Caves of Qud

Caves of Qud

Caves of Qud Expanded
959 Comments
A_King_Doggo 22 hours ago 
@Aves Ditto.

One of the best Caves of Qud mods out there, period.
Aves May 22 @ 2:57pm 
I just want to say even if you never work on this again, and even if no one gets to take up the work on this to keep it functioning; thank you for your hard work up to this point. Your work- as well as plenty of other modders in this community- have helped make this game extremely memorable for me. Qud is amazing on its own- but the community of this game is amazing, seeing what modders put together and make even more possible in this sandbox is awe inspiring.

I hope you have a lovely day, and wish you all the luck in the world with your future endeavors. Thank you for the memories. :reheart:
clarkeveritas Apr 22 @ 7:47pm 
Lol aren’t we all on buckets of painkillers lately. But yeah it was just an observation- it’s all good and honestly many worries I might have had are somewhat diminished by the fact you seem pretty chill and rational.
Good luck and stay/get healthy
Here are some calories to build your strength- :2016watermelon: :greenfruit: :2018bestcoffee:
Mura  [author] Apr 22 @ 9:12am 
As an aside, there's something hilarious to me about the fact that you sent an aspirin emoji, considering how many painkillers I take on a regular basis lmao.

Anywho, it's a first for me too, at least from this side of things. I haven't publicly released many mods outside of CoQE and the side mods for it, and definitely never had one blow up like this.

I'm not going to rule out making it public, I can say that much. But for now, at least while it's functional, I'm going to just leave things where they stand. I don't want the mod to just die, but I do have an emotional investment in it that's more than just "here's this neat thing I made", which makes handing it off a difficult decision to make.
clarkeveritas Apr 21 @ 8:06pm 
This is just a first for me. Maybe lots of mods lapse because the creator won’t allow someone to keep it up to date but I’ve certainly seen before times where someone says” done with modding, who wants to keep this up to date”.

I’ve never seen a “please allow this mod to die because I don’t want anyone to touch it but I myself am also not going to touch it” thing before. Maybe it’s super common. I’ve just personally never seen it and I don’t see any positives for anyone. And I won’t pry if you say there is a reason.

Don’t worry- I don’t really care very much and I’ll drop it- it just seemed strange enough to me, personally that obviously I felt the need to comment. Everything is all good, no worries, have a nice day etc.

In fact- to prove my sincerity here is a delicious food item and/or an aspirin.
:2016watermelon:
:yakitori: :prespills:
Mura  [author] Apr 21 @ 3:03pm 
@Felwyn, Thank you, I'm actually finishing my associate's this week, then moving onto my bachelor's so making progress! In the event that it breaks seriously, I may end up handing it off or making it public, but for now it's working so I'm holding off.

@clarkeveritas, I understand the sentiment, and I don't blame you for feeling the way you do, but please also understand that that's an oversimplification of the situation.

I may very well change my mind, and I did update the description to state my thoughts and feelings as I shared a bit further down the comment thread. It's not as easy as you might think to hand off something that you put the better part of a decade of your life into. And unfortunately, that makes it harder, not easier, to hand it off to someone else.
clarkeveritas Apr 21 @ 1:18am 
I disagree with the "Maybe i'll let the mod die rather than let another person update it" thing for the record. Doesn't benefit anyone.
Felwyn Apr 16 @ 1:51pm 
been subscribed more or less since i discovered the game, and really love what your mod(s) add. while it's a little sad you can't update them anymore it brightens my day to hear that you're doing something you love, hope your studies go well! live and drink :)
Mura  [author] Apr 11 @ 3:53pm 
@A_King_Doggo Thank you, I appreciate you saying that. Honestly I do wish I could feel like I used to about modding, I got a lot of enjoyment just making the mod, even before I decided to slap it on the Steam Workshop. I don't know that I'll get back to how I felt then, but it would be nice.
A_King_Doggo Apr 9 @ 8:17pm 
@Mura Been following your project for a long time, and I appreciate the effort you put in. I still haven't forgotten that you actively listened to my suggestions and issues both here on Steam and on your Discord back when I was into CoQ.

If you ever come back to this, I'd love to see what you can come up with - In the mean time - Take your time and sort your stuff out. Not like it's going anywhere.

Be easy my friend!
Mura  [author] Apr 9 @ 6:04pm 
(also I'm sorry, that ended up being way longer than I initially intended...)
Mura  [author] Apr 9 @ 6:02pm 
(2/2)

Could you blame them for not allowing another author to take over the series? Would you expect them to? At the very least, I think it's fair to assume there would be a lot of consideration before making such a decision. Their name, and their legacy, are irrevocably tied to it.

To be clear, I'm not upset by the fact that you, or anyone, wants me to let others take it over. I also understand that this isn't a one-to-one comparison, but the point still stands, if anything even moreso.

This isn't such an easy decision as many people make it out to be, nor do I feel it's a matter of it being the "right" or "wrong" thing to do. Maybe I will at some point, I'm not ruling it out because a part of me *would* like to see it continue. It's just not easy to hand off something that is so special to me to literally anyone, who could do who-knows-what with it, and have my name, and the legacy of the mod itself, be irrevocably attached to it by extension.
Mura  [author] Apr 9 @ 6:02pm 
That may very well be a decision I make in the future, in particular if the mod breaks, but I'll cross that bridge if and when we get there. I'm still subbed to the thread here, so I still see comments, and my contact info is here as well.

I know it's probably hard to understand my reasoning, and I don't expect everyone to, but it isn't such a simple thing as you might think to hand off something that I put literally years of effort into to somebody else. This is particularly true when, for all intents and purposes, it's my "legacy", if you'll forgive me sounding corny. The best way I can put it into words is like this:

An author finishes their well-received fantasy novel series. However, despite appeal and an established following, they realize that their heart isn't in it anymore, that they don't get enjoyment out of it like they used to, so they decide not to write a sequel. No cliffhanger, but also no follow-up; just a story that has reached its conclusion. (1/2)
eskatonia Apr 9 @ 8:15am 
If you don't want to keep working on this you should allow others to continue. Do you really want to see all your work go to waste if a future main game update breaks this? Do the right thing and allow others to take over.
davidb11 Mar 19 @ 8:38pm 
Might want to report it as a bug on the forums.
ZenithTheWolf Mar 19 @ 7:23pm 
I don't believe it's CoQE causing this. I disabled it and tried disarming turrets, and nothing still happens (even tried using a weak longsword). I actually removed all of my mods and tried to disarm turrets THEN, and still no dice. I've scoured the internet, and idunno WHAT'S going on...
Mura  [author] Mar 19 @ 6:27pm 
No, not unless something got borked, which I can double-check. I don't believe I changed how any skills function, just skill point costs and stat requirements
ZenithTheWolf Mar 19 @ 5:12pm 
Hm... Does this mod directly change the way Swipe whilst in Dueling Stance disarming works? I got a working version of it installed, but now I can't seem to EVER disarm turrets, which makes farming strata 25+ much less lucrative.
ZenithTheWolf Mar 17 @ 7:28pm 
Thank you, one of these should work.
Mura  [author] Mar 17 @ 6:00pm 
I have most old versions here, but I don't actually track which game versions used which mod versions

