Caves of Qud

Caves of Qud

Qud-Fu - Mixed Martial Arts Skills
265 Comments
TransientLunatic Feb 20 @ 10:49pm 
Do these skills work with cybernetic weapons and/or if you have a weapon in one hand and are unarmed in the other?
Wakko Feb 14 @ 5:28am 
Do it have compability with Gigantism Plus?
FTO Ranger Jan 3 @ 3:49pm 
Mods that add "fist" weapons, do they work with this mod?
Hafen Jan 3 @ 3:42am 
I really enjoy the mod as a whole, the system it adds is fairly expansive and interesting. What I very staunchly dislike though are the bravers, specifically the hundreds that seem to spawn at later game historical sites and the like. It's the same issue I have with hostile dromad trader spawns, far too many enemies with high enough armour or dodge values that killing them becomes a chore.
Winged_Monotone  [author] Dec 23, 2024 @ 8:22pm 
Okay, I will be working on this! Sorry for the slow response!
Fernando Dec 19, 2024 @ 9:34pm 
Can confirm the issue with the character disappearing. Works perfectly otherwise, as far as I can tell.
Change Da World Dec 17, 2024 @ 4:36am 
that is to say: my character disappears completely off the screen, and i cant move or anything. reloading the world brings the character back.
Change Da World Dec 17, 2024 @ 4:35am 
Hey, great mod! currently bugged. grappling sends my character to the shadow realm, and I have to save and quit, then continue again to be able to play.
Winged_Monotone  [author] Dec 7, 2024 @ 9:20am 
Thanks!
Tcgirl8 Dec 7, 2024 @ 8:51am 
This mod is so much fun
Winged_Monotone  [author] Dec 5, 2024 @ 10:17pm 
Hey there @Edetha I just did a test and this mod is still working with 1.0! I forgot to mention my mods are not compatible with the following mods:

Improved Mutations
Graven's Mutations
Winged_Monotone  [author] Dec 5, 2024 @ 8:42pm 
It will be. Gimme maybe till the end of the week I have to update my other mods as well.
Edetha4 Dec 5, 2024 @ 12:50pm 
I really hope this mod gets updated for 1.0
If it will be, may I as when?
I apologize if this seems to be an attempt to pressure, I just am just really hyped since 1.0 got released, and Iike the mod.
Take a long as you wish, and even should you chose not to update it, that's fine, thank you for giving us the time with this mod we did get.
Cheers!
Chris2015 Oct 14, 2024 @ 11:15am 
It's working now, thank you!
Winged_Monotone  [author] Oct 14, 2024 @ 11:09am 
Just passed a Quick Fix Chris12015! Go ahead and update Qud and see if that fixes it!
Chris2015 Oct 14, 2024 @ 6:52am 
I cant get this mod to work, I've made sure I'm on the right version (2.0.208.10) and this is the only mod I have downloaded but I always get several errors that look like this:

<...>\steamapps\workshop\content\333640\2448571322\Martial Effects\Incapacitated.cs(107,32): error CS1503: Argument 1: cannot convert from 'XRL.World.Effects.Incapacitated' to 'XRL.IEventSource'

<...>\steamapps\workshop\content\333640\2448571322\Martial Effects\Grappled.cs(124,32): error CS1503: Argument 1: cannot convert from 'XRL.World.Effects.Grappled' to 'XRL.IEventSource'

<...>\steamapps\workshop\content\333640\2448571322\Martial Effects\Incapacitated.cs(117,30): warning CS0672: Member 'Incapacitated.Unregister(GameObject)' overrides obsolete member 'Effect.Unregister(GameObject)'. Add the Obsolete attribute to 'Incapacitated.Unregister(GameObject)'.

they repeat a few times before stopping, any help would be appreciated as I would really like to use this mod.
Winged_Monotone  [author] Oct 13, 2024 @ 9:30pm 
@Lekoda

The Beta has features introduced to the game-files that are not in the stable edition and as such, certain features will not work correctly or it may outright crash.
Lekoda Oct 13, 2024 @ 8:13pm 
How do betas differ from the non betta do mods have the ability to tell that difference and will refuse to run their code until we can statisfy the right version?

