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
261.865 KB
19 Aug @ 12:12am
8 Sep @ 8:08pm
14 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. Mod is feature complete, although I will be monitoring feedback to make further balance adjustments as needed.

Version 1.03 Changelog
Slime Glands now grants +200 reputation with mollusks.
Added Light Manipulation

Version 1.0.2 Changelog
Incorporated Gravenwitch's Telepathy mod into this.
Slightly reduced the energy cost reduction of Telepathy.
Reduced the quickness bonus from Adrenal Control

Version 1.0.1 Changelog
Reverted the Seeker Rep bonus from the Esper genotype.

Version 1.0.0 Changelog
Added Chimera
Added Esper
Added Unstable Genome
Fixed mutation reputation effects not working
Fixed Stinger description


Mutation Changes

Chimera
Cost reduced to 0

Esper
Cost reduced to 0
Now grants +800 reputation with Seekers of the Sightless way(lesser Glimmer hunters are now friendly by default, but you can still attack them to drain their ego if you'd like)

Unstable Genome
Cost reduced to 2.

Adrenal Control
Quickness bonus increased to 15 + 2xLevel(was 9+ Level)
Mutation level bonus increased to 2 + Level/2(was 1 + Level/3)

Beak
Increased damage to 1d4(was 1)
Penetration now scales with strength

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)
Now grants +200 reputation with mollusks

Thick Fur
Resistances increased to 10(was 5)

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).
Quills no longer damage items.

Stingers(All 3 Variations)
Cost Normalized to 3 points for all variants.
Penetration limit removed(Used to be only 1 penetration allowed)

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)

Light Manipulation
Recharge rate now scales with Willpower. Each point of Willpower modifier reduces cooldown by 1, to a minimum of 5 rounds at 36 Willpower.

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 / Level+3 (starts at 25%, with the chance reducing per mutation level).

Psychometry
Now grants Rebuke Robot

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)
Range increased to 12(was 8)
No longer damages items.

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

Telepathy
Grants the ability to passively see through your followers eyes, no action required.
Now reduces mental action cost by 15%

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
For most mutations, copies are made of the classes which are then modified accordingly. 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. A few mutations have Harmony edits, although these are narrow in scope. Most of the Harmony injections are for hard coded references to things like Psychometry and Telepathy. 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.


Special thanks to Gravenwitch for having open permissions on her Telepathy mod. Please give her a thanks and a positive review if you have the time.
Popular Discussions View All (2)
25
30 Sep @ 2:37am
Gameplay Feedback
Ross Feratu
4
13 hours ago
Bugs
Ross Feratu
45 Comments
LitLuigi73 15 Oct @ 4:26pm 
That is true the cost are cheaper, forgot that tbh. When I disable the mod it just keeps those mutations even if the cost is more expensive.
Ross Feratu  [author] 15 Oct @ 4:12pm 
@LitLuigi73 If it counts for anything, the cost changes are only buffs, so you can just put those extra points into some 1 point mutations?
LitLuigi73 13 Oct @ 1:47pm 
The only thing dislike about this mod, is the re balanced mutation costs when making the character's build. It messes up my builds I already made.
Ross Feratu  [author] 18 Sep @ 4:31pm 
@Squircle
Yes! It should apply to all enemies. Although Scorpions are best dealt with at range even in the base game.
Squircle 18 Sep @ 8:22am 
Do these changes apply to enemies as well? I imagine scorpions will be wildly more lethal with uncapped stinger penetrations.
Ross Feratu  [author] 10 Sep @ 8:25am 
@Z My mod is definitely at odds with the more survival/difficulty oriented gameplay mindset. No disagreement there. That said, my guiding philosophy was to balance the weaker mutations around the strongest mutations. Basically everything should be as good as things like Wings, Carapace, Corrosive Gas Generation, Precognition, etc. If you don't enjoy that, this definitely won't be your cup of tea. I do kind of wish someone made a "hardcore" mod that made the game way harder though. IMHO the game is too easy after earlygame.

Either way, if you have any specific suggestions I'm all ears. I appreciate feedback whether positive or negative.
Z 9 Sep @ 11:43pm 
i always like to check up on the new updates on your mod. and while i havent downloaded n tried em, just by the description most of these changes seem just a weee bit too much. but im happy your doing something and trying to make a good mod!
Filipino Goku 9 Sep @ 12:30am 
Love the light manipulation change!
MANTIZZLE 7 Sep @ 1:06pm 
Damn didn't actually expect you to add the change!! Really really happy, thank you to you and Graven!!!!
MrBigBand 6 Sep @ 7:57pm 
Oh okay then, thanks for the response