Caves of Qud

Caves of Qud

More Genotypes
52 Comments
RxEZ 24 Sep, 2023 @ 8:36am 
Abomination I don't fully grasp nor fully understand my main problem with it is that I'm not able to upgrade my mutation points because I don't know if this is just me but when I play a bombination I'm not able to gain mutation points I get skill points and levels incredibly fast and if that's the whole thing with abomination then I guess it's good

But when it comes down to Ascended every time the game starts loading the world it sends me right back to the title screen I really would like to play them... meh
RxEZ 20 Sep, 2023 @ 3:18pm 
Can someone break down the 2 xenotypes here pretty please and thank you
Snoozer000 25 Oct, 2021 @ 4:43am 
When i try to use the abomination it doesnt select any of my mutations. It just leaves me with nothing when I spawn in.
SolaceMusic 3 Jul, 2021 @ 10:58am 
My menu gitches out and the options for these genotypes are off-screen for some reason
Speed on VHS 8 Jun, 2021 @ 10:11am 
Abomination loads up fine but Ascended doesn't, which is a shame because Enemy of the Gods is the coolest option I've ever seen
🎮He, who Games🎮 16 Nov, 2020 @ 2:50am 
i too play crawl
Mrpal 19 Jan, 2019 @ 9:21pm 
In Subtypes.xml:
line 283: Ravenous's Strength bonus should be "2", not 2""
line 299: Electrical blindess's Toghness bonus should be "1", not 1""
Mid Favila 5 Jan, 2018 @ 4:08pm 
Abomination works and is pretty fun, although the huge amounts of MP offset the low stats if you take a mutation related to stats. Ascended just flat out doesn't work; fix please.
kersed 16 Dec, 2017 @ 8:13pm 
This mod crashes my game. I discovered that you messed up the XML for the Strength stat bonus under the Ravenous subtype.
Leper Kahn 13 Dec, 2017 @ 12:54pm 
Game works, but your mod doesn't. Attempted to make ascended charater; game just quits.
I really like the idea of this game, it just simple doesn't work for any option I select, including yours. Crash crash crash.
Robodude  [author] 14 Jun, 2017 @ 10:36am 
Thanks, I have several versions of my mod to test different idéas and the one I uploaded happened to miss the closing tag :/
Zombie Louis 14 Jun, 2017 @ 5:09am 
I found an issue with your mod. I was trying my hand at making my own Genotype but for some reason mine never showed in game. Then I looked at a log and saw an error related to your Genotypes.xml file, so I opened it up. It appeared to be missing the closing </genotypes> tag. After adding this, my mod also started working. You may want to check your xml file and see if it is indeed missing. Otherwise, I like your mod!
Fëanor 27 Apr, 2017 @ 5:41am 
Issue sorted, thanks for the point out, I probably would never have noticed it due to my habit of just finishing code, makign sure it works and jumping to the next thing without triple checking :D

Live and drink and may you find shade friend ! :D
RegalKain 27 Apr, 2017 @ 4:41am 
I'd venture a guess that it has something to do with the subtypes, maybe one of the subtypes has a similar name or something along those lines? I dunno, I'd have to break into the code to see if I can see anything glaring, especially if it's not item related.
Robodude  [author] 27 Apr, 2017 @ 4:13am 
I have run into some problems with the Abomination subtypes that I don't have a fix to for now, I did however release some balancing for the Abomination
Fëanor 26 Apr, 2017 @ 4:52pm 
Sorry about any inconvience my mod (Fantastical CoQ) has caused you or your mod users dude, did a quick check side by side of the code and honestly can't immediately see any issues, though admiteddly it's been a while since I learned programming, I noted on my mods page about the compatibility issues,
and again, I apologise for any inconvience or issues caused :/ :(
Robodude  [author] 26 Apr, 2017 @ 5:06am 
Hmm then I might think of a reason, I will check it out and have a look
RegalKain 26 Apr, 2017 @ 5:00am 
So something in Fantastical Caves of Qud makes your Ascended crash, I guess I'll play without it if I wanna try Ascended.
Robodude  [author] 26 Apr, 2017 @ 4:56am 
@Amber Emotions I have been (slowly) working on an update with the subtypes for the Abomination. There some balancing for the subtype in there aswell. You gave me an idéa with having to select a defect.

I will probably release the update later today
RegalKain 26 Apr, 2017 @ 4:53am 
I do have other mods installed, I'll try to uninstall em one by one when I get some time and figure it out.
Robodude  [author] 26 Apr, 2017 @ 4:47am 
Do you have any other mods installed? I do not get this problem and can't find a reason why it would occur :/ Try to replicate the result its possible that it was some rare exception caused by the game
RegalKain 25 Apr, 2017 @ 5:47pm 
For what it's worth. Whenever I add my ability scores up, then hit Next, I crash on the Ascended, not sure.
Cast Iron Crow 9 Apr, 2017 @ 7:13am 
I think a good rebalance IMO would be:

if you either started with less mutation points use at character creation

or

attributes had a lower cap in character creation

or

at character creation it was madatory to choose 1-2 defects and they didn't reward you with extra points.


I have only really messed around with physical mutant builds so I can't really comment on the Ascended or Espers. Over all I really REALLY like this mod and can't wait to see how its expanded/updated.

