Caves of Qud

Caves of Qud

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Dragonfolk
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Character: Genotype, Subtype
File Size
Posted
Updated
27.346 KB
24 Jul, 2024 @ 8:47pm
27 Jul, 2024 @ 11:25am
5 Change Notes ( view )

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Dragonfolk

Description
Dragonfolk

A genotype inspired off anthropomorphic dragons.

+2 Ego
Friendly with Unshelled Reptiles
Neutral with Dogs and Frogs
Hated by Birds and the Putus Templar

The genotype has set starting Mutations:

+ Heightened Smell
+ Night Vision
+ Wings
+ Horns
+ Adamant Scales (+1AV and +2 save Vs. Bleeding)

- Carnivorous

While the Dragonfolk start with a preset selection of mutations and 40 stat points at creation, their ability score cap has been increased across the board to a base maximum of 28. They also come naturally equipped with sharp fangs and a trusty tail.

Subtypes

All subtypes have a natural weakness to Electricity: (( -25 ))

Emberscales
These are tailored for a melee-focused early game.

• They have a natural +20 resistance to Heat.
• They gain +2 Strength
• They lose -2 Agility

Rimescales
These are tailored for a ranged-focused early game.

• They have a natural +20 resistance to Cold.
• They gain +2 Intelligence
• They lose -2 Toughness

Loamscales
These are a hybrid subtype with multi-weapon fighting and steady hands.

• They have a natural +20 resistance to Acid.

Author's notes

This is a little passion project of mine and the first time I've done coding and modding entirely on my own. While I am not the best at C# and programming, I intend to gradually learn more about it and eventually expand on this mod. I have a lot of things in my to-do list for this mod including more subtypes, tiles and custom mutations. I've run into problems trying to set elemental breaths for them. Moreover, adding mutations to specific subtypes is not possible as far as I know.

I ended up giving them all a homogenised mutation pool with different resistances, gear and varied stats as well as starting skills for now so that they feel like they are all the same and yet a bit different. I tried my hand at creating a custom mutation and it worked so that's good.

I also tried to make this mod adapt to other mods like for example, I had a code set up to work with Kobolds of Qud where Dragonfolk start with a Kobold companion and they have a starting high reputation with them, but I can't seem to make it work if the Kobolds of Qud mod is disabled. So I left it aside for when I can manage to make it work.

Check out the Preset version where you can apply the Dragonfolk tile to anything you like, if what you're looking for is cosmetic: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3292544943

But in any case I hope you enjoy this mod and if you have any questions let me know, you can leave a comment here or contact me on the Qud Discord.

Fair skies!
25 Comments
A_King_Doggo 23 Jul @ 9:13pm 
Just wondering, have you every considered also introducing some Herbivore/Omnivore types of Dragons? I usually like to explore all my options when it comes to Cooking buffs, so being constrained to just meat seems like a fair drawback but one that gives me initial pause off the bat as I consider how it'd affect playthroughs!
Ysulyan  [author] 28 Jun @ 11:41am 
@lizardcrafter Hey so I tried several times to recreate the bug but it didn't happen to me. Care to show me any logs? I'm in the qud discord if you want to contact me.
Ysulyan  [author] 26 Jun @ 10:50am 
Thank you!
Ysulyan  [author] 26 Jun @ 10:50am 
Hey there I've been busy with life and couldn't update this mod but let me take a look real quick what might be the problem
Lizardcrafter 25 Jun @ 10:09am 
Hey I love this mod! I just wanted to point out the Green Dragonfolk is slightly broken right now... the wooden arrows seem to not exist? And the character color does not change when you get hurt! Otherwise completely love this mod!
Doc 1 Dec, 2024 @ 10:54am 
Hell yeah.
Ysulyan  [author] 1 Dec, 2024 @ 6:07am 
That's actually a good idea. I will see about adding them as npcs and faction later when 1.0 releases so that way you can kill as many dragonfolk as you like.
Doc 29 Oct, 2024 @ 1:46pm 
Sucks. Decapitate dragons.
GladioSanctus 22 Oct, 2024 @ 9:08pm 
Could you make an op dragonfolk?
oinko sploinko 15 Oct, 2024 @ 3:41pm 
The details are a little hazy as it's been quite a while, but I do remember wanting to have a special caste of draconian that had no natural breath unlike the others, but had unique equipment slots that only used a kind of item dropped exclusively by variants of drakes/dragons--pearls which when slotted would give an elemental breath based on which type of pearl it was.

More dangerous species would drop pearls that had higher level versions of the breaths attached and whatnot. I wanted to do something else with the pearls for the other castes aside from just have them be sellable, maybe related to quests, but I honestly don't remember the details.

Oh, was gonna have a unique starting town in a mountain for it as well, with a friendly elder dragon one screen north. That would have been fun. FYI I'm just rambling because I never was able to get this idea out of my head to more than one other person in the past