Caves of Qud

Caves of Qud

WM Extended Mutations [Beta Edition]
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Update: 24 Feb @ 1:21am

Hey, throwing out the start of what I hope will be a set of awesome updates to come for my mod, WM Extended Mutations.

As of this update, you can now get a sneak peek at the upcoming User Configuration Module which will allow you to rebalance and modify mutations to your liking and even get access to new options and variants that I had in mind for them. With a lot of sweat, and help from other amazing peeps like @armithaig and @gnarf, I was able to structure up the beginnings of this cool little expansion to my mod. This Version will only be pushed for the BETA edition at the moment.

You can find the User Configuration Module file in: H:\SteamLibrary\steamapps\workshop\content\2065946296
The file-name is WM_USERCONFIGURATION.json
(This will be different for the stable version, but I will list that upon release.)

As of now, the only mutation to get this treatment is Combustion Blast, a highly requested mod in terms of balancing. It is now fully customizable. With the User UCM, you can now but are not limited to:


> Manage Damage Properties such as whether it uses static numbers or dice rolls, modify and toggle damage multipliers, modify and toggle charge cost, modify certain effects such as stun causing self-destructs, and more~


Feel free to give some feedback on the navigation, readability, and more. I am currently working on expanding this to Every Mental Mutation added to the mod first and then working on the Physical Mutations after.

This is far more work than I was anticipating especially considering each mutation is going to be getting small expansions and restructuring for readability and stability.

Have fun and here is a small quick-fix blitz.

----- Quick Fix and Changes rush~
CombustionBlast now accepts user configurations.
[q] Fixed and edited various mutation descriptions and names to better fit Qud's rhetoric. Thank @birdy for the wonderful help in getting things on the mutation page to look a little nicer.
[q] Fixed typos in said mutations as well.
[q] Added a strength saving throw to Hydropartum
[f] Rebalanced the damage parameters on Combustion Blast
[q] Added Min - Max quality to Force Effects from Hydropartum.
[q] Added Min - Max Formula to Hydropartum damage effects.
[q] Icons and text symbols for mutations should no longer cause errors

Update: 3 Jan @ 5:24pm

[o] Party Messages for your tumbling pods dying should no longer appear.
[o] Explosive Burs now properly shows and defines itself as a mutation defect.
[o] Gelatinous Form Acid Should now be more consistent in its checking of whether you are in a dangerous liquid and when that procs correctly.
[o] Gelatinous form Acid should no longer unequip floating items.
[o] All Gelatinous forms should now properly construct their bodies.
[o] Damage for added gelatinous, defaul limb-weapons have been slightly tweaked for balance purposes.
[o] Serpentine Form, and possibly a few other mutations causing crashing on worldgen should be fixed.

Update: 29 Dec, 2024 @ 3:59am

[QK]

Update: 26 Dec, 2024 @ 9:51am

[QF]

Update: 25 Dec, 2024 @ 9:43pm

----- Quick Fix rush~
[o] Thick Tail adjusted in various stat spreads, the charge and jump bonuses are accessible via having wings & feathery tail mutated. Feathery Tail now gives a slightly scaling DV bonus in response to this.
[o] Set the gestation period of Ovipositor to 3 months, had it set to a 1 month process due to testing and forgot to set it back. mb :x
[o] Serpentine Form's constriction ability should now dish out damage correctly
[o] Eater's Flesh and Sower's Seeds now show their proper names, Eater's Flesh can now be properly grown.
[o] Fixed recursive issues with the Gelatinous Form Mutations causing crashing during world generation.
[o] Gel forms now regenerate lost limbs instantly.

Update: 14 Dec, 2024 @ 1:30pm

QF!

Update: 13 Dec, 2024 @ 10:02pm

Quick bugfix update!

Thick Tail is receiving some temporary changes until a certain modding-request is completed, right now its not possible to have the tail perform attacks and shield abilities at the same time (while also having an armor rating as well) So I have instead allowed the tail to have its shield proccing ability as its main effect, and added mutations that would allow for the tail swipe attack now simply buff your own natural attacks albeit slightly and at a reduced value. The armor and stat values will not appear on the tail itself, but now instead are added directly via `statshifter`. This is going to be temporary as mentioned, however when the fix is eventually properly worked in and introduced, it will only be accessible on the beta-version for a while. Because peeps have asked, these mutations are the mutations that currently mutate Thick Tail:

> Quills
> Rough Scales
> Thick Fur
> Light Manipulation
> Chimera
> Fins
> Thorny
> Barkflesh
> Lustrous Feathers
> Umbrameum
> Gelatinous-Form (Acid)
> Gelatinous-Form (Poison)
> Gelatinous-Form (Slime)
> Incorporeal-Form

----- Quick Fix rush~
[o] Thick Tail now properly Rapidly Mutates and accepts multiple levels, causing it to no longer remove itself after large amounts of levels are gained.
[o] Thick Tail tail-shield block ability now properly procs the blocking sequences, however it will not display its name when blocking in the message logs (fix coming for this eventually as well).
[o] Fixed an issue where Cloaca Surprise caused the the Bilge Sphincter Tail to vanish and be replaced by a new thick tail.
[o] Fixed an issue where infinite recursive loops appeared after losing the Temperatura Effect, Soft Chitin effect, and few others that caused the game to go into a crash state. (Thanks to books for the help with this.)

Update: 1 Dec, 2024 @ 10:52pm

[o] Thick Tail now properly shows descriptors and generated names for the various types of mutation paths it undertakes!
[o] Fixed an issue where the tail would appear in your inventory ... maybe a lil too many times.
[o] Fixed an issue where the tail would vanish ... hopefully, it shouldn't do that now ... it better not -- or I'll flip this desk right now.
[o] Name descriptors are treated like effects and adjectives given to items.
[o] More cool color coding stuff!
[o] Fixed an issue where bark skin and and thorns wasn't working. Blame my silly naming conventions. c:
[o] Fixed an issue where it show the unequipping and re-equipping process of the tail, so no more log trash ...

Update: 30 Nov, 2024 @ 9:21pm

[QF]

Update: 30 Nov, 2024 @ 2:24am