Will it continously nag for the right version or does it stay in the kitchen, quiet.
Winged_Monotone  [author] Oct 13, 2024 @ 3:07pm 
Actually, scratch that, mod errors should be gone now upon next update. This doesn't change the fact however you must be using the current Beta for this mod as it is. Please ensure your versions say 2.0.208.10
Winged_Monotone  [author] Oct 13, 2024 @ 11:03am 
@Chad "The King" ThunderCuck

Unfortunately I can't remove the mod-warning errors until the developers release the next assembly update that actually updates the code. Also this mod is for Beta, not Stable as included in the entry at the start of the description. Please update to the beta to use this mod properly, thank you!
Chad "The King" ThunderCuck Oct 13, 2024 @ 12:40am 
does indeed effect the game*
Chad "The King" ThunderCuck Oct 13, 2024 @ 12:39am 
no, they just fill my player log with hundreds of errors. sorry budfdy, but if its throwing up hundreds of errors its causing problems. you need to update the mod to remove the calls to non existent stuff. also it dosent indeed effect the game, for some reason it was your mod specifically that is disabling the allbox on my game. as for what version i use, i use the stable build, not the beta builds.
Winged_Monotone  [author] Oct 13, 2024 @ 12:04am 
@Chad "The King" ThunderCuck
Hi there, which version are you on? I am currently using the (beta) 2.0.208.10 and the mod is functioning. Check your version those warnings are just for obsolete refactors, they actually don't stop you from being able to load and start a game!
Chad "The King" ThunderCuck Oct 12, 2024 @ 11:31pm 
mod is broken in current version, throwing up tons of "MODWARN [Qudfu MMA in Qud] - <...>\steamapps\workshop\content\333640\2448571322\Martial Abilities\WM-DD-Tackle.cs(170,31): warning CS0618: 'GameObject.pRender' is obsolete: 'Use Render - Will not be removed before Q1 2025'" errors.
Pandaman Aug 17, 2024 @ 7:29am 
I LOVE THIS MOD
Lekoda Aug 10, 2024 @ 10:00pm 
I was on the stable release and it still worked, Am I missing something?
Winged_Monotone  [author] Aug 1, 2024 @ 11:15am 
@Nigerian Prince

It is, I am working on a fix but this might take a while
Nigerian Prince Jul 29, 2024 @ 4:38pm 
So, currently chaining strikes is bugged then? Just checking in
Winged_Monotone  [author] Jul 19, 2024 @ 10:52am 
@Tad Ghostal

