Caves of Qud

Caves of Qud

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Conjoined
   
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Tags: mutations
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42.054 KB
28 Jul, 2020 @ 7:39am
22 Sep, 2024 @ 3:18pm
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Conjoined

Description
Adds a single physical mutation which costs 3 mutation points.

Upon gaining the mutation, you are taken to a menu where you must select the creature(s) conjoined to you. High-level creatures won't emerge until you reach their level.
Conjoined is similar to Unstable Genome, in that it can only be leveled at character creation. The higher the level, the more creatures you have.

Conjoined creatures over a tile away are pulled back. If this fails, they will take damage equal to 1/16th of their health multiplied by distance, minimum 1.

Interacting with a conjoined creature allows you to view its character sheet and skills, and spend any points it gained. No need for Domination!

For every conjoined creature, you gain a "Conjoinment" body part, that is lost if the creature tied to it dies, but can be regenerated to revive it. If dismembered, the creature dies instantly.
48 Comments
hamburgerfaye 2 Mar @ 11:58pm 
is there a max amount the creature can die? after 60 or so deaths my snapjaw died permenantly
hamburgerfaye 2 Mar @ 3:38am 
i dont know if you know this but this mod doesnt work for if i use the new ui, it bascially softlocks my game
John Snail  [author] 1 Dec, 2024 @ 3:13pm 
Uh oh. I'll fix this when I can.
Null_Error 1 Dec, 2024 @ 11:13am 
I also noticed your carrying capacity penalty for attached creatures seems to be broken, reducing their capacity to 0.
By inverting the penalty in your code, I think I figured out what's going on: some creatures are having the penalty applied repeatedly. I think a new penalty is being added every save-and-load, which is why fresh creatures have the correct penalty, but ones from in-progress saves have a far harsher penalty, as the penalties stack multiplicatively.
Null_Error 1 Dec, 2024 @ 3:31am 
I tried that, but if I kill the twins, they just respawn as hostile. If I kill the original, it results in a duplicate being spawned by the hostile one that acts normally (but which is hostile) in addition to a seemingly AI-less friendly one that can't spawn clones and doesn't attack being regenerated from the body part.
John Snail  [author] 1 Dec, 2024 @ 3:11am 
It's intentional behaviour from the base-game, you have to kill the hostile twin to fix it I think?
Null_Error 1 Dec, 2024 @ 2:56am 
This is probably a base-game bug, but it's pretty unfortunate still: if you choose twinning (and presumably this happens with the trining variant too) lampreys for this mutation, their twins don't inherit your faction and as such will be hostile to you by default.
Arendeth 26 Sep, 2024 @ 1:48pm 
Thanks now underneath the salt desert can be explored safely again (at least as far as being able to still save when a clone is in the area and means other builds are now within reason).
John Snail  [author] 22 Sep, 2024 @ 3:20pm 
Fixed! Sorry about that.
Arendeth 4 Sep, 2024 @ 4:58pm 
This mutation can cause the game to not be able to save if a clone of the character currently exists with this mutation (even the frozen clones you can sometimes encounter) that has not reached the levels for all conjoined creatures to attach to there spots (I would assume)