Caves of Qud

Caves of Qud

Playable Slime
 This topic has been pinned, so it's probably important
JC  [developer] Apr 21, 2019 @ 2:17am
Mod Explanation
It has been requested by Sturm for a more in depth / technical explanation of the mod and so i will try my best to do so here, if anything is missing or needs a better explanation feel free to post below.

The Slime Genotype:

Body - Same as a humanoid body, it can wear armour and clothing.
Nuclear Protrusion - This is the "Head" of the slime so helmets and such will be worn here.
Sensory Bulb - This would be the "Face" so masks and goggles will fit here.
Worn on membrane - This is the slime equivalent of a back so backpacks and other things will go here.
Pseudopod - These are essentially hands, you can equip either a weapon or glove type armour in each of these.

Slime do not have feet so you can't equip boots and you will bleed slime. The other four slots are self explanatory.

The Slime Subtypes:

Null - This is just the basic slime, it has no special abilities other than being able to consume things. This was the first type i started with when making the mod, I've left it in because i sometimes like to play as it.

Unstable - This one is the same as the Null slime except when you enter a tile with any sort of liquid in it you will automatically take in the properties of the liquid. More on this later.

Stable - The same as Unstable except you have an ability so you can manually absorb liquid and therefore play in a way that suits you e.g. a lava slime.

The Consume ability:

Also known as Engulf in-game, when you engulf a creature a few effects happen and these are...

Damage - The damage that the creature takes while being consumed is a random number in the range of your toughness divided by 2 to your toughness.

Mutations - Once the creature has been consumed (killed) any mutations it had that you currently don't have will be given to you. The mutations you can gain are the same ones that you can pick from the start or naturally gain through progression, so you can't gain NPC only mutations.

Attribute gain - When the creature is consumed if the difficulty of the creature when looked at is greater than or equal to average then you will gain attribute points to spend as you wish. Average - 1 point, Tough - 2 points, Very Tough - 4 points, Impossible - 8 points. The amount you can earn is decided by your level * 10 so if you are level 1 then you can only gain 10 points before you must level up to earn more.

Mutation point gain - After consuming 10 creatures you will gain a mutation point to spend. Again this is 10 creatures of difficulty average or higher, however there is no extra point gain for going after harder creatures so aim for 10 average creatures to make it easier on yourself. Mutation points are capped at 5 per level so level * 10 / 2 so you can gain 5 points before you have to level up to gain more.

You will also have your thirst and hunger raised to Quenched and Sated.

A note about attribute / mutation point gain, you do not lose the potential for gains when leveling up. A counter does not reset, you still gain the same amount of points if you had hit the cap before leveling up. e.g. level 1 you have 4/10 points, if you then reach level 2 it will be 4/20.

The Evolution mutation:

When you touch a liquid and evolve either from the unstable slime's auto ability or the stable slime's manual ability, the liquid is checked to make sure you don't already have it then added to a list and from there if it is the first liquid then you will gain the spit ability which lets you spit whatever liquids you have absorbed so far. The other effects include giving you a Pseudopod relevant to the liquid and sometimes passive effects.

The spit ability works by checking each liquid that you have absorbed and spitting the combined liquids at a target or area. I believe that any creature caught by the liquid mix has those effects added to them, the same as if they walked through it naturally. So a combined spit of acid and asphalt would cause them to be stuck and take acid damage. I haven't extensively tested / looked through the code to know exactly how it reacts.

Each pseudopod has the base stats of HitBonus="6" MaxStrengthBonus="99" BaseDamage="4d4" Skill="Cudgel" Stat="Strength".

The following list shows what each liquid gives:

(Fresh water) Watery Pseudopod - This will actually quench the enemies thirst so not really beneficial to you.
(Salt) Salty Pseudopod - Will make the enemy dehydrated on hit.
(Asphalt) Tarry Pseudopod - This will prevent them from moving on hit.
(Lava) Magmatic Pseudopod - Raises the enemies temperature by 350 - 400, adds fire element damage from 20 - 30 and increases your heat resistance to 100.
(Slime) Slimy Pseudopod - Adds chance to disarm on hit.
(Oil) Oily Pseudopod - Same as Slimy.
(Blood) Bloody Pseudopod - Drains life on hit for 15-20 points.
(Acid) Acidic Pseudopod - Adds acid elemental damage from 20 - 30 and increases you acid resistance to 100.
(Honey) Honeyed Pseudopod - Same as Slimy.
(Wine) Lush Pseudopod - Makes the enemy drunk on hit.
(Sludge) Sludgy Pseudopod - Adds the rust effect to one of the enemies equipped items.
(Goo) Gooey Pseudopod - Poisons on hit.
(Putrescence) Putrid Pseudopod - Vomit on hit.
(Gel) Unctuous Pseudopod - Same as Slimy.
(Ooze) Oozing Pseudopod - Diesease on hit.
(Cider) Spiced Pseudopod - Same as Lush.
(Convalessence) Luminous Pseudopod - Base damage is 0, heals the enemy on hit, decreases temperature by 20 - 30, adds a light source to yourself with a radius of 6 and increases cold resistance to 100.
(Neutron Flux) Neutronic Pseudopod - Explosion on hit.
(Cloning Draught) Homogenized Pseudopod - Clones the enemy on hit.
(Wax) Waxen Pseudopod - Raises temperature on hit by 50 - 60 and prevents them from moving.
(Ink) Inky Pseudopod - Same as Slimy.
(Sap) Sugary Pseudopod - Same as Slimy.


