Caves of Qud

Caves of Qud

Prestige Skills: Metamorph
41 Comments
Gravenwitch  [author] 24 Apr @ 10:11pm 
@Tiareth fixed CDR error. Turns out the designation for mutations is different between spending energy and handling cooldown reduction.

For future modders the designation is "Physical Mutation" for energy expenditures / combat properties and "Physical Mutations" for cooldown and ability cast handling.

Midterms are over, I'll try and post the reworked "Apex" patch ive had on the backburner in the next few days.
Gravenwitch  [author] 20 Apr @ 2:16pm 
@Tiareth yes, it is intended that rapid advancements from extraordinary enemies gives +1.

When classes calm down I'll run some tests on CDR and get it fixed, thanks for the report.
Tiareth 20 Apr @ 1:13pm 
Is it intended that after defeating extraordinary enemies, rapid advancement gives +1 level instead of +3?
Tiareth 7 Apr @ 11:00pm 
Cooldown reduction from didn't work. My char have phasing. I aslo try new one with adrenaline controle and fire rays, didn't work either.
Gravenwitch  [author] 9 Jan @ 11:14pm 
@💀💀💀💀💀💀 Multiattack works by doubling the base chance to attack with all natural weapons. Natural weapons do not get bonuses from multiweapon fighting or multiple arms in the vanilla game, they are simply fixed at 20% and ignore both single and multiweapon fighting.

The reason you are seeing the chance be fixed at 40% rather than increasing with additional bonuses is due to the way the game hardcodes natural weapon attack chances, essentially I must claim the final say on natural weapon melee attack chance, or the base mutation does (setting the attack chance to 20% regardless of all other effects). There is currently no way to allow more effects to affect melee weapon strike chance without rewriting the entire natural weapon system. That said I am much more experienced than I as when I released this mod so I could do so given enough time and effort.

I can take a look at increasing compatibility with other mods, would you mind sharing the mod the talons are from?
Essence of magic 9 Jan @ 6:26am 
i.e with multiweapon proficency +3 and mulpiple arms +1 the offhand chance was 60% for mutation-granted limbs and 65% with second main hand. now it's 40% + doesn't add % by every multiple hands level
Essence of magic 9 Jan @ 6:22am 
"multiweapon attack" is severely underperformant and, i assume, buggy. it doesn't multiply offhand attack chance by double, but always just by 20% AND nerf any muliweapon proficency you may have(also with multiple hands mutation) so it's always 20%(+20% of buff), in fact it's ALWAYS 40% which is *garbage*. Please fix. Tested with talons(axe) (miscellaneous mutations mod) but i'm nearly absolutely sure it works like this with anything as my friend reported the same bug.
Lekoda 7 Jan @ 7:41pm 
The save file said it is was saved in version 208 or something like that. And that is fine with you not supporting the backport
Gravenwitch  [author] 7 Jan @ 6:53pm 
sorry what is 208? I might post an unlisted backport link but I wont provide support / updates for it
Lekoda 7 Jan @ 6:51pm 
it would seem so, I asked cause the mod doesnt work for me on 208 anymore, only release version
Gravenwitch  [author] 7 Jan @ 6:26pm 
@Lekoda go to change notes, there should be a download near each change note. That might only be for me, the poster, though.
Lekoda 7 Jan @ 5:49pm 
How do i get previous versions of the mod
Gravenwitch  [author] 7 Jan @ 5:23pm 
found the issue! I am writing a smarter limb counter, and may reduce the rate of agility gain after some more testing. Currently I use the vanilla Body.GetPartCount rewards additional arms at 3x the intended rate (4x with hexagun installed). Each arm has the arm, hand, and worn on hand slots.
Delfofthebla 30 Dec, 2024 @ 10:06pm 
Honestly it's kind of hard to count them haha. I'm not really sure what counts, either. I've got 2 extra heads, 3 extra sets of arms (so 6?), some wings (if that counts), an extra heart (again, no idea), a tentacle, a tail, a few extra faces on various parts of my body, and _possibly_ more. The labeling of stuff in my paperdoll is kind of a mess and I have stuff like "Upper Right Hand-hand" and "Lower Right Mid Face-Hand" so I can't even tell what was spontaneously grown and what is part of my Multiple Arms mutation.

Oh and I'm using the Helping Hands back attachment which definitely works.
Gravenwitch  [author] 30 Dec, 2024 @ 9:31pm 
How many spare limbs do you have? I'll take another look at balancing it soon. In most of my runs I can get around 10 before the end of a run but I definitely could have overlooked some stuff. Tentatively I might halve the agility bonus like how the strength and toughness bonuses work.

