Caves of Qud

Caves of Qud

The Voideldren
Stratos  [developer] 25 May @ 9:05am
Bugs
This conversation thread is dedicated to identifying, tracking, and discussing bugs encountered in the current version of the mod. Whether it's a game-breaking issue, a visual glitch, or unexpected behavior, this is the place to share your findings.

Please include as much detail as possible when reporting a bug:

- What happened?
- What were you doing at the time?
- Can the issue be consistently reproduced?
- Any relevant screenshots or error logs?

Thanks for taking the time to contribute!
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Showing 1-12 of 12 comments
Kynick2501 25 May @ 11:23am 
Zealot and Guardian not showing up in your Genotype, instead being merged with other "Castes" with the same name. In my case, Zealot from myself, and Guardian from Collection of Castes and Callings. I think the issue is that we are all using the Caste term for subtypes, which is fine if subtype names aren't shared as well.

edit: oh, and your project looks beautiful so far, I'm turning off the conflicts to try it out!

edit2: Seems I was mistaken about the Caste term being the issue. Guess its just using the same subtype name at all. I'm going to add a note on mine about the conflict until I get around to renaming it
Last edited by Kynick2501; 25 May @ 12:52pm
I think Energy Shield is supposed to be an activated ability, but it's not showing up in my ability bar. Thank you! This mod is incredible
Stratos  [developer] 25 May @ 4:14pm 
Originally posted by PrettiGrymm<3:
I think Energy Shield is supposed to be an activated ability, but it's not showing up in my ability bar. Thank you! This mod is incredible
Hi. Shield is not an activated ability; it works automatically once acquired. When you take certain types of damage, you should see a message indicating that your shield has absorbed a specific amount of damage.

You can check your ancestral energy value in the bottom of the screen. If your ancestral energy is above zero, the shield should function.

Thanks for your feedback and please confirm me if it is working.properly.
Stratos  [developer] 25 May @ 4:19pm 
Originally posted by Kynick2501:
Zealot and Guardian not showing up in your Genotype, instead being merged with other "Castes" with the same name. In my case, Zealot from myself, and Guardian from Collection of Castes and Callings. I think the issue is that we are all using the Caste term for subtypes, which is fine if subtype names aren't shared as well.

edit: oh, and your project looks beautiful so far, I'm turning off the conflicts to try it out!

edit2: Seems I was mistaken about the Caste term being the issue. Guess its just using the same subtype name at all. I'm going to add a note on mine about the conflict until I get around to renaming it
Hi, thank you for your feedback. I’ll add a new screen on the screens that describe the mod for caste selection—please let me know whether you see the same screen or a different one. Are you using any other mods?
Originally posted by Stratos:
Originally posted by Kynick2501:
Zealot and Guardian not showing up in your Genotype, instead being merged with other "Castes" with the same name. In my case, Zealot from myself, and Guardian from Collection of Castes and Callings. I think the issue is that we are all using the Caste term for subtypes, which is fine if subtype names aren't shared as well.

edit: oh, and your project looks beautiful so far, I'm turning off the conflicts to try it out!

edit2: Seems I was mistaken about the Caste term being the issue. Guess its just using the same subtype name at all. I'm going to add a note on mine about the conflict until I get around to renaming it
Hi, thank you for your feedback. I’ll add a new screen on the screens that describe the mod for caste selection—please let me know whether you see the same screen or a different one. Are you using any other mods?
I hadn't looked very hard at the original pictures, so I'm not sure but I do see the Subtype selection screenshot, if that's what you mean. As for mods, yes a lot of them, lol. I've tested it with all mods disabled except Collection of Castes and Callings, Zealot Caste, and Voideldren. Zealot and Guardian don't show up on your subtype screen, and instead appear to merge themselves with the ones on the other mods. With Collection and Zealot Caste disabled, it appears as your screenshot. I haven't tried to actually play with the merged subtypes yet, but I assume chaos lol.
Stratos  [developer] 26 May @ 1:43am 
Originally posted by Kynick2501:
Originally posted by Stratos:
Hi, thank you for your feedback. I’ll add a new screen on the screens that describe the mod for caste selection—please let me know whether you see the same screen or a different one. Are you using any other mods?
I hadn't looked very hard at the original pictures, so I'm not sure but I do see the Subtype selection screenshot, if that's what you mean. As for mods, yes a lot of them, lol. I've tested it with all mods disabled except Collection of Castes and Callings, Zealot Caste, and Voideldren. Zealot and Guardian don't show up on your subtype screen, and instead appear to merge themselves with the ones on the other mods. With Collection and Zealot Caste disabled, it appears as your screenshot. I haven't tried to actually play with the merged subtypes yet, but I assume chaos lol.
I didn't know these mods existed. The problem is probably that we're using the same subtype names, which makes them incompatible. I'll check it on my side.
Originally posted by Stratos:
Originally posted by Kynick2501:
I hadn't looked very hard at the original pictures, so I'm not sure but I do see the Subtype selection screenshot, if that's what you mean. As for mods, yes a lot of them, lol. I've tested it with all mods disabled except Collection of Castes and Callings, Zealot Caste, and Voideldren. Zealot and Guardian don't show up on your subtype screen, and instead appear to merge themselves with the ones on the other mods. With Collection and Zealot Caste disabled, it appears as your screenshot. I haven't tried to actually play with the merged subtypes yet, but I assume chaos lol.
I didn't know these mods existed. The problem is probably that we're using the same subtype names, which makes them incompatible. I'll check it on my side.
I'm fairly sure that's exactly what the issue is. I've updated my Zealot description to note that it's incompatible with Voideldren. I'll rename it eventually, your mod has way more value, so I'm happy to step aside and let you have the Zealot, lol
Originally posted by Stratos:
Originally posted by PrettiGrymm<3:
I think Energy Shield is supposed to be an activated ability, but it's not showing up in my ability bar. Thank you! This mod is incredible
Hi. Shield is not an activated ability; it works automatically once acquired. When you take certain types of damage, you should see a message indicating that your shield has absorbed a specific amount of damage.

You can check your ancestral energy value in the bottom of the screen. If your ancestral energy is above zero, the shield should function.

Thanks for your feedback and please confirm me if it is working.properly.

Ok, awesome. I just had it activate and it worked like a charm! Thank you!
I've renamed my mod and picked a more obscure name for it to remove the conflict, Guardian still has to deal with being incompatible with Collections of Castes and Callings. Awesome work on this mod!
Stratos  [developer] 27 May @ 1:41am 
Originally posted by Kynick2501:
I've renamed my mod and picked a more obscure name for it to remove the conflict, Guardian still has to deal with being incompatible with Collections of Castes and Callings. Awesome work on this mod!
Thanks so much! I’m really looking forward to trying out your mod too.
This is coming about since I'm returning to Qud after a break, and am working to overhaul my mod collection. Turned into a bigger message than I intended, sorry!

Bug part:
Feels like only a partial bug, but whenever I come across any of the larger-sprited creatures, they don't consistently display the whole sprite. Doesn't appear to have anything to do with being too close to a solid object or anything else I can determine. Just sometimes they don't show all up. A lot of the times, actually.

Opinion part:
It feels a bit off that the larger-sprited creatures have a regular size hitbox.

Suggestion part:
Somehow wizard together a script to give an option to toggle between big sprites and downsized ones for those who are (sadly) leaning away from using big sprites.

Had a lot of fun with your content! 10/10 would recommend this mod
Stratos  [developer] 27 Jul @ 2:21am 
Dear Kynick2501, thanks a lot for your feedback. Could you give me an example of larger scripted creature? Are they the same that appear in the mod screenshot?
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