https://drive.google.com/drive/folders/0B8CXh9-GIYi-aDVCNEs4TlNDcnc?resourcekey=0-gyV3fVPDy5wFAnc90Sn3gA&usp=drive_link
ZenithTheWolf Mar 17 @ 5:47pm 
Is there a Github for this mod with older versions available for download? I need one that works for 20.0.204.118.
clarkeveritas Mar 14 @ 8:07pm 
If/when this mod breaks down in a few CoQ updates just remember- on steam in you can go into the properties for a game and revert/keep it on an older version. I do that currently with 7D2D since I'm using a mod that requires a version-or-two ago. I know it's pretty widely known but I've seen an influx lately of a lot of seemingly-newer PC users and I've seen a lot more introductory-level mod and general steam questions.
argemnon Mar 10 @ 7:00pm 
Found a solution to my own problem. If anyone has a problem like this you can use the wish command to rebuild your body. I was playing true-kin and there is a specific anatomy labeled TrueKin added by the mod. By using rebuildbody:TrueKin it allowed me to get my same body and removed the bugged chip.
argemnon Mar 10 @ 6:22pm 
I seem to have a glitch where one of the chips I've interfaced with will not let me unequip it, nor does it give me its benefits anymore. Is there a way to forcibly remove the chip via wishes?
jacksnipe Feb 18 @ 7:45am 
Having some melee weapons scale penetration based on agility is a balance issue, making AGI weapons ludicrously stronger. It's viable to dump STR and go all AGI weapons -- which is already viable in the base game thanks to vibro weapons -- but it's not viable to dump AGI and go all STR weapons, since you'll miss so many attacks.
renegade_sock Jan 21 @ 10:22pm 
@Aves Thanks!
Aves Jan 21 @ 9:26pm 
@renegade_sock Yes the mod works with 1.01, I can confirm that.
renegade_sock Jan 21 @ 9:05pm 
I'm confused, the mod was updated on Jan 5, does that mean it is compatible with 1.0.1? Thanks
KitsuneNoMeiji Jan 10 @ 7:15pm 
Thank you for the input. It gave me an idea. I believe I have figured it out. It was as simple as defining the anatomy type again, after the first, and set it as a merge with just the Chipset Interface slot. Works well enough.
Mura  [author] Jan 10 @ 4:57pm 
Sorry, I don't personally know of a way to make it do so automatically based on whether this mod is installed or not. The best suggestion I can offer would be to make a compatibility patch that loads after both and adds the interfaces to the anatomy. So long as it loads after, it should work.
KitsuneNoMeiji Jan 9 @ 4:55pm 
Hi, I am new to the modding scene, and I am wondering if there's a way to add the Chipset Interface part to a custom anatomy but only if this mod is present. Adding it manually to the custom anatomy causes this mod to become a dependency, and I don't want to make it a hard requirement.
Mura  [author] Jan 8 @ 3:57pm 
Yeah sometimes the Steam workshop just borks out and doesn't update a file here or there, I'm not sure why. But yes, the Yttrians were renamed to Psionic Adepts with this update, and the subcategories were renamed as well. Noble Lark (a.k.a. Chirp, who is marked as a contributor on the mod page here) made some sprites on their own and came to me with them. I loved them so I added them in with Noble Lark's permission.
Aves Jan 7 @ 4:11pm 
I suppose I'll be going and reinstalling all of my mods since im guessing whatever error happened has happened a lot- seeing as how it was your first recommendation. Once again, thank you very much!
Aves Jan 7 @ 4:07pm 
Well after reinstalling I found an immediate change- Im unsure if it's added by your mod or another but a genotype I played a lot is now renamed to "Psionic Adept" who is split into "The lore seekers of the grand library" and "The immovable wall of the yttria" also all of the sprites are different now.

I believe the information there used to be different, but the names of each individual expertise is the same- like "Force, main battalion"

This is what i was playing on my save- so if your mod doesn't add these I believe this could be a potential cause of my issue.

Also reinstalling fixed the issue! Thank you!
Mura  [author] Jan 7 @ 12:43am 
I did also release an update recently that did address some minor issues. Try unsubbing and resubbing to the mod, then test to see if it still occurs. Preferably, do so on a new save, or at the very least if you test in an existing save make sure to spawn in new copies of the chips. Once an item is created in the game, its parameters are set in stone, even if you change the blueprint for the item after the fact. Only newly created items are affected by any changes.

If it does, let me know if you've got any other mods installed. Even though the chips are from this mod, there may be something else causing some obscure incompatibility with another mod. It's not particularly likely, but it's happened before.
Mura  [author] Jan 7 @ 12:38am 
The easiest way is to scan through the player.log in \AppData\LocalLow\Freehold Games\CavesOfQud. You can usually find information in there. I'll take a look at it sometime this week or weekend, I'm wondering what might've caused that because I didn't change anything about how the abilities are granted, but thanks for letting me know.
WREK TREKR Jan 6 @ 10:57pm 
Seconding what @aves said, I'm also running into this glitch. I can unequip the chips however they just disappear from my inventory. If I try to equip a chip I get a message saying there's no available slot.

This mod has been so much fun and helped me get way more engrossed in the game, thank you for all your hard work!
Aves Jan 6 @ 9:03pm 
Hope its not a bother, especially since it seems like you've stepped away from the mod- but I'm having an issue and I was wondering if you know how I can look for an error in your mod if there's no crash log or actual error popup?

If i recall- this mod adds those chips you can slot into yourself to get mutation abilities as a true kin or other non mutating race. Like say a Basic Psychometry Chip. At some point over the past few days of testing out mixing and matching chips (Without adding or removing any mods) they suddenly stopped working... In that- mutations given by the chips do not go away when the chips are removed- and aren't added when the chips are plugged in. They also seem to get stuck in the item slot even if I hit drop- and oddly enough when they get stuck in the item slot there's no option to remove- only drop.

