Caves of Qud

Caves of Qud

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Zamuri Wolf
   
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Branch: Stable
File Size
Posted
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24.246 KB
11 Dec, 2021 @ 11:42am
4 May, 2024 @ 10:40am
9 Change Notes ( view )

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Zamuri Wolf

Description
Overview:

This mod adds the Zamuri Wolf, a normally loyal companion of the Zamuri Warriors, but this one appears to be without their master...

Contents:

The Zamuri Wolf holds a Zamuri blade in it's powerful jaws, but if it is ever disarmed then they are not against biting and clawing as a means of fighting back!

They can use their claws on their forefeet as secondary attacks to scratch their opponents, claws count as short blades so you can spec into the Short Blades skill tree to make them stronger and Dual Wielding skill tree to use them more often. Claws by default start as 4 Pen with 2d2 damage, but with good agility can become 8 Pen 2d2 instead.

When not using their sword the Zamuri Wolf can bite their foes, the basic bite is a 4 Pen with 1d2 damage and counts as an axe, so can be used for cleaving if you spec into the Axes skill tree. The bite can be boosted to 8 Pen as well with good Strength.

Due to me not knowing how to give the "GiantHands" effect to the wolf's jaws I had to modify the original Zamuri Katana to a one-handed weapon. This doesn't change the original at all, but instead makes a beastial copy that can be wielded in the jaws of the Zamuri Wolf. If anyone knows how to add "GiantHands" to the jaws let me know and I'll fix it to be better.

Extra Bits:
Zamuri Wolf also starts with Zamuri side-blade and The Doquddo, why?
Of course cus they are also a Zamuri! They too follow The Doquddo as they are very smart and if you read the description of the side-blade you will find it is more of a "symbolic" weapon instead of just some useless dagger!

Also, thanks to Smith, the creator of the Elite Calling: Zamuri mod, for making the Zamuri class! It's a very fun class and so this is my way of contributing my own unique take on them!

Future Plans:
1. Find out how to give jaws the "HugeHands" property.
FIXED! Thanks to DESTROYER! for your fantastic example on how to go about doing this!
If you want to give HUGE HANDS to all your humanoids go take a look at his nice mod here:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2735688968

Broken by base game changes making it so that "HugeHands" can only be applied to hands. So broken till someone with more modding skills can make such a change.

2. Make Zamuri Wolf Pet! So you can actually have this fuzzy, if slightly OP, companion with you!
Almost forgot the edit this, but the wolf pet is now live! Get em here:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2680015480
5 Comments
Jape  [author] 4 May @ 11:15am 
@BlackStone Sorry for the late response, I have not been playing CoQ for a while as it was looking a bit 'mod unfriendly' for a little, but it is looking like the modding front is doing much better now! Otherwise I am not sure what might need updated?

If this is about the "HugeHands" issue I am unable to fix this issue unless this attribute is once again exposed to XML. Otherwise it looks like I am able to run the mod and play this character without issues? Please let me know more details if you are encountering an issue with this mod. :3
BlackStone 14 Mar @ 3:08pm 
any update?
Jape  [author] 14 Apr, 2022 @ 9:04pm 
@Smith Thanks! Yeah that's the idea I had for this critter, a lesser known "Fact" of the Zamuri..at least in my mind X3
mouette 14 Apr, 2022 @ 7:49am 
Woah cool, I hadn't noticed this yet! Reminds me of Sif from Dark Souls. Great work - since zamuri emulate the old ways of the Eaters, it makes sense they'd have some badass mutant guardians. Maybe zamuri and zamuri-wolves have been living symbiotically for centuries? I'll roll one for my next playthrough!
atomicthumbs 14 Feb, 2022 @ 10:41am 
wolf