Caves of Qud

Caves of Qud

Dragonfolk
25 Comments
A_King_Doggo 23 Jul @ 9:13pm 
Just wondering, have you every considered also introducing some Herbivore/Omnivore types of Dragons? I usually like to explore all my options when it comes to Cooking buffs, so being constrained to just meat seems like a fair drawback but one that gives me initial pause off the bat as I consider how it'd affect playthroughs!
Ysulyan  [author] 28 Jun @ 11:41am 
@lizardcrafter Hey so I tried several times to recreate the bug but it didn't happen to me. Care to show me any logs? I'm in the qud discord if you want to contact me.
Ysulyan  [author] 26 Jun @ 10:50am 
Thank you!
Ysulyan  [author] 26 Jun @ 10:50am 
Hey there I've been busy with life and couldn't update this mod but let me take a look real quick what might be the problem
Lizardcrafter 25 Jun @ 10:09am 
Hey I love this mod! I just wanted to point out the Green Dragonfolk is slightly broken right now... the wooden arrows seem to not exist? And the character color does not change when you get hurt! Otherwise completely love this mod!
Doc 1 Dec, 2024 @ 10:54am 
Hell yeah.
Ysulyan  [author] 1 Dec, 2024 @ 6:07am 
That's actually a good idea. I will see about adding them as npcs and faction later when 1.0 releases so that way you can kill as many dragonfolk as you like.
Doc 29 Oct, 2024 @ 1:46pm 
Sucks. Decapitate dragons.
GladioSanctus 22 Oct, 2024 @ 9:08pm 
Could you make an op dragonfolk?
oinko sploinko 15 Oct, 2024 @ 3:41pm 
The details are a little hazy as it's been quite a while, but I do remember wanting to have a special caste of draconian that had no natural breath unlike the others, but had unique equipment slots that only used a kind of item dropped exclusively by variants of drakes/dragons--pearls which when slotted would give an elemental breath based on which type of pearl it was.

More dangerous species would drop pearls that had higher level versions of the breaths attached and whatnot. I wanted to do something else with the pearls for the other castes aside from just have them be sellable, maybe related to quests, but I honestly don't remember the details.

Oh, was gonna have a unique starting town in a mountain for it as well, with a friendly elder dragon one screen north. That would have been fun. FYI I'm just rambling because I never was able to get this idea out of my head to more than one other person in the past
Ysulyan  [author] 15 Oct, 2024 @ 7:19am 
@oinko: Is that so. If you want to add some of your ideas to it let me know, we can collaboratee together.

@Balathustrius: I tried adding the breath skills but it would have a compatibility issues with mods that add skills, in fact. I would say you can use those mods to allow breath skills to be learned.

For the moment my headcanon is that all dragonfolk can master any breath, but their scales is what gives them resistances.

When Qud allows for mutations to be added to specific subtypes I'll add those that fit their colors. Right now debating whether to give all of them breather fire breath as default.

But I will pause any significant updates until 1.0 is released.
oinko sploinko 9 Oct, 2024 @ 8:45pm 
Cute! Back when I was modding, I was considering making something similar, so I'm really glad to see something akin to it realized in such a competent and cool way <3
Ysulyan  [author] 8 Sep, 2024 @ 7:11am 
I could try a workaround with skills like you say although I'll do that during my days off (I work on weekends). Thanks for the suggestion.
Balathustrius 7 Sep, 2024 @ 12:33am 
@ysulan

Regarding the breath, (and I don't know anything about modding qud, apologies), could there be a work around by making a skill tree that grants beard breaths? I know I've downloaded mods in the past that added new skill trees. Just an idea.
Tark 7 Sep, 2024 @ 12:08am 
hell yeah. :spyro:
Ysulyan  [author] 3 Sep, 2024 @ 5:43pm 
Hello yes I have been trying to give the different subtypes breath mutations but I'm trying to find a workaround since by default you can't add mutations to specific subtypes.
kebin 26 Aug, 2024 @ 2:58am 
Hey you should add the breather mutations from elder stillbeards to dragonfolk!
Jacc Schlagen 16 Aug, 2024 @ 2:42am 
These dragons are true-kin enjoyer approved :steamthumbsup:
Gandr 12 Aug, 2024 @ 5:35pm 
Excellent work, really enjoying playing as a loamscale in my current run.
waxerandboil 30 Jul, 2024 @ 1:27pm 
Big fan of the subtypes! Great work
Ysulyan  [author] 29 Jul, 2024 @ 5:40am 
@Ghost6z, Kirbi: dragon 𝑒𝓃𝒿𝑜𝓎𝑒𝓇𝓈

@Mephril: Very kind of you to say that

@Thighs: Thank you very much for your feedback, it really makes me happy to see others enjoying this. I'm always open for suggestions if you've got any. Speaking of backgrounds I have been thinking of giving them some lore, but essentially the idea of dragonfolk is to point at the scarcity of its genotype to further convey a sense of mystery about it. When I get a better grasp at C# I intend to add a main questline tied to them but for now I'm content with the current state of the mod
C.K. Kirbi 28 Jul, 2024 @ 12:12pm 
YAY! Dragons!
Thighs 27 Jul, 2024 @ 10:27am 
This is a great concept for a mod, and I love the thought you've put into it.

'Ember', 'Rime', and 'Loam' are neat names and each of their associated subtypes feel distinct in considered and worthwhile ways; I particularly like the resistances and choices of stats (that are both improved and reduced, hinting at their backgrounds and predispositions).

I've never tried a carnivorous diet in Qud, but I think it'd be an interesting drawback to contend with, and keeps the roleplay aspect engaging.

Not to mention, the player tile you've made is lovely and manages to translate the draconic form/silhouette into the game's style really well.
Mephril 26 Jul, 2024 @ 7:48pm 
Love that thumbnail art
Ghost6z 25 Jul, 2024 @ 5:09pm 
ooo... more dergs for the collection :lunar2024dragoninablanket: