Caves of Qud

Caves of Qud

WM Extended Mutations [Beta Edition]
804 Comments
Winged_Monotone  [author] Jul 10 @ 8:31am 
@juicy

I'll give this a test soemtime today to see what is going on, thanks for the heads up
Winged_Monotone  [author] Jul 10 @ 8:30am 
Quick update:

Thick Tail should now properly throw attacks, block attacks and readjust itself based on all the mutations you have, regardless of when they are earned. Several more User Configs were implemented.

Fixed some issues with misnaming of mutations and some not appearing.
juicy Jul 3 @ 8:49pm 
Im unsure if Hydrokinesis is part of this mod. I wish there was a list of the mutations.
Hydrokinesis is not working for me atm, cone is not showing up and ability wont activate.
Ham Attack Jun 11 @ 9:36pm 
Hi hello, I have a mutations modding question that you might be able to answer. Would you be open to lending an ear? I'm trying to make my own mod that basically expands upon the vanilla mutation Light Manipulation.
YA BLEW IT Jun 11 @ 6:29am 
Excellent mod! The first physical mutation (the one that adds a tail) seems to be blank in the mutation list when creating a new character. Tried on both the most recent major update as well as the beta branch.
Winged_Monotone  [author] May 25 @ 10:52pm 
Please please let me know if the JSON config is readable on your end and easy to work with!
Winged_Monotone  [author] May 25 @ 10:51pm 
dropping update:

[Fixed warnings with 0.19 DisplayName JSON inject.]
[Fixed Issues with HistorySpice JSON injector]
[Implemented Hydropartum UserConfig System]
[Implmented Tree-Whisperer UserConfig System]
Winged_Monotone  [author] May 25 @ 10:25am 
Sorry, I'm trying to figure out what's going on with this, while also making it impossible for older games before the save to still be compatible. Seems there was a big change with how the JSON converter messes with HistoryKit's etc.
sensitive armstrong May 22 @ 5:44pm 
today's patch borked both this and the stable fork
RxEZ Apr 26 @ 3:15pm 
which one of these mods is working best the stable or beta
Dancerogue Apr 4 @ 11:18pm 
what does it do? what ARE the mutations?
Dick Stealing Weasel Feb 24 @ 11:40am 
I have been somehow playing with both versions enabled.
Damon Feb 24 @ 10:05am 
Thanks for the heads up. Yeah Stable Edition is the way, I guess. Imma make backup of the working mod in case I don't want my current save get messed up lol.
Winged_Monotone  [author] Feb 24 @ 9:49am 
Check this discussion if you have any questions or are having trouble finding the file, you can also leave feedback for the update here:

