Caves of Qud

Caves of Qud

WM Extended Mutations [Beta Edition]
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Update: 16 Oct, 2021 @ 11:17am

[QR For Recent Beta]

Update: 6 Oct, 2021 @ 3:52pm

[Fixing Gen-Load Errors]

Update: 6 Oct, 2021 @ 3:52pm

[Fixing Gen-Load Errors]

Update: 27 Sep, 2021 @ 5:29am

[Updating for Quickfix]

Update: 18 Sep, 2021 @ 9:20am

-- fixed bug causing serpentine form to remain 'stuck' on the map screen.

Update: 13 Sep, 2021 @ 5:56pm

Mutation Balance Changes:

All Gelatinous Forms:

Now when starting with gelatinous form you have a pseudopod/tentacle that sprouts from the top of your head, this pseudopod is like a secondary weapon in that it has a chance to clobber your enemies dealing elemental damage based on the slime type you picked with exception to slime. ((Note, the Oral Arm will eventually be renamed to Oral Stalk if requested enough, however the game currently considers limbs from jelly-critters of this classification, let me know if you think 'oral stalk' would make things more immersive for you)).

BUG Fixes:

Psybrachiomancy: Fixed logic issue causing incorrect psi point cost for psionic arm manifestation.

Update: 4 Sep, 2021 @ 11:05am

Bug Fixes:
Serpentine Form: Fixed a logic error that ccured do to refactoring of turn events, Serpentine Form should now consistently cause damage to enemies per turn they are constricted.

Gills: Fixed a logic error in which was causing gills to be reapplicable despite it already being added to the player.

Update: 27 Aug, 2021 @ 7:26pm

Update: 27 Aug, 2021 @ 7:26pm

Update: 27 Aug, 2021 @ 7:03pm

Balance Changes

- Gave Chitinous Skin a weakness to fungal infections that appears as the secondary effect saprostymie
which essentially means your limbs are being blocked due to your fungal infection hanmpering with cuticles of your joints, applying a constant agility debuff until the infection is cured.
- Psybrachiomancy now reduces its base damage and damage modifiers based on how many arms you have currently summoned, though base weapon damage isn't effected meaning using weaponry in these hands is a little more viable so long as they are exceptional weapons. You can no longer equipped gloves on psionic hand slots and they no longer appear as a result, this in the future may also become true for the arm-slots as well. Due to these changes, I recalculated the arm cost to be a little more forgiving, and when dismissing arms, you know dismiss them all at once, instead of dismissing them one at a time.

Bug Fixes
- Umbrameum should now properly reduce your glimemr accumulation by half.
- Removed a certain mutation that is unfinished and should have appeared yet.