Caves of Qud

Caves of Qud

51 ratings
Stat Saps Be-Gone (now w/ Enigma Snails)
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Branch: Stable
File Size
Posted
Updated
28.334 KB
8 Nov, 2020 @ 7:35am
25 Jun, 2023 @ 11:25am
5 Change Notes ( view )

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Stat Saps Be-Gone (now w/ Enigma Snails)

Description
This mod is no longer actively being maintained, but anyone may pick it up in my stead in the event that it breaks. All I ask is that the original Caves of Qud Expanded mod not be updated, as it is very special to me, though anyone may use it as a reference for their own mods. I'm stepping away from modding Caves of Qud, if you'd like to know more you can see the description of the original Caves of Qud Expanded mod page below. Live and drink, friends.

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1134036260

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Working with Creatures of the 7th Major Plague update

Super simple mod that removes the SapOnPenetration part from Stat Saps. As of game update 204.87 the mod no longer requires scripting, and also removes the SapOnPenetration part from Enigma Snails.

Just some Merges in ObjectBlueprints.xml, as long as a mod that loads later doesn't re-add the part then it should be compatible with everything.
27 Comments
NM9 19 Jun @ 9:23am 
Does this mod still work or is it broken?
AndiBanandi 6 Jan @ 4:40pm 
What sort of mods might re-add the part? I've started getting sapped again and I'm not sure what's causing it.
Dragonite 9 Nov, 2024 @ 10:25pm 
Not a problem at all, it quickly became apparent that it was working from there forward, however I assumed that this might have been a bug rather than an already existing spawn (it definitely was something that could have been spawned already) which is why I didn't add another comment. Thanks mate
Mura  [author] 9 Nov, 2024 @ 7:07am 
@dragonite Sorry for missing your question. In short, it depends. If the stat sap itself was already spawned before you added this mod, then it won't affect that specific spawned entity. It will however stop future spawns from sapping your stats.

The way the game works is that when any entity/object is spawned, its parameters are set, and modding that entity/object's blueprint in the XML files after the fact will only affect future spawns, not existing ones.
Dragonite 26 Oct, 2024 @ 2:34am 
Does this still work? I have just added it to a run in progress but it didn't prevent a toughness drain immediately after
karphead 15 Aug, 2024 @ 4:06pm 
thanks - permanent stat drainage is something that should of died with nethack
Mura  [author] 27 Jul, 2024 @ 4:40am 
So far as I'm aware, yes it is
Kinasin 24 Jul, 2024 @ 1:45pm 
is this working fine with molting?
LaoVan 3 Feb, 2024 @ 12:19pm 
Hi, I want to install this mod, but I don’t know much about modding this game. Is it possible to add a mod to an existing game? Adding a mod affects something significantly? (like increasing the load). Will the game break with the release of a new update?
Mura  [author] 20 Oct, 2023 @ 5:39pm 
Unfortunately I don't support the beta branch, I keep the mods updated for whatever the current stable is, sorry!