https://steamcommunity.com/workshop/filedetails/discussion/2065946296/601897212769759097/
Winged_Monotone  [author] Feb 24 @ 9:47am 
@If you don't want to lose save data, stick with the stable version as this is the beta edition and is the first to be updated. I pushed a version that should fix those errors, however if you are looking for a stable non-save corrupting version, use the Stable Edition please. Due note, once all of these updates are finalized for the stable edition, I will be pushing the complete version to it, this will most likely break saves but it at least won't be for a while. Save compatibility between modded versions, especially with updates as large as the one that is about to be passed, rarely if every keep save compatibility, just a heads-up.
Damon Feb 24 @ 4:46am 
For anyone else with same problem then I think maybe changing to the stable edition. It seems to be still working with Stable Edition here on workshop instead.
Damon Feb 24 @ 4:18am 
Now my save file is buggy and unplayable... sigh
Damon Feb 24 @ 4:14am 
Oh no now the mod is trouble. Failed to activatate the mod and loading save file saying there is like 100+ errors :(
Winged_Monotone  [author] Jan 17 @ 7:23pm 
An update, I am currently working on the User Configuration system that will allow players to balance and edit the various aspects of the added mutations to their liking. I can't give a direct date of the release but I finished the framework and now I just need to refactor each mutation use it.
SynthetikDawn Jan 13 @ 4:24pm 
2/2
-Thermokinesis' ability to decrease resistances on enemies is too strong in my opinion. Cold res decrease + freezing mutations or weapons = infinite stunlock, works even on nephilims. Would be reasonable if you could decrease resistances only to 0 on enemies, or similar restriction. And the ability to increase your own basically lets you have 100 cold and heat res indefinitely. I propose limiting your res increase with a shorter duration, ~100-200 turns(possibly scaling with ego) and a decrease im mutation cost to 4 will be fair i think.
Btw, your user config idea is really great! Much appreciated.
SynthetikDawn Jan 13 @ 4:23pm 
1/2
- Psybrachiomancy behaves strangely with firearms. If you have more than 2 pairs of arms then firearm slots beyond fourth stop showing on paperdoll equipment screen and only accessible if you change view to "list". Not a big deal, just confusing. Also i once encountered a bug with this - placed a nuclear battery in a freezing ray holded by psionic limbs and it just disappeared(the battery). Couldnt replicate this issue.
- If esper hunters spawn with combution blast they often throw exceptions, more often if they dont have you in line of sight.
im linking a few screenshot for clarification: https://imgur.com/a/axGSy1p
SynthetikDawn Jan 13 @ 8:06am 
@Veronica you may delete this mutation with "wish" command aka cheat code. Bind wish button in settings on whatever you like, press it and type "mutationbgone" in the text box. It will give you a list of your mutations to remove at will.
Has anyone else been messing with thick tail recently because the offhand attacks aren't proc'ing. And I did test with the mod alone and nothing else, punched walls a couple glowpads, it don't proc. And I did manually set the limb as primary and the damage is not matching what it's said. The strength mod I had isn't affecting the damage at all.
Veronica Jan 11 @ 9:44pm 
I have made a mistake and chose gelanou form.I think it is a sick joke.Everywhere in the game there is salt.I cannot escape it and I am sick of it.Like rn I am in bethesda but I cannot go along wit the mission bcz I cannot get ut of the salty water directly at the spawn point of the stairs.If I knew I wouldnt choose it but I am a newbie.I can start a new game but I have already played some on this save and I do not wish to loose it.What do I need to do ? Is there a mid game deleting a mutation,or is there a method to not be effected by salt ? It drives me fckn crazy..
Winged_Monotone  [author] Jan 6 @ 9:42pm 
*per set amount of turns (I think I actually based the recharge for psi on something ... I'll look into it)
Winged_Monotone  [author] Jan 6 @ 9:29pm 
@SynthetikDawn

Hmm, I'll double-check the damage formula to make sure its scaling correctly. It won't matter soon as I am working on the user-config that will let players set all the attributes and balance themselves but I'll try to make it a little less redonk in the meantime.

So, I actually forgot to edit that I changed the way Psicharges work, they do not decay anymore and they do indeed only increase once per turn now, I'll edit the the description to ensure it fits more with how they are now. Thanks for letting me know!
SynthetikDawn Jan 6 @ 2:10pm 
[2/2]
And psi points accumulation is also supposedly broken. Description states that "you generate charges equal to 1 + your ego modifier, per turn." Which in my case is 1+3=4, per turn. Except that its not true(And if it WAS true, it would be even more op). I generate a single psi point for every 4-15(approx.) turns, seemingly at random. I honestly find this speed of generation much more balanced than in the description, so if it is really not intended, it might as well be better to just stick with it and leave this part as is, imo.
And the last thing. "After charging your psionic energy, charges will decay...". They do not. Not at all. Sorry if i wrote too much, just tried to be as clear as possible. There is no exception log to share, so thats it. Great mode btw, keep it up! <3
SynthetikDawn Jan 6 @ 2:10pm 
[1/2]
I Found a bug(?) or just Unbalanced thing(?). Anyway, "combustion blast" deals WAY too much damage. It is on level 4 with 8+2d4 per charge. So it means 10-16dmg per shot. However, the actual damage on any creature is 40-60 per shot for whatever reason. And its explosion damage, which is(to my knowledge) unblockable. So a level 4 mutation with an undodgeable burst damage of ~50*14(psi charges) = 700 in a single turn. A pocket version of decarbonizer i would say. Very much OP.
"Focus psi" also doenst really work properly. I should be getting 'charging psi'(whatever it is supposed to do) effect when i cumulate charges, but i do not. Nor during or after i turn it on. I do however get "you are straining your mental powers!" Status effect if i use all 14 at once with valley. But not 13 as volley and 1 as quick fire, which opens a cheesy strategy to an already op mutation.
Tyrir Dec 29, 2024 @ 9:15pm 
@Freezy-Pop
See my previous comment. That's a bug in Improved Mutations. You can try the workaround I proposed in that comment.
Freezy-Pop Dec 29, 2024 @ 5:17pm 
heyo, was trying to load this mod into my configuration and it threw a compile error?