lmao ... Yeah Chaining Strikes has been giving me some issues mechanically, I'm trying to figure out how to fix this but its ruff x.x Hopefully I will have something soon, my bad on that
Tad Ghostal Jul 19, 2024 @ 10:31am 
I think the problem might actually be with chaining strikes 1, by force attacking walls in Joppa I could exponentially scale the number of attacks performed as I went til I one turned the warden at level 2. Seems like however the number of attacks scales never resets, at least in my game. I reproduced it without any other mods and a true-kin with no skills or implants except chaining strikes. Seems like punching walls for a few days turns anyone into Kenshiro.
Winged_Monotone  [author] Jul 19, 2024 @ 8:38am 
They should be in C:\Users\[your username here]\AppData\LocalLow\Freehold Games\CavesOfQud!
The Sad Onion Jul 17, 2024 @ 11:52pm 
@winged_monotone I would love to. Though, could you direct me to where I can find those? :P
Winged_Monotone  [author] Jul 17, 2024 @ 9:19pm 
Or a player.log in general. Sorry
Winged_Monotone  [author] Jul 17, 2024 @ 9:19pm 
@yamidamian & The Sad Onion
Alrighty, do you think you can get me some crash logs from pastebin er something similar?
Winged_Monotone  [author] Jul 17, 2024 @ 9:17pm 
@Tad Ghostal
lmao, sorry that's hilarious, I'll add that to the list of bugtest, thanks!
Tad Ghostal Jul 17, 2024 @ 12:46pm 
Mixing chaining strikes with multi-weapon fighting and multiple arms seems to 1 shot every enemy in the game. I one turned a Putus Templar legendary at level 5 with like 40 consecutive strikes.
The Sad Onion Jul 3, 2024 @ 1:09am 
Same happens with, but in addition to that the game also crashes when I attempt to eqiup a melee weapons after learning the skill.
yamidamian Jul 1, 2024 @ 11:15am 
Not sure if it's related to what the last person mentioned, but this is giving me an odd behavior: once I learn the skill Chaining Strikes, I become completely unable to make melee attacks. Even using look-attack or force attack doesn't let me.
Winged_Monotone  [author] Jun 22, 2024 @ 5:10pm 
@frumious burgersnatch
thank you for letting me know, the MartialConditioningFistMod.cs is supposed to just be editing already existing fist weapons, which should technically have the SecondaryAttackChance IPart attached, I'll let the developers know this as well, as I think that might be a bug, thanks again.
MongoDB Cooper Jun 21, 2024 @ 10:46pm 
Looks like the mod's bugged circa June 21st's update. You're gonna want to add the following lines of code to MartialConditioningFistMod.cs:39

if (!ParentObject.HasPart("SecondaryAttackChance"))
{
ParentObject.AddPart<SecondaryAttackChance>();
}

and change WM_MMA_FlurryOfBlows.cs:79 to

return base.HandleEvent(E);

as it presently does an infinite recursion and crashes the game.

Thanks for making this mod, it's really really cool.
Winged_Monotone  [author] Jun 20, 2024 @ 9:21am 
Np! Glad you are having fun!
Crepe Jun 19, 2024 @ 5:52pm 
Thanks for the quick work! This is one of my favorite mods, it gives non-espers a buncha neat toys to play with.
Winged_Monotone  [author] Jun 19, 2024 @ 10:21am 
- reworked surestrike extra attack reward.
- this should also fix the bug where it crashes during the attack
Crepe Jun 14, 2024 @ 2:49pm 
Posted it in the debug drop, but just to warn other players; Sure-Strike is currently causing crashes when it attempts to do more hits
Winged_Monotone  [author] Jun 10, 2024 @ 9:14am 
@Chad
I will do some test and get it working, thanks for letting me know.
Chad Jun 9, 2024 @ 8:55pm 
Chaining Strikes doesn't seem to be functioning, it's not increasing the off-hand chance.
Winged_Monotone  [author] Jun 4, 2024 @ 8:44am 
Updated, please check change notes for most recent changes
Bumbullbee May 28, 2024 @ 3:11pm 
I'm having the same issue as Goatmaster3000 on the beta branch. I'll post my clipboard in the discussion in case it helps!
Goatmaster3000 May 28, 2024 @ 1:27pm 
Is this meant to work on the current beta branch? The first bit of the description declares it beta-exclusive but it doesn't seem to be compiling correctly for me. I'm really clueless about qud mods fwiw.
Winged_Monotone  [author] May 27, 2024 @ 2:01pm 
@oinko sploinko
Okay, checked through, just to be sure. Didn't find anything and so I went through a bit of a mental processing moment as to 'why' I didn't consider adding these when I was making it as, yeah it does make a lot of sense more arms means better grappling. But now I do remember why I didn't at the time, and its because it'd be really annoying to figure it out xD

Problem is that there are a lot of ways you can get extra arms in the game, and I am not 100% sure if there is an easy method to do this going off the current state of code and my knowledge in it. I'll start brainstorming, but at the time, due to how complicated it might be to do this, I didn't consider it necessary since it would be a minor-buff at most, as the general bonus depending on how many arms you can stack needs to be really careful reigned-in or it could get way out of control super fast lol