Caves of Qud

Caves of Qud

Gigantism Plus
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Update: Feb 17 @ 10:04pm

Textures
* Added textures by UnderDoug
* ElongatedBurrowingClaw.png, ElongatedBurrowingCrystallinePoint.png, and SizeUpgradeKit.png(future content)

Items.xml
* Added new natural weapon variants to complete mutation synergy with the base game.
* GiganticCrystallinePoint, ElongatedCrystallinePoint, BurrowingCrystallinePoint, GiganticBurrowingCrystallinePoint, ElongatedBurrowingCrystallinePoint, GiganticElongatedCrystallinePoint, and GiganticElongatedBurrowingCrystallinePoint.
* Tweaked some colors, tiles, sounds, and descriptions.
* Added damage calculations below most of the items, will catch up on the new ones eventually.
* Added Hoversled to the list of gigantic tinkerable items.

GigantismPlus.cs
* Tidied up natural equipment generation.
* Added logic to detect if natural equipment generation is superceded by another mutation.
* Extensive addition of debugging entries.

ElongatedPaws.cs
* Tidied up natural equipment generation.
* Added logic to detect if natural equipment generation is superceded by another mutation.
* Extensive addition of debugging entries.

HarmonyPatches.cs
* Created logic to handle Crystallization and it's slew of new weapons added by mutation combinations. Crystalline natural weapons will add 1 to the dieSize of the hand slot natural weapons, and of course give them their own crystalline flair.
* Added Crystallinity_RefractChance_Patches to add 10% LightRefract if GigantismPlus is present.
* Added Crystallinity_LevelText_Patches to replace the part of the description about LightRefract, informing the player of the increase.

Colors.xml
* Added two new shaders, jewels and crystallize.

PseudoGigantism.cs
* Added check to skip slot requirements while Hunched for Floating Nearby objects after bug reported by Steam user whenwrašk, which prompted me to look and play around a little and add...

ModGiganticPlus.cs
* Added patch to all WeightWhenWorn objects(one exists, hoversled, but will handle anything using the Backpack part from mods.) to multiply the WeightWhenWorn by 2.5
* Added patch to all CarryBonus armor pieces, increasing their bonus by 1.25 when modified to be gigantic.

And probably a lot more that I'm forgetting, but feel free to check the Github repo!

Update: Feb 16 @ 9:09am

Items.xml
* Updated gigantic elongated paw to parity with other tiles, including color and updated tile. Added and updated entries for several variants of GiganticFist, including:
* GiganticElongatedPaw, GiganticBurrowingClaw, ElongatedBurrowingClaw, and GiganticElongatedBurrowingClaw.

Mutations.xml
* Toggled ExcludeFromPool="true" to false. Accidentally left it in from testing stages. My fault!

GigantismPlus.cs
* Added logic to detect if ElongatedPaws mutation is also active, and if so it gives the GiganticElongatedPaw weapon instead, with it's new logic. It utilizes GiganticFist's dice, and adds in ElongatedPaw's StrMod/2 in addition to +3 from being gigantic.
* Added logic for BurrowingClaws' presence as well, adding GiganticBurrowingClaws or GiganticElongatedBurrowingClaws, depending upon what mutations are present, at every stage of OnRegenerate.

ElongatedPaws.cs
* Added in similar logic to GiganticFist for the ElongatedPaw, inverse to ensure that no matter which mutation levels, mutates, or unmutates, the correct object gets added in as a fist weapon. Tested and attempted to break, could not after adding logic both ways. Failed horribly with logic on only one side. Might get addressed again later.
* Added logic for BurrowingClaws' presence as well, adding ElongatedBurrowingClaws or GiganticElongatedBurrowingClaws as the inverse of GigantismPlus.

HarmonyPatches.cs
* Added in logic for Burrowing Claws to be patched to have the same behaviors as GigantismPlus and ElongatedPaws, otherwise the logic would break upon certain stages of Mutate and Unmutate. Can potentially break Improved Mutations. I made an update to Friendly Improved Mutations to address the issue of it entirely overwriting BurrowingClaws.cs and it's class, so that is now 100% compatible.

Options.xml
* Adjusted options to be a slider where appropriate.
* Adjusted options to use checkboxes instead of a combo.

