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Chitinous Skin: Caught in a molting loop where I keep stacking the Newly Shed effect (currently have 108 stacks) and dropping chitin plates. Everytime I "molt" another instance of molting occurs.
If the tail gets dismembered, you might lose your tail when it gets regened, same for when a new tail gets added randomly with chimera, working on a fix for this, but its a huge issue with a lot of mutations that add custom parts right now. You should be able to simply wish for Thick Tail and it will give you a thick tail you can requip in the slot, it'll update itself after you level
@Catch34
I jumped around, I fixed this and the typo, hopeffuly the recursive thing should be gone int he next update.
Thank you! It's fine as long as I can wish it back :). Gotta keep that additional attack!
My tail (supplied by wish as my character initially generated without one) was getting unequipped on level-up; I had to go back in and re-equip it. A bit annoying and I don't know if it resulted in me losing out on any special bonuses due to mutation synergy since you say it'll update itself when the character levels, but it's not the end of the world.
At some point, I THINK when the Thick Tail mutation itself upgraded, though it could also have been due to map travel as I can't 100% recall when I last checked my equipment before noticing it was gone, the tail not only unequipped but seems to have disappeared. It's POSSIBLE if it unequipped on map travel that I could have accidentally dropped it with any weapons I didn't want to keep (IIRC that's the category it sits in?) into my "stuff to sell to Tam when he gets more cash" chest, but I'm 90+% sure I would have noticed if the tail was showing up in the list.
And, just in case other people have as much trouble figuring out the Wish tool as I:
WISHING FOR YOUR THICK TAIL FOR DUMMIES:
1. Follow instructions on the official wiki for binding Wish to a key/key combination: https://cavesofqud.gamepedia.com/Wishes
2. Press the key combination you chose to bring up the Wish text entry box
3. Type in "BaseThickTail" without the quotation marks
4. The tail will appear on the ground next to you; pick it up and equip it like any other piece of gear.
Focus Psi
The focus psi related stuff just got a rework, essentially now, focus psi is its own Statistic called Psi, which opens for a lot of stuff. However, the core of the mutation has changed a little:
Psi now regenerates based on a percentile factor in relation to your Willpower, the higher your willpower, the faster your psi-pool will replenish itself--having lower scores will adversely affect your psi-pool's ability to replenish itself. Its overall much slower to charge psi than it was before, but I feel it will feel both more grounded and challenging with how the charges are set now.
This also fixes all the bugs related to issues with charges either exceeding their maximum pool count or it displaying false info for the stats, etc.
With Psi now being a statistic I can and will be implementing soon:
- Gear, Diseases, gases and more that effects your maximum psi-pool, psi-recharge rate, and psi-potency.
- Mobs that utilize psi in different ways, even as water-ritual ingredients. ("Taste a bit of my soul, why don't ya? Hear it taste like fried croc!")
- Survival effects of psi: Hunger, thirst, and other elements will effect your psi as well, both negatively and positively.
-
There's also been some minor bug fixes along with this add.
Mind-Eater
With light to the recent update I made to things, I deicided to remove Mind-Eater until I rework it:
Instead of calling it mind-eater, it'll be renamed to "Sciophagia", and will work as follows. Upon defeating an enemy who has higher ego than your own, their is a 10% chance you will encode that entity's mind upon your own--adding +1 to your ego score permanently. This however will scale with level, becoming more difficult against weaker lower-level enemies, but more successful fighting stronger ones.
( new command ) Masticate:
Absorb Psi from your enemy to replenish your HP.
Update again lol, Fixed the Issue with Psychoplethoric Deterioration readding the stat bonuses upon getting a new body.
Edit: I should clarify, with regeneration or not, it ALWAYS reports that you unequip the tail when you move in the world map. However, it re-equips itself. With regeneration it does not re-equip itself for some reason.
Also had that - doesn't really do much but it's still a bug!
I'm not gonna lie Thick Tail is ... having a problems, its complexity is not agreeing with Qud and I'm half in the stance of just removing it completely. I'm still not finding any fixes for the part reequipping itself and this new one is also gonna be weird to track down.
Yeah I get that - Are mutation/items like that really a big issue? Seems like you managed to implement them in a sort of 'roundabout' way that is having unintended side effects.
Come to think of it, I wouldn't even be that opposed to having 6 mutually exclusive tails. It might sound silly, but the game pretty much already does this with the 3 flavors of stingers. Personally I'd be sad to see this idea scrapped, I think it's a really good one. I hope whatever solution you ultimately go with is as painless as possible to implement.
You see, one, the tail isn't holding the information, its a 'part' on the 'mutation' that is holding that information and is doing all the work of synergizing things, the mutation system isn't designed for that, I'm juxtaposing a part that is essentially starting the synergizing effects, however this was also a test and it proves that the infrastructure in Qud is going to be very difficult to work some kind of hybrid mutation into.