=== WM Extended Mutations, [Beta Release] 1.1.0 Errors ===
<...>\steamapps\workshop\content\333640\2065946296\Mutation Parts\WMTailMutator.cs(676,35): error CS0433: The type 'ThickFur' exists in both '1207623704.dll, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null' and 'Assembly-CSharp, Version=2.0.209.43, Culture=neutral, PublicKeyToken=null'

any ideas?
Essence of magic Dec 29, 2024 @ 3:27am 
It worked. Thanks!
Tyrir Dec 28, 2024 @ 12:12pm 
@💀💀💀💀💀💀

Try the solutions at https://steamcommunity.com/workshop/filedetails/discussion/2065946296/2944746708998145175/?ctp=16#c598514342850201243 to fix that problem with the Improved Mutations mod and Graven's Mutations mod..
Winged_Monotone  [author] Dec 26, 2024 @ 6:37pm 
@💀💀💀💀💀💀

This is a mod incompatibility issue, its either Improved Mutations or Graven Mutations or some other mod you have that is causing this.
Essence of magic Dec 26, 2024 @ 2:11pm 
=== WM Extended Mutations 1.1.0 Errors ===
<...>\steamapps\workshop\content\333640\2198787801\Mutation Parts\WMTailMutator.cs(803,35): error CS0433: The type 'ThickFur' exists in both '1207623704.dll, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null' and 'Assembly-CSharp, Version=2.0.209.43, Culture=neutral, PublicKeyToken=null'
<...>\steamapps\workshop\content\333640\2198787801\Mutation Parts\WMTailMutator.cs(809,35): error CS0433: The type 'LightManipulation' exists in both '3375073094.dll, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null' and 'Assembly-CSharp, Version=2.0.209.43, Culture=neutral, PublicKeyToken=null'
apparently broken compatiability with [Improved Mutations] and [Graven's Mutation Fork]
Winged_Monotone  [author] Dec 25, 2024 @ 9:45pm 
@Gokudera ElPsyCongroo
I wasn't aware Adrenal Control could even effect this as it doesn't seem to have any connection to body nutrition, I'll look into this.

As the for the second, I cannot unfortunately, the displays and such are hardcoded in a way that I cannot edit them without severely limiting the access of the mod to other mods. I can request if the devs can add some kind of functionality to it but until then its kind of unreachable.
Winged_Monotone  [author] Dec 25, 2024 @ 9:44pm 
----- Quick Fix rush~
[o] Thick Tail adjusted in various stat spreads, the charge and jump bonuses are accessible via having wings & feathery tail mutated. Feathery Tail now gives a slightly scaling DV bonus in response to this.
[o] Set the gestation period of Ovipositor to 3 months, had it set to a 1 month process due to testing and forgot to set it back. mb :x
[o] Serpentine Form's constriction ability should now dish out damage correctly
[o] Eater's Flesh and Sower's Seeds now show their proper names, Eater's Flesh can now be properly grown.
[o] Fixed recursive issues with the Gelatinous Form Mutations causing crashing during world generation.
[o] Gel forms now regenerate lost limbs instantly.
Gokudera ElPsyCongroo Dec 17, 2024 @ 10:25am 
Seems Adrenal Control can be used to grow fruit from Fruiting Bodies at a higher level even when adrenaline ends (only tried with Precognition so couldn't see if the fruit could grow to completion but the sidebar value doesn't change or prompt to).

