Caves of Qud

Caves of Qud

Telepathy
26 Comments
Gravenwitch  [author] 30 May @ 12:57pm 
I'll take a look once finals end and I finish moving. They might have changed how lighting / exploration works in recent updates but it should be an easy fix
OracleToes 29 May @ 5:36am 
I have given my follower a glowsphere, but it seems to be unable to "explore" tiles, it will still light up previously explored tiles, but will not light up tiles that haven't been explored by the players vision. This prevents you from being able to send your companion ahead into dangerous areas.
Gravenwitch  [author] 8 Apr @ 11:04pm 
No worries <3
Chronos 8 Apr @ 6:49am 
Ok, it seems to be working. I just never gave my followers a light source. My bad.
Gravenwitch  [author] 7 Apr @ 10:04pm 
@Chronos whenever I need to test the mod I just use the talk menu to order my companion to walk around a corner of a building in Joppa for example.

Vision will be active passively if you have telepathy and a companion, no need to activate it or anything like that.

To have better control over your allies equipment I recommend using "clever girl" over anything else. If you are playing as vanilla as possible then I recommend using domination or just dropping light sources on the ground for them to automatically pick up. Let me know if the mod is working I have not had enough time to play CoQ these past few months so the mod could be broken.

@Tiareth I believe I made it so you can always sense the location of companions but mind shielded companions do not share vision. That said its been a year or so I forgor what I did or didn't do.
Chronos 7 Apr @ 6:08pm 
How can I be sure if the mod is working or not?
Do I have to activate the shared vision?
And do I have to equip my follower with a source of light?
whenwrašk 15 Feb @ 5:56pm 
this synchronizes SO well with the Blindness mod, it's like having a seeing-eye dog
Tiareth 31 Jan @ 2:16pm 
Does the fact that the companion is a robot have any effect on shared vision? I always can see where my Cap-N, but can't see what it can see. At first i thought it's becouse night/dark vision(i don't have these), but now after buying a Floating glowsperes for both of as, it's look ether like a bug or like inteded behavior(after all Cap-n robot and have mental shield)
Gravenwitch  [author] 16 Dec, 2024 @ 7:58pm 
@UnderDoug, I'll add this to my to-do list as I like the idea. It is a bit more complex for a companion to affect the player compared to the other way round, but I have all the tools coded.
UnderDoug 16 Dec, 2024 @ 7:07pm 
Would it possible for this to allow a telepathic follower to share their vision with a non-telepathic leader?
My current run is as a chimera and I have a telepathic pet (Herman) and they like to swarm off into the darkness while I'm rifling through trash below Joppa.
Gravenwitch  [author] 16 Dec, 2024 @ 5:17pm 
@Zulnahdwiin Fixed! Thanks for the heads up. The mod now uses harmony which should make it much more durable to further updates and other mods affecting telepathy. I'd greatly appreciate any further bug reports, should any occur.
Zulnahdwiin 16 Dec, 2024 @ 10:10am 
I've encountered a problem where Telepathy no longer lets me chat with other characters or give orders to my companions from any distance. Is this intentional or a bug?
Gravenwitch  [author] 15 Dec, 2024 @ 9:49pm 
Updated to 1.0!
Gravenwitch  [author] 27 Mar, 2024 @ 12:18am 
I realize I messed up a bit on one lighting point. Minions that are entirely in the darkness are no longer lit up with real light. This will make minions only visible to enemies when they should be. Behind the scenes I attached a 0-80 radius light source to minions during the day in the overworld to accurately simulate player's daytime vision radius, this 0 radius light source was still active after changing zones causing minions to be visible at long distances while underground. Minions are generally a bit useless with 0 light but this change should help in situations where the minion is surrounded by enemies with multiple enemy factions surrounding them.

Hopefully this covers all the weirdness this mod causes. This mod is much more intricate than my previous mods so I can't say I am surprised at the quantity of issues it has had. Please let me know if you find any more freezes or unintentional mechanics! (2/2)
Gravenwitch  [author] 27 Mar, 2024 @ 12:18am 
@Arendeth I really appreciate the detailed bug reporting! I just updated it to address both concerns.

As far as my testing a minion getting absorbed by a space-time vortex no longer causes a freeze. Logic related to whether or not a minion is valid for telepathy should be significantly more durable to weird circumstances now.

(1/2)
Arendeth 26 Mar, 2024 @ 3:45pm 
as far as night vision though normal humans seem to be only enemies without at least some night version
Arendeth 26 Mar, 2024 @ 3:33pm 
found a another game can freeze up with this if a ally gets absorbed by a spacetime vortex the game can get frozen
Gravenwitch  [author] 25 Mar, 2024 @ 11:30am 
Omniscient light is player only. Ambush tactics are not viable in the vanilla game either due to said night vision.
Arendeth 25 Mar, 2024 @ 12:19am 
I was linking my revamped mod lol since in those cases alot can be on screen
Arendeth 25 Mar, 2024 @ 12:18am 
adding a light source to minions means that they now have less a element of surprise on enemies with night vision (most creatures) of 10 tiles or more
Gravenwitch  [author] 23 Mar, 2024 @ 5:18pm 
@Arendeth super sorry the link got eaten by steam. I am assuming the mod in question is WM Extended Mutations, I was unable to get a freeze at >50 minions with each minion casting temporal fugue, but I did notice performance hiccups. I'll see what I can do to mitigate this but it is very far from a typical use for the mod. It is also difficult to separate this from the normal performance impact of hundreds of followers. For now I will move the over-world lighting radius check to occur once per render event, this should drastically improve performance at high unit counts at the cost of edge cases like a minion with myopia. I may also implement a check for minions with minions, if that can happen.
Arendeth 23 Mar, 2024 @ 9:17am 
still get freeze ups with this active {LINK REMOVED} (with lots of minions out)
Gravenwitch  [author] 18 Mar, 2024 @ 10:52pm 
@Arendeth thanks for the heads up! I just uploaded a fixed version, but please let me know if you are still experiencing any other freezes. I really appreciate the error logs, that made it super easy to fix!

I believe the freeze was caused by a null reference error when a minion/clone despawned. I was able to find a similar freeze to the one you described when a temporal fugue clone died.

@TutterFunks thanks for the support as always! You are my first supporter on the CoQ workshop and I really appreciate the positive vibes <3

On a side note I am 5% tilted. I realized upon testing the mod that the developers had rewritten how daylight works in the week since I posted this mod.
Arendeth 17 Mar, 2024 @ 5:27am 
Might not been related to the one action not functioning though error does cause issues
Arendeth 17 Mar, 2024 @ 4:55am 
getting this error constantly in my log with this mod active (I think it might have prevented my lay egg action from working too) this seems to sometimes cause the game to freeze https://hastebin.com/share/xoluzesipi.xml
TutterFunks 6 Mar, 2024 @ 10:27am 
Loving everything you're doing :luv: