Caves of Qud

Caves of Qud

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WM Extended Mutations [Stable Edition]
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10.546 MB
15 Aug, 2020 @ 4:55pm
10 Jul @ 8:22am
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WM Extended Mutations [Stable Edition]

Description
This mod aims to add some more choices to the Mutation list! Most of these mutations will be geared towards more role-play orientated players.

[This is the stable release - 1.0.1]

Description:

Thought it would be great to add some more mutations to choose from in the game—at the moment, their aren't as many as I would like in this mod, but I intend to continue expanding it over time, adding more mutations to the list as the mod grows. These Mutations will affect both the players and the mutation list npc's grab when they are generated.


Incompatible Mods:
  • Gravens Mutation
  • Improved Mutations

Bug Support and Ideas:
If you have any ideas for mutations you would like to see, or modifications to ones existing in this mod, go ahead and give a me message on the Caves of Qud Official Discord or comment here. For bug support as well—you can either reach me on Discord or send me messages here. This mod shouldn't have too many issues with already existing ones.

Big Thanks:
More like Gigantic Thanks to Unnormal, Emong, Armithaig, Lampreys-For-Days, Gnarf, Icecubegame, helado, Exsang and any others I might forgot for not only teaching me the way of C# Coding, but helping me with all the crazy nonsense of learning this code haha, seriously this mod wouldn't exist without their help so be sure to give them some love if you see any of their mods and stuff out there!

If you want to support me and my endeavors, please consider leaving me a coffee on my Ko-fi, where I do .. a lot of stuff to make ends meet:

https://ko-fi.com/wingytone
Popular Discussions View All (13)
29
26 May @ 12:04am
ERROR LOG DROP
PerogiXW
5
17 Jan @ 8:31pm
Nine-Lives Paradox not working?
Bellatrix_Melody
3
1 Jan @ 9:43pm
World Gen Errors
Tyrir
678 Comments
SpaceLatency 1 Aug @ 9:35am 
oh wait, it seems the tooltip is just bizarrely worded, it works as expected
SpaceLatency 1 Aug @ 9:28am 
why does soulshunting replace mental stats and not physical ones lol
avennelakanti 1 Aug @ 1:58am 
Tested with all but this mod disabled, still not working.
avennelakanti 31 Jul @ 12:29pm 
@Winged_Monotone I'm running the latest version (210.22), which changed the way XP events are handled. It was working before this patch.
Winged_Monotone  [author] 31 Jul @ 11:27am 
@avennelakanti Hey there, what version are you on? I just tested it and its working for my end, not saying that you might not be running into an issue just I need some more info to see if something else might be going on here

@Gameintree, Alrighty, I'm gonna go ahead and for now, add Serpentine Form to excluded from selectable pool slot for level ups until i can fix this, thanks for letting me know.
avennelakanti 28 Jul @ 9:27pm 
Genetic Memory doesn't seem to work as of the latest patch. Probably has something to do with the XP event changes. Haven't installed any other XP modifying mods.
Gameingtree 24 Jul @ 8:00pm 
Serpentine form really doesn't like to be added after start- causes some problems
Winged_Monotone  [author] 24 Jul @ 9:09am 
@Kynick2501

Some people on the discord argued that not having the ability to equip anything in these slots would make the tail kinda useless, so I decided just to let them equip items feet can until Qud releases items that tails can actually wear. Once I finish the user-config though, you'll be able to set the tail to use the tail slot which will take away its ability to do anything other than its grapple, no eta on this but its in the works
Kynick2501 24 Jul @ 12:24am 
Serpentine Form's Serpentine Tail still displays and acts as feet
Winged_Monotone  [author] 15 Jul @ 8:34am 
@wierdchildren

I'll consider putting in a list somewhere in the files/documents, you're asking for a lot of info though, so don't expect that anytime soon

@smallpatchofmoss

Thanks, and thanks again for the feedback! Alright that is definitely not intended, I'll add a way to exclude bridge tiles over liquids. As for the warning, this is something I have been looking into, I literally added the Acid Immune property to the player when they have that mutation, but it still for some reason considers it a liquid that must set off the 'dangerous liquid' response, I think it might also be because technically since the liquid can damage your gear or something like that it still warns, but I am not sure if that is true and might be me head-cannoning cdda stuff lol

Either way i'll see if there is a way to deactivate that warning for the player while be immune to acid.