Caves of Qud

Caves of Qud

Bestiary Expanded
57 Comments
mo and krill's shadow soul 6 Sep @ 8:36pm 
the new zones play no music, is this intentional or a bug?
AlwaysAngron 1 May @ 11:50am 
Damn, your description makes this look like a really small mod, but it's probably just about the biggest here. Looking forward to combining Hearthpyre with the interior of a mechacollosus
Lyva 18 Apr @ 2:15am 
Gives me unable to save errors and crashes the game
thread 9 Feb @ 10:10am 
this mod is really amazing, keep up the great work :) pollen still feels OP in the early game, but loving it aside from that so far!
Marko X 3 Feb @ 2:26pm 
The mod is impressive in what it adds, enjoying it! Only I felt slightly disappointed we can't commandeer a mechacollosus as sort of an early golem with drawbacks
Lekoda 24 Jan @ 8:32pm 
Why balance? It is fun the way it is.

Live and learn.
CrabEmperor  [author] 21 Jan @ 8:32pm 
@forot do you have any particular balance outliers that come to mind? I don't mind rebalancing overtuned creatures as this mod has a lot of creatures. Mantis shrimp and rhinos are the first that come to mind.
forot 21 Jan @ 12:14pm 
there's still too many one-hit wonders. why would someone wanna put 1hit ko mobs in a permadeath roguelike? tsk tsk tsk :steamfacepalm:
Wakko 11 Jan @ 2:01pm 
Okay, that's makes sense
CrabEmperor  [author] 11 Jan @ 1:27pm 
@Wakko the great mechacolossus is player neutral so that it will always be friendly with the player regardless of other faction changes so that the player can always access the interior. Lore wise the idea is that such gargantuan creatures barely even take notice of other beings unless provoked.
CrabEmperor  [author] 11 Jan @ 1:25pm 
@Tyrir thanks for letting me know. I had seen the error but was not aware it would be troublesome; so it is now fixed. If you run into any other errors, glitches, or have any other feedback feel free to let me know.
Tyrir 11 Jan @ 2:43am 
I get the following error popups at the main menu when the game starts:

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.
Wakko 4 Jan @ 7:49am 
It's okay what Great Colossus have no faction?
Milkman 12 Dec, 2024 @ 7:18pm 
Can't wait for the new update! I suppose it'll be a lot better to mod now that the game isn't constantly shifting.
Klomn 12 Dec, 2024 @ 4:28pm 
P.S, I have no clue how you managed to make the Special areas (sunken sea, cities under the mountains) appear on the worldmap with use of Alt key, but I really quite like it! Have a nice day CrabEmperor
CrabEmperor  [author] 12 Dec, 2024 @ 4:22pm 
Thanks for your feedback @Vanilla Gorilla, and your hotfix @Klomn. A new update to the mod should come in a couple weeks once I have explored the 1.0 update and have some time to work on the mod again. This update will include significant balance changes across the mod and some new content including deeper layers to the swarming citadel and more.
Klomn 12 Dec, 2024 @ 1:13pm 
I will add Pollen is a little bit of an issue, I don't know how much we are intended to get, but if one were to clear out a nest, we would end with at least a hundred units of pollen, or easily 10k units of commerce for Tier 4(ish) Enemies, which isn't far off the pace of hunting in the deep jungle for crysteel to sell. Thankfully this was literally a 5 minute fix, so its not really worth whining about in comparison to all the great things that this mod adds! Thank you for making such a great content mod for this community!
Klomn 12 Dec, 2024 @ 1:09pm 
Hey! Thankfully, it is just as easy to change it ourselves if we have an issue with pollen. Though this likely needs to be re-done whenever the mod updates, you can edit the drop pools for items so that Pollen doesn't drop in pools of 2-5 more often than any other drop!
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".
Vanilla Gorilla 11 Dec, 2024 @ 12:40pm 
some really good work here
Pollen does need to be rebalanced tho
CrabEmperor  [author] 10 Nov, 2024 @ 11:36pm 
@moikka434 thanks for the feedback, I hadn't really thought about the pollen being an issue but I will add that to the list of balance changes coming in my next update. As for the gear I might slightly rebalance that as well. The overly abundant enemies has been a constant battle and I will continue to tweak the numbers on that.
moikka434 10 Nov, 2024 @ 10:23am 
Could you reduce the amount of pollen jungle enemies drop and the worth of pollen? I hate it how it trivializes the game economy. Similarly I'd prefer if the jungle enemies had a bit more varied gear diversity and I feel like the gear jungle enemies drop is breaking the balance of the game. I had a nice run, but swimming in money + constantly fighting armies is killing my joy in the game. In the mean time I think I will start a new run without this mod in my modlist.
Dr. Giggle Touch 23 Oct, 2024 @ 4:32pm 
Please, make it more difficult. I yearn to relive my first pyramid experience every time I dare dig deeper.
CrabEmperor  [author] 22 Oct, 2024 @ 10:44pm 
@forot, thanks so much for your feedback, as regards for points 1 and 2 balancing is a long term process, I appreciate specific enemies to tune such as mantis shrimp which will be tuned down but may still pose a galgal level threat considering their location in the game. As for point 5 several areas do need a boost to the kind of loot found within to make the challenge feel appropriately rewarding and this is also an ongoing process as I don't want to make it too easy to break the game progression with modded items. As for point 3 I admit pixel art is not my strong suit and while I have learned a lot in working on this mod there are a lot of sprites that could be improved by someone more gifted in pixel art than me. Please feel free to share any other specific balance problems so that they can be addressed in my next update.
forot 21 Oct, 2024 @ 3:12pm 
1- too many enemies
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 :steamfacepalm:
Blake the Snake 16 Oct, 2024 @ 6:02pm 
the spore shambler specifically
Blake the Snake 16 Oct, 2024 @ 5:55pm 
also, fungus enemies should have mental shields. was still able to damage them with psychal fleshgun
Blake the Snake 16 Oct, 2024 @ 2:19pm 
this is REALLY, REALLY good, i love how you can make gods bleed for infinite MA
Gokudera ElPsyCongroo 10 Oct, 2024 @ 5:56pm 
My bad, found the other mod it was from
CrabEmperor  [author] 10 Oct, 2024 @ 5:52pm 
@Gokudera ElPysCongroo this mod has no items named hostile environment suit, perhaps it is from another mod or something. The only item that currently requires multiple different slots in this mod is the hermit crab shell which takes body and back slots. If you do run into any further bugs please let me know.
CrabEmperor  [author] 10 Oct, 2024 @ 5:47pm 
@Sequel gobbert Thanks for your feedback. I like the idea for adding tinker discs to the great mechs, the current reason to go their is for the special tier 7 weapons and powerful masks dropped by the warrior drones and the boss. I have definitely been learning the art of spriting when working on this mod so some creature sprites are a bit wimpy and will receive reworks, though specific examples to prioritize are appreciated.
FrossD 9 Oct, 2024 @ 3:39pm 
This is like a damn DLC
This is our Shadow of the Erdtree 🧎🧎🧎
Gokudera ElPsyCongroo 5 Oct, 2024 @ 2:12pm 
Bug? Found a Hostile Environment Suit but trying to equip it fails with a "you need a free Hands slot" message, even with multiple hands.
Sequel gobbert 30 Sep, 2024 @ 5:54am 
Don't have much to chip in as i'm still shaking off the rust from not having played qud in a while, but i'm loving the mod so far. Do have to agree that a lot of the enemies are quite tanky, and that the new areas need a bit more draw. Had a good time exploring the inside of one of the giant desert robots, but didn't find much of worth inside. A stash of tinker discs inside there would be cool, typically those don't show in loot.
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.
CrabEmperor  [author] 29 Sep, 2024 @ 6:53pm 
@The_MixMaster™ thanks for your feedback. I have done some small adjustments to the jungle bug enemies and I am continually working on tuning down mob generation to a balanced state. Feel free to give more feedback on specific enemies and generation that are overtuned. The more feedback I get the faster I can address balance concerns.
CrabEmperor  [author] 29 Sep, 2024 @ 6:51pm 
@Bluesun Rise thanks for the heads up, I fixed that and also added a few new things that were in the works for the next update.
Bluesun Rise 27 Sep, 2024 @ 7:28pm 
overworld doesnt currently work cause devs renamed JoppaWorldNew8.rpm into QudWorldMap.rpm if you do the same renaming in the mod files it works again.
The_MixMaster™ 21 Sep, 2024 @ 3:08pm 
Love the idea of this mod, but currently many of the enemies feel over tuned for their current areas (An example I would use are the creatures added to the jungle. Most of them have EHP to the point they're tankier than a goatfolk bully, especially flying ones like the beetles) and the spawn rates are jacked way too high. It feels like a horde shooter in some places with how many enemies are in each zone.
Milkman 4 Sep, 2024 @ 3:00am 
I do love this mod, I think it has so much potential, I really do wish the best and can't wait to play more as it gets updated! Thank you for your time and effort! :steamthumbsup::steamthumbsup::steamthumbsup::steamhappy:
Milkman 4 Sep, 2024 @ 3:00am 
Things that need work:
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.
Milkman 4 Sep, 2024 @ 2:54am 
Completed the mod, here is some feedback! (THIS WILL BE SPLIT IN TWO)