Cheers!
Cast Iron Crow 9 Apr, 2017 @ 7:13am 
I love this mod because I find mutations to be the most interesting part of the game, but god are abominations OP. You can rock Carapace, Regen, Multiple Arms, Freezing hands, Horns, and a Stinger without even needing to take a defect. Take Spontaneous combustion (which is rendered almost null by a leveled up carapace) and you can get a level of Unstable Genome, meaning even MORE mutations. The stat disadvantage isn't anywhere near severe enough to balance the massive benefits you get from the Mutations. Also since as you level you automatically gain attribute points in all areas along with the attribute points you can distribute as you choose, the disadvantage is trivial.
Bwixie 13 Mar, 2017 @ 11:56pm 
Sounds interesting!
Roto Cos'Rax 10 Feb, 2017 @ 9:20pm 
Awaiting for the custom subtypes for the Abomination =)
Thunderdrake3 21 Jan, 2017 @ 8:43am 
Okay, thank you for the info.
Robodude  [author] 21 Jan, 2017 @ 5:57am 
They have lower stats, more initial mutation points and gain more per level, I have not yet made custom subtypes for the Abomination but it is on its way
Thunderdrake3 20 Jan, 2017 @ 6:56pm 
So how are abominations different from normal mutants?
davidb11 18 Jan, 2017 @ 3:18pm 
Oh, right. My bad, I forgot about that one, I was mainly using the True Kin kind of people.
Sorry.
My name can't be thirtytwo chara 18 Jan, 2017 @ 2:38pm 
Dude, 20 mutation points is ridiculous.
davidb11 18 Jan, 2017 @ 9:28am 
The mod isn't that unbalanced. It can make the game a bit easier, but you're also playing people with weaknesses the normal game wouldn't give you.
My name can't be thirtytwo chara 18 Jan, 2017 @ 1:53am 
It is very much a less balanced mod, but it only comes into play when you play these genotypes. Note that this means that weekly and daily builds will sometimes choose from these classes and be different to other peoples.
burdfishdemon 17 Jan, 2017 @ 11:17pm 
Hey does this make the game more unbalanced? I only have around 10 hours and don't wanna taint my experience, but the mod sounds cool.
Economically Viable Jason 11 Jan, 2017 @ 8:41am 
This game is Gamma World! Love it.
Robodude  [author] 9 Jan, 2017 @ 9:43am 
I have been experimenting with ways of implementing robots as a playable race. It seems pretty far of for now but you can expect an update soon if i happen to have a breakthrough :)
Robodude  [author] 9 Jan, 2017 @ 9:40am 
Hmm thats a difficult question, the best answer would probably be that that's how worhiping Gor "felt" as I was playing. Besides that I did not want to make the CoQ classes to onesided (variety among stats and skills to support different styles of playing). If you have any suggestions to the class stats/skills that may fit for the worship feel free to come with ideas.
My name can't be thirtytwo chara 9 Jan, 2017 @ 5:56am 
Just curious, having played Crawl myself and loving the lore, what inspired the different classes based off of the gods?

Like, why is Gor Aglity and Willpower?
Robodude  [author] 6 Nov, 2016 @ 6:17am 
I seem to have fixed Ascended humans being considerd mutated humans but I will keep testing out some special cases
davidb11 6 Nov, 2016 @ 5:37am 
Ah. OKay. I'll give this mod another whirl!
Robodude  [author] 6 Nov, 2016 @ 5:36am 
Turns out the excessive bleeding was caused by the game not working correctly with mods. So characters should not keep bleeding until they die anymore. Or atleast according to the 3/11 update.
davidb11 2 Nov, 2016 @ 3:22pm 
I remember college. :) And good to know you'll check things out and fix them, and yeah, I believe negative bleed resist is to blame here.
Robodude  [author] 2 Nov, 2016 @ 10:59am 
Hmm I have been busy with university studies so I haven't been able to make more stuff for this mod.

About the bleeding: First of all, thats pretty serious fun. Second, I can't remember the bleeding bug happening before, it may have something to do with certain classes having negative bleed resist bonuses

About the eaters nectar: I checked the code and I seem to have accidently given the Ascended genotype 0 mutation points per level instead of none. This probably makes the game interpret the whole Ascended genotype as a mutant genotype.

I will check out both things the coming weekend when I have some free time, thanks for the feedback btw
davidb11 2 Nov, 2016 @ 9:05am 
OH, and all your character classes seem to have a bug where they can't stop bleeding from any sources. Every other class stops bleeding eventually, even Hemophilia sufferers. Yours just never stops bleeding, even after they die multiple times from it. :P Only way to stop is with Staunch Wounds. This is a pretty major bug.
davidb11 2 Nov, 2016 @ 8:59am 
Um, so, funny story, I tested eater's tonic on the Enemy of the Gods, and apparently, he's classified as a mutant, because instead of gaining attribute points, he gained one point in int and toughness, and a mutation point. This seems amusing, but probably a bug. :)
Musclemancer Kraig Diabolucci 17 Sep, 2016 @ 5:19am 
So basically you should dump ego because you're gonna get +8 points for it anyway, and put those points into other stats? I might give that a go.
Robodude  [author] 15 Sep, 2016 @ 2:21am 
The classes are all inspired by another game called Crawl that has worships, Enemy of the Gods in Crawl is basicly hard mode. Here its more of an joke, a person with an "ego" so inflated that he cast the gods aside. If playing with Enemy of the Gods I would go for high armor/tinker builds, probably utilizing a lot of grenades for stronger mobs
Musclemancer Kraig Diabolucci 14 Sep, 2016 @ 7:08pm 
What kind of build are you actually meant to do with Enemy Of The Gods?
Robodude  [author] 7 Aug, 2016 @ 2:42pm 
I will soon be finished with the Ascended subtypes, so there will probably be an update on monday or tuesday. Then I will probably look into custom starting items for the Ascended subtypes before starting with the Abomination subtypes
Robodude  [author] 6 Aug, 2016 @ 5:50am 
I'm aware of the library bug but I am not sure how to fix it.

The abomination get a random number of 1-2 mutation points each level. I did this because I feelt that 1 mp per lvl would be too similar to the mutated human and would not be able to support the higher number of mutations. I also tried having 2 mp per level and that just felt too strong.