Caves of Qud

Caves of Qud

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Mental Mutation Overhaul
   
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2024 年 9 月 3 日 下午 5:50
11 月 21 日 下午 8:39
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Mental Mutation Overhaul

在 The_MixMaster™ 的 1 个合集中
Qud for the Living
4 件物品
描述
Adds new functionality to some of the more underwhelming mental mutations along with further balancing to make lesser used mental mutations more desirable to invest in over a run.

Current changes:


Psychometry:
  • A new ability has been added at mutation level 5 called "Scour History" which lets you destroy an artifact with a chance to learn a random secret (or multiple if the artifact's value is high enough). Chance is affected by Psychometry level, artifact value, and a pity system.

  • Increased base mutation cost from 3->4 (How the mod was balanced prior to v1.0)

  • Now gives Tech Scanning to the user.

Mass Mind:
  • A new secondary functionality has been added: An attempt to focus your tapping of energy to nearby minds and silence other espers within the current zone, setting their mental mutations on a long cooldown. Base chance of 50% that increases with mutation level.

  • Mass mind's base cooldown has been reduced from 500->300 and its minimum cooldown decreased from 100->80, but the amount of cooldown removed per level decreased from 50->20

Disintegration:
  • Added a new Instability feature. You can toggle between three levels of instability, level 1 being default Disintegration while levels 2 and 3 have increased damage, slightly increased range, but also an increased cooldown and exhaustion time.

Burgeoning:
  • Spawn tables have been reworked to make it less suicidal (Aloe Pyra and Vantabloom removed, Aloe Porta and Vantabud spawn chances greatly reduced, weights distributed to other plants like Aloe Volta or Death Daccas, though lemon rolls are still possible so mutation cost unchanged)

Confusion:
  • Base mutation cost decreased from 4->3

Spacetime Vortex:
  • Base mutation cost decreased from 3->2



Note: This mod may not be compatible with other mods that tweak the same abilities (Though mods for non-affected abilities like Light Manipulation or for abilities with no scripting changes like those only receiving mutation cost changes should be fine).

Most changes will work if the mod is enabled mid-run. Only exceptions are tech-scanning on psychometry and the instability toggle on disintegration if the character already has the respective mutation.

The stunning force, pyrokinesis, and cryokinesis mutation cost tweaks have been made base-game, thus they have been removed from the mod for v1.0.

Let me know if you have any ideas for further changes/tweaks you'd like to see or especially if you find a bug.

Thank you to Books and gnarf from the discord for their help.
热门讨论 查看全部(2)
4
2024 年 12 月 12 日 上午 5:25
置顶: Further Balance Discussion/Change Ideas.
The_MixMaster™
0
2024 年 9 月 11 日 下午 6:41
Feedback General
The_MixMaster™
15 条留言
The_MixMaster™  [作者] 10 月 8 日 下午 6:44 
Casting burgeoning in a hallway then being incinerated by 5+ Aloe Pyra proccing at once, then making a new character and having it happen again was my inspiration.
Jentachs 10 月 8 日 下午 6:00 
bro thank you
you made Burgeoning an actually fun ability.
The Aloe Pyra plant was so horrible at the start of a new char run.
The_MixMaster™  [作者] 3 月 4 日 下午 3:57 
Glad you enjoy.
dJamDodger 3 月 4 日 上午 11:39 
Thank you for making this! These are the exact changes i was looking for, especially for burgeoning
Lekoda 1 月 17 日 上午 8:08 
Bruh call them annoying ass plants Lmao... My lungs is gone with that one.
Sir Fancybritches Fizzlebottom 2024 年 12 月 9 日 下午 8:56 
Be nice to increase the size of cryo/pyrokinesis. I use pyrokinesis to remove liquids on the ground. Very pleasing to dry a marsh. Also how about an alternative setting for burgeoning that covers 5x5 area and grows trees only?
The_MixMaster™  [作者] 2024 年 12 月 9 日 下午 3:10 
Any examples for things you'd like to see?
Deth 2024 年 12 月 9 日 下午 12:39 
i want more variations on damaging powers aaaa
The_MixMaster™  [作者] 2024 年 12 月 7 日 下午 8:05 
They were just mutation cost reductions.

Pyro/Cryo went from 5 points at character creation to 4
Stunning force from 4->3 (Also the damage increment bug was fixed)
Sir Fancybritches Fizzlebottom 2024 年 12 月 7 日 下午 7:06 
Can I get a short description of what the changes to "stunning force", "pyrokinesis", and "cryokinesis" were that got merged into the base game by devs? I don't think this game has much in the way of version history on wiki.