Caves of Qud

Caves of Qud

Miscellaneous Mutations
41 Comments
Lekoda 26 Jan @ 1:46pm 
wow 400 hours..
Lekoda 26 Jan @ 1:46pm 
LOL I didnt know you could press V to see other stats
Lekoda 26 Jan @ 1:42pm 
There are two types of talon q.q?
Rimler  [author] 26 Jan @ 1:06pm 
@Lekoda That's strange Talons should only be cleaving when you have Talons (Axe), not Talons (Shortblades) are you sure you're not using Talons (Axe)?
Lekoda 26 Jan @ 12:45pm 
I just realized Talons are a Axe based weapon. But says it is Shortblades based.

I know this because I just cleaved someone without an axe
(bad joke goes here) 25 Jan @ 9:37pm 
Thank you!
Rimler  [author] 25 Jan @ 7:25pm 
@(bad joke goes here) The ID for the Reptilian Tail mutation is RimlerMiscMutations_ReptilianTail.
(bad joke goes here) 25 Jan @ 7:20pm 
I'm trying to remove Reptilian Tail (ShortBlades) with the mutationbgone wish. What is the ID for Reptilian Tail (ShortBlades)?
Rimler  [author] 25 Jan @ 7:14pm 
@Lekoda Sure when i get to updating the mod again i can see about making the Slash skill scale with the number of hands you have.
Lekoda 25 Jan @ 7:10pm 
My bad I meant to say. The skill that comes with Talons. It only uses 2 hands
Rimler  [author] 25 Jan @ 7:05pm 
@Lekoda Like when you have multiple arms? If so you already attack with all available talons when you use flurry so long as you do not have something already equipped on its hand slot.
Lekoda 25 Jan @ 5:50pm 
Can you make Talons be affected by Flurry if you have multiple limbs?
Rimler  [author] 3 Aug, 2024 @ 6:15pm 
@Kinasin It should.
Kinasin 28 Jul, 2024 @ 12:51am 
is this working fine with molting?
Explosiv 'n' Eskort 24 Feb, 2024 @ 8:04am 
Or even a natural weapon like talons.
Explosiv 'n' Eskort 24 Feb, 2024 @ 7:04am 
Another idea, add chelicerae as a arachnids mandible variant.
Or a separate mutation but +1 agility instead.
Rimler  [author] 14 Feb, 2024 @ 3:20pm 
@Explosive 'n' Escort Thanks for the idea i may add something like that in the future
Explosiv 'n' Eskort 12 Feb, 2024 @ 1:42am 
Could you make a crab/lobster claw mutation that replaces your hands (one or two) and act as a powerful natural melee weapon ?
Rimler  [author] 9 Feb, 2024 @ 3:30pm 
@deepseafealty As of this moment their is no compatibility between Talons and Qud Fu sorry about that.
arealclowngirlhonkhonk 2 Feb, 2024 @ 11:38pm 
The talons don't seem to be registering correctly as natural weapons like Burrowing Claws do. Either that, or it's an issue with Qud Fu, which I had hoped was compatible with the talons.
Explosiv 'n' Eskort 22 Jan, 2024 @ 6:01pm 
Good to hear, thanks
Rimler  [author] 22 Jan, 2024 @ 3:04pm 
@Explosive 'n' Escort Thanks for the suggestion but currently i do not have any plans to make any mutation that is similar to the Carapace mutation although i may make a variant of it
Explosiv 'n' Eskort 19 Jan, 2024 @ 8:03pm 
could you make a insectoid skin/body mutation ?
that works like carapace but lower av and dv penalty, and gives electrical acid resistance instead
or make a carapace variant of insect
YASD 12 Jan, 2024 @ 5:19pm 
@Rimler Thank you! I will be playing with the mod and will let you know if the bug pops up or not
Rimler  [author] 12 Jan, 2024 @ 3:07pm 
@the i believe i have fixed the bug you have reported as everything appears to work fine on my end although feel free to tell me if you still encounter it
YASD 11 Jan, 2024 @ 3:19pm 
@Rimler I had the stinger issue with WM extended mutations and improved mutations as well, Eboreg the improved mutations mod author had fixed the bug on their end so it's probably the same bug for WM and this mod.
Renix 11 Jan, 2024 @ 3:00pm 
@Rimler After uninstalling your mod as well as the blood weep mod, I never have the issue with psychometry again. with just yours enabled, I have it 100% of the time, but sometimes reloading mods makes the issue go away. as for other mods yes, a good amount of them I'll see if I can manage a list
Rimler  [author] 11 Jan, 2024 @ 2:56pm 
@Renix i'll look into it although i have been unable to recreate the psychometry issue you are having are you using any other mods alongside this one as the mod currently does not do anything to modify the psychometry mutation

