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MODERROR [Bestiary Expanded] - System.MissingMemberException: File: XML/Blueprints/Creatures.xml, Line: 494:50 No XRL.World.Parts.DisplayNameColor.Priority property exists.
MODERROR [Bestiary Expanded] - System.MissingMemberException: XML/Blueprints/Creatures.xml, Line: 2699:50 No XRL.World.Parts.DisplayNameColor.Priority property exists.
MODERROR [Bestiary Expanded] - System.MissingMemberException: XML/Blueprints/Creatures.xml, Line: 3002:50 No XRL.World.Parts.DisplayNameColor.Priority property exists.
MODERROR [Bestiary Expanded] - System.MissingMemberException: XML/Blueprints/Creatures.xml, Line: 3018:50 No XRL.World.Parts.DisplayNameColor.Priority property exists.
Here is a quick guide as to how I personally did it:
1. Navigate to the Workshop folder for this Add-On - For me it was steamapps (Same drive as qud) --> workshop -> content -> 33640 -> 3298325317
2. Go into the XML Folder
3. Open up the PopulationTables.xml file, then hit Ctrl+F to search for key terms
4. Type Pollen, and you will be directed to the item table "Chitin Loot"
5. Change the "Weight" of the "Pollen" entry, lower means less often will Pollen be dropped (compared to other items in the pool). Additionally, you can change the "Number" to 1, so creatures only ever drop 1 pollen at a time. Personally, I set weight to 1, and number to "1-2".
Pollen does need to be rebalanced tho
2- overtuned enemies (each new area feels like tomb of the eaters but less creative)
3- tilework (pixelart) does not match the overall tone of qud in most cases
4- MANTIS SHRIMP INCIDENT (game already has enough glasscannon 1hitters)
5- to much hassle for so little reward takes away from the flow of the game
6/10
-has potential but frustration for the sake of challenge with no forward momentum doesnt fit the theme o qud.
tl/dr: if i wanna feel miserable ill go n play sekiro
This is our Shadow of the Erdtree 🧎🧎🧎
More of a minor ask, but i think the harder enemies should have a bit more oomph in their sprites. A few later-game enemies i saw looked daintier than cave spiders up until i examined them to see a big red IMPOSSIBLE.
The most urgent issue is the spawn rate of enemies. My game is lagging with how many spawn in these modded zones...
The swarming citadels are pointless. They are annoying and unrewarding, they have such inconsistent chest generation I would avoid them.
There are too many 'ancient cities' on the map, it's not fun having to fight the same boss after crawling through such a tough dungeon.
Far too much 'weapon/item bloat', so many weapons that you can butcher from enemies but they are obsolete, very few weapons in this mod have unique abilities.
Unlike weapons, the armour/items are overpowered. Physical mutations shouldnt be acquired from items, it makes playing mutant worse. The ape boss gear in particular needs balancing, I have so many credits and I have these physical mutations at level 6!
Highlight baboon and mountain zones.
Lastly, the sunken sea, although very interesting, has zero reason to exist other than the sharks and regen float... That's it.
Here are things that are great:
I love how 'secret' the biomes are, the one tile that contains the whole baboon/ape civilisation, the few mountain ranges with ancient ruins buried deep beneath to the abyssal seas, they're fun to find and make adventuring feel worthwhile!
The ape/baboon section is amazing, each encounter is fun and rewarding (the final monkey is unbelievably tanky though? I think it has something to do with the ichor, at the end of our fight there were at least 1000+ dram pools of that stuff around).
The ancient cities are fun and difficult but seem well balanced, as long as you treat them as tier 7 or 8 zones.
I love the enemy diversity all around, especially in the sunken sea, very creative and challenging foes!
Weapons are well balanced, aside from a few outliers, and fit thematically with Qud.
No, thank you! This mod is filled with passion, it adds a great amount of challenge to this game that a lot of players with many hours can really appreciate. You have features I rarely see in other mods and you have expanded upon them in the best direction. With some balancing and refinement this will be a real gem of Qud. I will provide more feedback as I play! keep up the hard work, this is effectively the best 'expansion' mod currently available