Caves of Qud

Caves of Qud

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Overgrowth
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Branch: Stable
Object: Liquid
Character: NPC
Type: Cosmetic
Asset: Sprite
文件大小
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更新日期
5.141 MB
10 月 30 日 下午 3:16
11 月 13 日 上午 3:13
10 项改动说明 ( 查看 )

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Overgrowth

描述
In brief:
Mountains and dungeons are overgrown with dense vegetation and swarming with insects, plus a few ruin decorations, along with various tools to clear obstructing thickets. There`s also an additional source of experience, a way to replenish your sap reserves, and the opportunity for biomorphosis.

In depth:
Mod draws inspiration from one of my favorite mods in Project Zomboid - 10 Years Later - which blankets the world in impossibly thick vegetation and sprinkles in a wealth of decorative flair. In the lore of Caves of Qud, the world is meant to be a sweltering, impenetrable jungle: dripping with humidity, choked by vines, crawling with insects, and caked in mud. In practice, though? The landscapes often feel meticulously manicured, as if my cousin`s millionaire grandma sent her personal gardener on a world tour with pruning shears and a grudge against chaos.
Well... no longer.

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- Every artificial mountain formation (those from which ruins are built) is clad in tiles, underscoring the faded civility of a long-dead culture.
- All natural mountain formations are strangled by overgrowth: dripping with verdant foliage, slathered in humus slime, crawling with insects, and studded with biomorphosis cocoons that have claimed most of the untamed wilds over centuries.
- Desert natural mountain formations - the only dry zones - are laced with brittle, desiccated roots.

- Branches are scattered around trees (they crunch delightfully underfoot).
- Pick up a branch and right-click any Asphalt Liquid to craft a Torch (you gonna need it).
- Narrow dungeon passages are often choked with thick foliage.
- Occasionally, biomorphosis cocoons lurk in the thickets. Crawl inside, endure the slow drain on your life as it reshapes your cells (boosting or slashing your max HP), then struggle to escape before it digests you completely.
- Seed-Spitter seeds can be harvested from those overgrowth plants (get yellow ones).

- Any dagger can hack through overgrowth with a smart use of left-click or via the right-click menu`s "cut through with dagger" option (though it risks breaking the blade).
- Equip a torch, and gain the ability to ignite an adjacent cell - clearing vegetation with an alternative fiery flair (each torch holds 5 charges).
- Slot the torch into your thrown weapon slot, and the ignition ability still works seamlessly.
- Every swath of overgrowth sliced by dagger or fired by torch yields 2SP (not so grating now, is it).

- Hacking through bush might unleash a moist crawler or moist slug (the nastiest critters from my animation mods).
- Stepping into swampy humus carries a 30% chance of poisoning you for 4 turns.
- Sapwombs swarm around patches of swampy humus.
- When a sapwomb dies, it spills sap from its leathery pouch (sap farming, ho) plus some XP.
- Animated Seed-Spitter sprite! (he`s been lying around with me for a long time, never knew where to put him).
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WARNING: This mod is utterly uncomfortable and downright infuriating! It transforms the mountainous, hilly, and cavernous quadrants of Qud into true overgrown jungles! I built it while experimenting and honing my scripting and feature-crafting skills. Turned out wicked cool! Couldn`t resist sharing it with you all!

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No pressure, but if you'd like to support my work, here's how[www.donationalerts.com]
☛ Dont forget to like and sub if u really like and sub! ☚
50 条留言
Mosni  [作者] 11 月 17 日 上午 1:58 
@defrag thank u man) animations are in process, I don`t do it myself anymore, waiting my friend to finish it.

@flemingluiz terror effect is from the Battlecry mod; sometimes characters from the neighboring parasang don't unload immediately and can still do things, the log moments will be cleared on the next iteration of the Battlecry mod
defrag 11 月 16 日 下午 6:09 
Mosni all of your mods are amazing and will be considered essential. I'd love to see more units animated
flemingluiz 11 月 16 日 下午 4:18 
i disable the mod and noticed that my character is fleeing from puddles of blood and cadaver debris might actually be a issue with your version of bloody mess. you could check it out.
flemingluiz 11 月 16 日 下午 3:34 
i dont know if it is this mod or some another mod im having but im experiencing a quite annoying experince where my character gets overwhelmed with terror all the time for no reason.
Mosni  [作者] 11 月 16 日 上午 9:16 
I'm glad my work makes you happy :)
You can use left click, since grass cutting is set to smart use. And if we're talking about vanilla autoexplore, it seems like it doesn't react to vegetation at all, or did I misunderstand something?
Xuruba 11 月 16 日 上午 3:57 
Hi Mosni, mod is great as your other mods. Getting poisoned while autoexploring is kinda annoying but ok. But what bothered me was having to right click + c to cut this plants while inside caves instead of ctrl + attack (as a use to collect other plants), what is alot faster than rightclick+c... If you could adjust the auto-explore to avoid overgrowths and ctrl+attack to collect them would help ALOT.

I just wanted to give you player feedback to this awesome mod.
Obsidious 11 月 13 日 下午 10:41 
Not scary, but potentially dangerous. The GIF makes it look like it could take up a lot of the screen, and flashing/strobing effects are a risk for photo-sensitive epilepsy (and similar), which is why the game has the option to turn them off.

from Web Accessibility In Mind (WebAIM) [webaim.org]:
"In general, if the content flashes more than three times per second, is notably large (a small animating image would not cause a seizure), and has bright contrast in the flashes (especially if the color red is present), it may cause a seizure and must be avoided."

Emphasis mine. I don't blame anyone for not knowing this stuff tho; heck I forgot about the red issue until just now.
Mosni  [作者] 11 月 13 日 上午 12:04 
Is this red square really so scary that it needs an option? ))
Obsidious 11 月 12 日 下午 10:50 
I like that new VFX! Very Qud but also very dynamic.

I think there's an option in the base game to turn off large flashing effects. Because the random encounter flash is quite large, for accessibility/safety reasons I was asking if it switches off when that option (or a similar option in that section) is toggled. I'm not at risk myself, but I like paying attention to these things because a lot of people don't know about them. I might be misunderstanding how the safety feature works in-game though.
Mosni  [作者] 11 月 12 日 上午 10:42 
- plus a little green VFX for your patience (check the first GIF in the preview images)