Caves of Qud

Caves of Qud

Zombie Mod
6 Comments
Wakko 22 Nov, 2024 @ 1:35pm 
The mod is cool, but can you remove (or make it switchable) the spawn of infected city residents?
WarMage 31 Oct, 2024 @ 3:03am 
Hello yeah dude! Take your break, I'm a fellow dev and know how weeks of grind can be taxing. Take a few months off to unwind, then come back once you're refreshed and have new ideas (and willpower) :D
Loafy 30 Oct, 2024 @ 1:24pm 
Caves of Cataclysm: beetle moons ahead
nedstarkxy 30 Oct, 2024 @ 12:47pm 
pls add protection to story/hardcoded npcs
Eric  [author] 28 Oct, 2024 @ 5:31pm 
@WarMage Thanks for the kind words!

It's true, there are lots of zombies by default! If I come back to polish the mod up (I'm taking a break from it for now), I'll consider adding some settings for it to make the experience easier to tweak.

There is protection for NPCs that have a "life loop" in their inventory to avoid locking the player out of the main quest, though I haven't thoroughly tested it.

Part of the reason other NPC protection wasn't a priority with this first iteration of the mod is because I felt it was funny, and also fitting given that vanilla Qud can generate nearly-unusable librarians. For example, one time they were a Chrome Pyramid, and were surrounded by a forcefield. Another time, they were a Madpole that tore me apart due to touching blood and going berserk.

With that being said, If I Implement the custom settings, I'll definitely consider adding a toggle to protect important NPC's to help make things less frustrating! Thanks for your suggestions! :)
WarMage 27 Oct, 2024 @ 3:08pm 
Looks very cool and like a lovely addition, but infection rates and zombie spawn chances of 50% sound very harsh. Perhaps a slider to change this, or protection for important npc's like the librarian or Argyle. But otherwise I really like to see if you'd develope this further :D