Caves of Qud

Caves of Qud

WM Extended Mutations [Beta Edition]
820 Comments
Obsidious 14 Oct @ 4:45pm 
(For anyone not seeing a difference even on reload, you might need to unsub and resub; that worked for me.)
Obsidious 14 Oct @ 4:37pm 
No worries! I figured it was something like that; I was wondering how you differentiated them for testing. Thanks!
Winged_Monotone  [author] 13 Oct @ 8:58am 
kk, the in-game file names should not be distinguished from one another--I've never actually been able to see it on my end lol I use a testing subdirectory for the mod--really sorry, hope that helps!
Winged_Monotone  [author] 13 Oct @ 8:51am 
Actually i just took a look, the manifest does NOT differentiate them, this is an error on my part, my bad! I will fix this immediately!
Winged_Monotone  [author] 13 Oct @ 8:44am 
@Obsidious
Thanks for the feedback, regarding the file structure, I might need a lil more clarification? The in game mod menu *Should* be showing one as Beta and the other as Stable. If not then I might of accidently overwrote the manifest data which I can fix if that's the case haha
Obsidious 11 Oct @ 11:25am 
Oh also A_King_Doggo, the Limbsmith mod should let you remove limbs.
Obsidious 11 Oct @ 11:23am 
Can the two Mutations mods (beta and regular) be differentiated in the in-game mod menu/is there a reason they are not that I should bear in mind if I mess with the files? Up until now I've been using the different file sizes to distinguish them but now they're very similar and oh no xkcd 1172 is calling me out specifically.




P.S. I think your mod is rad. The tone of some of the 'criticisms' it's getting would dishearten me and I for one appreciate that you're making this cool stuff that we get to play with.
Chad "The King" ThunderCuck 30 Sep @ 2:21am 
thick tail dosent work at all. genetic memory does not "grant more experience at 10th level", it only goes up 1% per level.
KD || Eekum Spookum 22 Sep @ 3:41pm 
@Winged_Monoton
Awesome, glad I could point it out! Also managed to fix my slots issue using help from the Discord and the Better Modding Goodies mod!
Winged_Monotone  [author] 22 Sep @ 10:42am 
@A_King_Doggo
I'll have a fix for this on the next push!

@Halo_Sparto
Sometimes a beta version of the next updates will be released through the Qud Manager on Steam that includes changes or future updates, this version keeps up with those changes but may also include some future changes I haven't included for the stable version. I usually drop updates as announcements when it does. Right now the two are about even.
Halo_Sparto 21 Sep @ 1:09pm 
whats the difference to the stable version and the beta version?
KD || Eekum Spookum 20 Sep @ 5:59pm 
Having a bunch of funny issues with Thick Tail! Been troubleshooting the mutation with use on Temporal Fugue on the Caves of Qud Discord, but I realized that as I removed Thick Tail through Wishing, it didn't remove the additional Tail slots on my character equipment sheet!

Even worse, since I have Regeneration, if I amputate the Tails they simply Regenerate back! I've so far not found a way to permanently remove character limb slots, but I figured I'd let you know since Thick Tail is still experimental.
Zippy 15 Sep @ 5:01am 
that fixed it
Winged_Monotone  [author] 14 Sep @ 6:01am 
Actually, just pushed a quick Fix, lemme know if that works for beta edition
Winged_Monotone  [author] 14 Sep @ 5:30am 
@Zippy

tat's definitely new, I just checked my log today upon launch and its not doing anything like that, make sure you don't have both versions of this mode active at the same time, only use one and activate one if intending to play
Zippy 11 Sep @ 8:35am 
Are there supposed to be a bunch of duplicate files in the Mutations folder? it causes hundreds of errors and the mod fails to load.
Winged_Monotone  [author] 10 Jul @ 8:31am 
@juicy

I'll give this a test soemtime today to see what is going on, thanks for the heads up
Winged_Monotone  [author] 10 Jul @ 8:30am 
Quick update:

Thick Tail should now properly throw attacks, block attacks and readjust itself based on all the mutations you have, regardless of when they are earned. Several more User Configs were implemented.

