Caves of Qud

Caves of Qud

Playable Goatfolk
Showing 1-10 of 13 entries
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Update: 16 Dec, 2022 @ 11:20pm

Fixed Sheepfolk getting stuck on the character screen, which required moving to the default horns mutation. Thank you to the person who found this fix!

Update: 6 Sep, 2022 @ 7:19am

Fixed Sheepfolk not having the 'Make Camp' skill.

Update: 28 Apr, 2022 @ 1:51am

Fixed using NPC stats & probably health bug. Surprised no one mentioned that for so long...

Added Sheepfolk, as a treat. Just one subtype for now. To that one person that asked for sheepfolk, this one's for you.

Update: 27 Oct, 2021 @ 9:49pm

Updated for Palladium Reef. Will no longer prevent character creation!

Update: 30 Aug, 2020 @ 4:49am

Fixed bug where MP wouldn't appear.

Update: 27 Jun, 2020 @ 11:57pm

Buffed Goatfolk horns by giving them the actual horns mutation (instead of just an unupgradeable permanent item) and gave them access to mutation points. Tell me if it needs tweaking, I figured I should give them 2/level, since they don't get to choose any starting mutations like mutated humans, and don't have the boons of True Kin, and this lets them upgrade their horns and optionally buy new mutations.

Update: 27 Jun, 2020 @ 8:01pm

Fixed issue with the new beta that prevented the main hand being set properly. Won't work on pre-existing beta Goatfolk.

Update: 27 Jun, 2020 @ 7:29pm

Refactored code to be more in line with the current game's coding standard. Still investigating main hand bug.

Update: 27 Jun, 2019 @ 8:06pm

I've updated the mod to use the current code systems, and also fixed the alignment on the selection screen. Wow, I'm alive!

Update: 7 Apr, 2019 @ 10:47am

Added a new subtype now that the Grandfather Horn can be used, the Hornblower! Next up is maybe adding a new mutated genotype to give more variety to the possible builds.