Caves of Qud

Caves of Qud

WM Extended Mutations [Stable Edition]
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Update: 27 Oct, 2024 @ 6:15pm

[o] Thick Tail returns in its own Category referred to now as Synergy Mutations, these powerful but expensive mutations, grow with the player allowing certain mutations to completely change both their looks and abilities. In the case of Thick Tail, things like earning Fins, or gills will turn it into a Shark-finned Tail that allows it to swim faster. Many other mutations can effect it as well. This is a highly experimental, and got some stability fixes (hopefully) it uses an experimental framework I wish to use for mutations that evolve with the players' growth. Please send me any errors you can find for this mutation as if I can get this stable enough I can employ this system and framework across various mutations to allow for more interesting and fun aspects for mutation growth and niche playstyles.

[o] Small Rework for Psychimateriartus, keeping it more in liking with the Dervish of which its based after, they typically only bond with a single weapon and so as such I've restricted the summoned weapons to only 1 though there's a bit more to this and I'll explain in a bit. I don't like nerfing things without giving them something else in return, so now at mutation level ten, you can make some of the more specialized weapons like Vibro-Blades and Maghammers, it is randomized however. You can also now properly color your weapon upon creation. The weapons will also have increased scaling with Ego. The Return and Dismiss should work more consistently now as well (Give a thanks to @books, @Aussiewargod for finding the fix!) Psi weapon summoning no longer require Psi points to cast, are they affected by your Maximum Psi Value(MPV). Though you're probably wondering how that is relevant and that segways perfectly into some upcoming changed.

[o] User Configuration via JSON Script Intergration, now I've been listening to some of the feedback regarding the balancing of the mod and there seems to have been two sides to this, ones who felt the muttions added are too powerful in comparison to the ingame mutations while others felt some are too weak. Unable to really determine a middleground on how to actually go about this. I've decided to leave it into the control of the players themselves. With the JSON User Configuration set up. PLayers will be able to modify elements to their like such as but not limited to or even close to the scope what this can allow:

[o]The Modification of Focus Psi, things like Psi Decay, Psi Growth, How much Psi per level you can earn, if psi regenerates or not etc.
[o]Mutations like Psychomateriartus will allow you to modify the cost of the psi weapons, how many you can summon, whether that cost is basted on your MPV or simply cost Psi, the scaling of the weapons, etc.
[o] This extends into values like how much decay to your Health PsychoPlethoric Deteriation effects, the cost of combustion blast beams, their power and energy usage, etc. and even much smaller mutations like Fins allowing you to modify how much they affect you speed bonus.

The goal will be that if you can imagine a value, tweak or asset about the mutation you would like to toggle, edit or simply test at your own control and settings, you will be able to do it.

This will be slowly implemented over time with updates.

I am also working on a comprehensive description of each mutation, its function and its synergy components.

For a list of changes in a quicklist, read below. Have fun!

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[o] Psichomateriartus was given a small rework, prepped for JSON Intergration.
[o] Action Commands should now properly remove themselves upon losing a mutation.
[o] Removed Registry Mod Errors due for Refactor.
[o] Thick Tail returns.
[o] You can now, by choosing Explosive Burs (which is now a defect), grow sowers seeds with Fruiting Bodies.
[o] Thorns should now properly deliver a message when activating.

Update: 3 Sep, 2024 @ 9:41am

Update: 31 Aug, 2024 @ 5:41pm

Update: 31 Aug, 2024 @ 5:41pm

[Updated for current edition]

Update: 1 Aug, 2024 @ 8:38am

Update: 22 Jun, 2024 @ 5:26pm

[QF for current Update Version]

Update: 13 Jun, 2024 @ 9:19pm

[updated for current release]

Update: 4 May, 2024 @ 9:20am

[QF]

Update: 3 May, 2024 @ 7:47am

[QF]

Update: 11 Apr, 2024 @ 7:32am

BUGFIX LOG

- GelForms no longer activate bleeding effect when taking damage from sources that they are immune too. (Gel Acid and Poison, this may by proxy fix some of the issues with poison ichor and acid appearing on the world map.)
- Immunities to damage forms for all gel forms should now exclude outside references such as gas, liquid and other forms of damage.
- Increased vapority of Poison Ichor, it now evaporates much more quickly.