Fixed some issues with misnaming of mutations and some not appearing.
juicy 3 Jul @ 8:49pm 
Im unsure if Hydrokinesis is part of this mod. I wish there was a list of the mutations.
Hydrokinesis is not working for me atm, cone is not showing up and ability wont activate.
Ham Attack 11 Jun @ 9:36pm 
Hi hello, I have a mutations modding question that you might be able to answer. Would you be open to lending an ear? I'm trying to make my own mod that basically expands upon the vanilla mutation Light Manipulation.
YA BLEW IT 11 Jun @ 6:29am 
Excellent mod! The first physical mutation (the one that adds a tail) seems to be blank in the mutation list when creating a new character. Tried on both the most recent major update as well as the beta branch.
Winged_Monotone  [author] 25 May @ 10:52pm 
Please please let me know if the JSON config is readable on your end and easy to work with!
Winged_Monotone  [author] 25 May @ 10:51pm 
dropping update:

[Fixed warnings with 0.19 DisplayName JSON inject.]
[Fixed Issues with HistorySpice JSON injector]
[Implemented Hydropartum UserConfig System]
[Implmented Tree-Whisperer UserConfig System]
Winged_Monotone  [author] 25 May @ 10:25am 
Sorry, I'm trying to figure out what's going on with this, while also making it impossible for older games before the save to still be compatible. Seems there was a big change with how the JSON converter messes with HistoryKit's etc.
sensitive armstrong 22 May @ 5:44pm 
today's patch borked both this and the stable fork
VoydBoi 26 Apr @ 3:15pm 
which one of these mods is working best the stable or beta
Dancerogue 4 Apr @ 11:18pm 
what does it do? what ARE the mutations?
Dick Stealing Weasel 24 Feb @ 11:40am 
I have been somehow playing with both versions enabled.
Damon 24 Feb @ 10:05am 
Thanks for the heads up. Yeah Stable Edition is the way, I guess. Imma make backup of the working mod in case I don't want my current save get messed up lol.
Winged_Monotone  [author] 24 Feb @ 9:49am 
Check this discussion if you have any questions or are having trouble finding the file, you can also leave feedback for the update here:

https://gtm.steamproxy.vip/workshop/filedetails/discussion/2065946296/601897212769759097/
Winged_Monotone  [author] 24 Feb @ 9:47am 
@If you don't want to lose save data, stick with the stable version as this is the beta edition and is the first to be updated. I pushed a version that should fix those errors, however if you are looking for a stable non-save corrupting version, use the Stable Edition please. Due note, once all of these updates are finalized for the stable edition, I will be pushing the complete version to it, this will most likely break saves but it at least won't be for a while. Save compatibility between modded versions, especially with updates as large as the one that is about to be passed, rarely if every keep save compatibility, just a heads-up.
Damon 24 Feb @ 4:46am 
For anyone else with same problem then I think maybe changing to the stable edition. It seems to be still working with Stable Edition here on workshop instead.
Damon 24 Feb @ 4:18am 
Now my save file is buggy and unplayable... sigh
Damon 24 Feb @ 4:14am 
Oh no now the mod is trouble. Failed to activatate the mod and loading save file saying there is like 100+ errors :(
Winged_Monotone  [author] 17 Jan @ 7:23pm 
An update, I am currently working on the User Configuration system that will allow players to balance and edit the various aspects of the added mutations to their liking. I can't give a direct date of the release but I finished the framework and now I just need to refactor each mutation use it.
SynthetikDawn 13 Jan @ 4:24pm 
2/2
-Thermokinesis' ability to decrease resistances on enemies is too strong in my opinion. Cold res decrease + freezing mutations or weapons = infinite stunlock, works even on nephilims. Would be reasonable if you could decrease resistances only to 0 on enemies, or similar restriction. And the ability to increase your own basically lets you have 100 cold and heat res indefinitely. I propose limiting your res increase with a shorter duration, ~100-200 turns(possibly scaling with ego) and a decrease im mutation cost to 4 will be fair i think.
Btw, your user config idea is really great! Much appreciated.
SynthetikDawn 13 Jan @ 4:23pm 
1/2
- Psybrachiomancy behaves strangely with firearms. If you have more than 2 pairs of arms then firearm slots beyond fourth stop showing on paperdoll equipment screen and only accessible if you change view to "list". Not a big deal, just confusing. Also i once encountered a bug with this - placed a nuclear battery in a freezing ray holded by psionic limbs and it just disappeared(the battery). Couldnt replicate this issue.
- If esper hunters spawn with combution blast they often throw exceptions, more often if they dont have you in line of sight.
im linking a few screenshot for clarification: https://imgur.com/a/axGSy1p
SynthetikDawn 13 Jan @ 8:06am 
@Veronica you may delete this mutation with "wish" command aka cheat code. Bind wish button in settings on whatever you like, press it and type "mutationbgone" in the text box. It will give you a list of your mutations to remove at will.
Has anyone else been messing with thick tail recently because the offhand attacks aren't proc'ing. And I did test with the mod alone and nothing else, punched walls a couple glowpads, it don't proc. And I did manually set the limb as primary and the damage is not matching what it's said. The strength mod I had isn't affecting the damage at all.
Veronica 11 Jan @ 9:44pm 
I have made a mistake and chose gelanou form.I think it is a sick joke.Everywhere in the game there is salt.I cannot escape it and I am sick of it.Like rn I am in bethesda but I cannot go along wit the mission bcz I cannot get ut of the salty water directly at the spawn point of the stairs.If I knew I wouldnt choose it but I am a newbie.I can start a new game but I have already played some on this save and I do not wish to loose it.What do I need to do ? Is there a mid game deleting a mutation,or is there a method to not be effected by salt ? It drives me fckn crazy..
Winged_Monotone  [author] 6 Jan @ 9:42pm 
*per set amount of turns (I think I actually based the recharge for psi on something ... I'll look into it)
Winged_Monotone  [author] 6 Jan @ 9:29pm 
@SynthetikDawn

