Caves of Qud

Caves of Qud

Playable Slime 1.0
Agusfer 21 Dec, 2024 @ 1:34am
Bugs Discussion
Gonna post them here to not fill up the description with them.
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Showing 1-15 of 26 comments
Agusfer 21 Dec, 2024 @ 1:35am 
Error noticed by mistake, opening and closing the 2nd missile weapon slot (which is below the other slots, somewhat separate) makes it go down further each time you do it lol.

Nevermind, it happens each time I open the inventory for some reason, and persists even on new chars unless I restart the game, I have a couple other mods but nothing that would change that, still I'll enable only this and test again.

Yep, still persists with only this mod, idk why it happens.

Also, anyone else has the game crashing each time you go to close it? Only happens to me if I have a mod enabled that adds a new character type generation, like playable golem or mechanimist.

Also seems like it can't automatically explore/path on some houses in joppa, but it can get inside just fine by manually moving there.

Tried like 3 different new games and the houses it can't enter seem to be random, having visibility or not inside from the fences doesn't particularly matter either.

Stable slime's skill to manually absorb a liquid doesn't do anything, it just moves you to the liquid. The Unstable slime variant does absorb the liquid on contact, tested on joppa's salty water (absorbs just water, no idea if it's normal behavior, I only ever played Null).

After absorbing the liquid with the Unstable slime, going back to the menu and starting a new game, the game crashes.

Killed the convert at joppa, fish, glowpads and snapjaw with unstable and null slimes, none gave a single point on any stat like they used to, tested with this as the only mod enabled just in case and same thing.

---Leaving this at the end, could be intended or not
Can't heal normally by waiting because of low stats, sleeping on a bed in joppa heals tho so that works for now. One of the modders that resurrected the mod before changed toughness to the minimum needed for healing i think, so it can heal slowly at least.
Last edited by Agusfer; 21 Dec, 2024 @ 2:07am
Symbiode  [developer] 21 Dec, 2024 @ 12:28pm 
Thanks! I'll start investigating this stuff today :D
Symbiode  [developer] 21 Dec, 2024 @ 1:30pm 
I should have fixes up for the manual evolution and stat gains not working today. I've also confirmed the other issues you've seen and am investigating fixes for those.
Symbiode  [developer] 21 Dec, 2024 @ 7:45pm 
Thank you so much for the detailed report Agusfer! See my responses and fixes blow, please let me know if any of the fixes on the latest patch don't work or if you notice anything else.

Originally posted by Agufer:
Error noticed by mistake, opening and closing the 2nd missile weapon slot (which is below the other slots, somewhat separate) makes it go down further each time you do it lol.
Fixed by removing the unnecessary 2nd missile weapon part from the slime entry.

Originally posted by Agufer:
Also, anyone else has the game crashing each time you go to close it? Only happens to me if I have a mod enabled that adds a new character type generation, like playable golem or mechanimist.

I updated some of the tags in the Genotype and Subtypes xml, which seems to have fixed the crashing on my end.

Originally posted by Agufer:
Also seems like it can't automatically explore/path on some houses in joppa, but it can get inside just fine by manually moving there.

It looks like the slime doesn't know how to path through doors? I'm guessing the slime is lacking some part or attribute that makes this possible, I will look into this more to see if I can figure out a way around this.

Originally posted by Agufer:
Stable slime's skill to manually absorb a liquid doesn't do anything, it just moves you to the liquid. The Unstable slime variant does absorb the liquid on contact, tested on joppa's salty water (absorbs just water, no idea if it's normal behavior, I only ever played Null).

Fixed!

Originally posted by Agufer:
After absorbing the liquid with the Unstable slime, going back to the menu and starting a new game, the game crashes.

Not sure if I fixed this when fixing other things, but I can't reproduce this after my changes so I hope I did.

Originally posted by Agufer:
Killed the convert at joppa, fish, glowpads and snapjaw with unstable and null slimes, none gave a single point on any stat like they used to, tested with this as the only mod enabled just in case and same thing.

Fixed! New stat gain implementation:
  • If a creature is average difficulty or lower, you will only gain an attribute point if they have a higher attribute than one of yours.
  • If the creature is Tough difficulty or greater, you will gain a minimum of 1,2, or 3 stat points per difficulty category difference, prioritizing attributes the creature has that are higher than yours.

Originally posted by Agufer:
Can't heal normally by waiting because of low stats, sleeping on a bed in joppa heals tho so that works for now. One of the modders that resurrected the mod before changed toughness to the minimum needed for healing i think, so it can heal slowly at least.

Also fixed! It turns out healing is based on both Toughness and Willpower. If the negative modifiers from both add up to -10 or less, you get to natural regeneration at all. I bumped willpower up to 6 to give slimes the minimum they need to regenerate naturally.
Agusfer 22 Dec, 2024 @ 2:50am 
Heyyyy, thanks for the fast fixes :D

Tested all previous bugs again and yep seems like everything was fixed except the door thing, hopefully it's not a "root" game problem and can be fixed xD

Side note: Stable slime absorbs a salty pseudopod when using the skill on salty water, unlike Unstable slime getting a water pseudopod from it.
Um, no idea why but tested a couple more times and Stable slime is getting the water pseudopod now like the Unstable one, maybe something to do with the patch from some minutes ago? saw it and updated the mod just in case. idk, ignore this one.

No idea if it's possible to get a mix of liquids, that would be preferable, if not,
lol it shows that I never played the other slime variants from the mod, of course they combine when using the spit liquid skill, that's why you get single liquid pseudopods, duh.

