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 31-45 of 232 comments
Catch 34 Oct 26, 2020 @ 7:51pm 
Found one!

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.
Catch 34 Oct 26, 2020 @ 7:51pm 
Also you spelled "qaulity chitin husk" wrong.
A_King_Doggo Oct 29, 2020 @ 12:21am 
Yeah uh - I lost my thick tail? Not the slot, but the tail *in* the slot. Any way to get that back?
Winged_Monotone  [developer] Oct 29, 2020 @ 5:30am 
@Orange Incorporeal Mars Bar
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.
CaBy202 Oct 29, 2020 @ 1:10pm 
Just had a chitin skin molting last well over 700 turns, I was holding down 'wait' cos i was tryna regrow my tongue and then it was time to molt so i did, but uh yea, i had 795 'Quality chitin husk' underneath me before i just decided to decapitateme
Last edited by CaBy202; Oct 29, 2020 @ 1:10pm
A_King_Doggo Oct 29, 2020 @ 1:27pm 
Originally posted by Winged_Monotone:
@Orange Incorporeal Mars Bar
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!
quoting_mungo Nov 11, 2020 @ 11:13am 
I have a few things I noticed that seem to relate to the issue Xayrlen mentioned in the comments on the mod page:

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.
Crepe Nov 15, 2020 @ 7:58pm 
Mind Eater seems to be missing from the mental mutation list
Winged_Monotone  [developer] Nov 16, 2020 @ 2:13am 
Update - Bug Fixes and Reworks:

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.
Cervus Nov 16, 2020 @ 4:10pm 
Thick tail has a bug that causes it to unequip upon moving in the world map and I've rounded it down to something with the Regeneration mutation. When I don't have Regeneration, it stays equipped and everything behaves normally. Hope this input helps!

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.
Last edited by Cervus; Nov 16, 2020 @ 4:30pm
A_King_Doggo Nov 16, 2020 @ 5:06pm 
Originally posted by Cervus:
Thick tail has a bug that causes it to unequip upon moving in the world map and I've rounded it down to something with the Regeneration mutation. When I don't have Regeneration, it stays equipped and everything behaves normally. Hope this input helps!

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!
Winged_Monotone  [developer] Nov 17, 2020 @ 8:48am 
... that's so damn weird lmao
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.
A_King_Doggo Nov 17, 2020 @ 10:42am 
Originally posted by Winged_Monotone:
... that's so damn weird lmao
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.
Cervus Nov 17, 2020 @ 2:03pm 
From a purely observational standpoint, do you think it would be more reliable to make all the dynamic "player-oriented" bonuses happen in the mutation, rather than the tail object? And make the tail object purely a weapon with only damage and PV to worry about, akin to the way the stingers work in the vanilla game, or the serpentine form mutation? The tail object's flavor text modifiers are cool and all, but I feel like the closer you adhere to vanilla methods, the less of a headache it all is.

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.
Winged_Monotone  [developer] Nov 17, 2020 @ 2:17pm 
@Cervus, because of Qud's code structure, doing is a lot more difficult than I'm willing to employ and frank is probably out of my region of expertise. Mutations don't have hooks in their events designed for acquiring the data necessary for getting your mutation, and due to how mutations are currently implemented and thew way they are fired, those hooks won't fire directly. So you have to use a Part to update those definitions, as the part can handle, fire and hold a lot more than the mutation and you don't have to worry about it becoming a goliath script.

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.
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