I am working on the mutagen / cognatogen ability from pathfinder 1e to swap it out with once I figure out how to make temporary int penalties not annoying / broken.

Thank you for the kind words! I strive to make interesting character build options so I am glad to hear I succeeded.
Delfofthebla 30 Dec, 2024 @ 8:57pm 
Been using this mod for my current save. I had it prior to the nerf about a week ago and for some reason the update didn't actually come through until yesterday. I gotta say the apex nerf was definitely warranted. This is my first real character that I've gotten far with and I am under no illusions that it was justly earned.

I'll miss the absurd stats for sure but the crazy thing is, I don't think you nerfed it hard enough. Strength feels about right (+12 for my current state), but I'm getting around 24ish agility and 29 toughness which just seems crazy. Strength scaling has an inherent cap based on your own character level and rapid advancement RNG which keeps it in check, but for agility and toughness there's not really anything stopping it from scaling way beyond reasonable means with chimera.

Overall though, great mod. A lot of the skills in qud are kinda boring and this one is definitely interesting.
Gravenwitch  [author] 11 Dec, 2024 @ 10:55pm 
@Mikucado sure thing! Feel free to reach out on steam or the caves of qud discord. I just finished finals so I have much more free time than previously.
Mikucado 9 Dec, 2024 @ 5:32pm 
Hi! I am interested in modding this game and I've been learning so far by dissecting your code. Would you be willing to answer a few questions I have and help me understand it a bit more?
Gravenwitch  [author] 30 Sep, 2024 @ 9:57pm 
@Hanna Can you share some info on what behavior you are doing / what mods you have? In my testing I am getting mutation points normally. I am slightly dreading the release of 1.0 because that means I need to update my ~100+ mods a second time so it might take a bit to update this lol.
Hanna 29 Sep, 2024 @ 3:54am 
Rapid metabolism doesn't seem to be working, I am level 15 and I didn't get a single extra mutation point
IllegibleScream 26 Sep, 2024 @ 12:29pm 
Holy shit thank you so much. I combine this with the Parallel Worlds mod to jump to other timelines and eat legendary characters for mutation points. It's very funny to become a nightmarish flesh abomination version of the Esper hunters.
Gravenwitch  [author] 14 Sep, 2024 @ 12:23pm 
@Supertinkyking @Karoline Dianne @sniktchtherat @the Thanks for the feedback and sorry this took so long to fix. Rapid Metabolism no longer stops out of combat XP earning.
Gravenwitch  [author] 8 Sep, 2024 @ 12:25am 
@Supertinyking The cause of the bug is known and (mostly) fixed on my dev patch of the mod, I have been traveling and have not had access to my primary dev computer for a few weeks but once im back Ill post a fix asap
Supertinyking 5 Sep, 2024 @ 7:32am 
Has anyone come up with any more ideas as to why the skill stops non-kill exp from being awarded?
Karoline Dianne 27 Aug, 2024 @ 12:16pm 
Ran into the issue myself, ran some tests. Immediately upon taking the Metamorph skill I could no longer gain XP from any source other than killing dudes. Quest XP, discovering locations, turning in books or sharing Resheph secrets, even the [xp:<value>] Wish, none of them work. Hope it's an easy fix when you're feeling well enough to look into it! I really love this mod, look forward to being able to use it again <3
sniktchtherat 25 Aug, 2024 @ 10:58am 
Can confirm blocking of Stilt book and Reshep secret XP - additionally, the wishes XP and XPVerbose also fail to add XP.
YASD 28 Jun, 2024 @ 7:22pm 
at XRL.World.GameObject.HandleEvent (XRL.World.MinEvent E) [0x00000] in <cc351179a6324d1dae172c1d1103f82f>:0
at XRL.IEventSource.XRL.IEventHandler.HandleEvent (XRL.World.AwardingXPEvent E) [0x00000] in <cc351179a6324d1dae172c1d1103f82f>:0
at XRL.World.AwardingXPEvent.Check (XRL.World.IXPEvent ParentEvent, XRL.IEventSource Source) [0x0001f] in <cc351179a6324d1dae172c1d1103f82f>:0
at XRL.World.Parts.Experience.HandleEvent (XRL.World.AwardXPEvent E) [0x00019] in <cc351179a6324d1dae172c1d1103f82f>:0
YASD 28 Jun, 2024 @ 7:21pm 
ERROR - Exception awarding XP :System.NullReferenceException: Object reference not set to an instance of an object
at XRL.World.Parts.Skill.PrestigeMetamorph_RapidMetabolism.HandleEvent (XRL.World.AwardingXPEvent E) [0x00000] in c:\program files (x86)\steam\steamapps\workshop\content\333640\3253089670\prestigemetamorph_rapidmetabolism.cs:44
at XRL.World.AwardingXPEvent.Dispatch (XRL.IEventHandler Handler) [0x0000b] in <cc351179a6324d1dae172c1d1103f82f>:0
at XRL.World.GameObject.HandleEventInner (XRL.World.MinEvent E) [0x0007d] in <cc351179a6324d1dae172c1d1103f82f>:0
YASD 28 Jun, 2024 @ 7:21pm 
not getting Stilt XP from Resheph secrets or Sheba books. checked the Player.log and the relevant error seems to be from this mod:
Gravenwitch  [author] 2 Jun, 2024 @ 11:13pm 
@Mimete as mentioned in a few of my other mods I am on modding break for finals (for the next 2 weeks) but I appreciate the feedback.