For this particular case it would be better in my opinion for the Stable slime to also get the salt instead of water, and if the player later finds water by itself and wants to get a water pseudopod (like the guaranteed water in Six Day Stilt or from water containers) they should be able to get it from there instead :)
Last edited by Agusfer; 22 Dec, 2024 @ 3:08am
Agusfer 22 Dec, 2024 @ 7:31am 
Been playing with a Null and noticed some things:

0 mutation points on level up, so can't upgrade any mutation that's absorbed from enemies.
Would it be possible to guarantee/get a chance to level it up upon absorbing an enemy with the same mutation at a higher level than the player?

Can't equip some ranged weapons without the 2nd missile weapon slot that was removed (probably intended with the earlier patch).

Did it always destroy items on the inventory of npcs when you kill them while engulfed? Don't really remember when I played with the mod before.
Equipped/worn items are dropped and picked instantly but things that you can trade them with like books from zealots or, more importantly, inventory from shops won't drop unless you kill them without engulfing.
Symbiode  [developer] 22 Dec, 2024 @ 12:55pm 
My bad on the mutation point, used the wrong function to calculate low-difficulty mobs being consumed. Should be fixed now for all slimes and will show progress towards a new point as you consume creatures. Looking into the other issues now.
Symbiode  [developer] 22 Dec, 2024 @ 2:11pm 
Re-added and fixed the 2nd missile slot to allow two-handed missile weapons. Fixed evolve to prioritize the primary pseudopod and empty pseudopods after the primary has evolved.
Magenta Lizard 22 Dec, 2024 @ 4:29pm 
There's a small chance that the game stops letting me move and act upon going off screen. It also never gives the prompt that allows me to force load the area since it's already loaded so it isn't that.
Last edited by Magenta Lizard; 22 Dec, 2024 @ 4:48pm
Symbiode  [developer] 22 Dec, 2024 @ 10:54pm 
Originally posted by Magenta Lizard:
There's a small chance that the game stops letting me move and act upon going off screen. It also never gives the prompt that allows me to force load the area since it's already loaded so it isn't that.
Thanks for the heads up, haven't seen that one yet. Next time it happens, can you attach/include the Player.log file in C:\Users\{username}\AppData\LocalLow\Freehold Games\CavesOfQud? It might point out what's going wrong.
Symbiode  [developer] 23 Dec, 2024 @ 12:24am 
Figured out doors. If a creature has less than 7 int, they're too dumb to path through doors lol. I bumped up base int to 7 to minimize early game frustration.

Shop inventory disappearing looks to be base functionality, the 'Engufling' is handled through base game code and the inventory does whatever the game says it does when an engulfed creature dies, which looks like just dropping equipped gear. I didn't see an easy solution to fix it, and I don't think I mind that it does, you're dissolving the creature inside you so if you dissolve their valuables too that's the risk you take.
Last edited by Symbiode; 23 Dec, 2024 @ 12:48am
Agusfer 23 Dec, 2024 @ 10:57am 
Alright, I had the bug about being unable to move but also after some seconds waiting time started passing without stopping, as if the slime was sleeping or something, bug happened right when coming back to joppa from the world map, couldn't load save or do anything else so I had to forcefully end the game with task manager.

Another thing to note, entering a tile from the world map seems to take a couple seconds longer than usual? maybe it's my imagination, idk.

I'm attaching the player.log and also my save file which I saved right when I had the bug. After reopening the game and loading the save it works fine so it didn't seem to corrupt it or anything.
Mods used together with this one:
Better Fidget Cells
Endless EXP Scaling
WM Extended Mutations
Zone Loot List

https://filebin.net/jejm1gzpwpk3ilpc
tell me if the links works, if not I'll use another site to upload it, it's a rar compressed folder with the saved game and player log.
Last edited by Agusfer; 23 Dec, 2024 @ 11:07am
TubiTubz 23 Dec, 2024 @ 3:51pm 
Don't think this is intended, but upon gaining a new Mutation at any point (through buying mutations or absorbing an enemy with one), all of your unique Pseudopods reset back to manipulators, removing the ability to re-obtain the Pseudopods you obtained beforehand unless you devolve.
Last edited by TubiTubz; 23 Dec, 2024 @ 3:51pm
Symbiode  [developer] 23 Dec, 2024 @ 4:12pm 
Originally posted by Sir TubTub IV:
Don't think this is intended, but upon gaining a new Mutation at any point (through buying mutations or absorbing an enemy with one), all of your unique Pseudopods reset back to manipulators, removing the ability to re-obtain the Pseudopods you obtained beforehand unless you devolve.
Ah, I see yea it looks like gain a physical mutation that changes a body part is resetting the manipulators. I will work on fixing this now.
Symbiode  [developer] 23 Dec, 2024 @ 4:19pm 
Originally posted by Agusfer:
Alright, I had the bug about being unable to move but also after some seconds waiting time started passing without stopping, as if the slime was sleeping or something, bug happened right when coming back to joppa from the world map, couldn't load save or do anything else so I had to forcefully end the game with task manager.

Another thing to note, entering a tile from the world map seems to take a couple seconds longer than usual? maybe it's my imagination, idk.

I'm attaching the player.log and also my save file which I saved right when I had the bug. After reopening the game and loading the save it works fine so it didn't seem to corrupt it or anything.
Mods used together with this one:
Better Fidget Cells
Endless EXP Scaling
WM Extended Mutations
Zone Loot List

https://filebin.net/jejm1gzpwpk3ilpc
tell me if the links works, if not I'll use another site to upload it, it's a rar compressed folder with the saved game and player log.

That appears to be an issues with the WM Extended Mutations mod, I'll try install it and peek at the code and see if I can figure out if it's an interaction with this mod or what's going on there.
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