Caves of Qud

Caves of Qud

You Have Become
18 Comments
Gravenwitch  [author] 13 Apr @ 7:46pm 
@Space_Void I agree that true kin are very strong. That said, cybernetic stat boosters are specifically the worst-in-slot.
Space_Void 13 Apr @ 12:42pm 
Its really weird to me how everyone says True kin aren't up to mutants level...I mean they can get 4 jacked phase cannons by end game...even early game, sword and board will beat just about anything so long as you are smart.
Gravenwitch  [author] 13 Mar @ 12:11am 
<3
Never Lucky 12 Mar @ 3:49pm 
great mod
Gravenwitch  [author] 4 Feb @ 10:48pm 
@Mike electrodeposits should only give their boosting effect when installed in the head if I recall. Next time classes calm down I can take a second look. Please check your strength attribute and the "You are becoming" status effect upon installing / uninstalling the implants and let me know if they do or don't change if you don't mind.
Mike 2 Feb @ 8:37am 
It doesn't seem like my electrodeposits are boosting my cybernetic arm's strength. even after installing three of them my carry weight is still 570, the same it was when I installed the arm alone.
Clockwork 15 Jan @ 10:06am 
No, true kin just have precog. It does cost, but water eventually becomes a non-issue. It's entirely reasonable to just assume true kin have access to most shenanigans enabled by precog. Mutation points never have that post-scarcity luxury.
Tien 14 Jan @ 10:50pm 
i wholeheartedly disagree on the last part. regeneration, sure. but night vision is one of the starting cybernetics and its a billion times better than mutant night vision, and TKs can precog with sphynx salt(which yeah, is much more expensive than just waiting for the cooldown, but still)

i think the main thing is that mutations allow you to have a build, hit play, and be in that build. TKs take much, much longer to be playing anything other than a baseline human that can punch hard or see in the dark. which is basically what you said for your first point. whenever i recommend qud to my friends, i always recommend they play mutants just so they dont get bored in the early death loop lmao
Gravenwitch  [author] 14 Jan @ 10:05pm 
As for my take on why mutations appear to be so favored by the community I think there are a few reasons. I do not believe it is due to a power disparity between the two, or a lack thereof.

1. Mutants are very dynamic, and excel at keeping the game fresh across several playthroughs due to their randomness and wide variety of valid playstyles.

2. The community has a very high furry population, just saying lol

3. True kin lack considerable QoL mutants have, such as regeneration, night vision. and precognition
Gravenwitch  [author] 14 Jan @ 9:51pm 
@Tien Id love to see your take on a true kin tree! Honestly a massive goal in my skill tree mods was to show how easy creating new skill trees could be, similar to how PaleSeaSailor showed me with their old blade dancer skill tree.

Feel free to reach out on steam or discord if you need any help coding or coming up with skills

@Detective Costeau I have some existing private cybernetic edits, I can post them thanks for the response and kind words!
Tien 14 Jan @ 5:21pm 
@Gravenwitch I was actually thinking about looking at how your mutant skill tree and basegame skill trees work and making my own TK skill tree lmao
I'd certainly be interested, but sadly TKs(despite being objectively stronger than muties) are the black sheep of the community
Detective Costeau 14 Jan @ 5:17pm 
Can't speak for anyone else, but I like the mutation mod you've done. I think it'd be neat to see some of the worse cybernetics made into actually useful choices.
Gravenwitch  [author] 14 Jan @ 5:14pm 
BTW, is there interest in cybernetics reworks / additions akin to my mutation mod?

Also is there any interest in a mini skill tree for true kin? I have vague outlines built around the scrapped "reject the flesh" mechanic from rogue trader, but I don't know if I want to go through with it.
Tien 13 Jan @ 12:59pm 
very fun and gives an entire class of cybernetics actual usability. actually encourages you to play TK as a baseline character instead of a cybernetic death god with 12 arms each holding zetachrome halberds

possibly a bit overpowered, but honestly with credit cost scaling and the fact that you have to choose to use these over other cybernetics, i think thats fine. an investment of that much should be rewarding
Wattson 12 Jan @ 6:05pm 
God tier mod, definitely makes the cybernetics stand up against mutations.
Detective Costeau 11 Jan @ 10:58am 
I never asked for this.

....I'm happy I have it, though.
SomberApoc 11 Jan @ 2:22am 
Time to be Adam Smasher, I guess.
Tcgirl8 8 Jan @ 9:21am 
time to ship of theseus myself