Caves of Qud

Caves of Qud

CIRCLE OF LIFE - LOCATIONS IMMERSIVE ENCOUNTERS
44 Comments
Mosni  [author] 25 Oct @ 3:13am 
After release, the product becomes just as much yours as it is mine - so don’t hesitate to share your feedback! On my end, I’ll keep rolling out updates and improvements :) Let’s enjoy the process!
euclid 24 Oct @ 5:51pm 
thank you!! once again, really love this mod (and your other ones!), they add a lot of life to the game
Mosni  [author] 24 Oct @ 11:56am 
Alright, I pushed an update with a reduced cave shaking frequency. I haven’t fully figured out the options yet, so there’s no setting for it, and the new update is still in the works… So for now, it’s just less shaking, since it was getting a bit annoying. Enjoy)
jaccson 22 Oct @ 9:20pm 
Cave quake happens constantly in every cave which makes it hard to enjoy the game with this mod on. I don't know if that is intended but its a shame because its a really cool feature that would improve the game if it wasn't happening every 40 steps you take underground.
euclid 17 Oct @ 6:42pm 
really glad to hear it, i love this mod but the cave quaking is pretty frequent
Mosni  [author] 17 Oct @ 1:03am 
I'm almost done with a new update for this mod. I'm planning to add options so that everyone can customize it the way it's most convenient for them.
LitLuigi73 16 Oct @ 7:59pm 
Cave quake super sick, do have a suggestion to either reduce the frequency of Cave quake or only happen on lower strata.
Mosni  [author] 14 Oct @ 1:14pm 
will do
Croctus 14 Oct @ 8:47am 
Thank you very much. Perhaps at the bottom of Bethesda Susu, at the Temple of the Rock? Other than that, some modded locations but can't think of more vanilla places atm
Mosni  [author] 13 Oct @ 12:48pm 
- Added restrictions on shaking in Grit Gate and Yd Freehold - it was especially bad on the -1 stratum of Yd Freehold. Now everything's nice and smooth!
- If there are any other areas that need to be removed, let me know.
Mosni  [author] 12 Oct @ 1:56am 
Right... I'll think about how to fix it.
Croctus 11 Oct @ 4:41pm 
Seems the cave quakes happen in places like Grit Gate. Is that intended?
Croctus 10 Oct @ 9:30am 
Neat. Something similar was in the game back in the day but got removed.
Mosni  [author] 10 Oct @ 7:27am 
- NEW EVENT (cave quake)
As you make your way through the countless caves of Qud, be careful! Seismic instability can send a rock crashing down right onto your mutant head!
Mosni  [author] 2 Oct @ 9:58am 
I'm currently reworking a couple of my old mods. Undertaker turned out to be quite cozy and convenient in its new iteration. Next up is a new version of the Battlecry mod - the old one spammed too much and out of context. The new one will feature sounds and effects.

Sent you an invite on Steam. Maybe we can draw something together!
Obsidious 2 Oct @ 8:44am 
Oh, that's a shame; it sounded very fun to me! I'll have to check it out when it's reimplemented.
Mosni  [author] 2 Oct @ 1:06am 
Yes, I was cleaning up my long mod list from buggy mods, and I found out that Joppa Earthquake breaks the generation of a random village in the swamps, so I removed it. Besides, no one really liked it anyway. I’ll implement the idea differently in the future, but for now, it’s gone. :)
Obsidious 1 Oct @ 4:09pm 
Sorry it took me so long to post! I had a rocky few days, and have now played the mod more since your update which I think addressed some of what I was thinking about (or I just had an unusual first go).

I'm excited to try jungle fire!

Also, has your Joppa Earthquakes mod disappeared? I was going to comment that it broke world generation for non-Joppa saltmarsh villages, but I went to test it without other mods today and it appears to have vanished.
Mosni  [author] 24 Sep @ 4:54am 
- NEW EVENT (jungle wildfire)
Whoever can dance the dance of fire with grace amidst the burning jungle will earn XP!
Mosni  [author] 23 Sep @ 12:34am 
Sorry for the deleted comment) I was sleepy this morning and clicked the wrong thing by accident.

Yeah, go ahead with the feedback, no problem at all... I'm also playing with this mod, and maybe there really are just a bit too many Scorpiocks. So yeah, tell me what’s going on over there.
Obsidious 22 Sep @ 1:14pm 
Do you want feedback/constructive criticism? I was going to post a Discussion thread about Scorpiock crack frequency/permanence after playing around in the salt for a bit, but I don't want to presume.
Mosni  [author] 20 Sep @ 12:03pm 
"It wasn’t that hard, take a look in the mod files.

I like to implement conceptually new ideas, and such a mod has never been in the workshop before. I’m gradually expanding the number of encounters, already have a couple of cool ideas. If you have any good ones, feel free to share, I'll mention you in the description if any of them catch on!
Obsidious 19 Sep @ 11:44am 
This is exactly the sort of thing I want in Qud! Super excited to try it!

