Caves of Qud

Caves of Qud

Dragonball Mutations
89 Comments
Average Genestealer 27 Jul @ 9:13pm 
Would be cool if True Kin got Ki attacks in some way, like how some of the androids were converted from humans afaik.
Stratos 9 Jun @ 11:15am 
Hi. I have included the majority of your content in my mod "the voideldren". After that I tried to balance some of your skills and change other. I also added several phases of supersayan and divine transformation (with different names because it is not dragon ball themed). If you do not have time feel free to copy whatever you like. I also created my own sprites that you can use if needed. Thanks a lot.
kenner  [author] 8 Jun @ 7:01am 
I haven't been working on the project as I started a new job and have been contributing to some other open source projects with my free time. So unless some folks want to contribute there is no current effort going into the next release. I can work on adding more once I'm better settled into my new position and some of my other side work dies down - I don't know when that'll be as of this time
Mr 24 31 May @ 10:40am 
any news on the next update :-) ?
Stratos 10 Apr @ 3:02am 
Thanks a lot!
kenner  [author] 9 Apr @ 9:50am 
@jahorot you may use the code to write new mods but it must be in its own namespace to avoid conflicts with this mod. I would prefer the sprites created for this mod remain unique to the mod and not be used elsewhere.
Stratos 9 Apr @ 7:43am 
Hi. I have seen a lot of interesting ideas here. Can code/sprites of this mode be used in new mods? Thanks.
Machaeus 6 Mar @ 10:42pm 
I did have to re-subscribe to the mod, but it works well so far!
kenner  [author] 6 Mar @ 8:32pm 
v1.0.5 has been uploaded to the workshop. It is recommended to make new characters with this release as a lot has been added and there will likely be issues with older modded saves.
kenner  [author] 6 Mar @ 10:23am 
I'm currently working on the release process for 1.0.5 (Release notes, wiki updates, updating the test plan, executing the plan, creating the release, and uploading and updating the workshop page.) Release should hopefully be published later this evening.

Release notes are available in the discussions (Upcoming: Release 1.0.5 Notes)
Machaeus 5 Mar @ 8:52am 
Best of luck!
kenner  [author] 5 Mar @ 7:45am 
@Emong because I'm insane I reverse engineered their code, found their UI bug, and created a harmony patch to fix it for true-color sprites. So right now the Namekian character sprite is multi-color and looks pretty good, and I can leverage that for any spritework in the mod without affecting anything else.

I'm a good ways through the sprite creation backlog. Only a few more skill icons and I have to do the saiyan sprite. I'm going to do the saiyan sprite in classic qud style (2-color) because I'd like to handle saiyan transformations by changing the detail color of the sprite (basically controlling hair color via active transformation). Other than that, the last big hurdle is figuring out how to display Ki on the HUD somewhere other than the chatlog, and updating/executing the test plan for release.

I've been kind of lazy about wrapping this release up, I'm sorry about that. There's a lot of cool stuff coming soon.
Emong 2 Mar @ 7:54pm 
Might be a better idea to leave the sprite coloring based on health alone and just recommend that players turn that off in the settings
Machaeus 15 Feb @ 8:28pm 
A thought occurs for later on in development: Ki Flight. Maybe you can use it to traverse Map tiles in a couple of in-game minutes rather than in-game hours/days? Maybe an Instant Transmission that allows you to go to a settlement within a certain range based on Ki?
Definitely Not Andy 10 Feb @ 8:33pm 
Thank you for your reply. Not a modder myself but I do know that working with mod compatibility is tough work, so my comment was more meant to be a FYI. Like mentioned, for the issue with Qud Fu, player can use advanced wish mod to remove skill then learn again. Maybe add this info into mod description so that people can fix it themselves? After all, thank you for your hard work, I can't wait to see 1.0.5.
Si1entProtagonist 10 Feb @ 3:19pm 
@kenner

Interesting, I never imagined that'd be such a challenge. I was going to suggest switching the Sayians so their hair would change color but that wouldn't make sense with all of the different effects in the game. There is an option to turn off your sprite changing color at different health levels so I think that'd help with consistency for the most part.

Also, is it possible to have a similar effect for Super Sayian/Kaioken as being on fire? It looks very similar animation-wise and I think simply switching the colors would make it look pretty badass. Although it could be a nightmare to code for all I know. Just throwing it out there!
kenner  [author] 10 Feb @ 7:52am 
@Si1entProtagonist Qud's sprite system, particularly with characters is a bit jank. They really want to force a two-color sprite where you only have control over one of the colors (the other being a health indicator). I overrode this for the namekian because I couldn't find a way to make a namekian sprite look good with two colors (green + health color, where health color will often end up being green just looks bad). With Saiyans I think I can make it work because the detail color can be focused on the hair, and the armor can change color. It just doesn't work with Namekians since the detail color is their green skin, which doesn't fit their general sprite design.
kenner  [author] 10 Feb @ 7:52am 
@Definitely Not Andy all three mods are likely intercepting the same event and rerolling the damage for fists in the same way. I doubt there's an easy way around this unless I code specifically to support other mods (which I'm not sure will really work unless those mods are dependencies / rolled into this mod, which opens a whole other can of logistical worms to deal with). I know Qud-Fu is popular with some of my friends so maybe I can look into that at some point, but it's not going to be an immediate priority.