I genuinely adore this mod and honestly don't think I could play much without it- but this bug is very frustrating!
Mura  [author] Jan 6 @ 12:18pm 
@Some Kind of Wizard, Thank you very much, I appreciate you saying that

@Senriam, I don't mind if you make personal edits or use the mod as a reference for creating your own, however I ask that this mod not be taken over or duplicated/forked by others.

Specifically regarding AGI scaling, I definitely understand that some of the balance and changes in the mod won't be to every person's tastes. My decision for allowing other weapon types to scale off of agility was based on two things. First, not being as limited in the types of weapons you could use based off stat allocation.

Second, the idea that AGI-based characters are just learning how to properly apply the same amount of force to the right spots, and doing so more easily by outmaneuvering their opponents, rather than just hitting things harder. Hitting a weak-point with the same amount of force can be more effective than just hitting an enemy harder head-on.
Senriam Jan 6 @ 12:06pm 
Love everything except for the fact that hammers scale with AGI. That makes no sense. Way more attention was paid to AG weapons than needed to be. Might fork this
Some Kind of Wizard Jan 6 @ 11:24am 
Thank you very much for your work, it's seriously appreciated hun. Good luck in future games and endeavours x
Mura  [author] Jan 4 @ 9:13pm 
Alrighty just uploaded that hotfix, thanks again
Mura  [author] Jan 4 @ 9:06pm 
Huh, that's odd, I remember explicitly adding a TrueKin body to the Creatures.xml back when I was working on the update a while back. I'll toss that in then upload a hotfix again for this issue and the others.
Tyrir Jan 4 @ 8:25pm 
The game gets stuck in world generation when I try to create a true kin character. There is a popup stating:

Error creating player body. Unknown blueprint "TrueKin".
Tyrir Jan 4 @ 8:24pm 
I did the following to workaround the issue. I went off the recent patch notes, so hopefully got the anatomy correct.

1. In ObjectBlueprints/Creatures.xml , add the following above the "Yttrian" line:
<object Name="TrueKin" Inherits="Humanoid">
<part Name="Body" Anatomy="TrueKin" />
</object>

2. In Bodies.xml , delete these two blocks:
<anatomy Name="Humanoid" Load="Merge">
<part Type="Chipset Interface" />
</anatomy>

<anatomy Name="TrueKin" Load="Merge">
<part Type="Chipset Interface" />
</anatomy>

3. In Bodies.xml , copy the entire "Yttrian" block (20 lines), and paste it immediately above that block to duplicate it. In the 20 lines you pasted, change "Yttrian" to "TrueKin" (capitalization is import, note the capital K). And finally remove 2 of the "Chipset Interface" lines at the bottom of "TrueKin"s block so that true kin only has 2 chipset interfaces. (Yttrian is supposed to have 4)
Mura  [author] Jan 4 @ 1:33pm 
All good! If you do get that done let me know.
Tyrir Jan 4 @ 1:21pm 
Nice work on the update. Thanks :)

I'm working on a mod to report blueprint errors automatically. If I get it done, hopefully it'll make finding these issue for everyone easier. It's showing me the following are referenced (probably in populationtables.xml), but they have no corresponding blueprint by that name.

"Raven_Zetachrome Crysteel Katana",
"Raven_Zetachrome Crysteel Maceth",
"Raven_Zetachrome Crysteel Greataxe",
"Raven_Zetachrome Crysteel Wristblade",
"Raven_Vine-Weave Boots",
"Raven_Vine-Weave Gloves",
"Raven_Vine-Weave Helmet",

I encountered them prior to the recent update. I think I just forgot to report them here. Sorry about that.
Mura  [author] Jan 4 @ 12:45pm 
I'd also like to extend a special thanks to NobleLark. They came to me with new sprites a long while back for the various subtypes of psionic adepts that they had made on their own. Unfortunately that was around when I really fell out of modding again, but I got ahold of them and they said I could add the sprites in if I still wanted to. I really enjoy the sprites and think they add great flavor, so they've been added to the mod with this update, I hope you all enjoy them as much as I do.
Mura  [author] Jan 4 @ 12:20pm 
Patch has been uploaded, please see the changelog for details.
Mura  [author] Jan 4 @ 11:10am 
Thanks a ton Tyrir, I really appreciate it. I'm working on the last patch, once uploaded everything you've listed should be fixed.