Caves of Qud

Caves of Qud

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Garresh's Buffed And Rebalanced Mutations
   
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Character: Ability, Mutation
Type: Balance
File Size
Posted
Updated
219.282 KB
19 Aug @ 12:12am
27 Aug @ 7:54pm
8 Change Notes ( view )

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Garresh's Buffed And Rebalanced Mutations

Description
Tired of half of the mutations being completely worthless? Me too.

This mod addresses the balance issues in the base game, by buffing the really bad mutations. No nerfs whatsoever. The current version is incomplete, but I'll be working on more mutations in the coming weeks.
Note that none of these mutations have been integrated into cooking yet. You can still cook foods, but you'll only receive the base unmodded mutations(denoted by a "(B)" after this name). So food isn't broken, but it doesn't have parity yet. With that being said, I would avoid cooking anything that gives equipment mutations while you already have that mutation.

Version 0.7.1 Changelog
Added Stunning Force
Reduced Ego Projection level scaling by half

Version 0.7.0 Changelog
Added Burrowing Claws
Added Disintegration
Added Ego Projection
Added Syphon Vim
Added Mass Mind
Added Teleport Other
Added Adrenal Control
Reduced Burgeoning range from 80 to 32, to reduce frustrating when fighting Esper Hunters.
Quills reworked and rebalanced again. AV is now weaker(but still good), and quill regeneration is now increased by 20% per point of Toughness and Willpower over 16. It feels much stronger earlier now, but scales linearly with no upper limit.

Mutation Changes
Adrenal Control
Quickness bonus increased to 20 + 5xLevel(was 9+ Level)
Mutation level bonus increased to 2 + Level/2(was 1 + Level/3)

Burrowing Claws
Damage dice reworked to 2d3 damage, with the damage dice increasing in size by 1 every 3 levels(2d4 at 4, 2d5 at 7, etc.)

Electromagnetic Pulse
Cooldown reduced from 200 to 90, minus 3 per level.
Radius increased to 6, plus 1 per level.

Flaming Ray
Cost reduced to 3 Mutation Points(was 4)
Now adds an additional 1.2^Level damage on cast.

Freezing Ray
Cost Reduced to 4 Mutation Points(was 5)
Temperature change increased to 140+10 per level.(It was 120+7 per level)

Horns
Cost Reduced to 3 Mutation Points(was 4)

Night Vision
Range increased to 8(was 5)

Regeneration
Cost reduced to 3 Mutation Points(was 4)

Spinnerets
Cost reduced to 2 Mutation Points(was 3)
Slightly buffed the scaling on the save DC to escape webs.
Cooldown reduced to 40(was 80)
Duration scaling increased to 2 rounds per level(was 1)

Slime Glands
Cooldown reduced to 10(Was 40)
Slime now covers the full area, rather than skipping some tiles.
Slime spit now takes no energy(can be used as "free" action)

Quills
Penetration cap removed(was capped at 6)
Reflect now applies to all melee(was only unarmed)
Reflect increased to 3% + Level/3% per quill(Was just 3% with no scaling)
AV increased to 2+Level/2(Was 2+Level/3)
Low Quills now reduces your AV by 2(Used to reduced AV bonus by half)
Quills now gain a flat 100 per level(Used to a random amount between 80-120 per level)
Quill Fling now flings 10% of your maximum quills(Used to be 10% of current quills)
Quill regen now increases by 20% per point of Toughness and Willpower over 16, with no upper limit(Used to scale with Willpower cooldown reduction, capping at 32 Willpower. Quill Regen now feels much better early, and rewards heavily investing into Toughness and/or Willpower).

Beguiling
Cost reduced to 3 Mutation Points(was 4)
Bonus HP scaling on beguiled followers increased to 15 per mutation level(was 5)

Burgeoning
Range increased to 32(was 8)

Cryokinesis
Range increased to 12(was 8)
Area increased to 5x5(was 3x3)
Damage doubled, and now deals the highest rolls first, rather than last.
Temperature reduction changed to 120 + 20 per level(Was 10 + 30 per level)

Disintegration
Exhaustion reduced to 2 turns(was 3)
Damage increased to Leveld10 + 4xLevel(was Leveld10 + 2xLevel)
Area increased to 9x9(was 7x7)

Ego Projection
Now operates using a "stance" system similar to Long Blades
Cooldown removed
Duration is now infinite
Using ego projection has no energy cost. It's a "free" action and takes no time.
Can only have one stat bonus active at a time
Scaling changed from 2 x Ego Mod to (Mutation Level / 2) + Ego Modifier(Scaling is 75% of base game until you hit your mutation level cap, at which point the scaling is reduced to half after that. This will only affect you if you push your Ego to extremely high levels relative to your level. Additionally, non-espers can still use Ego Projection at reduced power by spending mutation points instead of increasing Ego.)

