Caves of Qud

Caves of Qud

202 ratings
WM Extended Mutations [Stable Edition]
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10.546 MB
15 Aug, 2020 @ 4:55pm
10 Jul @ 8:22am
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WM Extended Mutations [Stable Edition]

Description
This mod aims to add some more choices to the Mutation list! Most of these mutations will be geared towards more role-play orientated players.

[This is the stable release - 1.0.1]

Description:

Thought it would be great to add some more mutations to choose from in the game—at the moment, their aren't as many as I would like in this mod, but I intend to continue expanding it over time, adding more mutations to the list as the mod grows. These Mutations will affect both the players and the mutation list npc's grab when they are generated.


Incompatible Mods:
  • Gravens Mutation
  • Improved Mutations

Bug Support and Ideas:
If you have any ideas for mutations you would like to see, or modifications to ones existing in this mod, go ahead and give a me message on the Caves of Qud Official Discord or comment here. For bug support as well—you can either reach me on Discord or send me messages here. This mod shouldn't have too many issues with already existing ones.

Big Thanks:
More like Gigantic Thanks to Unnormal, Emong, Armithaig, Lampreys-For-Days, Gnarf, Icecubegame, helado, Exsang and any others I might forgot for not only teaching me the way of C# Coding, but helping me with all the crazy nonsense of learning this code haha, seriously this mod wouldn't exist without their help so be sure to give them some love if you see any of their mods and stuff out there!

If you want to support me and my endeavors, please consider leaving me a coffee on my Ko-fi, where I do .. a lot of stuff to make ends meet:

https://ko-fi.com/wingytone
Popular Discussions View All (13)
29
26 May @ 12:04am
ERROR LOG DROP
PerogiXW
5
17 Jan @ 8:31pm
Nine-Lives Paradox not working?
Bellatrix_Melody
3
1 Jan @ 9:43pm
World Gen Errors
Tyrir
686 Comments
ecabhk 12 hours ago 
@Winged_Monotone

Thanks for the mod, great addition to the variety of gameplay indeed. I m new to the game and I encountered a problem that strange symbols/none are illustrated for the abilities provided by the mod, is it default with the modern UI setting?

Sorry if sb before me already asked, I searched but seemed no one raised this.

Thanks again
Sellos 7 Aug @ 3:15am 
ah now i understand, thanks
Winged_Monotone  [author] 6 Aug @ 9:52pm 
@Sellos

It essentially makes it so that there is a chance to increase your ego score whenever defeating a creature that has a higher ego score than your own. Its like the Psykers but now you can proc it on anything that has a higher ego score than your own.
Sellos 6 Aug @ 1:22pm 
what does psyhophagia do exactly? the base game already has this function. does that mean i dont get a ego bonus for defeating other psykers anymore unless i take this mutation?
Winged_Monotone  [author] 6 Aug @ 12:19pm 
@avennelakanti

Seems like steam didn't want to update my version again for some reason. So yeah its definitely not working, I talked to the devs about it because nothing has changed with the underlying paths and methods that shoulda caused it to break like that--at least from what I can see. Got confirmation that it is a bug--something like an early AND statement causing this and they told me it would be fixed next patch. What you're doing there can work but its not particularly mod friendly as it forces the mutation to load its effect earlier so any mod or mutation that is doing that might be affected as well. I'm still deciding if I'm gonna just leave it until the next patch fixes it or wait but I'll think of something by the end of the week.
avennelakanti 6 Aug @ 5:23am 
@Winged_Monotone I managed to get Genetic Memory to work: I changed AwardingXPEvent to AwardXPEvent and registered it extremely early instead of adding its ID to WantEvent.

I added this block of code in Animancy.cs:

public override void Register(GameObject Object, IEventRegistrar Registrar)
{
Registrar.Register(Object, AwardXPEvent.ID, XRL.EventOrder.EXTREMELY_EARLY);
base.Register(Object, Registrar);
}
Winged_Monotone  [author] 5 Aug @ 8:26am 
@avennelakanti
I'll double check and see whats going on!

@SpaceLatency
I can try rewording it if that helps!

@TheoryInfinity
I will see if I can fix this, thanks!
TheoryInfinity 4 Aug @ 8:57pm 
Thick tails seems to have a bugged interaction with mutation level increasing items and Temporal Fugue. If you have both Thick Tail and an item that levels mutations, then Temporal Fugue will fail to make any clones.
SpaceLatency 1 Aug @ 9:35am 
oh wait, it seems the tooltip is just bizarrely worded, it works as expected
SpaceLatency 1 Aug @ 9:28am 
why does soulshunting replace mental stats and not physical ones lol