I think I overestimated the opportunity cost of "potential" based skills compared to immediate power granted by most other skills when I was first designing the mod. I play on classic, but even in those circumstances a player can simply grind a bit to overcome the challenge of being a level behind on power.

Thanks for the report on the library issues, I will take a look at what may be causing that. At first glance there is no visible reason this would occur as I never override XP related events, I just piggyback onto them to add points after the player gets the XP/Level.
Mimete 31 May, 2024 @ 9:36pm 
First off, I really love the concept of this skill set and had a ton of fun with it on my last run and just wanted to drop my thoughts about how it impacted things. I think you already have a good handle of Apex and ways to change it that are looking neat. But in my experience Rapid Metabolism was also a bit over the top, by the time I hit 20 it had basically maxed out an entire extra mutation and just keeps on scaling incredibly powerfully. The other skills all felt fairly good to me though. I kind of wish there was a little bit of baseline bonus from Adaptation but I honestly couldn't think of anything that wouldn't be too strong for it.

Not balance related, but it seems that taking Rapid Metabolism stops you from gaining XP by turning books into the librarian. I just tested this on a fresh save where this was the only enabled mod and I was able to receive xp just fine at first, once I took RM I got the xp dialogue but didn't get the xp.
wizardlibrarian 30 May, 2024 @ 9:19am 
/ has at least one physical mutation, if that’s what you’re going for
wizardlibrarian 30 May, 2024 @ 9:18am 
@Gravenwitch It’s not exposed on the XML but you can override the MeetsRequirements() function of the skill and only return true if the character is a chimera
Gravenwitch  [author] 26 May, 2024 @ 5:31am 
@Bleeding Eyes Mcgee The vanilla game does not provide the ability to require at least one physical mutation to skills. I can program one in but have not done so yet. The simplest solution would be adding "Rebuke Robot" as a mutually exclusive skill to Metamorph. This will exclude all True Kin from taking the skill, but does nothing to prevent an Esper from taking it.

I am currently considering allowing True Kin to take the skill, and if they do so, cause them to mutate similar to what occurs when they get struck by a gamma moth.
Gravenwitch  [author] 26 May, 2024 @ 5:24am 
@Halcyon I agree that Apex is too strong. While I planned on adding a downside to Apex, I decided to start with it being strong and nerf it once I finished my mutant run and learn the limits of a natural weapon fighting build.

I am planning on a downside somewhere between mutagen from pathfinder (mutation warrior is my favorite class) and Corprus from Morrowind. There are some strange consequences to permanent or semi-permanent intelligence penalties that I am still coding a workaround for.

I like the idea of swapping between mental and physical modes. I cannot use that yet as it is outside the scope of this mod, but I will be adding an esper tree sometime soon, and can merge them then.
Halcyon 26 May, 2024 @ 12:30am 
I'd like to see there be a drawback or more choices to Apex. It is essentially 'spend 250 skill points, gain appallingly large, scaling, permanent boosts to all physical stats' right now.

My first thought is 'toggled skill, reduce mental by 1/3 the bonus to physical' but on second thought perhaps it could also be two different toggles with 'physical apex' and 'mental apex' with the bonuses and penalties swapped and the mental version scaling off mental mutations instead of physical.

I'm drawing on the pathfinder idea of Mutagens here, which is an alchemist ability where you drink a tonic and get a big boost to a physical score at a penalty to a mental score. You can level the mutagen ability up as you gain alchemist levels such that it targets multiple scores, or flips to mental boost and physical penalty. I always found that very flexible and enjoyable with minimum micro
Bleeding Eyes Mcgee 25 May, 2024 @ 9:11pm 
Would it be possible to have the skill tree require at least one physical mutation? I'm guessing you already thought of that, but i might as well ask. It'd fix the whole true-kin issue at least.
TutterFunks 24 May, 2024 @ 2:59pm 
This looks absolutely amazing! :luv: Great work :luv:
Wakko 24 May, 2024 @ 8:01am 
With the treasure I summon