Caves of Qud

Caves of Qud

Mental Mutation Overhaul
 This topic has been pinned, so it's probably important
The_MixMaster™  [developer] 7 Sep, 2024 @ 8:51am
Further Balance Discussion/Change Ideas.
This is a thread for further change ideas or balancing discussions. Let me know if there are any other changes you'd like to see to any abilities/ideas you may have for them, or if you think a particular ability could use some values tweaked. Current ideas I'm thinking over are:

Currently planned addition:
-None, Disintegration was the previous one here.

Possible ideas:
-A reimagining for Spacetime Vortex (A low cost, low duration, stationary wormhole to jump through or being able to disable the vortex at will or a normal vortex that travels in a direction set by the player for better control).

-Increasing the damage of Pyrokinesis/Cryokinesis' first round (Or normalizing their damage over all three active rounds)

-A possible alternate teleport ability which works on a charge system instead of one large teleport.

-Making multiple mental defects selectable at a time (Or at least remove Evil Twin from the exclusion lists of the others)

Let me know what you think about any of these or any other ideas you may have.
Last edited by The_MixMaster™; 8 Nov, 2024 @ 5:51am
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Showing 1-4 of 4 comments
tsunderebird 10 Dec, 2024 @ 11:01am 
This mod does some really awesome stuff! Pyro/Cryo are cool, although I do like the notion of amping them up a little. If you wanted to make them more versatile, I've always thought they could be really good if they used the same selection schema as portable walls or force walls— pick a starting square, go X tiles and that's where your heat or cold end up for the duration. That plus a turn 1 burst of damage would make them excellent picks.
The_MixMaster™  [developer] 10 Dec, 2024 @ 3:32pm 
Originally posted by tsunderebird:
This mod does some really awesome stuff! Pyro/Cryo are cool, although I do like the notion of amping them up a little. If you wanted to make them more versatile, I've always thought they could be really good if they used the same selection schema as portable walls or force walls— pick a starting square, go X tiles and that's where your heat or cold end up for the duration. That plus a turn 1 burst of damage would make them excellent picks.

I do like that idea of getting to drag out the exact tiles, though I think it may still be good to have the original damage per turn calculations so it's more about trying to predict where enemies will go or funnel them into narrow spaces to force them into the full thing.
Vanilla Gorilla 12 Dec, 2024 @ 4:00am 
Idea for a "stable" wormhole, you create 2 that slowly move around, moving into one lets you reappear at the other, either leave one at home to teleport back to base or use them on the same map for area control?
The_MixMaster™  [developer] 12 Dec, 2024 @ 5:25am 
Originally posted by Vanilla Gorilla:
Idea for a "stable" wormhole, you create 2 that slowly move around, moving into one lets you reappear at the other, either leave one at home to teleport back to base or use them on the same map for area control?

That's an interesting idea. But tell me, what would be its use-case over an imprintable recoiler? It seems like both would serve a similar function except the wormhole could be used in the same zone like a form of teleport. Being able to see or shoot through it in the same zone could be cool though.
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