Caves of Qud

Caves of Qud

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Playable Slime 1.0
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Character: Genotype
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21 Dec, 2024 @ 12:02am
31 Mar @ 5:01pm
23 Change Notes ( view )

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Playable Slime 1.0

Description
Play as a slime, updated for 1.0

Thanks to JC, creator of the original Playable Slime mod.

Special thanks to those who carried the torch before me, Qoazi with Playable Slime Revived and foveros30 with Playable Slime Rebalanced.

See the pinned Mod Explanation for additional details on how the slime works.

I have added the ability to de-evolve, expanded the way stat and mutation points are gained, and balanced the damage of Engulf per notes from the previous keepers of the mod.

Tracking your slime status has been added! Check your mutations and examine 'Slime Status', which will now track absorbed stat points, mutations, and liquids. If loading an old save, you will not see this mutation until you consume at least 1 creature. Stats gained before this update may not be tracked.

New for 0.2.0:

Balanced Slime
This new genotype is an attempt to make a more balanced version of the slime comparable to the built-in Mutated Human and True Kin. It has slower mutation gain, a cap on maximum statistics, SP gain through absorption, and scaling absorption damage. The stat cap can be raised by sacrificing a portion of your statistics and one of your absorbed liquids to spawn a slimeling. Each slimeling will increase your attribute cap by one, but become progressively more expensive to spawn. Absorption damage is scaled based on how close to the stat cap you are, so sacrifice some stats to bud a new Slimeling and continue your journey to becoming the Ultimate Slime!

Mimicry
After absorbing a creature, you now have the option to mimic its body shape. Budding and Evolution are disabled while mimicing another form. This took a bit to implement and I believe I've iron out all the issues, but if you get stuck in a mimiced form somehow, please send me the player.log file from the game's AppData directory, then use the wish 'sym_rebuildBodyAsOoze' to return to Ooze form.

Saves from before this version should continue to function as normal, but new features may require a new character. If anyone experiences any issues with old Slime saves, please let me know and send me the save and I will correct them ASAP.
Popular Discussions View All (2)
26
20 Mar @ 2:49pm
Bugs Discussion
Agusfer
14
17 Feb @ 8:21pm
PINNED: Mod Explanation
Symbiode
44 Comments
Kynick2501 4 Mar @ 6:25pm 
Super fun to play as a slime, who knew?
Symbiode  [author] 3 Mar @ 2:53pm 
@steven
I just pushed some fixes for the slime naming. It should fix itself when you evolve or bud/devolve, or you can manually fix it with the wish "sym_fixname". If the name is really super messed up and that doesn't do it, manually set the name of your slime with the wish "sym_setname:SlimeName", substituting 'SlimeName' for whatever you want to name the slime, then wish for "sym_fixname" and it should add the proper suffixes and sort itself out from there.
Symbiode  [author] 2 Mar @ 3:54pm 
@steven
That's one of the few pieces of code I didn't touch from the previous version of the mod, I'll take a poke at it and see if I can make it function better.
steven.layne.sl 27 Feb @ 8:28pm 
I'm not sure if its just my install, but I've noticed if I gain and lose liquids often I tend to get exceptionally long names, as my last name updating (monosludge, disludge, etc) seems to take the whole name and then append the new type to it, instead of replacing the value changing. I'll see if I can get a screenshot to demonstrate.
SAILOR TOMB 3 Feb @ 7:04am 
I'm having an absolute blast with this mod so far, thanks very much for making it available! What I am really enjoying a great deal is the flux of evolution from consuming, and how it isn't just a god-mode mutation gaining frenzy (I mean... it is that a bit) but it is genuinely challenging and requires just as much careful movement and risk/reward calculation as base Qud. :pizzaslice:
Lime 27 Jan @ 9:48am 
HELL YEAH PLAYABLE SLIME
foreskingoblin 23 Jan @ 7:23am 
IMO the stats are the main issue, since you pretty quickly become excellent at literally everything. If the stat gain were reduced to say, gaining stats up to half of the target's higher attribute, then you could still use it to gain a well-rounded build, but it would be significantly less broken, as you'd need to carefully hunt for targets in order to improve beyond being more or less average at everything.

The mutations are a more difficult point, since there's no existing mechanic that penalizes having literally every physical mutation. Mental mutations are inherently balanced by how dangerous esper hunters can be.

...Based on Elona, where a certain race gets a penalty for having too many limbs, you *could* do a quickness penalty for having too many physical mutations, although there's probably better options
Symbiode  [author] 20 Jan @ 7:48pm 
I've got some things cooking for a balanced option as a separate genotype :D
Wiike 19 Jan @ 10:05pm 
Had a blast playing this, especially on early levels, but I have to say these slickass slimos are totally overpowered due to how easy they acquire mutation/stats, a rebalance would do it wonders in term of playability.
bene 16 Jan @ 12:20pm 
This is the greatest gift you could give on new years, i loved playing the original mod. props:csgoa: