Caves of Qud

Caves of Qud

WM Extended Mutations [Beta Edition]
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Update: Dec 13, 2024 @ 10:02pm

Quick bugfix update!

Thick Tail is receiving some temporary changes until a certain modding-request is completed, right now its not possible to have the tail perform attacks and shield abilities at the same time (while also having an armor rating as well) So I have instead allowed the tail to have its shield proccing ability as its main effect, and added mutations that would allow for the tail swipe attack now simply buff your own natural attacks albeit slightly and at a reduced value. The armor and stat values will not appear on the tail itself, but now instead are added directly via `statshifter`. This is going to be temporary as mentioned, however when the fix is eventually properly worked in and introduced, it will only be accessible on the beta-version for a while. Because peeps have asked, these mutations are the mutations that currently mutate Thick Tail:

> Quills
> Rough Scales
> Thick Fur
> Light Manipulation
> Chimera
> Fins
> Thorny
> Barkflesh
> Lustrous Feathers
> Umbrameum
> Gelatinous-Form (Acid)
> Gelatinous-Form (Poison)
> Gelatinous-Form (Slime)
> Incorporeal-Form

----- Quick Fix rush~
[o] Thick Tail now properly Rapidly Mutates and accepts multiple levels, causing it to no longer remove itself after large amounts of levels are gained.
[o] Thick Tail tail-shield block ability now properly procs the blocking sequences, however it will not display its name when blocking in the message logs (fix coming for this eventually as well).
[o] Fixed an issue where Cloaca Surprise caused the the Bilge Sphincter Tail to vanish and be replaced by a new thick tail.
[o] Fixed an issue where infinite recursive loops appeared after losing the Temperatura Effect, Soft Chitin effect, and few others that caused the game to go into a crash state. (Thanks to books for the help with this.)

Update: Dec 1, 2024 @ 10:52pm

[o] Thick Tail now properly shows descriptors and generated names for the various types of mutation paths it undertakes!
[o] Fixed an issue where the tail would appear in your inventory ... maybe a lil too many times.
[o] Fixed an issue where the tail would vanish ... hopefully, it shouldn't do that now ... it better not -- or I'll flip this desk right now.
[o] Name descriptors are treated like effects and adjectives given to items.
[o] More cool color coding stuff!
[o] Fixed an issue where bark skin and and thorns wasn't working. Blame my silly naming conventions. c:
[o] Fixed an issue where it show the unequipping and re-equipping process of the tail, so no more log trash ...

Update: Nov 30, 2024 @ 9:21pm

[QF]

Update: Nov 30, 2024 @ 2:24am

Update: Nov 30, 2024 @ 2:08am

[QF 2]

Update: Nov 30, 2024 @ 1:48am

[QF]

Update: Nov 30, 2024 @ 1:08am

Thick Tail just got a THICC UPDATE!

I've buffed the thiccness of thick tail s' synergy reactions and variations, giving it a thicc new set of 7 new forms, all with wonderful abilities.

You could say its ... extra thicc now.

Thick Tail now has synergy responses to:

Fins
Thorny
Barkflesh
Lustrously Feathered
Umbrameum
Gelatinous Form (Acid)
Gelatinous Form (Poison)
Gelatinous Form (Slime)
IncorporealForm

A quick example would be Umbrameum which gives you the Darkstalker Tail-Effect, which simulates the effects of Skulker Tonics albeit at a slightly weaker amplitude!
Having Thick Tail and Lustrously Feather now gives you a thickly-plummed feathered-tail that helps stabilize your flight (less falling out the skies) and makes your charge attacks and jump attacks go just that lil' bit further.
Thorny now gives your tail thagomizers! Go straight-up stegosaurus on their asses! Attacks that successfully land impale and bleed your opponents out!

... having a slime effect just gives you a really cute slimy tail. Hug it. And regret. Or not. c:

Iunno why I wrote it like this. I have a problem. I'm too damn sleepy-silly to be making mod announcement post this late ... anyways, here are some other smaller fixes:

[o] Fixed an issue with sowers_seeds not spawning correctly. (Eyes the underscore underscoringly)
[o] Fixed various issues with color conventional names lacking their colorations like feathered, scaled, etc. etc.
[o] Buffed a lot of thick-tails smaller attributes to fall more in line with the increased mutation cost, just call it the thiccening.