@the i'll see if i can recreate the issue and fix it although on my side it appears to work fine are you using any other mods alongside this one that affects mutations i have tested to see if i can get the same issue to appear using this mod on its own or alongside either improved mutations or WM extended mutations
Renix 9 Jan, 2024 @ 12:31am 
This mod makes "Confusing Stinger" yield Poison stinger on pets when gaining the mutation. It also makes psychometry not function properly causing "Read early history using /with psychometry" to not appear as an option. reloading mod configuration multiple times sometimes causes this issue to not occur, it either occurs in a save or doesn't. you can tell when starting with psychometry by checking if the option is there.
YASD 6 Jan, 2024 @ 2:56pm 
For some reason this mod makes Stinger (Confusing Venom) show up as just "Stinger" in the mutations selection menu during character creation and not show up properly on NPCs with the mutation either. Selecting it results in a crash when starting the run. The other two Stinger variants seem fine. The mod "Improved Mutations" by Eboreg seems to have a similar issue but with Confusing and Paralyzing Stinger as well, with NPCs generating without the mutation or as "InvalidBlueprint." I don't know the exact issue but I'm listing it here in case it's related.
Wenkorn 21 Dec, 2023 @ 5:11pm 
okay thanks for the quick response :)
Rimler  [author] 21 Dec, 2023 @ 3:13pm 
Glad you liked the mod, to answer your question as of this moment yes.
Wenkorn 21 Dec, 2023 @ 2:57pm 
Heyy thank you for this great mod ! :D
i wanted to ask if it is intended that talons penetration is capped at 7 ?
TutterFunks 17 Dec, 2023 @ 8:54am 
@Rimler Thank you for replying to my previous comment, I've only just spied it :awkward:
TutterFunks 17 Dec, 2023 @ 8:52am 
I've been playing as more of an armoured pill-bug :luv: (Carapace etc.) and it's made me think that Insectoid Legs are underpowered compared to the Carapace (lower starting single elemental resistance and no active ability).

I still think it's nearly perfect, it's just hard to not draw comparisons.


So, I had an idea; absolutely no need to give it any attention but I was thinking, if Carapace is for the body (and trades some serious armour for it) and focuses on 'turtle-ing' up ("Tighten Carapace")... Could Insectoid Legs give a temporary boost to movement?

1/2
TutterFunks 17 Dec, 2023 @ 8:52am 
Something along the lines of increased jump/charge/movement speed (synergies well with Wings and fits the 'bug legs' theme well). In my mind, it works because Carapace trades the body armour slot, and Insectoid Legs trades the possibility of boots aka movement increasing items.


Anyway, the mod is great and I'm really enjoying a new bug themed run, it works so, so well with WM Mutations Extended (Chitinous Skin) :gearthumbsup: :luv:

2/2
djist 17 Dec, 2023 @ 6:31am 
really awesome mod, been using mandibles + insectoid legs + multiple arms + triple jointed to play a bug knight. hope you add more mutations in the future!
Rimler  [author] 16 Dec, 2023 @ 3:27pm 
Glad you liked the mutations, to answer your question the mandible mutation is treated as Short-blades and shares the same chance to attack as the beak mutation with any increases from Multiweapon fighting not counting towards its chance to attack.
TutterFunks 16 Dec, 2023 @ 2:58pm 
Cool mod, really like the mutations but I hope I'm not rude in recommending some screenshots or descriptions to tempt others into trying out your hard work :spiffo:

Also, what str the mandible treated as, weapon-wise? I'm assuming daggers but I'm not sure and I don't want to waste SP (also while I'm asking, what are it's chances of attacking and does it increase with Multiweapon Fighting?).
Rimler  [author] 15 Dec, 2023 @ 8:19pm 
Probably, also thanks for the subscription hope you enjoy the new mutations
YASD 15 Dec, 2023 @ 7:02pm 
Love me mutations, subscribed for my next playthrough. quick q- should the "Mandible" mutation be "Mandibles" plural for the jaw structure?