Caves of Qud

Caves of Qud

WM Extended Mutations [Beta Edition]
List of mutations added by the mod, and it's effects.
As the title says, is there such a list easily accessible anywhere?
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Showing 1-7 of 7 comments
You can just install the mod and look at them in the mutations section of character creation.
Chronos 9 Apr @ 2:15pm 
Originally posted by Cactus.jpg:
You can just install the mod and look at them in the mutations section of character creation.
So, are all the mutations in the mod available at character creation? That is a useful bit of information that I didn't find anywhere either.
All mutations in CoQ in general are available at character creation.
Last edited by Cactus.jpg; 9 Apr @ 2:58pm
Winged_Monotone  [developer] 15 Sep @ 7:45am 
Originally posted by Chronos:
Originally posted by Cactus.jpg:
You can just install the mod and look at them in the mutations section of character creation.
So, are all the mutations in the mod available at character creation? That is a useful bit of information that I didn't find anywhere either.

They are, and I can totally add that into the description, I just don't want it too get too long by putting in a giant list of mutations, people would keyhole on one aspect and not read the rest and ask questions that the description literally answered right there and it was getting kind of ridiculous lol
Originally posted by Winged_Monotone:
Originally posted by Chronos:
So, are all the mutations in the mod available at character creation? That is a useful bit of information that I didn't find anywhere either.

They are, and I can totally add that into the description, I just don't want it too get too long by putting in a giant list of mutations, people would keyhole on one aspect and not read the rest and ask questions that the description literally answered right there and it was getting kind of ridiculous lol
bro just add it here or something. believe it or not, some people dont memorize every single mutation in the game and thus wont know WHAT your mods adding. especially since many of the mutations you added can seemingly ONLY be picked from the starting menu and will NEVER proc from random mutations.

also, maybe cool it with the arbitrary restrictions? like 3/4 of your mutations lock out almost the entire list when chosen, and many dont make any sense as to what they lock out. like why does nine lives paradox lock out corrosive ego? or thick tail lock ovipositor out, but not stinger, spinneretes, or serpentine form? also, thick tail dosent seem to actually work. at all. dosent randomly proc, dosent change to something new when you get other tail additions or add any new attacks or anything different.

at least, not that i can tell. it might be easier to know that last bit if you didnt waste the entire space for desciption of the mutation on meaningless nonsense and a disclaimer.
Originally posted by Chad "The King" ThunderCuck:
bro just add it here or something. believe it or not, some people dont memorize every single mutation in the game and thus wont know WHAT your mods adding. especially since many of the mutations you added can seemingly ONLY be picked from the starting menu and will NEVER proc from random mutations.

also, maybe cool it with the arbitrary restrictions? like 3/4 of your mutations lock out almost the entire list when chosen, and many dont make any sense as to what they lock out. like why does nine lives paradox lock out corrosive ego? or thick tail lock ovipositor out, but not stinger, spinneretes, or serpentine form? also, thick tail dosent seem to actually work. at all. dosent randomly proc, dosent change to something new when you get other tail additions or add any new attacks or anything different.

at least, not that i can tell. it might be easier to know that last bit if you didnt waste the entire space for desciption of the mutation on meaningless nonsense and a disclaimer.

Jeez man, I get where you're coming from but you don't gotta be so aggressive about it lmao.
Winged_Monotone  [developer] 15 Oct @ 6:31am 
"also, maybe cool it with the arbitrary restrictions? like 3/4 of your mutations lock out almost the entire list when chosen, and many dont make any sense as to what they lock out. like why does nine lives paradox lock out corrosive ego? or thick tail lock ovipositor out, but not stinger, spinneretes, or serpentine form? also, thick tail dosent seem to actually work. at all. dosent randomly proc, dosent change to something new when you get other tail additions or add any new attacks or anything different."

Because by coding logic and how the game is built, they'd have issues with each other in ways that wouldn't be easy fixes, and are a lot of work on top of the massive amount of work I am already putting into this mod, that's why they are restricted--some are also restricted for balance reasons, etc. There are plenty of reasons. None of which are arbitrary. Just tested thick tail on my end, its changing for me. So uh, good luck with that lol? Also don't know what you're talking about the mutations are showing up I the random select pool for me. Either something is happening on your end or there's a mod compat issue--too bad you started your conversation giving me ♥♥♥♥--guess I'm just gonna blacklist yah and let you cook on that.

Look the angry random gamer logic really only goes so far. I gave my reason for why I stopped listing them on the main page, so lemme say it again. Peeps were skipping through not seeing obvious stuff like the incompatibility list, etc. it wasn't until I removed that I stopped hearing about it as much. People don't like to read through long descriptions. Who'da thought? Putting in a random discussion listing them probably won't stop people from asking what mutations are in it and why it isn't on the main screen, most people don't like to read things. If some player wants to compile and look at themselves and list them, go ahead? I'm not stopping you--but in the grand scheme of things, I got more important things to focus on.
Last edited by Winged_Monotone; 15 Oct @ 6:33am
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