Crashes and Other problems:
If you are experiencing crashing or other problems please post on the main mod page with what kind of problem you are having and upload your output_log.txt somewhere so i can have a look, you can find this in C:\Users\*Your Username*\AppData\LocalLow\Freehold Games\CavesOfQud
Last edited by JC; Apr 27, 2019 @ 5:53am
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Showing 1-15 of 16 comments
Sturm Apr 21, 2019 @ 2:32am 
For the Luminous Pseudopod, does it heal you or who you're hitting? Same for the Homogenized Pseudopod, who does it clone?
I noticed once you absorb many liquids you have a sh*tload of arms, many of which are empty, how exactly does that work?
What do you mean by "you do not lose the potential for gains when leveling up. A counter does not reset"? As in, I could get 2/5 mutation points one level, and then get 8/5 the next? Is that what you're saying?
Last edited by Sturm; Apr 21, 2019 @ 2:33am
JC  [developer] Apr 21, 2019 @ 2:41am 
Is that better? also what do you mean by "many of which are empty, how exactly does that work?"
Sturm Apr 21, 2019 @ 11:47am 
You start the game out with 4 empty manipulators
Once you start absorbing liquids, you get a lot more manipulators, which are also empty, in addition to the old ones which are now filled with pseudopods based on the liquid you absorbed
JC  [developer] Apr 21, 2019 @ 12:02pm 
Still not sure what you want me to explain but ill have a go. Manipulators and Pseudopods are pretty much the same thing, the only difference is that manipulators will only hit with base damage with no effects whereas pseudopods will hit with base damage plus an element if they have one as well as an effect also assuming they have one.

Functionally they are hands so you can equip gloves or a weapon, although i think if you have something equipped on a pseudopod it will ignore the pod completely and just use the weapon.

Good for negating an effect you don't like i suppose.

is that what you meant?
Sturm Apr 21, 2019 @ 12:50pm 
No, I mean when you absorb liquids, you grow more hands with manipulators to hold your new pseudopods, but you also grow extra hands, with empty manipulators, many of them
Right now I'm a decasludge and I have 4-6 empty manipulators, and when I started I had like 2
JC  [developer] Apr 21, 2019 @ 1:13pm 
Ah ok yeah that's because when you absorb a new liquid it looks for an existing manipulator to replace otherwise you wouldn't be able to get new pseudopods. It was a part of the vanilla code.
MewMewExorcist Apr 21, 2019 @ 1:22pm 
How do I replace some pseudopods with others? I currently have a watery, salt, putrid, and a bloody one, and I can't replace one with lava.
JC  [developer] Apr 21, 2019 @ 1:25pm 
You don't replace them you just keep gaining them or at least you should be.
Xeroxed_Joy Apr 21, 2019 @ 2:59pm 
Hey! this is neat, unfortunately the neutronic pseudopod immediately killed me when I went to test it, which I suppose makes sense
MewMewExorcist Apr 21, 2019 @ 3:06pm 
So should they cycle when I keep encountering new liquids? Like if I've run out of pseudopods it'll just replace my first water one with like honey or something?
JC  [developer] Apr 21, 2019 @ 11:31pm 
@Xeroxed_Joy yeah i think you need high health to be able to survive the blast.

@MewMewExorcist Nope you will just grow new manipulators which will be replaced by the new pseudopods.
Arendeth May 11, 2019 @ 3:18pm 
got any plans to grant a ability to reset the slime back to a normal slime with a item or something? (so that you can remove all extra pseudopods and start it over)
JC  [developer] May 11, 2019 @ 11:41pm 
@Arendeth Nope, there was never a reason to. Plus i kind of like the idea that we are stuck with the decisions we have made so we can learn from them.
Sturm May 12, 2019 @ 4:13am 
It says that absorbing a liquid will give you a pseudopod relevant to the liquid "and sometimes passive effects", what kind of effects does that include? I haven't noticed anything personally, except for I think becoming immune to acid from absorbing it or something in that vein
Last edited by Sturm; May 12, 2019 @ 4:13am
JC  [developer] May 12, 2019 @ 4:18am 
@Sturm look under the spoiler tagged list and it will tell you :) but yeah its mainly resistance to the elements.
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