ParseOptions.cs
* Made adjustments to bring to parity with Options.xml

ModifierAdjustments.cs
* Made changes necessary to make the adjustments to ModGigantic ModEntry also occur every time a save is loaded, instead of only a single time on player generation and never again. Should be compatible with saves, and perhaps fix them with a toggle and reload.

Update: Feb 12 @ 8:07am

Textures
* New tiles created by @UnderDoug for Elongated Paws, it's natural weapon, and the Gigantic Fist natural weapon.

Items.xml
* Changed Elongated Paw and Gigantic Fist to use the new tiles.
* Changed the colours on both tiles.

Mods.xml
* Quick hotfix to address items not being able to be tinked gigantic. The Merge overrode the whole list of mod Tables for the entry, so I've grabbed it from vanilla and appended it to our addition. Tested, fixed.

Mutations.xml
* Updated the Elongated Paws mutation tile.

Update: Feb 10 @ 10:36pm

* General typo fixes and clean up of files. Changed characters in Display.txt to be letter characters instead of numbers as per the base game using unused characters, removed # from hex codes as per @Tyrir's bug report, and changed the Colors.xml to reflect changes.

* Added Creatures.xml and added GigantismPlus to all creatures tagged Gigantic within the base game, plus a couple extra that needed it. This includes Mechs and Golems! But don't worry. They are too big to fit inside one another.

* Added LightSource objects to their own new table for gigantification so they don't get other mods added to them randomly, and to allow us to add more objects to this list in the future.

* Added new mutation, Elongated Paws, in the style of the Urshiib! These are an adaptation of the Giant Hands cybernetic found within the base game, and allow you to use gigantic equipment worn on hands and wielded, including missile slots. Plus your quill bear friends will like you a little more. Added Elongated Paws to all Urshiib creatures within the world.

Update: Feb 8 @ 8:01pm

* Added LightSource objects back into the list of gigantified starting gear and added CommonMods to them. This means they can now spawn with mods in addition to gigantic organically, as well, like lacquered and sturdy. This will be put behind an option later.

* Added Harmony patch to give torches actual gigantic functionality. It doesn't say so on the items, yet, but gigantic LightSource objects now provide double the radius, including those from mods as long as they inherit the base LightSource object. (Tested with Ssnakes' Items Mechanical Torch)

* Minor tweaks to ActivatedAbilities, Debug, GigantismPlus, Options, StartingGear, and HarmonyPatches files.

* Broad application of Debug.Entry for testing across multiple files.

* Addition of Load="Merge" on Colors.xml.

Update: Feb 7 @ 8:35pm

* Fixed an error in Items.xml and made a polish pass on several other files.

* Finished and harmony patched in colorizing gigantic items with shaders, and added one for Gigantism itself. Two additional shaders for adding color to items in the way of giant and gianter. Lazy, I know.

* Added compatibility with Hearthpyre interiors. Hunch down and huddle up.

Update: Feb 6 @ 7:58am

* General polish and compatibility update. Changed from Gigantism.cs to GigantismPlus.cs, and changed mutation class, etc. to allow for future mod compatibility for anything manipulating gigantic, or gigantism. Will remove Gigantism from old saves. Wish for: mutation:GigantismPlus to restore Gigantism as a defect. Add lost MP with stat:MP:amount

* Added Hunch and Straighten Up active abilities to defeat endgame soft-lock with Golems, allowing entry to them and even Putus Templar Mechs. Further work needs to be done to add in compatibility with mods adding small interior spaces(Hearthpyre tents).

* Added the ability to use Rapid Advancement on Gigantism, despite it being a defect.

* Removed Injectors from gigantified starting gear lists.

* Added several more toggle-able options to the menu. Most of which require a new game and restart of program, or at least reload of mods.

Update: Feb 1 @ 8:36pm

Added in changes from UnderDoug's contributions!

* Gigantic characters can now spawn with gigantic gear, with toggleable option. Requires a new character and restart of the game to take effect properly after toggled.
* Tinkering gigantic as a mod is now a toggleable option as well, and the rarity of gigantic in the world. Also requires a new character and restart of game after toggle.

Update: Jan 31 @ 10:08pm

Added Mods.xml file so I could enable the Gigantic mod for tinkering, and very slightly increased it's frequency to R instead of R2. It can now be found on data disks, in theory, and learned through the use of tinkering skills.

Update: Jan 31 @ 10:12am

Initial upload.