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.
Milkman 31 Aug, 2024 @ 4:45pm 
@CrabEmperor

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 :demoticon:
CrabEmperor  [author] 30 Aug, 2024 @ 7:03pm 
@Milkman thanks so much for the feedback, the biggest weakness of a mod of this size is balancing. I am working on a new update right now so I am working on some balance tweaks in addition to the content updates I have planned. I have reduced the number of mutate-on equip items by a few keeping only the most important ones. I have removed the higher tier corpses from appearing in kraken trails. I am working on reducing health and AV of various late game enemies, if you have any more specifics feel free to share suggestions. The foul rifle was a late addition so I did not give it proper testing so I have reduced its base penetration. Feel free to share more feedback on balance as you come across unbalanced items/creatures.
Milkman 28 Aug, 2024 @ 1:42am 
Played this mod a little bit, it is definitely varied and interesting but needs some significant balances. I don't think items should give mutations naturally, unless they're either really special or relics. A lot of the high tier armour is butchered from enemies and I don't know why but I noticed the kraken spit a lot of modded bodies out, allowing me to get most of them without even smelling the steppe. Just before my last point, the enemies are interesting conceptually, but really aren't that fun to fight with just how tanky they all seem? I don't want ot walk into an ogre for 20 turns with a tier 7 build :gr_serious: I think the biggest issue I have right now is the foul rifles you find in baroque ruins, they're just overpowered plain and simple.
CrabEmperor  [author] 15 Aug, 2024 @ 8:34pm 
@Excel.exe I just checked, this does appear to be compatible with CoQ expanded. I only did some cursory testing but it does appear to work. Feel free to let me know about any bugs you may encounter with this mod.
Excel.exe 15 Aug, 2024 @ 5:42pm 
Does it work with CoQ expanded?
CrabEmperor  [author] 13 Aug, 2024 @ 3:21pm 
@Aquatic_HeHeHeHa as far as I am aware it still works with the current version. I will be pushing an update in the next couple of weeks so in case something has broken with an update to the game that should fix it.
Mayon Naise 13 Aug, 2024 @ 12:17pm 
I've had your mod downloaded, cool stuff! i was in for a surprise when i realized i could walk inside the village's mechacolossus and got absolutely stomped by the baddies
Aquatic_HeHeHeHa 12 Aug, 2024 @ 10:50am 
the game fails to save with this mod
Aquatic_HeHeHeHa 12 Aug, 2024 @ 10:31am 
Does this still work in the latest version?
CrabEmperor  [author] 6 Aug, 2024 @ 2:19pm 
@Milkman the aim for this mod is to have it be roughly balanced with vanilla. In the later game the power of items and enemies go higher than vanilla but in the earlier stages the goal is for the modded gear to represent sidegrades or half tiers of equipment. For example there is a set of tier 1 weapons which are sidegrades to iron weapons and there is a set of tier 3 armor weaker than carbide. The only notable spike of power level in items is the set of tier 7 weapons which can be found in a tier 6 dungeon though this is mitigated by the difficulty accessing said dungeon. I am also working on some minor rebalancing in preparation for the next update to the mod so any feedback is appreciated.