Hmm, I'll double-check the damage formula to make sure its scaling correctly. It won't matter soon as I am working on the user-config that will let players set all the attributes and balance themselves but I'll try to make it a little less redonk in the meantime.

So, I actually forgot to edit that I changed the way Psicharges work, they do not decay anymore and they do indeed only increase once per turn now, I'll edit the the description to ensure it fits more with how they are now. Thanks for letting me know!
SynthetikDawn 6 Jan @ 2:10pm 
[2/2]
And psi points accumulation is also supposedly broken. Description states that "you generate charges equal to 1 + your ego modifier, per turn." Which in my case is 1+3=4, per turn. Except that its not true(And if it WAS true, it would be even more op). I generate a single psi point for every 4-15(approx.) turns, seemingly at random. I honestly find this speed of generation much more balanced than in the description, so if it is really not intended, it might as well be better to just stick with it and leave this part as is, imo.
And the last thing. "After charging your psionic energy, charges will decay...". They do not. Not at all. Sorry if i wrote too much, just tried to be as clear as possible. There is no exception log to share, so thats it. Great mode btw, keep it up! <3
SynthetikDawn 6 Jan @ 2:10pm 
[1/2]
I Found a bug(?) or just Unbalanced thing(?). Anyway, "combustion blast" deals WAY too much damage. It is on level 4 with 8+2d4 per charge. So it means 10-16dmg per shot. However, the actual damage on any creature is 40-60 per shot for whatever reason. And its explosion damage, which is(to my knowledge) unblockable. So a level 4 mutation with an undodgeable burst damage of ~50*14(psi charges) = 700 in a single turn. A pocket version of decarbonizer i would say. Very much OP.
"Focus psi" also doenst really work properly. I should be getting 'charging psi'(whatever it is supposed to do) effect when i cumulate charges, but i do not. Nor during or after i turn it on. I do however get "you are straining your mental powers!" Status effect if i use all 14 at once with valley. But not 13 as volley and 1 as quick fire, which opens a cheesy strategy to an already op mutation.
Tyrir 29 Dec, 2024 @ 9:15pm 
@Freezy-Pop
See my previous comment. That's a bug in Improved Mutations. You can try the workaround I proposed in that comment.
Freezy-Pop 29 Dec, 2024 @ 5:17pm 
heyo, was trying to load this mod into my configuration and it threw a compile error?


=== WM Extended Mutations, [Beta Release] 1.1.0 Errors ===
<...>\steamapps\workshop\content\333640\2065946296\Mutation Parts\WMTailMutator.cs(676,35): error CS0433: The type 'ThickFur' exists in both '1207623704.dll, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null' and 'Assembly-CSharp, Version=2.0.209.43, Culture=neutral, PublicKeyToken=null'

any ideas?
Essence of magic 29 Dec, 2024 @ 3:27am 
It worked. Thanks!
Tyrir 28 Dec, 2024 @ 12:12pm 
@💀💀💀💀💀💀

Try the solutions at https://gtm.steamproxy.vip/workshop/filedetails/discussion/2065946296/2944746708998145175/?ctp=16#c598514342850201243 to fix that problem with the Improved Mutations mod and Graven's Mutations mod..
Winged_Monotone  [author] 26 Dec, 2024 @ 6:37pm 
@💀💀💀💀💀💀

This is a mod incompatibility issue, its either Improved Mutations or Graven Mutations or some other mod you have that is causing this.
Essence of magic 26 Dec, 2024 @ 2:11pm 
=== WM Extended Mutations 1.1.0 Errors ===
<...>\steamapps\workshop\content\333640\2198787801\Mutation Parts\WMTailMutator.cs(803,35): error CS0433: The type 'ThickFur' exists in both '1207623704.dll, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null' and 'Assembly-CSharp, Version=2.0.209.43, Culture=neutral, PublicKeyToken=null'
<...>\steamapps\workshop\content\333640\2198787801\Mutation Parts\WMTailMutator.cs(809,35): error CS0433: The type 'LightManipulation' exists in both '3375073094.dll, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null' and 'Assembly-CSharp, Version=2.0.209.43, Culture=neutral, PublicKeyToken=null'
apparently broken compatiability with [Improved Mutations] and [Graven's Mutation Fork]