Caves of Qud

Caves of Qud

[Currently Broken] Manticores of Qud
30 Comments
Ariyle 14 Jun @ 6:30pm 
well since the author of the fork didn't mention it here, theres a fork of this for new versions
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3424709630&searchtext=
Kreldin Starfeather 21 Jul, 2024 @ 3:16am 
This sounds like such an incredible mod, I'm just sad I didn't get into the game in time to play with it. Definately going to keep an eye on it. I'd love to play as a literal manticore, wings and scorpion tail included. With a back mounted gun-rack fun. :D
PROMETHIA  [author] 3 Sep, 2023 @ 7:32am 
It is still broken, something in the limb logic broke a while ago and I haven't had the time/motivation to fix it. It's open source, so if someone else wanted to update it I'd be happy to accept it. I don't expect that though.
Chained Dawn 1 Sep, 2023 @ 5:08pm 
is this mod abandoned? it seems to still be broken
*chirps* 20 Jul, 2022 @ 7:18pm 
don't know what else is broken, but #'s in population table borks the game.
Removing them means no instant ctd
Octopode 10 Apr, 2022 @ 3:10pm 
Damn. Well, I'll wait patiently. Take your time friend :SynHeartcore:
PROMETHIA  [author] 10 Apr, 2022 @ 2:00pm 
Ugh, yep, seems broken. Not sure I can get around to fixing that any time soon. If I do I should probably rewrite a lot of it tbh, is a bit hacky and I'm not very happy with how it exposes the supporting/dependent/requires/implied tags explicitly.
Octopode 10 Apr, 2022 @ 10:11am 
@PROMETHIA Here is my entire player.log for my newest attempt to get in-game:

https://pastebin.pl/view/516c7558

P.S., this is on the newest update of CoQ.
PROMETHIA  [author] 10 Apr, 2022 @ 5:31am 
@Octopode It's possible that a recent update broke the mod, or that you have a mod conflict. I don't have the time to look at this so I will likely archive the mod if the former is the case. An error from the player.log file would be helpful.
Octopode 9 Apr, 2022 @ 4:05pm 
My game consistently crashes while on the "Adding player to the world" step of loading in. Is there any fix to this?
Jakavious 29 Nov, 2021 @ 5:29pm 
Not a big deal. I actually popped open a game with the multiple arms and it had those worn in hand slots, but it just averages all the AV/DV values so it's not a super big deal anyway. I'll survive without two sub effects on my hand items lol. Thanks for responding though!
PROMETHIA  [author] 29 Nov, 2021 @ 4:49pm 
@Jakavious Been a while since I tested this but yes, I think there can only be one "worn on hands" slot and so this mod, following vanilla conventions, will not add more of them. The multiple arms mutation is a special case and manually adds an additional worn on hands slot. I believe a mod similar to hexagun would work to add more worn on hands slots, although it might not show in my mod menu.
Jakavious 29 Nov, 2021 @ 2:25pm 
Looking through, I'm struggling to do one thing in particular that I do not see described here: giving multiple "worn on hands" slots for diffferent sents of manipulators/hand-type limbs. Am I missing something or is this just not possible?
PROMETHIA  [author] 14 Nov, 2021 @ 2:29pm 
@c67f Thank you for the bug report, I'll keep it in mind whenever I return to this

@Null_Error I planned to have the naming be persistent, but ran into some big problems doing that and had to rip it out to finish it up before I moved on to other projects. Whenever I return to this, that's at the top of my list
Null_Error 14 Nov, 2021 @ 10:20am 
It seems that renamed body parts are reset to their default names when you actually load in. Kind of a shame flavor-wise.
c67f 6 Nov, 2021 @ 1:06pm 
It's slightly buggy if you pick presets and thenmanticore in character creation-it doesn't let you continue on (which makes some sense if there's no presets), but then if you change within that menu from manticore to true kin or mutant, it doesn't let you continue either and pick a preset. You have to back out and make a new game, if you want to do a preset, or just to the previous page and pick "new" instead of "preset", if you want to make a character from scratch. It's not a huge issue, but it's there.
PROMETHIA  [author] 30 Oct, 2021 @ 1:49pm 
Awesome! Sometimes steam gets a little confused I guess.
countlessCritters 29 Oct, 2021 @ 4:12pm 
I don't know how it never occurred to me to verify local files, but that seems to have done it. Thanks!
PROMETHIA  [author] 29 Oct, 2021 @ 11:36am 
@anaris No*, all variant body parts behave identically.

