Caves of Qud

Caves of Qud

WM Extended Mutations [Beta Edition]
Winged_Monotone  [developer] 27 Oct, 2024 @ 6:39pm
UPDATE - October 27, 2024 -
Thick Tail returns in its own Category referred to now as Synergy Mutations, these powerful but expensive mutations, grow with the player allowing certain mutations to completely change both their looks and abilities. In the case of Thick Tail, things like earning Fins, or gills will turn it into a Shark-finned Tail that allows it to swim faster. Many other mutations can effect it as well. It got some stability fixes (hopefully) it uses an experimental framework I wish to use for mutations that evolve with the players' growth. Please send me any errors you can find for this mutation as if I can get this stable enough I can employ this system and framework across various mutations to allow for more interesting and fun aspects for mutation growth and niche playstyles.

Small Rework for Psychomateriartus, keeping it more in liking with the Dervish of which its based after, they typically only bond with a single weapon and so as such I've restricted the summoned weapons to only 1 though there's a bit more to this and I'll explain in a bit. I don't like nerfing things without giving them something else in return, so now at mutation level ten, you can make some of the more specialized weapons like Vibro-Blades and Maghammers, it is randomized however. You can also now properly color your weapon upon creation. The weapons will also have slightly increased scaling with Ego. The Return and Dismiss should work more consistently now as well (Give a thanks to @books , @⚡ God for finding the fix!) Psi weapon summoning no longer require Psi points to cast, nor are they affected by your Maximum Psi Value(MPV). Though you're probably going to miss the ability to summon multiple weapons or the old damage formula, who knows, this segues perfectly into some upcoming changes ...

User Configuration via JSON Script Integration, now I've been listening to some of the feedback regarding the balancing of the mod and there seems to have been two sides to this, one who felt the mutations added are too powerful in comparison to the in-game mutations, while others felt some are too weak and that the bombasticness of some of the mutations allow for some really fun and wild moments. Unable to really determine a middle-ground on how to actually go about this. I've decided to leave it into the control of the players themselves. With the JSON User Configuration set up. Players will be able to modify elements to their liking, such as but not limited to--or even close to the scope that I want:

Mutations like Psychomateriartus will allow you to modify the cost of the psi weapons, how many you can summon, whether that cost is basted on your MPV or simply cost Psi, the scaling of the weapons, etc. This extends into values like how much decay to your Health Psychoplethoric Deterioration effects, the cost of Combustion Blast beams, their power and energy usage, etc. and even much smaller mutations like Fins allowing you to modify how much they affect you speed bonus.

The goal will be that if you can imagine a value, tweak or mutation you would like to toggle, edit or simply test at your own control and settings, you will be able to do it.

This will be slowly implemented over time with updates. I am also working on a comprehensive description of each mutation, its function and its synergy components.

For a list of changes in a quicklist, read below. Have fun!

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[o] Psychomateriartus was given a small rework, prepped for JSON Integration.
[o] Action Commands should now properly remove themselves upon losing a mutation.
[o] Removed Registry Mod Errors due for Refactor.
[o] Thick Tail returns.
[o] You can now, by choosing Explosive Burs (which is now a defect), grow sowers seeds with Fruiting Bodies.
[o] Thorns should now properly deliver a message when activating.
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Showing 1-5 of 5 comments
Curious 27 Oct, 2024 @ 9:39pm 
Wow! This is a very cool sounding update. A mutation which changes depending on what other mutations you get, very interesting.
FS Gambleputty 29 Oct, 2024 @ 10:14am 
Where would the JSON user configuration be found?
Explosiv 'n' Eskort 16 Nov, 2024 @ 11:53pm 
♥♥♥♥♥♥♥♥♥ you actually add my idea ? Nice.
Winged_Monotone  [developer] 17 Nov, 2024 @ 6:56am 
Originally posted by Explosive 'n' Escort:
♥♥♥♥♥♥♥♥♥ you actually add my idea ? Nice.

Yep! It should be working, it will be working fine too! I tested a small play-through with the sowers seeds and it was a blast actually xD ...

hehe blast~
Last edited by Winged_Monotone; 17 Nov, 2024 @ 7:03am
Winged_Monotone  [developer] 17 Nov, 2024 @ 6:58am 
Originally posted by FS Gambleputty:
Where would the JSON user configuration be found?
I'm giving an update that its in the works, friend. The next update will contain everything, and I'll go into how to find and edit them when it is done.
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