed liquids to spawn a slimeling. Each slimeling will increase your attribute cap by one, but become progressively more expensive to spawn. Absorption damage is scaled based on how close to the stat cap you are, so sacrifice some stats to bud a new Slimeling and continue your journey to becoming the Ultimate Slime!

Mimicry
After absorbing a creature, you now have the option to mimic its body shape. Budding and Evolution are disabled while mimicing another form. This took a bit to implement and I believe I've iron out all the issues, but if you get stuck in a mimiced form somehow, please send me the player.log file from the game's AppData directory, then use the wish 'sym_rebuildBodyAsOoze' to return to Ooze form.

Saves from before this version should continue to function as normal, but new features may require a new character. If anyone experiences any issues with old Slime saves, please let me know and send me the save and I will correct them ASAP.
Popularne dyskusje Zobacz wszystkie (2)
28
1 października o 7:45
Bugs Discussion
Agusfer
18
28 września o 9:19
PRZYPIĘTE: Mod Explanation
Symbiode
Komentarzy: 50
Shigeruchi 11 października o 16:45 
Is it possible to morph/absorb into a true kin?
Eppi 1 października o 8:08 
i put it in the bugs discussion
Eppi 1 października o 6:39 
Just turned it on, i am on linux, so i will dig around for the file directory. I'll let you know when i find it and attempt to reproduce the error successfully.
Symbiode  [autor] 30 września o 18:51 
In the mod options for Playable Slime, there is a toggle for 'Enable Debug Output in Player.log'. Make sure that is enabled, reproduce the error in your save file or a new save, then close the game and look in the Player.log file at C:\Users\{username}\AppData\LocalLow\Freehold Games\CavesOfQud to see if there is an error that can explain what is going on. You can post it in the Bugs Discussion or message me directly on Steam with the file and I'll take a look.
Eppi 30 września o 12:11 
Cool mod,but for some reason when playing as stable slime(unbalanced) the evolve skill doesn't work.Early on i absorbed water, salt and blood, but no other liquids work. Must be some kind of mod conflict i assume. I get a popup about it starting to react but nothing happens. I am clueless about CoQ modding so if i can turn on some kind of console log and send it, i am willing of course.
BloodbathMcGrath 28 sierpnia o 15:02 
very good mod thanks
Kynick2501 4 marca o 18:25 
Super fun to play as a slime, who knew?
Symbiode  [autor] 3 marca o 14:53 
@steven
I just pushed some fixes for the slime naming. It should fix itself when you evolve or bud/devolve, or you can manually fix it with the wish "sym_fixname". If the name is really super messed up and that doesn't do it, manually set the name of your slime with the wish "sym_setname:SlimeName", substituting 'SlimeName' for whatever you want to name the slime, then wish for "sym_fixname" and it should add the proper suffixes and sort itself out from there.
Symbiode  [autor] 2 marca o 15:54 
@steven
That's one of the few pieces of code I didn't touch from the previous version of the mod, I'll take a poke at it and see if I can make it function better.
steven.layne.sl 27 lutego o 20:28 
I'm not sure if its just my install, but I've noticed if I gain and lose liquids often I tend to get exceptionally long names, as my last name updating (monosludge, disludge, etc) seems to take the whole name and then append the new type to it, instead of replacing the value changing. I'll see if I can get a screenshot to demonstrate.