@N,N-dimethyltryptamine If you're skilled at making sprites that kind of help would be greatly appreciated. Getting all the sprite work done is currently the biggest set of outstanding work in getting 1.0.5 released
Machaeus 9 Feb @ 11:17pm 
Aaaa, I missed your reply! Good to know, thank you :D
Definitely Not Andy 9 Feb @ 10:30pm 
If your character suffers from lower damage due to "Martial Conditioning I" suppressing "Martial Artist", you can use "removeskill" wish from advanced wishing mod to remove "Martial Artist" and learn it again so that it gains priority. However, this does not work with gigantic fist. It seems like "Martial Artist" always suppresses the gigantic defect.
Definitely Not Andy 9 Feb @ 9:42pm 
Oh and I think its worth mentioning that if you also play with Gigantism Plus. The damage of your gigantic fist is determined by "Martial Artist" from "ki" instead of the gigantic defect, while "Hand-to-Hand Skill tree" from Qud-Fu mod has no effect to gigantic fist. I was hoping that all three of them could stack together so that I could play as an op martial artist.
Definitely Not Andy 9 Feb @ 9:08pm 
Love this mod! While playing I notice that, if you play this mod with Qud-Fu - Mixed Martial Arts Skills, "Martial Conditioning I" from "Hand-to-Hand Skill tree" and "Martial Artist" from "ki" skill tree conflicts each other, as they both affect fist damage. Ultimately, the damage of your fist is determined by whichever learned last. That being said, if you play as Saiyan or Namekian, since you start with ki and Martial Artist, the damage of your fist will be determined by "Martial Conditioning I" once you learn it, which is bad because it has lower damage compared to "Martial Artist". If you play as other characters and learn "Martial Conditioning I" first, then your damage will be determined by "Martial Artist" (If you can somehow get the 9999sp)
N,N-dimethyltryptamine 7 Feb @ 9:04am 
Hello. I would love to join you and help you develop this mod whether it be making sprites or learning to code to help further this mod I'd be absolutley thrilled to do so.
Si1entProtagonist 7 Feb @ 7:46am 
Hey, just wanted to show some support and say this mod is just what I was looking for. Always thought a Dragon Ball Rogue-Like would be so sick and placing it in the world of Qud is an unreal bonus, it fits so well! Can't wait to see the Sayian Sprites. I do hope they, along with the Icons, take inspiration from the Legacy of Goku games. Anyways, keep up the great work!
kenner  [author] 6 Feb @ 9:16am 
Yes, the tree will be available for 100SP when 1.0.5 is released
Machaeus 4 Feb @ 4:15pm 
So, is there any chance you'd be willing to make it possible for other characters to Learn the Ki Skills without spending (10k - 1) Skill Points to start off?
kenner  [author] 24 Jan @ 6:57am 
If you ever want to see the progress checklist for 1.0.5 it can be viewed on the Gitlab ticket here. [gitlab.com] The associated code review is linked to this ticket as well.
kenner  [author] 24 Jan @ 6:37am 
As a side note the mod dev isn't dead or anything. Just been having a series of unfortunate events happen with family/health. Will be back at it soon.
kenner  [author] 24 Jan @ 6:35am 
@Kureyn neat! I honestly haven't played much TrueKin to know the mechanics of that side of the game yet, but that seems like a pretty sick thing to get as an RNG drop so I'm not going to look to prevent it. That said I assume super saiyan doesn't really work without the Ki Skill Tree, since you need a Ki Pool to use ki abilities. Having access to Zenkai must be pretty great through
Kureyn 22 Jan @ 7:41am 
Oh hey, Frieza achieved one of his goals. I just found a Skillsoft+ implant that gives access to the Saiyan Lineage tree, for only 102 license points. XD
Sokkxx 6 Jan @ 4:42pm 
Very cool
kenner  [author] 30 Dec, 2024 @ 12:40pm 
Just to put a progress report up for 1.0.5:

I'm taking some time to enjoy games with friends while they have off for the holidays and will be putting more dev effort back in soon. The Namekian Warrior and Dragon clan bonuses are done (along with their associated bonus skills, Makankosappo (Special Beam Cannon) and Ki Healing. Demon clan is going to take me a bit more time because it's all together new for me to learn (ability to hatch a minion, like King Piccolo in OG Dragonball). Sound effects and pixel art will also take a little bit of time. Overall, probably about halfway done on progress.
kenner  [author] 25 Dec, 2024 @ 8:55am 
I'm going to expand the Saiyan Descendant skill tree in a future release, probably 1.0.7. I'm chipping away at building out 1.0.5 in my free time right now.
Sokkxx 24 Dec, 2024 @ 7:24pm 
Maybe even a SP bought SSJ evolution system where you can buy Ultra SSJ/SSJ Second Grade( More Str, less speed) and Full Power SSJ (Less drain of ki in SSJ)
Sokkxx 24 Dec, 2024 @ 11:20am 
I think that SSJ 2 and 3 would be cool as well, and a plethora of moves like Kienzan (Destructo-Disc), Spirit Bomb, Galic Gun would be awesome as well. But first and foremost allow me to become big monkee
Sokkxx 23 Dec, 2024 @ 7:39pm 
You guys should def add Oozaru
kenner  [author] 15 Dec, 2024 @ 2:45am 
@Vyklade I agree, I can lower the cost to something significant but not impossible in the next release.
Vyklade 14 Dec, 2024 @ 5:19pm 
I feel like Ki Skills should be available to all characters, not just those with the two presets. The Saiyan and Namekian can remain exclusive, but honestly Ki shouldn't be gated behind those two. Just my own opinion. After all, even humans can learn to use Ki or even the Kaioken technique
kenner  [author] 13 Dec, 2024 @ 1:45pm 
v1.0.4 has been released. See release notes in Discussions. It is advised you start a new game for this version. Weird issues can happen with the change in code/save structure.

Shameless Extra Life Plug
My friends and I will be streaming for Extra Life this weekend (12/14 7PM EST - 12/15). Extra Life is a 24-hour gaming marathon that raises money for our local children's hospitals. I fundraise for the Children's Hospital of Philadelphia, and if you have a bit to spare you can visit my fundraising page [www.extra-life.org]. I appreciate any donations. We'll be streaming on https://www.twitch.tv/extralifekev
Burger and Sabbath Moment 11 Dec, 2024 @ 11:48pm 
Thank you, looking forward to it! Can't wait to try out the new subtype, too!
kenner  [author] 11 Dec, 2024 @ 8:40pm 
@jazz I'm in the middle of a large refactor while preparing to release the Namekian subtype. Hopefully these structural changes will resolve your issue in the next release
Burger and Sabbath Moment 11 Dec, 2024 @ 9:31am 
I can confirm that this is an incredible mod, one issue though! There seems to be a problem with the trigger for the "not enough ki to use Ki Beam" pop-up. I get the notification every single turn, despite my Ki charging past 30 in the log. Here's a screenshot [i.imgur.com] of the issue. Thank you once again for updating the mod, it rules!
kenner  [author] 9 Dec, 2024 @ 6:53pm 
Ki Beam Deal {level}d8+Willpower Bonus damage in a 15 tile line. This can be increased by other skills.

It's been made to scale, probably going to tweak when implementing the Namekian subtype. There will definitely be Ki Pool scaling implemented with the Namekian subtype.
Chimni 9 Dec, 2024 @ 6:15pm 
Has Ki Beam been made to scale, or is it still limited to only the focused Ki 1d8 update? Or any other way to increase the Ki pool?
kenner  [author] 8 Dec, 2024 @ 10:10am 
Howdy folks, a Gitlab project+wiki has been set up (see bottom of mod description) to transition this mod into a community-managed, open source project. If you're interested in contributing, visit the Gitlab project and read the section on contributing
BagelBalls 7 Dec, 2024 @ 3:57pm 
This was incredibly fun to play with, really glad to see it back
Cheesy 6 Dec, 2024 @ 3:13pm 
your so real for bringing this great mod back
Burger and Sabbath Moment 6 Dec, 2024 @ 12:49pm 
Thank you for updating this! The mod looks like a lot of fun, can't wait to try it!
kenner  [author] 6 Dec, 2024 @ 6:12am 
FYI, I plan to make this an open source git project. I haven't played CoQ much in the last few years, which is why I unlisted the mod. I saw some folks tinker with an old version to get it working again [Renix] and a friend sent me the mod page. It was touching to see that the mod was missed, so I want to put it in a place where it can be maintained long term even if I'm not actively playing.

While the mod seems to be working well there were some depreciated function warnings in the log. I want to clean these up before sharing the git project, so that there's a clean baseline. I have to figure out a workflow and post a tutorial in the discussions on how to follow it / contribute. Even if I'm not actively playing I'll be willing to code / balance review contributions to keep the mods contents overpowered, but not game breaking. I should have more on open-sourcing sometime next week.
kenner  [author] 5 Dec, 2024 @ 7:02pm 
Hello, I've updated the mod for the 1.0 release of CoQ. I've tested all the skills out and it seems to be working okay, but my testing was pretty limited. Please let me know if you run into any issues.