Caves of Qud

Caves of Qud

99 ratings
Playable Snapjaws 1.0 Update
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Character: Genotype, Subtype
File Size
Posted
Updated
156.120 KB
17 Apr, 2023 @ 2:19pm
7 Jan @ 4:23am
9 Change Notes ( view )

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Playable Snapjaws 1.0 Update

Description
((Lilowo 3D model was made by me))

Playable Snapjaws 1.0 Update

Now with Heightened Smell mutation and a natural bite attack!
Plus, now Lilowo won't gun you down for killing snapjaws!

This mod allows you to play as a snapjaw. Included are six playable "clan roles" with unique skillsets and inventory loadouts. You will be friendly with snapjaws, but other humanoids will be hard to get along with.

Snapjaws now teach Wayfaring: Marshes as a faction skill. In addition, a friendly snapjaw NPC has been added to the Stiltgrounds.

Snapjaw Attributes

All snapjaws have the following abilities:

Snapjaw Bite

Face slot, may be covered. Strength Bonus Cap: 1000 Weapon Class: Axe (cleaves armor on critical hit)


Heightened Smell (lv.1)

You are possessed of exceptionally acute smell. You detect the presence of creatures within a distance typically up to (5 + Level * 4) squares depending on terrain Chance to identify nearby detected creatures


Reputation: Snapjaws will be friendly (+575 rep; 100 initial player reputation), while many factions will not like you (-100 rep for Issachari, Merchants' Guild, Dromads, Villagers of Joppa, Water Barons, and Grazing Hedonists.)

Skills: Ability to make camps and sprint. Same starting skills as two base game genotypes.



Clan Roles

Currently there are six playable roles, each representing the types of non-troglodyte snapjaws in the world of Qud.

Scavenger

+1 Agility / +1 Toughness
Short Blades
Scavenger
Disassemble
Harvestry

Hunter

+2 Agility
Bows & Rifles
Survival
Cooking
Butchery

Brute

+2 Toughness
Cudgel
Staunch Wounds
Callousded
Shake it Off

Shotgunner

+1 Agility / +1 Intelligence
Bows & Rifles
Kickback
Tinkering
Tinkering 1
Starts with a Pump Shotgun

Warrior

+2 Strength
Axes
Shield
Charge
Lionheart

Warlord

+2 Ego
Intimidate
Proselytize
Juke

Change Log

1.0.0 - Initial Release
1.1.0 - Fixed Shotgunner not working in new game
Rebalanced starting equipment for several roles
Fixed mutations working for all roles
1.2.0 - Fixed Brute not getting root skills for Endurance and First aid trees, which forced players to buy them
Added friendly NPC to Stiltgrounds
Changed Warrior role to focus on axes to supplement bite attack
Added Wilderness Lore: Marshes as teachable faction skill for snapjaws
Tweaked starting attributes and gear for balance
Improved preview art
1.2.1 - Fixed Lilowo dialogue, wasn't giving correct options for non-snapjaws
1.2.2 - Added Snapjaw random names for character creation and relics
1.3.0 - Fixed tile facing for players
A regrown primary face will have the signature bite natural weapon
Lilowo will no longer spawn hating merchants
Lilowo is significantly less aggressive toward players
1.3.1 - Fixed random names for new characters
1.3.2 - Added a new quest NPC to the Yd Freehold
36 Comments
wizardlibrarian 27 Apr @ 10:29pm 
The PlayableSnapjaw blueprint should really be marked with <tag Name="BaseObject" Value="*noinherit" /> to prevent it being spawned in the world normally.
Aster 27 Feb @ 9:32am 
Thank you so much for this mod - I'm loving my little snapjaw buddy playthrough! Lilowo-raruf's dialog is excellent, and I definitely cackled at the templar joke :grah:
LootGoblin 21 Feb @ 1:39am 
For some reason, I'm getting snapjaw names and a bite on non-snapjaw mutants
Number3DigbyFangirl 21 Jan @ 5:38pm 
@GoatMilk i think somehow the mod got disabled from the savefiles?
i know i made the saves after the mod was renamed to clarify it works with 1.0, but i had assumed the name hadn't changed after that, maybe that was the source of the issue?
i had been relying on the save file to remember what mods i was using for it, so if the name was changed subtly that'd explain all the weird issues, but i did end up fixing the issue by manually enabling the mod again, thank you for all the help with this, and especially for making this mod in the first place!
finbikkifin 16 Jan @ 11:40pm 
Thank you for continuing to work on this wonderful mod. libndink libndink grahahahahahaha :V
♥EldritchBimbo♥ 16 Jan @ 9:28am 
Oh huh, you're right, I missed that! That makes sense then. Thanks for the response!
girl eater  [author] 16 Jan @ 9:16am 
@Cassette I'm sorry, I'm not sure why that's happening. I'll look into it to see if I can turn anything up.

@♥EldritchBimbo♥ You're thinking of Heightened Hearing. Heightened Smell is a monster-only ability that is significantly more powerful, functioning closer to a level 10 Heightened Hearing but with perfect identification on detection of most enemies. Given that it's a free mutation that's set at 5, I consider it worth more than 2 MP. The bite attack is the standard possessed by all snapjaws and not meant to compete with horns, though its capless strength and unique axe classification do make it a worthwhile natural weapon.
♥EldritchBimbo♥ 16 Jan @ 9:00am 
I might be missing something, but it seems like the genotype either should make the bite stronger, or have more mutation points?
We start with 6, heightened smell costs 2 - if the bite attack is intended to account for that, you'd want it to be roughly on par with Horns stat-wise since that costs 4. (Probably without the AV boost, but being able to equip face items balances that out.) As-is (with the unlimited penetration cap, but no scaling or to-hit bonus) I'd say it'd fit more cost-wise as a 1-or-2 (probably 2) point one.
To balance it out, I could either see boosting the starting points to 8 and keeping the bite as a somewhat niche build tool, or making the bite into a fully-fledged levellable mutation to encourage building around it (Something similar to the damage and to-hit scaling Horns get, although probably less accuracy to balance out it having intrinsic dismembering.)

Love the mod overall tho! Livendrink :)
Number3DigbyFangirl 16 Jan @ 8:51am 
@GoatMilk when i try this my character sprites don't load in game, these save files were made after the 1.0 release and the name change, so i don't know why this is happening
girl eater  [author] 16 Jan @ 8:17am 
@Cassette I updated the name of the mod with the 1.0 release. If you have the current version enabled and tell it to "load with current settings" it should work without any issue.