Caves of Qud

Caves of Qud

Improved Mutations
506 Comments
Raeyunred 30 May @ 9:27pm 
The horns modification to add to all heads no longer seems to be working in the current version of Qud. Just get one horn.
Lumin 30 May @ 6:48am 
HEYA GURLS DONT USE THIS MOD! IT FUCKS EVERYTHING UP IN GAME! specifically when you go in the tomb iykyk it fucks it up completely! softlockiing you! zont zo that
Limrix 6 May @ 12:33am 
@Weyrling
That worked, thanks, 144 and 145 are duplicates also for some reason. I had tried deleting the lines but I kept getting serialization errors whenever I tried anything so I had given up. Commenting them seems to get around whatever that was.
Weyrling 3 Feb @ 7:17pm 
@Limrix
It looks like Improved_Wings copies a piece of code from the original Wings class that doesn't actually do anything meaningful.
It overrides the DeepCopy method, but for seemingly no reason at all it does this on line 144:
[code] wings.WingsObject = null; [/code]

I commented this out manually and afaict it just works.
Looking into the original codebase it appears that literally nothing ever references WingsObject, so idk why this even exists.
Easy fix though, I haven't seen any issues so far and my Temporal Fugue started working again.
hyd-n-plyn-syt 23 Jan @ 12:37pm 
Must have on my mod list! I recently started using a bunch of other mutation mods, and took a look at yours and GMM to make them compatible with WMEM and the newer Fanged Mutation mod. Do you mind if I post my version of it?
Limrix 8 Jan @ 10:37pm 
I'm hitting an error when using temporal fugue with Improved Wings:

GALAXY - Shutting down.
ERROR:System.NullReferenceException: Object reference not set to an instance of an object
at XRL.World.Parts.Mutation.Improved_Wings.DeepCopy (XRL.World.GameObject Parent,
at XRL.World.GameObject.DeepCopy (System.Boolean CopyEffects, System.Boolean CopyID,
at XRL.World.Parts.Mutation.TemporalFugue.PerformTemporalFugue
(clipped for length)
Tyrir 28 Dec, 2024 @ 12:01pm 
This mod includes duplicates of core game mutations (instead of modifying those base game mutations). This causes errors when starting the game.

I was able to fix this problem by deleting the following duplicates from this mod (1207623704):

FlamingRay.cs
FreezingRay.cs
ThickFur.cs


There are possibly other issues with mod compatibility, but this got the game to load, at least.
jestyndarcy 27 Dec, 2024 @ 11:45am 
would love if this mod was more compatible with other mods like wm mutations
violet 26 Dec, 2024 @ 3:22pm 
@Crett, they changed burrowing claws in the release update, to regain burrowing up and down, u just gotta enable pre-release content in the settings
Marina (She/Her) 22 Dec, 2024 @ 8:55pm 
i would like to report an oversight!
this mod does not seem to give extra missile slots for extra hands granted by chimera. this makes me want to use hexagun so that i can get those extra missile slots.
however, using both hexagun and this mod and taking 8 arms gives me 12 missile slots (4 of them are duplicates.)
my suggestion would be to have the extra hands granted by chimera give you extra missile slots. either that, or make it so that when hexagun is installed, uh. dont conflict. if thats a thing. either that or maybe a config?
Chomsky Honk 18 Dec, 2024 @ 5:02pm 
@Callie ♡ I'm also having the issue, but I only picked Multiple Arms (6). I thought letting myself die of dehydration would trigger the event, but nope. I hope this is something that can be fixed.
Eli 14 Dec, 2024 @ 11:46pm 
The Fangs mutation seems to have a couple issues. Mainly not having an equipment icon, and when paired with the Flaming Ray (Face) mutation the game fails to load in as it might be having a problem applying flaming to the natural equipment. Which it would usually do if you had the Beak mutation.
Callie ♡ 14 Dec, 2024 @ 9:23pm 
This mod seems to be breaking the main quest during the tomb of the eaters mission. Resheph's sarcophagus closes but does not kill the player, and it does not send you to brightsheol. You can climb out of the coffin, but then my save game broke and couldn't be loaded. I made a new game and got to the tomb of the eaters again, and the bug persists. Disabling the mod fixes the issue, but of course breaks my character. It might be Multiple Arms (8) that's causing the issue. Can you please investigate?
Chronos 14 Dec, 2024 @ 2:32pm 
Is it working with 1.0?
Crett 10 Dec, 2024 @ 1:29pm 
Ah... burrowing claws isn't able to burrow up or down anymore. Is that to do with this mod?
Indigo Cactus 23 Nov, 2024 @ 8:09am 
I will note that Beak is broken. Didn't notice for the longest time, but this mod in particular causes it to have a 0% chance to offhand attack, regardless of skills, or even flurry.
Verbose Mode 21 Nov, 2024 @ 3:07pm 
Final comment/idea: if you take No Arms you can't have two bodies. The head would attach to the legs torso.
+ Makes sense with Multiple Legs or Snake Body.
- Really, really cursed with only two legs.
Verbose Mode 21 Nov, 2024 @ 3:03pm 
@Eboreg - To expand on it, like the few other combo defect/mutations, why not include a Fangs (maybe mutually exclusive Poison Fangs?) mutation that your mouth a Short Blade weapon (like the beak but trade ego for damage. Having the Muzzle or Carnivorous could give it like... +1 to hit or bonus offhand chance. I'm trying to think beyond someone wanting to play a wolf: things like a vampire or a Girsh worshiper could be done.

