Caves of Qud

Caves of Qud

Playable Slime 1.0
50 Comments
Shigeruchi 11 Oct @ 4:45pm 
Is it possible to morph/absorb into a true kin?
Eppi 1 Oct @ 8:08am 
i put it in the bugs discussion
Eppi 1 Oct @ 6:39am 
Just turned it on, i am on linux, so i will dig around for the file directory. I'll let you know when i find it and attempt to reproduce the error successfully.
Symbiode  [author] 30 Sep @ 6:51pm 
In the mod options for Playable Slime, there is a toggle for 'Enable Debug Output in Player.log'. Make sure that is enabled, reproduce the error in your save file or a new save, then close the game and look in the Player.log file at C:\Users\{username}\AppData\LocalLow\Freehold Games\CavesOfQud to see if there is an error that can explain what is going on. You can post it in the Bugs Discussion or message me directly on Steam with the file and I'll take a look.
Eppi 30 Sep @ 12:11pm 
Cool mod,but for some reason when playing as stable slime(unbalanced) the evolve skill doesn't work.Early on i absorbed water, salt and blood, but no other liquids work. Must be some kind of mod conflict i assume. I get a popup about it starting to react but nothing happens. I am clueless about CoQ modding so if i can turn on some kind of console log and send it, i am willing of course.
BloodbathMcGrath 28 Aug @ 3:02pm 
very good mod thanks
Kynick2501 4 Mar @ 6:25pm 
Super fun to play as a slime, who knew?
Symbiode  [author] 3 Mar @ 2:53pm 
@steven
I just pushed some fixes for the slime naming. It should fix itself when you evolve or bud/devolve, or you can manually fix it with the wish "sym_fixname". If the name is really super messed up and that doesn't do it, manually set the name of your slime with the wish "sym_setname:SlimeName", substituting 'SlimeName' for whatever you want to name the slime, then wish for "sym_fixname" and it should add the proper suffixes and sort itself out from there.
Symbiode  [author] 2 Mar @ 3:54pm 
@steven
That's one of the few pieces of code I didn't touch from the previous version of the mod, I'll take a poke at it and see if I can make it function better.
steven.layne.sl 27 Feb @ 8:28pm 
I'm not sure if its just my install, but I've noticed if I gain and lose liquids often I tend to get exceptionally long names, as my last name updating (monosludge, disludge, etc) seems to take the whole name and then append the new type to it, instead of replacing the value changing. I'll see if I can get a screenshot to demonstrate.
SAILOR TOMB 3 Feb @ 7:04am 
I'm having an absolute blast with this mod so far, thanks very much for making it available! What I am really enjoying a great deal is the flux of evolution from consuming, and how it isn't just a god-mode mutation gaining frenzy (I mean... it is that a bit) but it is genuinely challenging and requires just as much careful movement and risk/reward calculation as base Qud. :pizzaslice:
Lime 27 Jan @ 9:48am 
HELL YEAH PLAYABLE SLIME
foreskingoblin 23 Jan @ 7:23am 
IMO the stats are the main issue, since you pretty quickly become excellent at literally everything. If the stat gain were reduced to say, gaining stats up to half of the target's higher attribute, then you could still use it to gain a well-rounded build, but it would be significantly less broken, as you'd need to carefully hunt for targets in order to improve beyond being more or less average at everything.

The mutations are a more difficult point, since there's no existing mechanic that penalizes having literally every physical mutation. Mental mutations are inherently balanced by how dangerous esper hunters can be.

...Based on Elona, where a certain race gets a penalty for having too many limbs, you *could* do a quickness penalty for having too many physical mutations, although there's probably better options
Symbiode  [author] 20 Jan @ 7:48pm 
I've got some things cooking for a balanced option as a separate genotype :D
Wiike 19 Jan @ 10:05pm 
Had a blast playing this, especially on early levels, but I have to say these slickass slimos are totally overpowered due to how easy they acquire mutation/stats, a rebalance would do it wonders in term of playability.
bene 16 Jan @ 12:20pm 
This is the greatest gift you could give on new years, i loved playing the original mod. props:csgoa:
Val 11 Jan @ 1:43am 
Amazing, I saw the notepad for ideas as well and I loved the idea about being able to transform into consumed creatures. Bonus points if it can act like a disguise and change your faction relations around
Symbiode  [author] 9 Jan @ 4:25pm 
Problem should be resolved now. NPC slimes should no longer give pop-up messages or chat messages to the player.
Symbiode  [author] 9 Jan @ 3:19pm 
Thanks for the heads up! I'll look into a solution now.
Clarissa 7 Jan @ 10:10am 
I was playing a non-slime character with this mod active (just because I'm a slob) and found a bug where a random slime on screen consumed a dragonfly and I was somehow offered the wings mutation. I assume this sort of thing would inappropriately occur even if I were a slime seeing another slime eat someone, so turning off your mod to play other character types may only be a partial solution.
Symbiode  [author] 6 Jan @ 7:49pm 
Mini-patch with Damage cap option (default to no) has been pushed. Larger optional balance change still being worked on.
Symbiode  [author] 5 Jan @ 6:04pm 
Sorry I didn't think about making it optional sooner, I was trying to find some kind of mid-point between OP and balanced, but it does make more sense to have both available so everyone can choose what they find the most enjoyable :D
Symbiode  [author] 5 Jan @ 6:02pm 
Yes, I'm planning to leave both the original with full Slime power and have a balanced version available. They will both be in this mod, and will either just be a separate genotype option you choose on character creation or a configuration in the options menu to toggle the balancing on and off.

I was hoping to get it done before Christmas break was over, but unfortunately got sick. I can make a small change now to set an option to turn on and off the absorb damage mini-balance I already did, and then continue to work on the better implementation. Look for that coming this week.
Renix 5 Jan @ 4:00pm 
I haven't played this version yet but I'm going to be massively dissapointed if I lose an absorbing war to other oozes that can engulf me; or if I lose inside a red death dacca trying to absorb it before it digests me
Renix 5 Jan @ 3:57pm 
One of my gripes with foveros's balance was changing the default damage of the pseudo pods, which made no sense, since normal ooze's seedpods do the unnerfed damage. There were also a lot of skills on the list (like the claws that let you dig down / under tiles) black listed for no perceivable reason. I really hope you undid or undo the pseudo pod balance because your pseudo pods should never deal less damage than a normal ooze's
Val 4 Jan @ 9:12am 
Please dont break the balancing (of lack of) to what all the other ones have done, that is what people like. I do not use the slime mod to be balanced, its fun being an OP slime and picking up heaps of mutations and abilities.

If you must go down a balance route, I hope you keep the normal version available.
Symbiode  [author] 29 Dec, 2024 @ 7:12pm 
That's not a bad plan.
gondar 28 Dec, 2024 @ 3:58am 
I do love the power fantasy of getting a lot of stats quickly but i think if you were to balance it more, you could make the attribute gain function in a similar way to the mutation point gain?

Keep the potential attribute limit per level the same, just tweak the pace at which you get them.

Just my two cents...
Symbiode  [author] 27 Dec, 2024 @ 5:21pm 
I don't think that would be too hard to make if people are interested in it.
Delfofthebla 26 Dec, 2024 @ 2:30pm 
Honestly I'd love a balanced version of this mod. It takes almost no time at all to become grossly overpowered and you don't even need to use weapons or mutations to kill stuff. You just walk around consuming everything and stacking stats far beyond your level by as early as level 6.
gondar 25 Dec, 2024 @ 3:02am 
YOU'RE A HERO
Cosmic Muse 24 Dec, 2024 @ 7:40pm 
You're a damn saint
Symbiode  [author] 24 Dec, 2024 @ 6:31pm 
I will do my best to keep it going.
Magenta Lizard 24 Dec, 2024 @ 6:17pm 
I hope our slimey boy is here to stay :happygear:
Symbiode  [author] 24 Dec, 2024 @ 5:20pm 
New feature: The 'Slime Status' mutation that tracks your evolutions and stat gains from absorbing creatures. If loading a save before this update, you won't see this mutation until you consume at least 1 creature.
Opticore 24 Dec, 2024 @ 7:27am 
Thanks for reviving this mod and keeping it up to date.
Saber 24 Dec, 2024 @ 3:55am 
my god is it really back
Symbiode  [author] 22 Dec, 2024 @ 11:52pm 
Also, now when you evolve on a liquid mixture, it takes into account the significant liquid components in that mixture and catalyzes all of them.
Symbiode  [author] 22 Dec, 2024 @ 11:50pm 
I fixed Pseudopod handling to be more natural. Now when evolving, they become your base hands and no longer block equipment.

I also added De-evolution! You can now purge all your liquids and pseudopods and reset back to a base slime. This will cost you a percentage of your stat points, increased per liquid you have previously catalyzed.
Agusfer 22 Dec, 2024 @ 3:11am 
It's incredible how easily I don't notice such "exploits" when I don't play with the slime variants that can make use of it, I guess it would be better to listen on this particular thing to someone else that plays with those more than me, don't wanna make it too OP and make it boring for them if they think we should not get water pseudopods as easily.
Agusfer 22 Dec, 2024 @ 3:07am 
I vote for changing the water pseudopod to only be obtainable from water by itself, like the one from Six Day Stilt. Mod is pretty OP either way eventually so pushing that a little further down the line seems like a good choice (or from literally any water container that you use to sell, could also drop on ground and absorb, of course, I forgot lol).
Symbiode  [author] 22 Dec, 2024 @ 2:44am 
Updated with a fix for multiple pseudopods and growing new ones for each liquid past 4.
Symbiode  [author] 21 Dec, 2024 @ 8:12pm 
For context, the 8 damage cap is the equivalent of 16 toughness before the cap.
Symbiode  [author] 21 Dec, 2024 @ 8:09pm 
Oh I should have mentioned this. per the 'future ideas' text I capped Engulf's damage at a max of 8 so the damage doesn't massively scale late game. It should still melt things early game, you just may need to use weapons or other tools to soften tougher enemies up before eating them. Please provide feedback and let me know if I need to revert this, starting a play through now to see if it feels too restrictive.
Symbiode  [author] 21 Dec, 2024 @ 8:04pm 
Awesome, no problem! Also, does anyone have any strong feelings about the infinite free pure water you can get at the start? I think I can change it to pick up the salt too, but it will still allow you to get infinite water by just finding a source of fresh water somewhere else in the world so I dunno if it really needs changing.
Bald Ninja 21 Dec, 2024 @ 7:53pm 
lol I was literally looking to figure out why I couldn't heal, thanks for the explanation and the fix!
Symbiode  [author] 21 Dec, 2024 @ 7:38pm 
Update pushed that fixes stat gain and Stable slime absorption.
Val 21 Dec, 2024 @ 8:49am 
Amazing!
Agusfer 21 Dec, 2024 @ 1:36am 
Thanks for updating the mod to 1.0, played a lot with this one :)
(moved messages about bugs to a discussion)
Symbiode  [author] 21 Dec, 2024 @ 12:41am 
If anyone runs into any errors please let me know. The liquid absorption, consumption, and mutation gaining seemed to work fine, but I didn't go too far into the game with it yet.