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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
@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.
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.
@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
'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.