Oh! And my GF loves playing bird-people. Talons as a mutation? I don't know how that would work.
wizardlibrarian 20 Nov, 2024 @ 12:53pm 
Looking at @ANDY_’s report, the issue is that this mod overrides base game’s mutations by reusing the same mutation class name instead of modifying Mutations.xml or using a Harmomy patch
Eboreg  [author] 18 Nov, 2024 @ 5:05am 
@Verbose Mode That's... actually a very interesting idea.
Verbose Mode 17 Nov, 2024 @ 6:29pm 
So... me and my GF were playing and using your mod, and we came to the conclusion that if there was a "no arms" defect you could totally still play just using natural weapons like horns or your Muzzle defect bite. Become dog. Could make for a interesting run to play a more beast mutant.
tudodmit420 24 Oct, 2024 @ 12:02am 
@Eboreg yeah that was it. i didn't even think about switching the views, but it works in list mode perfectly. so i guess too many body parts glitch out only the paperdoll view.
Eboreg  [author] 23 Oct, 2024 @ 4:55pm 
@tudodmit420 Is your equipment view set to "Paperdoll" or "List"?
tudodmit420 23 Oct, 2024 @ 4:17pm 
but even just having 4-headed + multiple arms (8) at the same time makes it freak out and 2 arms are missing
tudodmit420 23 Oct, 2024 @ 4:13pm 
@hjseo50480 are you by any chance using the WM extended mutations mod? i have this same issue that the arms are not showing, but i also have a mental mutation from that mod (at least i think it's from that mod) which lets me grow psionic arms for even more extra limbs. the ui just can't handle it. :)
Eboreg  [author] 2 Oct, 2024 @ 12:38pm 
@ANDY_ Yeah, I hate to say it but I wasn't able to reproduce the issue. Same for @hjseo50480
hjseo 2 Oct, 2024 @ 12:16am 
it seems like the 8-arm mutation gives only few missiles weapon slot. it kinda crops out the other two missiles slot..
Eboreg  [author] 30 Sep, 2024 @ 4:46am 
@ANDY_ I'll take a look into it but I can't make any promises.
ANDY_ 29 Sep, 2024 @ 8:11pm 
Running into an issue when running this and John Snail's Varied Population (VP) mod. For some reason, Improved Mutations prevents VP from loading and spits out these errors:

https://pastebin.com/95xNi8jL
OldCola 28 Aug, 2024 @ 12:22pm 
Yup, it's working fine now. Thanks for the help.
Eboreg  [author] 25 Aug, 2024 @ 5:35pm 
@OldCola It happens...
OldCola 25 Aug, 2024 @ 4:42pm 
@Eboreg I'm using the update from August 17th I believe. I'm unsure why, but it seems to be working fine on my laptop today despite not working for me four days ago. Maybe my computer hadn't updated the mod for some reason. I'll test it on my other computer in a couple of days. I will let you know once I have the opportunity to test it but I'm pretty sure it will work now. Thanks for replying quickly though, and sorry for the inconvenience.
Eboreg  [author] 25 Aug, 2024 @ 3:49pm 
@OldCola When was the last time you downloaded an update to the mod? That error was fixed on the 17th.
OldCola 25 Aug, 2024 @ 1:42pm 
Any idea how to fix this error? I'm a huge fan of this mod but I have essentially zero modding experience.
=== Improved Mutations Errors ===
<...>\steamapps\workshop\content\333640\1207623704\Wings.cs(238,7): error CS1061: 'GetJumpingBehaviorEvent' does not contain a definition for 'AbilityDescription' and no accessible extension method 'AbilityDescription' accepting a first argument of type 'GetJumpingBehaviorEvent' could be found (are you missing a using directive or an assembly reference?)
SMB128 31 Jul, 2024 @ 10:16am 
if possible, could there be an option in the settings to change how many heads Hydra Heads can give before you can't regrow them anymore? and a limit on how many heads you can have at one time? (could make any heads grown past the limit to immediately wither away)
Retrica 31 Jul, 2024 @ 3:16am 
suddenly not working anymore, probably some update. hope this gets a fix its a great mod. kinda puts the breaks on my lvl 24 playthrough sadly :,)
Adman120 30 Jul, 2024 @ 7:25pm 
90% sure a new update borked mutations as the only 2 mods that broke were this and extended mutations
kawinrus 30 Jul, 2024 @ 7:00pm 
same problem as the guy under me
YASD 30 Jul, 2024 @ 6:51pm 
=== Improved Mutations Errors ===
<...>\steamapps\workshop\content\333640\1207623704\Wings.cs(212,300): error CS1503: Argument 2: cannot convert from 'bool' to 'string'
<...>\steamapps\workshop\content\333640\1207623704\Wings.cs(212,306): error CS1503: Argument 3: cannot convert from 'XRL.UI.DialogResult' to 'bool'
<...>\steamapps\workshop\content\333640\1207623704\FlamingRay.cs(255,167): error CS1503: Argument 2: cannot convert from 'bool' to 'string'
<...>\steamapps\workshop\content\333640\1207623704\FlamingRay.cs(255,173): error CS1503: Argument 3: cannot convert from 'XRL.UI.DialogResult' to 'bool'
<...>\steamapps\workshop\content\333640\1207623704\FreezingRay.cs(262,167): error CS1503: Argument 2: cannot convert from 'bool' to 'string'
<...>\steamapps\workshop\content\333640\1207623704\FreezingRay.cs(262,173): error CS1503: Argument 3: cannot convert from 'XRL.UI.DialogResult' to 'bool'
Eboreg  [author] 30 Jul, 2024 @ 4:47am 
@SMB128 There's no limit if prerelease content is enabled. Otherwise, the limit is 9.
SMB128 29 Jul, 2024 @ 7:42pm 
I think there should be a limit on the number of heads that can regrow from Hydra Heads, I currently have 57 heads due to getting stun-locked but couldn't die. it takes about 5 seconds to just open my inventory now....
Kuji Nekomata 23 Jul, 2024 @ 10:35am 
@Eboreg Oh. Right.

Sorry, I got a bit too used to Hydra Heads with the 9 rays.
Eboreg  [author] 23 Jul, 2024 @ 7:55am 
@Kuji Argisia And I'm to assume that you can shoot 2 flaming rays with 2 arms, 4 flaming rays with 4 arms, and 6 flaming rays with 6 arms?
Kuji Nekomata 23 Jul, 2024 @ 5:40am 
with multiple arms (8) I still can shoot only 4 flaming rays.
Inspector Gadget 29 Jun, 2024 @ 5:38pm 
:)
Inspector Gadget 29 Jun, 2024 @ 5:38pm 
it works now
koncik 22 Jun, 2024 @ 11:13am 
The mod is unfortunately broken again after recent update.
Eboreg  [author] 8 Jun, 2024 @ 2:31pm 
@leithykins A recent update broke the mod. I just pushed out a fix.
leithykins 8 Jun, 2024 @ 2:28pm 
... I just got on to check again. Annnnnd now it works lol. I think I may have had a mod that was conflicting that may have disabled it? Thanks for being so prompt btw
Eboreg  [author] 8 Jun, 2024 @ 2:25pm 
@leithykins Could you look at it again? I can't recreate the problem on my end.