Caves of Qud

Caves of Qud

WM Extended Mutations [Beta Edition]
Winged_Monotone  [developer] Sep 8, 2020 @ 3:23pm
PLAYER LOG DROP AND BUG DISCUSSION:
Go ahead and drop player.logs and bug issues here:

EDIT : Please include the version of Caves of Qud you are playing along with this please.
Last edited by Winged_Monotone; Nov 19, 2023 @ 7:20pm
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Showing 1-15 of 232 comments
flyons_gary Sep 9, 2020 @ 1:31pm 
How might I upload player log?, I tested the constrict ability again again with regular mutated humans with only the mod enabled along brain wraiths with the brainwraith mod enabled and the extended mod.
The constrict ability does say it initializes phase 1, but doesnt seem to actually happen. Instead a regular attack does
I tested it by cutting off the limbs, and it doesnt appear to happen then either
So to confirm, the constrict ability, gives a indication of starting but on success doesnt appear to be doing anything still
Winged_Monotone  [developer] Sep 10, 2020 @ 3:07pm 
Working on a fix, strangely it was working before the previous update so something must of gotten changed again that is breaking the mutation, hopefully I can get this fix soon sorry this one is taking a while to make a fix for.
Winged_Monotone  [developer] Sep 10, 2020 @ 9:14pm 
Okay, Serpentine form should hopefully be fixed now
quoting_mungo Sep 16, 2020 @ 8:30am 
Creating a mutant with Thick Tail (possibly because I had multiple other mutations that modified the tail?) I ended up starting with four "thick tail" in my inventory, weighing a total of 120#. These tails appear to be unsellable, trying to autoequip them will fail (quite reasonably stating you can't unequip your [full list of modifiers] thick tail), and there didn't seem to be any obvious disadvantage to just dropping them on the ground and going about my way significantly less encumbered.

I am playing with a number of other mods, but it seems unlikely for this particular issue to be a mod interaction?
Last edited by quoting_mungo; Sep 16, 2020 @ 8:32am
Winged_Monotone  [developer] Sep 16, 2020 @ 12:20pm 
what mutations did you choose at the start of the game?
Winged_Monotone  [developer] Sep 16, 2020 @ 4:34pm 
There's now a list int he mod folder that shows some of he synergy effects you can get using certain mutations
Arendeth Sep 16, 2020 @ 9:02pm 
getting build log errors (brakes mutation selection and the import feature of recor mod) here is the build log https://pastebin.ubuntu.com/p/jyjsWtXCZT/ and here is the player log https://pastebin.ubuntu.com/p/DGHY83WC79/
Winged_Monotone  [developer] Sep 17, 2020 @ 3:20am 
Should be fixed, kicked Ovipositor's cooldown to 10k
Winged_Monotone  [developer] Sep 17, 2020 @ 6:03am 
I know Ovipositor and Temperal Fugue are hillarious, but I'll be making them exclusive next patch, it can actually bloat your ram doing this, I might also consider kicking the Ovipositor gestation period to about 20k turns or 30k turns, which is about a month in-game Qud time.
Arendeth Sep 17, 2020 @ 6:46am 
thanks its working again
quoting_mungo Sep 18, 2020 @ 2:17pm 
Originally posted by Winged_Monotone:
what mutations did you choose at the start of the game?
I don't remember what exact mutations I chose in that particular run (that mutant turned into a smear in pretty short order), but in the game I just started I started out with a single thick tail in inventory, with the following mutations and defects:
- Carapace
- Chitinous Skin
- Heightened Hearing
- Night Vision
- Photosynthetic Skin
- Regeneration
- Thick Tail
- Irritable Genome
- Tonic Allergy
- Ancestral Scionasia

I suspect in the run where I initially ran across it I had something similar, as several of the mutations are part of my go-to build - probably Thick Fur and something else instead of the Photosynthetic Skin, though.
Winged_Monotone  [developer] Sep 18, 2020 @ 2:33pm 
I might have a fix for this soon, sorry for inconvenience
Arendeth Sep 18, 2020 @ 5:43pm 
poison ichor seems to do causes damage to its creator even though getting the Gelatinous Form (Poison) is meant to make you immune to poison (doesn't seem to do damage over time though) and another issue is when is it keeps prompting the character if it wants to walk over the ichor (which very annoying).
Winged_Monotone  [developer] Sep 18, 2020 @ 7:33pm 
You'll have to go into your settings and turn off the, "Warn to cross into dangerous liquids," option in Prompts, that's the only thing I have for that at the moment though I'm looking for a more general fix.


running a few test, i can't replicate what you are dealing with, poison ichor has been coded to only damage if an enemy is tripped or ingest it, maybe a screen shot or something can tell me what's going on?
Last edited by Winged_Monotone; Sep 18, 2020 @ 7:34pm
quoting_mungo Sep 19, 2020 @ 5:06am 
Somewhat curious interaction between Thick Tail and Stinger that I just ran into:
On buying a new mutation, I got Stinger (Paralyzing Venom) (irritable genome so pure RNG). A second Tail slot was generated, but it gets a greyed-out copy of the Thick Tail in it (like the second hand gets for a two-handed weapon), and the stinger ends up in my inventory instead. Like with the excess tails generated in inventory on chargen in the bug reported previously, the stinger unsurprisingly cannot be equipped since the Thick Tail cannot be unequipped.

Additionally, the Armor value on the tail turns red like when the armor of multiple limbs is averaged out (and the mutation details indicate that it's being averaged out, as well). Attempting to use the activated Sting ability just quietly does nothing, only activates the cooldown.

Screenshots of inventory and equipment screen:
https://steamuserimages-a.akamaihd.net/ugc/1639830179523205013/5A2B28FA0E70D98472F9C7B5BBCC6D2380BE0A64/
https://steamuserimages-a.akamaihd.net/ugc/1639830179523204527/E51D76114EF0BC64B3AA301EF3BB4BF161EC926C/


I swear I'm not trying to break your mod on purpose! XD


EDIT:
I have no idea how, but the problem seems to... half-resolve itself at some points? Don't know if it was because of map traveling or leveling up or something else, but I got back to Joppa, went to stash away some of the loot I wasn't selling to Tam, and noticed my zenith tail in my inventory. A new stinger had materialized in the tail slot - the old one that popped up in my inventory was still in the Joppa chest where I'd put it to keep it out of my inventory without littering - and I could equip the unequipped tail in the second tail slot that was now empty. It's still got the averaging-out-AV penalty red number, but that's largely acceptable.

Upgrading the Thick Tail mutation seems to reset it to taking up both tail slots again, though, and map travel after it did didn't change that, so my best guess would be what half-solved the problem was leveling up. Leveling up the Stinger put it back in the first tail slot, as well, so that further supports that guess.

EDIT 2:
Fixed link to equipment screen because apparently even double-checking I get things wrong
Last edited by quoting_mungo; Sep 20, 2020 @ 3:57am
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