Caves of Qud

Caves of Qud

Conjoined
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Update: 22 Sep, 2024 @ 3:18pm

Fixed clones with Conjoined causing saves to fail.
Clones of conjoined creatures are now "half-conjoined" to the original.
Fixed movement speed not being displayed properly on the creature selection menu.
Fixed a bug with the description for unemerged creatures.

Update: 8 Jun, 2024 @ 8:10am

Fixed saves not loading properly.
Fixed an old and broken menu opening when viewing a conjoined creature's stats and skills. For the time being, you can now access some other menus as that creature.

Update: 6 Jun, 2024 @ 4:11pm

Updated to the latest version.
Fixed a major issue with deep copying. Took me way too long to notice, sorry!

Update: 4 Nov, 2023 @ 4:22pm

Fixed creatures with random mutations not respecting the creature limit, with some late-game ones having insane amounts of conjoined creatures. Creatures will now only ever spawn with 1 conjoined creature 80% of the time, and 2 conjoined creatures 20% of the time.

Update: 17 Oct, 2023 @ 1:12pm

Fixed the mod crashing on newer versions. Did this a while back but forgot to upload, sorry!

Update: 24 Mar, 2023 @ 2:52pm

Conjoined creatures are now cleansed of minor, physical negative effects on death.
NPCs with Conjoined now choose from at least 10 of the highest level creatures available to them.
Gave proper attributes to straining damage and damage taken from conjoined creatures dying. The former is now influenced by Brittle Bones and rubbergum tonics, and the latter no longer triggers blink effects.
Copies of conjoined creatures on their own are no longer conjoined. This fixes some issues with them pulling around the creature they're conjoined to, but not vice versa.
Added hotkeys for viewing conjoined creature stats and skills.
Twinning lampreys and trining lampreys are now selectable again. (https://bitbucket.org/bbucklew/cavesofqud-public-issue-tracker/issues/8156/rewrite-twinner-and-triner-code)
Cherubim are now selectable for inorganic units.
Conjoined creatures no longer trigger the effect of congealed love.
Fixed some missing punctuation.
Fixed the grammar of some creature descriptions on the selection menu.
Fixed most of Conjoined's description not displaying if none of your conjoined creatures have emerged yet.
[technical] Removed a couple redundant body part checks.
[technical] Conjoined creatures now stay the same object when obliterated.

Update: 1 Mar, 2023 @ 3:52pm

Conjoined creatures now keep their items and don't drop corpses on death, so ones that die often don't need to keep having their items picked back up.
Dismembering a conjoinment no longer erases the associated creature, and instead makes them drop their items and corpse.
You can now view the stats of creatures during character creation.
Snapjaws, cragmensch, trolls, phase spiders, mopango, slynth, svardym and cherubim are now selectable.
Conjoined creatures no longer swap places, and won't take straining damage if they otherwise can't move. This fixes the issue of being constantly pulled back by your conjoined creatures.
Reduced pulling distance to 1.
Straining damage is now 1/16th of the conjoined creature's health multiplied by distance, minimum 1.
The starting health of conjoined creatures is now capped at 15 + Level * 3. This only affects certain early-game creatures and late-game creatures.
Conjoined now lowers carry capacity by 25%, and conjoined creatures have 50% less carry capacity. This still results in a net gain of ~25% from a single conjoined creature.
Conjoined creatures dying now damages their host for a quarter of the dead creature's health, rounded up.
Conjoined creatures now revive at 25% health.
Fixed bugs related to transformations.
Fixed conjoined creatures that levelled up higher than you not reviving until your level catches up.
Expanded the mutation description.
Tumbling pods, twinning lampreys and trining lampreys are no longer selectable.
Conjoined creatures now never give XP, even if they don't belong to a player.
Removed the conjoinment creature display, as it was rather buggy and served little purpose.
Fixed clockwork beetles (which showed up as "beetle") being selectable.
Fixed mechanical cherubim showing up as "[Creature]".
Fixed conjoined creatures not taking straining damage if they fail to be pulled.

Update: 30 Jan, 2023 @ 2:55pm

Updated to the latest version!
Regenerated conjoined creatures now only regenerate their vital limbs.
Conjoined creatures now reset their temperature on death.

Update: 15 Jun, 2022 @ 2:25pm

Removed a workaround for breathbeards as it's no longer needed. You can now select a random breathbeard.
All 6 stat saps can now be selected manually or at random.

Update: 29 Oct, 2021 @ 8:32am

Updated to the latest version!
Thanks to the new character creation sequence, selected creatures are now saved to builds, and random characters with Conjoined properly choose a random creature.
Conjoined creatures can now pull YOU around as well.
Regenerated conjoined creatures now regenerate all their limbs.
Pulled creatures no longer touch the ground when moving more than one space in a single turn.
Inorganic creatures with Conjoined now choose from a list of inorganic creatures.
Fixed some issues with pulling, such as phase being ignored.
Conjoined creatures now properly follow you from the world map.
The message for when a conjoined creature regenerates now appears in the message log instead of as a popup, and for other visible creatures with Conjoined.
Renamed the "Conjoined" body part to "Conjoinment".