This sort of timed event could be a whole Mod Jam. Was it difficult to get the scheduling to work?
Mosni  [author] 13 Sep @ 7:52am 
hehe
LitLuigi73 13 Sep @ 7:13am 
The current build i've been running is focused around burgeoning and carapace off the bat. But the stinger just counters my build so hard 1 skorp is so dangerous that i just disabled the mod for now.
Mosni  [author] 12 Sep @ 11:40pm 
Just kill them. How many are in that hole? Three, right? Then the hole becomes empty anyway.
LitLuigi73 12 Sep @ 2:36pm 
It happens like almost every time. That's is crazy unlucky.
Mosni  [author] 12 Sep @ 2:19pm 
Not yet :) There's a pretty low chance of a burrow appearing - you just got unlucky.
LitLuigi73 12 Sep @ 12:41pm 
Can you make it so the Scorpiocs don't spawn in the salt desert village starter location.
Mosni  [author] 12 Sep @ 10:58am 
We're just getting started with this. Got plenty of new ideas, but I need to finish with Nuclear Throne first - people are enjoying there too)
Klomn 12 Sep @ 7:54am 
Oh My Goodness. You have managed to do the one thing I still couldn't begin to like about Qud. No matter how long you spend chilling in a particular zone, even if you make something truly beautiful with Hearthpyre, it is just that, a still zone in a moving and lively world. Though I love the variety of interesting characters in Joppa, I cannot find any reason to stay there when absolutely nothing can begin to change after the first few hours of play. AND YET. You have created a modification that gives you a reason to come back to Joppa regardless of how long it has been, even if just to search the trash of it's residents for new leads on where the last of the Nephilim hide. Or if you are still relatively new to the game, this provides a method for players to engage in combat with snapjaws in a way that shows them how strong they COULD be, by fighting at the side of the Elder and Warden. Thank You for the absolutely decadent mods as always!
Mosni  [author] 5 Sep @ 3:12am 
I agree, Qud is the best! And thank you for your kind words :qudpog:
SaltyO 5 Sep @ 1:12am 
thanks for all your hard work.. Caves of Qud is one of the best roguelikes ever made.
Mosni  [author] 4 Sep @ 12:18pm 
New Salt Desert event folks!
Dr. Bobo 3 Sep @ 11:42am 
Cool mod
Mosni  [author] 3 Sep @ 1:16am 
Wow!

Well, theoretically yes, it's possible to implement these events in Hearthpyre in some way, but that's still a bit far off. I`ll start to think about it.

I like the idea of small events; I might come up with a parallel system to have frequent, simple occurrences, like caravans and pilgrims, happening alongside with big events. I really like this idea.

But let's not rush, I still have two mods that I am maintaining in parallel, and I try to mod for fun without turning this in to my second job)

Thank you guys for such attention, it's really nice to know that my creativity brings joy to so many people.

P.S.
New animations are on the way, just in a couple of days!
DSG Trey 2 Sep @ 4:37pm 
I also really love the idea from @Placeholder_1

The idea of big events like the one in the mod are cool, but also small immersive ones go a long way. A caravan passing through, some pilgrims of the stilt, a herd of animals, etc.

Also, I would never request mod cross-support, but there's the Hearthpyre-shaped elephant in the room. Does this work well with it? Would events be able to happen in Hearthpyre villages? Then it's REALLY Stardew/Animal Crossing. Imagine running a little village and small events happen! That would go such a long way.

Anyway, amazing mods. You are the current king of CoQ mods and I hope you don't get burnt out. Your mods are small but bring so much immersion to the game. I will for sure donate when I get the chance. Live and Drink! :8bitheart:
Mosni  [author] 2 Sep @ 1:04am 
nope, fresh start only
MANTIZZLE 1 Sep @ 4:12pm 
can this be added to existing save?
Mosni  [author] 1 Sep @ 2:25pm 
Haha, it’s not that simple) As soon as I figure out HOW to do it, I’ll do it.
SadPlastic 1 Sep @ 11:41am 
The idea of ​​the water rising for a bit is pretty cool, but if you put also in raining effects on them would be truly immersion!
Mosni  [author] 1 Sep @ 10:41am 
Yes, that's a good idea)
I want to create different unique events for different cities. For example, in Six Day Stilt there will be Dawngliders and Scorpiocks invasions, and instead of a flood, there will be a salt storm. But we need to consider the frequency of city visits. For instance, if a player rarely visits Kyakukya, they won't see most of the events. In short, the process is moving forward) Thanks for the ideas.
Placeholder_1 1 Sep @ 10:31am 
really cool mod! if your looking for more ideas for more ideas for events, maybe a simpler one could be a dromad trade caravan passing through? or maybe a smaller raid by the Putus Templar for the more late game locations?
Mosni  [author] 1 Sep @ 4:20am 
Feel free to share your event ideas - if I can implement them technically, we can add them here.