Caves of Qud

Caves of Qud

WM Extended Mutations [Stable Edition]
Showing 11-20 of 108 entries
< 1  2  3  4 ... 11 >
Update: 25 Dec, 2024 @ 9:41pm

----- 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 @ 1:29pm

QF!

Update: 13 Dec, 2024 @ 10:03pm

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

Update: 30 Nov, 2024 @ 2:08am

[QF 2]

Update: 30 Nov, 2024 @ 1:48am

[QF]

Update: 30 Nov, 2024 @ 1:08am

Thick Tail just got a THICC UPDATE!

I've buffed the thiccness of thick tail s' synergy reactions and variations, giving it a thicc new set of 7 new forms, all with wonderful abilities.

You could say its ... extra thicc now.

Thick Tail now has synergy responses to:

Fins
Thorny
Barkflesh
Lustrously Feathered
Umbrameum
Gelatinous Form (Acid)
Gelatinous Form (Poison)
Gelatinous Form (Slime)
IncorporealForm

A quick example would be Umbrameum which gives you the Darkstalker Tail-Effect, which simulates the effects of Skulker Tonics albeit at a slightly weaker amplitude!
Having Thick Tail and Lustrously Feather now gives you a thickly-plummed feathered-tail that helps stabilize your flight (less falling out the skies) and makes your charge attacks and jump attacks go just that lil' bit further.
Thorny now gives your tail thagomizers! Go straight-up stegosaurus on their asses! Attacks that successfully land impale and bleed your opponents out!

... having a slime effect just gives you a really cute slimy tail. Hug it. And regret. Or not. c:

Iunno why I wrote it like this. I have a problem. I'm too damn sleepy-silly to be making mod announcement post this late ... anyways, here are some other smaller fixes:

[o] Fixed an issue with sowers_seeds not spawning correctly. (Eyes the underscore underscoringly)
[o] Fixed various issues with color conventional names lacking their colorations like feathered, scaled, etc. etc.
[o] Buffed a lot of thick-tails smaller attributes to fall more in line with the increased mutation cost, just call it the thiccening.

Update: 23 Nov, 2024 @ 8:49pm

[o] Gills should no longer crash the game when the player leaves the water. Removed duration limits to Gills.
[o] Gills now properly dives, entities have proper reactions to being attacked. Essentially, its finally feckin' fixed. Thank @Gnarf and @Books for the help with this!
[o] Thick Tail refined a little, boosting certain attributes in-line with heightened mutation cost and adding a few more descriptors based on gained mutations.
[o] Prepping Thick Tail for expansion into many more mutations.