Kindle
Changed to a "Real" object(tldr; It heats at 4x strength as before)
Illumination increased to radius 10(was 2)

Mass Mind
Removed the chance to put your abilities on cooldown randomly
Cooldown reduced to 100 - 5xLevel(was 550 - 50xLevel)
Minimum cooldown reduced to 25(was 100)
Glimmer increase was changed from a flat 1 to a % chance to gain glimmer. Chance is equal to 1 / Levelx3 (starts at 25%, with the chance reducing per mutation level).

Psychometry
Now grants Rebuke Robot
Is currently bugged to not open doors correctly. This will be addressed in a future update.

Pyrokinesis
Range increased to 12(was 8)
Area increased to 5x5(was3x3)
Damage doubled, and now deals highest rolls first, rather than last
Temperature increase changed to 200 + 30 per level(was 310 + 30 per level)

Sense Psychic
Range increased to 25(Was 9)

Spacetime Vortex
Changed Cooldown to 250 - 25xLevel(Was 500 -50xLevel)
Increased accuracy to 50% + 10% per Level. Perfect accuracy at Level 6 or higher. This accuracy only applies when used by the player character. NPCs will still always miss(was 1/9 chance of hitting the target at all levels)

Stunning Force
Removed accuracy variance(always hits the targeted square)
Damage increased to 1d3+Level(Was 1d3+(Level-1)/2)
Now always applies full damage(Used to do less damage on the edge of the blast)

Syphon Vim
Damage and healing doubled
Duration halved
Cooldown reduced to 20 turns(was 200)

Teleport Other
Can now be used on yourself, but the cooldown is increased by 50 rounds when you target yourself. The teleport is still completely random(you can't pick where you teleport to).

Feedback
Please leave any experiences or bugs in the comments. I've tested these mutations against enemies at most game phases, but haven't done full runs with them. Any feedback on balance or bugs is helpful.


Compatibility
Rather than modifying the base mutation code through Harmony, this mod makes copies of all of the base mutations. The mutation XML entries are then redirected at the new code. This means it should be fully compatible with anything that adds new mutations, even if they reference the base mutations. However, this will almost certainly have issues with any mods which modify base mutations. I have not yet tested interactions between other mods, but feel free to comment if you have had success or failure using it alongside other mods.
Popular Discussions View All (2)
9
29 Aug @ 5:13am
Gameplay Feedback
Ross Feratu
0
19 Aug @ 1:11am
Bugs
Ross Feratu
17 Comments
Ross Feratu  [author] 27 Aug @ 6:52pm 
@Aggressive Goat
It definitely works. I've tried it during testing. Have fun!
Aggressive Goat 27 Aug @ 6:38pm 
Gonna give this a try with a really weird, niche run I've wanted to make work in vanilla: Pure toughness quills.
Ross Feratu  [author] 24 Aug @ 6:03pm 
No problem. :)
Etherios 24 Aug @ 5:50pm 
ah whoops, i do have another mod that changes it, never mind. thanks!
Ross Feratu  [author] 24 Aug @ 12:42pm 
Oh one thing, it won't apply to Psychometry given via cooking. That hasn't been patched in yet. Only psychometry gained from levelups or character creation.
Ross Feratu  [author] 24 Aug @ 12:38pm 
@Etherios
It should give you rebuke robot. Do you have any other mods installed that may be conflicting?
Etherios 24 Aug @ 12:19pm 
is psychometry meant to give rebuke robot like it says here? it doesnt in game
Ross Feratu  [author] 24 Aug @ 10:54am 
I just checked the code. It looks like the class that handles doors has a hardcoded reference to psychometry. I can't directly change that without breaking a lot of other things, so I'll need to use a Harmony patch to fix that. It will definitely be a little while though. Sorry.
Ross Feratu  [author] 24 Aug @ 10:47am 
@Croctus
That is not intended. It may be a hard coded interaction which requires a special patch. I'll take a look at it and see what I can do. But that might have to wait a little while. Sorry for the inconvenience.
Croctus 24 Aug @ 8:29am 
Not to keep bringing up Psychometry but I believe it's ability to open security doors is disabled by this mod. Is that intended?