Caves of Qud

Caves of Qud

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Mental Mutation Overhaul
   
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3 Sep, 2024 @ 5:50pm
28 Jun @ 10:21am
13 Change Notes ( view )

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Mental Mutation Overhaul

Description
Adds new functionality to some of the more underwhelming mental mutations along with further balancing to make lesser used mental mutations more desirable to invest in over a run.

Current changes:


Psychometry:
  • A new ability has been added at mutation level 5 called "Scour History" which lets you destroy an artifact with a chance to learn a random secret (or multiple if the artifact's value is high enough). Chance is affected by Psychometry level, artifact value, and a pity system.

  • Increased base mutation cost from 3->4 (How the mod was balanced prior to v1.0)

  • Now gives Tech Scanning to the user.

Mass Mind:
  • A new secondary functionality has been added: An attempt to focus your tapping of energy to nearby minds and silence other espers within the current zone, setting their mental mutations on a long cooldown. Base chance of 50% that increases with mutation level.

  • Mass mind's base cooldown has been reduced from 500->300 and its minimum cooldown decreased from 100->80, but the amount of cooldown removed per level decreased from 50->20

  • Base mutation cost increased from 4->5

Disintegration:
  • Added a new Instability feature. You can toggle between three levels of instability, level 1 being default Disintegration while levels 2 and 3 have increased damage, slightly increased range, but also an increased cooldown and exhaustion time.

Burgeoning:
  • Spawn tables have been reworked to make it less suicidal (Aloe Pyra and Vantabloom removed, Aloe Porta and Vantabud spawn chances greatly reduced, weights distributed to other plants like Aloe Volta or Death Daccas, though lemon rolls are still possible so mutation cost unchanged)

Confusion:
  • Base mutation cost decreased from 4->3

Spacetime Vortex:
  • Base mutation cost decreased from 3->2



Note: I do not recommend using the Precog Secrets mod along with this as it's really easy to cheese the new Psychometry ability with it. Also, this mod may not be compatible with other mods that tweak the same abilities (Though mods for non-affected abilities like Light Manipulation or for abilities with no scripting changes like those only receiving mutation cost changes should be fine).

Most changes will work if the mod is enabled mid-run. Only exceptions are tech-scanning on psychometry and the instability toggle on disintegration if the character already has the respective mutation.

The stunning force, pyrokinesis, and cryokinesis mutation cost tweaks have been made base-game, thus they have been removed from the mod for v1.0.

Let me know if you have any ideas for further changes/tweaks you'd like to see or especially if you find a bug.

Thank you to Books and gnarf from the discord for their help.
Popular Discussions View All (2)
4
12 Dec, 2024 @ 5:25am
PINNED: Further Balance Discussion/Change Ideas.
The_MixMaster™
0
11 Sep, 2024 @ 6:41pm
Feedback General
The_MixMaster™
13 Comments
The_MixMaster™  [author] 4 Mar @ 3:57pm 
Glad you enjoy.
dJamDodger 4 Mar @ 11:39am 
Thank you for making this! These are the exact changes i was looking for, especially for burgeoning
Lekoda 17 Jan @ 8:08am 
Bruh call them annoying ass plants Lmao... My lungs is gone with that one.
Sir Fancybritches Fizzlebottom 9 Dec, 2024 @ 8:56pm 
Be nice to increase the size of cryo/pyrokinesis. I use pyrokinesis to remove liquids on the ground. Very pleasing to dry a marsh. Also how about an alternative setting for burgeoning that covers 5x5 area and grows trees only?
The_MixMaster™  [author] 9 Dec, 2024 @ 3:10pm 
Any examples for things you'd like to see?
Deth 9 Dec, 2024 @ 12:39pm 
i want more variations on damaging powers aaaa
The_MixMaster™  [author] 7 Dec, 2024 @ 8:05pm 
They were just mutation cost reductions.

Pyro/Cryo went from 5 points at character creation to 4
Stunning force from 4->3 (Also the damage increment bug was fixed)
Sir Fancybritches Fizzlebottom 7 Dec, 2024 @ 7:06pm 
Can I get a short description of what the changes to "stunning force", "pyrokinesis", and "cryokinesis" were that got merged into the base game by devs? I don't think this game has much in the way of version history on wiki.
The_MixMaster™  [author] 5 Dec, 2024 @ 3:53pm 
The mod has been updated and tested for v1.0.

Since the stunning force, pyrokinesis, and cryokinesis changes were made base, they were removed and Psychometry's cost was increased from 3->4 to compensate for how the mod was originally balanced.
The_MixMaster™  [author] 29 Oct, 2024 @ 4:48am 
Do you mean with the tutorial beta? It should considering no changes were made to the affected mutations.