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Night Vision, Ego Projection, and Light Manipulation are all totally vanilla at current, checked with no other mutation-related mods loaded. willpower scaling mutations works perfectly fine. toughness scaling works, but it seems the stat-scaling is able to push a mutation two levels above the intended level cap? i.e. a level 1 character with 20+ toughness will have winter fur at level 3 instead of capped at 1. im assuming heightened instincts works fine (it provides bioscanning at least) but im not really sure how to check my current crit rate lol. psychometry's tech- and structural-scanning also work fine.
So for some reason I was having issues where the vanilla mutations you changed weren't working but now some of them are, the willpower ones and psychometry, not sure about light manipulation. I have no idea what I did to make that happen except subscribe to more of your mods.
Namely, XRL.World.Parts.Mutation.DarkVision and XRL.World.Parts.Mutation.LightManipulation exist both in Qud core and in this mod. And, at runtime, when some code checks if the player has one of those mutations (WM does this using HasPart<DarkVision>(), or some similar method), .NET runtime realizes there are 2 XRL.World.Parts.Mutation.DarkVision and throws an exception.
An update is 1-2 weeks out as I am super busy but I'll post a fix ASAP. Said update will most likely involve rewriting many/most mutations code as I initially wrote this mod before I learned c#. I'll move nightvision/light manipulation over to harmony patches to ensure future stability if/when I'm gone.
This update will also be the time I move the changed Ego projection over to the extremely delayed "illusion" mod I have mostly finished. The update will break everyone's saves anyways so I don't have to worry about breaking them myself lol.
Anyone interested in patching / forking this mod has my complete blessing, so long as you do not charge money to use it.
I haven't held icons as high priority because they are only visible on the character creation menu, not in game (until the next update).
2. Glad I kicked your butt into doing that, I guess? :P Sifrah no longer throws up an error when trying to use Psychometry now, thanks!
1. Ego projection is added once more, Github was trolling me and kept pushing my private version that I need to use when testing certain features.
2. I moved the changes to psychometry to a Harmony patch (which it always should have been). I am now 100% certain that Sifrah incompatibility will not occur, if it does it is not because of this mod.
Glad you're liking some of my ideas (but please let me know if I ever get too carried away
Also it's a shame but understandable avoiding cybernetics, I really like your spin on mutations so it'd be amazing to see you find a similarly fresh angle on cybernetics.
Hope your health improves/stabilises
To answer your other question, toughness mutations and willpower mutations have been rolled back into physical mutations. They function exactly like they did pre-update but this was necessary to avoid issues similar to the light manipulation bug mentioned in the comments.
I plan on putting more time into how toughness and willpower mutations work soon(tm). Toughness mutations have an arbitrarily high level cap to allow them to be valuable earlygame. As I continue publishing mutation reworks I plan on allowing level modifiers (Stat mods, rapid advancement, and items) to break the level limit to fix these issues.
@Orolin Ego projection now checks your ego whenever you toggle the ability on and off. I checked whenever the mutation level changed (aka whenever your ego changed) but my finished version of the skill used pure ego mod instead of first converting to mutation level.
@NemoThePixelotl Fixed! This mod was my very first CoQ mod and I did not realize how to overwrite vanilla classes at the time. That behavior is fixed so there should be no more problems with relic/legendary generation for light manipulation and darkvision.
Toughness mutations don't have their own category anymore and I'm not sure if Willpower mutations are boosted by Willpower (again unsure as of now).
So when I use the lase ability, I fire two lase beams in a single turn, and when the orignial light manip mutation (which doesn't have recharge time scale with willpower) runs out of charges while the new one doesn't I get notifications that "Your capacity is too weak" about the original light manip mutation running out of charges.
Scale it (the mutation/ability) with Intelligence to gain levels in it, and you have a pretty cool Gun-Tinker cybernetic (modded short-blades and pistol/rifle crits).
I also think it would fit thematically with bio-scanning 'You gain access to the precise hit point, armour, and dodge values of biological creatures.', as now 'you also see vulnerabilities in joint structures and pathways to exposed organs...' or something.
Could serve as an alternate option to the Optical multiscanner.