Caves of Qud

Caves of Qud

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Prestige Skills: Metamorph
   
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23 May, 2024 @ 6:42pm
24 Apr @ 10:06pm
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Prestige Skills: Metamorph

In 1 collection by Gravenwitch
The Witches Cauldron
23 items
Description
Adds a new skill tree themed around mutants and control over your character's physical form.

Powers
Rapid Metabolism
Cost: 200 learned automatically upon first learning the skill
Requirements: Must be a mutant
Effect:
25% chance to gain a mutation point upon slaying a legendary creature.
25% chance to gain an additional mutation point upon leveling up.
Gain a rapid advancement upon slaying extraordinary foes.

May only gain rapid advancement from each foe once, clones do not give rapid advancements or mutation points.
Uses pseudorandom RNG to improve consistency.


Extraordinary Foes:
Agolgot
Bethsaida
Rermadon
Qas & Qon only one advancement for both
Shugruith
0lam
Star Kraken
Salt Kraken
Oboroqoru
Saad Amus
Eschelstadt II


Multiattack
Cost: 150
Effect:
Your chance to attack with offhand natural weapons is doubled. Your physical mutation abilities have 25% reduced cooldowns.

Bonus applies to all natural weapons including fists. Remember vanilla horns and stinger are capable of attacking even when single weapon fighting!

Please report any natural weapons with less than expected chance to attack, most natural weapons with a fixed chance to attack alternate between a 20% and 15% chance to attack based on what accesses the weapon first so you may see some weapons with a 30% chance to attack instead of a 40% like you'd expect.


Survival Instincts
Cost: 200
Effect:
You gain a +1 to +5 bonus to DV and a +5 to +25 bonus to movement speed, increasing as you lose hitpoints.
Gain the maximum bonus under 20% of your maximum hitpoints.

Adaptation
Cost: 200
Effect:
You gain a +1 to +3 bonus to AV and a +5 to +25 bonus to elemental resistances, increasing each time you take damage from that particular element. Bonus fades each turn you do not take damage from the element.

Taking physical damage gives AV, taking cold damage gives cold resistance.

Apex
Cost: 250
Requirements: All metamorph skills
Effect:
You gain strength equal to half your highest mutation level.
You gain toughness equal to half your number of mutations
You gain agility equal to your additional limb count

Additional limb count means extra grey squares on your equipment screen. You begin with 14 'limbs'

Wild Growth NOTE: WIP, INACTIVE IN THE RELEASE VERSION
Cost: 100
Effect:
You fold yourself into a cocoon after learning this skill, falling asleep for 3 days. Choose any physical mutation you do not already have and acquire it. Skill can be learned multiple times.

Why I made this mod
I love mutants, and wanted to enable builds relying on horns/stinger/burrowing claws. The tree is a twist on self discipline, awakening the mentality of a beast. I also wanted to mess around with the new event priority system, which previously stalled the mod's development.

Pseudorandom RNG Explanation
RNG in Vanilla Caves of Qud works like a dice roll. Each roll has no bearing on future rolls.
Pseudorandom RNG works like a bag of blue and red balls. Whenever you take a blue ball out of the bag, the chance to pull a red ball improves relative to its previous odds, and vice versa. This reduces likelihood of streaks of bad luck, and slightly reduces streaks of good luck.

Running 100,000 trials of 100 rolls each resulted in almost exactly 1/4 odds.

tl;dr randomness will feel a bit more fair.

License
Any original code or sprites in this mod may be used without credit or permission, so long as you are not charging money for it.
41 Comments
Gravenwitch  [author] 24 Apr @ 10:11pm 
@Tiareth fixed CDR error. Turns out the designation for mutations is different between spending energy and handling cooldown reduction.

For future modders the designation is "Physical Mutation" for energy expenditures / combat properties and "Physical Mutations" for cooldown and ability cast handling.

Midterms are over, I'll try and post the reworked "Apex" patch ive had on the backburner in the next few days.
Gravenwitch  [author] 20 Apr @ 2:16pm 
@Tiareth yes, it is intended that rapid advancements from extraordinary enemies gives +1.

When classes calm down I'll run some tests on CDR and get it fixed, thanks for the report.
Tiareth 20 Apr @ 1:13pm 
Is it intended that after defeating extraordinary enemies, rapid advancement gives +1 level instead of +3?
Tiareth 7 Apr @ 11:00pm 
Cooldown reduction from didn't work. My char have phasing. I aslo try new one with adrenaline controle and fire rays, didn't work either.
Gravenwitch  [author] 9 Jan @ 11:14pm 
@💀💀💀💀💀💀 Multiattack works by doubling the base chance to attack with all natural weapons. Natural weapons do not get bonuses from multiweapon fighting or multiple arms in the vanilla game, they are simply fixed at 20% and ignore both single and multiweapon fighting.

The reason you are seeing the chance be fixed at 40% rather than increasing with additional bonuses is due to the way the game hardcodes natural weapon attack chances, essentially I must claim the final say on natural weapon melee attack chance, or the base mutation does (setting the attack chance to 20% regardless of all other effects). There is currently no way to allow more effects to affect melee weapon strike chance without rewriting the entire natural weapon system. That said I am much more experienced than I as when I released this mod so I could do so given enough time and effort.

I can take a look at increasing compatibility with other mods, would you mind sharing the mod the talons are from?
Essence of magic 9 Jan @ 6:26am 
i.e with multiweapon proficency +3 and mulpiple arms +1 the offhand chance was 60% for mutation-granted limbs and 65% with second main hand. now it's 40% + doesn't add % by every multiple hands level
Essence of magic 9 Jan @ 6:22am 
"multiweapon attack" is severely underperformant and, i assume, buggy. it doesn't multiply offhand attack chance by double, but always just by 20% AND nerf any muliweapon proficency you may have(also with multiple hands mutation) so it's always 20%(+20% of buff), in fact it's ALWAYS 40% which is *garbage*. Please fix. Tested with talons(axe) (miscellaneous mutations mod) but i'm nearly absolutely sure it works like this with anything as my friend reported the same bug.
Lekoda 7 Jan @ 7:41pm 
The save file said it is was saved in version 208 or something like that. And that is fine with you not supporting the backport