Update: Nov 23, 2024 @ 8:52pm

[o] Gills should no longer crash the game when the player leaves the water. Removed duration limits to Gills.
[o] Gills now properly dives, entities have proper reactions to being attacked. Essentially, its finally feckin' fixed. Thank @Gnarf and @Books for the help with this!
[o] Thick Tail refined a little, boosting certain attributes in-line with heightened mutation cost and adding a few more descriptors based on gained mutations.
[o] Prepping Thick Tail for expansion into many more mutations.

Update: Oct 27, 2024 @ 6:15pm

[QF]

Update: Oct 27, 2024 @ 6:09pm

[o] Thick Tail returns in its own Category referred to now as Synergy Mutations, these powerful but expensive mutations, grow with the player allowing certain mutations to completely change both their looks and abilities. In the case of Thick Tail, things like earning Fins, or gills will turn it into a Shark-finned Tail that allows it to swim faster. Many other mutations can effect it as well. This is a highly experimental, and got some stability fixes (hopefully) it uses an experimental framework I wish to use for mutations that evolve with the players' growth. Please send me any errors you can find for this mutation as if I can get this stable enough I can employ this system and framework across various mutations to allow for more interesting and fun aspects for mutation growth and niche playstyles.

[o] Small Rework for Psychimateriartus, keeping it more in liking with the Dervish of which its based after, they typically only bond with a single weapon and so as such I've restricted the summoned weapons to only 1 though there's a bit more to this and I'll explain in a bit. I don't like nerfing things without giving them something else in return, so now at mutation level ten, you can make some of the more specialized weapons like Vibro-Blades and Maghammers, it is randomized however. You can also now properly color your weapon upon creation. The weapons will also have increased scaling with Ego. The Return and Dismiss should work more consistently now as well (Give a thanks to @books, @Aussiewargod for finding the fix!) Psi weapon summoning no longer require Psi points to cast, are they affected by your Maximum Psi Value(MPV). Though you're probably wondering how that is relevant and that segways perfectly into some upcoming changed.

[o] User Configuration via JSON Script Intergration, now I've been listening to some of the feedback regarding the balancing of the mod and there seems to have been two sides to this, ones who felt the muttions added are too powerful in comparison to the ingame mutations while others felt some are too weak. Unable to really determine a middleground on how to actually go about this. I've decided to leave it into the control of the players themselves. With the JSON User Configuration set up. PLayers will be able to modify elements to their like such as but not limited to or even close to the scope what this can allow:

[o]The Modification of Focus Psi, things like Psi Decay, Psi Growth, How much Psi per level you can earn, if psi regenerates or not etc.
[o]Mutations like Psychomateriartus will allow you to modify the cost of the psi weapons, how many you can summon, whether that cost is basted on your MPV or simply cost Psi, the scaling of the weapons, etc.
[o] This extends into values like how much decay to your Health PsychoPlethoric Deteriation effects, the cost of combustion blast beams, their power and energy usage, etc. and even much smaller mutations like Fins allowing you to modify how much they affect you speed bonus.

The goal will be that if you can imagine a value, tweak or asset about the mutation you would like to toggle, edit or simply test at your own control and settings, you will be able to do it.

This will be slowly implemented over time with updates.

I am also working on a comprehensive description of each mutation, its function and its synergy components.

For a list of changes in a quicklist, read below. Have fun!

-----------------------------

[o] Psichomateriartus was given a small rework, prepped for JSON Intergration.
[o] Action Commands should now properly remove themselves upon losing a mutation.
[o] Removed Registry Mod Errors due for Refactor.
[o] Thick Tail returns.
[o] You can now, by choosing Explosive Burs (which is now a defect), grow sowers seeds with Fruiting Bodies.
[o] Thorns should now properly deliver a message when activating.