Could weapons wielded in Psionic limbs display their accurate PV? Currently the value doesn't change so I'm not sure if PV is being limited by ego modifier and stat or if it's a bug and value isn't limited.
DANCING POLAR BEAR Dec 14, 2024 @ 3:48am 
Thank you for the update.
Winged_Monotone  [author] Dec 13, 2024 @ 10:07pm 
Dropped a new update, please check the Change Notes to see what is new:

https://steamcommunity.com/sharedfiles/filedetails/changelog/2065946296
DANCING POLAR BEAR Dec 13, 2024 @ 11:03am 
Could someone please explain how thick tail works. I'm new to the game in general, tried a run with thick tail, chimera and the rest dumped into unstable genome. Got to level 11 with a few mutations however I couldn't get the tail to synergize with anything nor did it give any stat bonuses as I leveled (Im really not sure whether its supposed or not). So if someone would be kind enough to explain how the mutation works that would be really appreciated.
Winged_Monotone  [author] Dec 11, 2024 @ 8:31pm 
@nullfish
alrighty, I'll get this into the fix-list
Winged_Monotone  [author] Dec 11, 2024 @ 8:20pm 
@SpasticDovah
Alrighty I will add this to the list, 1.0 contained a lot of changes so this might take a bit.


It might be that i have to change the class names, which would suck or it could be the color coding ... I will try to figure this out but the wish system is a bit ... odd so this might be lil rough to fix
SpasticDovah Dec 10, 2024 @ 2:04am 
Hey, thanks for making what is easily one of the best mods for this game. I'm sure you have a lot more pressing issues post-launch, but here goes...

For both the stable and beta versions, executing the wish command "mutation:Rough Scales" does not grant the mutation, and instead just closes the wish menu without any further prompts or messages. I then tested wishing for a few more of your mutations in a fresh save with only this mod enabled, and found "mutation:Serpentine Form" behaving similarly.

Not a high priority problem though--I only discovered this because my current run sees intermittent usage of wishes for a custom challenge. Thank you again for your work.
ScribScribe Dec 9, 2024 @ 9:57am 
Eating the cloaca surprise with the thick tail mutation caused me to gain a second thick tail instead of the bilge sphincter.
I still have the other changes to the body plan that it causes: the extra point of AV and the extra movespeed in water, just not the sphincter itself or the strength bonus it comes with.
Winged_Monotone  [author] Dec 3, 2024 @ 8:28am 
@Pharmokon

I have fixed the issue on my side in my test environment, but before I push the next version I wanna fix the shield proccing and tail whip proc, which one of those I managed to get done before work starts (fixed the shield proccing so far). I should have this finished sometime tonight or tomorrow
Winged_Monotone  [author] Dec 2, 2024 @ 7:40pm 
Not mutations*
Levels, its about gaining a lot of levels at once and then something about the rapid advance happening all together is borking it
Winged_Monotone  [author] Dec 2, 2024 @ 7:39pm 
@Pharmakon

Okay I followed exactly what you did and FINALLY managed to reproduce it, it is indeed an issue revolving around gaining a large amount of mutations at once and then activating the rapid mutation. now that I know this I can make sure it doesn't happen. though now I gotta rummage through the code to figure out what is going on! Thank you so much for the help, please have patience while I try to figure this out--hopefully I can fix this soon!
Winged_Monotone  [author] Dec 2, 2024 @ 6:00pm 
Nono it's okay! I really appreciate it 🙏 ima try to get this fixed asap
Pharmakon Dec 2, 2024 @ 3:37pm 
sorry about the weird mystery/query spam and thank you so much for your promptness and diligence!
Winged_Monotone  [author] Dec 2, 2024 @ 3:27pm 
I will have to test when I get back, but also just remembered something I need to let others know

Right now this mod is not compatible with the following mods

Improved Mutations
Gravens Mutations