Caves of Qud

Caves of Qud

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Improved Mutations
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21 Nov, 2017 @ 3:20pm
3 Dec, 2024 @ 1:24pm
96 Change Notes ( view )

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Improved Mutations

Description
This is a mod designed to improve various mutations to remove things that don't make sense, give more reason to put mutation points into some mutations, and even add some new mutations that are either original or adapted from other mods.

Improved mutations:
-MULTIPLE ARMS: Added more mutations so you can spend more mutation points for more pairs of arms and added "Missile Weapon" slots for each extra arm.
-MULTIPLE LEGS: Added a second "Body" slot named as a "Torso" slot that the rear feet are attached to with its own "Worn on Back" slot
-QUILLS: When paired with "Multiple Legs", your Quills are now on both bodies. (NOTE: This improvement has been temporarily forked into the "Improved Quills" mod due to numerous conflict with other, popular mods)
-CARAPACE: When paired with "Multiple Legs", you now have Carapaces added to both bodies.
-THICK FUR: This mutation now only gives you cold resistance but gives 5 for each level.
-TWO-HEADED: Added more mutations so you can spend more mutation points to get more heads at character select
-WINGS: If you have this mutation along with "Multiple Legs", the wings will now be added to both of your backs
-HORNS: Now adds Horns to all of your heads.
-BURROWING CLAWS: Now adds claws to all of your "Hands" slots.
-SPINNERETS: In order to make this mutation more useful, I made it so that you can shoot an arc of webbing behind you. Higher levels mean more webbing to be shot further away.
-NIGHT VISION: You can now put mutation points into it to see further away
-BEAK: Now adds a beak to all of your "Face" slots
-HOOKS FOR FEET: Now adds hooks to all of your "Feet" slots
-FLAMING/FREEZING RAY: Now applies to all of the body parts in question and allows you to shoot multiple rays in multiple directions at once


New Mutations:
-HYDRA HEADS: Your heads are now like those of the nine-headed hydra from Greek mythology. You start the game with two and they are easier to cut off and double up when they grow back but being set on fire with a head missing will cauterize the wounds as was mythologically accurate. Also, you can not survive without any heads left and the possibility of bleeding to death while waiting for a head to grow back is very much present in-game. The extra heads have the advantage of allowing you to shake off a mental status effect but while this chance is re-rolled for each extra head, it's not as high invidually as it is with "Two-Headed". This mutation also helps you violate the first law of thermodynamics. Adding new mutation points will make the new heads grow back quicker until they will grow back instantaneously at level 10.
-SCALES: Your body is now covered in reptilian scales that protect you from the heat. Like the improved "Thick Fur" mutation in every way except that it adds to Heat Resistance instead of Cold Resistance.
It also improves your reputation with unshelled reptiles by 100 points.
-SNAKE TAIL: A 6 mutation point defect that replaces your legs with a snake-like tail. Cuts your movement speed in half but allows you to wrap your tail around enemies in order to "Constrict" them and makes you a naturally better swimmer. Improves your reputation with unshelled reptiles by 200 points.
-ANIMAL LEGS: Addition from Enhanced Edition increasing quickness at the cost of not allowing you to equip anything on your feet.
-MUZZLE: Addition from Enhanced Edition making your face slots un-equippable but allowing you to make attacks.
-FLUFFY TAIL: Gives you a (useless) tail slot and greatly reduces your chances of being knocked prone.
-POISONOUS FANGS: Gives you fangs that you can poison enemies with.
-ARMLESS: 3-point defect that removes all of your arms. Removes your extra torso when combined with "Multiple Legs".
Popular Discussions View All (7)
3
21 Jan, 2023 @ 2:25pm
I dunno why but overnight its just not working anymore
rekscoper
3
17 Aug, 2020 @ 6:42am
Electrical Generation seems non-functional
BoogieMan
1
23 Aug, 2023 @ 5:02am
Failed to load (resolved)
ThePlainPlayer
506 Comments
Raeyunred 30 May @ 9:27pm 
The horns modification to add to all heads no longer seems to be working in the current version of Qud. Just get one horn.
Lumin 30 May @ 6:48am 
HEYA GURLS DONT USE THIS MOD! IT FUCKS EVERYTHING UP IN GAME! specifically when you go in the tomb iykyk it fucks it up completely! softlockiing you! zont zo that
Limrix 6 May @ 12:33am 
@Weyrling
That worked, thanks, 144 and 145 are duplicates also for some reason. I had tried deleting the lines but I kept getting serialization errors whenever I tried anything so I had given up. Commenting them seems to get around whatever that was.
Weyrling 3 Feb @ 7:17pm 
@Limrix
It looks like Improved_Wings copies a piece of code from the original Wings class that doesn't actually do anything meaningful.
It overrides the DeepCopy method, but for seemingly no reason at all it does this on line 144:
[code] wings.WingsObject = null; [/code]

I commented this out manually and afaict it just works.
Looking into the original codebase it appears that literally nothing ever references WingsObject, so idk why this even exists.
Easy fix though, I haven't seen any issues so far and my Temporal Fugue started working again.
hyd-n-plyn-syt 23 Jan @ 12:37pm 
Must have on my mod list! I recently started using a bunch of other mutation mods, and took a look at yours and GMM to make them compatible with WMEM and the newer Fanged Mutation mod. Do you mind if I post my version of it?
Limrix 8 Jan @ 10:37pm 
I'm hitting an error when using temporal fugue with Improved Wings:

GALAXY - Shutting down.
ERROR:System.NullReferenceException: Object reference not set to an instance of an object
at XRL.World.Parts.Mutation.Improved_Wings.DeepCopy (XRL.World.GameObject Parent,
at XRL.World.GameObject.DeepCopy (System.Boolean CopyEffects, System.Boolean CopyID,
at XRL.World.Parts.Mutation.TemporalFugue.PerformTemporalFugue
(clipped for length)
Tyrir 28 Dec, 2024 @ 12:01pm 
This mod includes duplicates of core game mutations (instead of modifying those base game mutations). This causes errors when starting the game.

I was able to fix this problem by deleting the following duplicates from this mod (1207623704):

FlamingRay.cs
FreezingRay.cs
ThickFur.cs


There are possibly other issues with mod compatibility, but this got the game to load, at least.
jestyndarcy 27 Dec, 2024 @ 11:45am 
would love if this mod was more compatible with other mods like wm mutations
violet 26 Dec, 2024 @ 3:22pm 
@Crett, they changed burrowing claws in the release update, to regain burrowing up and down, u just gotta enable pre-release content in the settings
Marina (She/Her) 22 Dec, 2024 @ 8:55pm 
i would like to report an oversight!
this mod does not seem to give extra missile slots for extra hands granted by chimera. this makes me want to use hexagun so that i can get those extra missile slots.
however, using both hexagun and this mod and taking 8 arms gives me 12 missile slots (4 of them are duplicates.)
my suggestion would be to have the extra hands granted by chimera give you extra missile slots. either that, or make it so that when hexagun is installed, uh. dont conflict. if thats a thing. either that or maybe a config?