*There can be subtle differences in what category of creature they are in, or their supports/supported parts/attached parts, but more or less they are all identical besides flavor.

@Mintmane Sorry for the delay, I thought I had responded to you. To be honest, I have no idea how you're getting those errors; it seems to be failing to recognize all beta classes. I would double-check that beta is fully installed, and maybe validate local files just to be safe. Besides that I can only assume it's an issue local to your machine if no one else is experiencing this.
anaris 26 Oct, 2021 @ 8:30am 
Are there any quirks to, say, the different types of face or tentacles instead of hands?
countlessCritters 9 Oct, 2021 @ 10:43pm 
This mod has been failing when I reload my mods since it was last updated, which was unfortunately when I first picked it up. I've tried both stable and beta Qud, and it fails even when it's the only mod enabled. When I try to recompile and it shows the errors associated, it's a long list. https://pastebin.com/Sm0rnpWS
PROMETHIA  [author] 8 Oct, 2021 @ 7:52am 
That's all intentional or otherwise unavoidable. There are no creatures in the game, to my knowledge, with more than one "pair of hands" slot, unless you specifically get the multiple arms mutation. There are also absolutely none that have more than two missile slots. And, while I don't like it, the way the limb system works means that if missile slots don't have laterality, you can have two supported by one hand. Since oozes don't have laterality, this means that technically oozes can support a rifle with one remaining hand if you somehow dismember all the others.
Villa 8 Oct, 2021 @ 6:38am 
I think there are some bugs. No matter how many pairs of arms and hands you add, only one hands slot and only 2 missil weapon slots (right and left) are added. Also, in the case of implacable, only 2 missile slots are added only when there is at least one hand without laterality. I am playing in the last beta
PROMETHIA  [author] 23 Sep, 2021 @ 5:31am 
@Sigh
Yes, the number of points for every body plan is (supposed to be) the same, and hunter-seekers begin with an unusually large amount of parts compared to other body plans, so it actually tips it over to -1. All the body plans are borrowed from in-game body plans for different creatures, so very few come with hands. An easy way to customize the hunter-seeker to be more useful would be to lose a pair of legs and use the points to add a pair of hands. However, you can completely reduce any body plan to just a body and back and build up something new from there- it's completely customizable, and no base has a particular limb point advantage.
xtinak 22 Sep, 2021 @ 11:10am 
This is so cool! I'm not a super experienced player but I am looking forward to messing around with this more.

One question: The Hunter-seeker starts with some Short Blade skills but the default template starts at -1 points and has no limbs that can equip weapons (just lots of legs). Is that intentional?
whenwrašk 21 Sep, 2021 @ 2:36pm 
working good now, thank you.
PROMETHIA  [author] 21 Sep, 2021 @ 1:49pm 
The mod works fine on my end, and I've updated it again in case there were any changes on my end I forgot to upload.
PROMETHIA  [author] 21 Sep, 2021 @ 1:45pm 
@Arendeth, yes, beta is required.

@whenwe.serbie.65 Can you see any errors in your player.log? I'm checking that the mod still works on my end right now.
whenwrašk 20 Sep, 2021 @ 12:16pm 
the mod is stuck on "failed" on the mod manager, i'm on the Sept. 17 update. please help, this looks like an extremely cool mod.
Arendeth 19 Sep, 2021 @ 11:35am 
Does this require beta of Caves of Qud getting a error that causes it to mod status of failed with the error being about Namespace name "Framework" "UI" "EmbarkBuilderModule<>" and 159 more errors when on stable branch