Caves of Qud

Caves of Qud

Brainwraith Genotype - Play as a psychic ghost!
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Update: 31 Aug, 2022 @ 5:06am

- Fixed a crash

Update: 31 Aug, 2022 @ 4:29am

As before, just fixing things that have been broken over time

- Fixed camping&cooking not working
- Fixed salves not working
- Fixed wrong species name being displayed

Update: 4 Aug, 2020 @ 10:16pm

Covid update! This mostly fixes things that had been broken by various updates over time.
Thanks to those who helped me identify and fix these bugs! I'm not sure if I got everything, though, so please let me know if there are more issues.
I also appreciate everyone who is still playing this mod, and I might add some more content or QoL improvements in the future.

- Removed problemated Grit Gate modifications
- Fixed issues with the custom body type
- Fixed mutations not working
- Fixed class selection
- Pygmies can make camp now?
- Probably other stuff that I forgot about

Update: 29 Oct, 2019 @ 9:40pm

Updated XML files to work with some past game updates including adding a Factions.XML and Bodies.XML. Also removed a little bit of content that seemed to be causing problems, sorry about that. It seems to be working okay now. Also some misc map improvements.

Update: 13 Jul, 2019 @ 3:46pm

Removed problematic gritgate.rpm change (it wasn't important anyway). Thank you to users Celepito & Arendeth!

Update: 5 Jan, 2018 @ 1:32pm

-The "amnesia" tile problem has been fixed by restoring the starting location
-The brainwraith monastery remains as an optional early game zone
-Minor improvements to monastery map

Update: 2 Jan, 2018 @ 8:56pm

-Fixed the corpse blueprint bug
-Reworked the starting monastery map layout to make it feel less claustrophobic
-The monastery catacombs are easier now, for early game training. Don't forget you can kill the Dreaming Brainwraiths for easy xp too.
-Brainwraiths are now affiliated with Highly Entropic Beings for faction purposes. I'd like to create my own faction but this will do for now

-I'm continuing to look into the amnesia-vision and stat-scrambling issues. I rearranged a lot of data within this mod while trying to track down these problems - sorry if anything has been messed up or whatever as a result

Update: 29 Dec, 2017 @ 10:15pm

This is a relatively substantial update... I made a lot of small changes this time so please let me know if there are any issues with the mod. Everything looks great on my end though.

-Brainwraiths now properly use the cool built-in hologram effect. There is a visual distinction tradeoff but it looks so awesome now I think it's worth it. Thanks Brian!
-Implemented a whole unique starting area nearby Joppa, complete with a couple NPCs. It is also attached to a a pretty easy optional underground dungeon area so hopefully the early game is less painful.
-Fixed some issues with the Library and moved it to another area more reflective of its difficulty
-Switched back to torches for starting gear because glowspheres were giving me problems
-Some other stuff probably that I don't even remember anymore

Update: 28 Dec, 2017 @ 1:53pm

Added a brand new area for you to explore! Unique Brainwraith inhabited ruins are now located south of Six Day Stilt. It is a pretty difficult zone but has plenty of good items to loot. Most likely it'll get reworked or moved in the future but I just wanted to get it out there for now. I would also like to add some underground tunnel levels to it later on.

Update: 28 Dec, 2017 @ 1:12pm

-Some found the genotype too weak, so I rounded out the starting stats a little
-Restored ability to sprint
-You now get a free glowsphere instead of torches, for carry weight reasons
-Added a unique NPC brainwraith Barathrumite to the halls of Grit Gate, who should trade with you