Caves of Qud

Caves of Qud

WM Extended Mutations [Stable Edition]
714 条留言
Winged_Monotone  [作者] 11 月 8 日 下午 8:01 
Hm, I'll have that changed next update too then.
Aren 11 月 8 日 下午 5:25 
well I know I can't put ant points into it from the normal screen
Winged_Monotone  [作者] 11 月 8 日 下午 4:22 
Should be able to improve it like one can improve quills.
Aren 11 月 7 日 下午 11:47 
also is thorns supposed to be able to be level'd directly or is it just tied to character level?
Winged_Monotone  [作者] 11 月 6 日 下午 10:05 
Actually just did a double check, I haven't programmed thorns to work with Serpentine Form, look for it in the next update!
Winged_Monotone  [作者] 11 月 6 日 下午 9:42 
@Aren

That's strange, it should be working. I could test real fast and see if its properly firing off the buff you are supposed to get from using constrict with thorns, quills should also buff it too.
Aren 11 月 6 日 下午 4:24 
I know it could be a little over powered but it would be super cool if constrict worked synergised with thorns or am I missing something in the game messages?
Winged_Monotone  [作者] 11 月 6 日 上午 7:38 
Your feelings regarding a modder having to do something, is not a requirement. Period.

Modders don't have to document a thing. Period.

"32 mutations is kind of small ask when some mod pages list hundreds of features on their literal mod-page." I hate when they list hundreds of features, because the important stuff, like how to install and what it works with gets buried underneath all of it--or whatever actually important information being hidden between massive text blotches stating irrelevant things.

You have your milk, I got mine. Don't like the flavor?Go somewhere else. I'll give you a minute to read this and then I'm blacklisting y'all so that my subbers don't have to get pings about silly crap on a daily bases.

Live a good life.
Winged_Monotone  [作者] 11 月 6 日 上午 7:38 
@Mantizzle @MrBeast

Yeah and as a modder and person who also uses mods, I've never expected a modder to give me descriptions of their entire mod--what you seem to be conflating here is personal preference--aka vs what you want--vs what others may or may not expect. Again, if you don't like it, don't use the mod, go somewhere else. But don't act like you're making a big ask of a modder to do something that isn't a necessity nor.

The problem when I did have the descriptions in is that people would eagle eye on what is added not read any of the other parts the description, the amount people asking 'how many mutations it adds', became minuscule compared to 'why isn't working?' only to find out again and again these people didn't read the whole description and skipped over the parts that clearly said "Don't use these mutations with x" . I removed it, and now guess what, no one ask that anymore unless it has to do with an actual bug with the mod.
Gameingtree 11 月 6 日 上午 12:19 
Now all of us who subscribe for updates and bugfixes are getting dragged into it- I just like to see when a bug gets reported here and it inevitably gets responded to.
Gameingtree 11 月 6 日 上午 12:18 
Your point would be valid, if it wasn't hypocritical coming from you, who started an argument over the word "nah."
Gameingtree 11 月 6 日 上午 12:17 
All the dev said initially was "no," and then linked you the resource you were looking for in the first place.
Gameingtree 11 月 6 日 上午 12:15 
Chill out- you're proving the dev right.
MANTIZZLE 11 月 5 日 下午 4:37 
MR Beast is right, modders even some not friendly people that make prolific skyrim mods do descriptions for hundreds of spells or changes on their modpage. 32 mutations is kind of small ask when some mod pages list hundreds of features on their literal modpage. its just helpful for anyone who comes by your page and is just proactive behavior. if that many people ask for it , maybe its for a good reason
MrBeast 11 月 5 日 上午 11:48 
By then the point was not the list anymore. I was pretty satisfied with just the name list without any details. Its that you served it to me like a ♥♥♥♥♥♥♥♥ and immediately jumped to conclusions that I am entitled and belittling my intelligence because I'm not "experimental" enough. But on the topic of the list, I make mods too - even if smaller than yours, I believe modders should provide substantial documentation. If 100 people besides me have asked, maybe it's not cause they're entitled, maybe they just don't want the chore of sifting through your mod to find out of it's fun or not, they just want to know if it's worth installing when reading about it. It's rude and unfair to jump to these wild conclusions about an individual's personality because they... want to know what your mod does. If you have a design intention, like you want players to discover things instead of reading about it, you can state that clearly, without being an asswipe.
Winged_Monotone  [作者] 11 月 4 日 下午 9:47 
@MrBeast
That's cool, please close the door on your way out.

Look, being hurt over someone saying they won't do something is kinda wild, at the most, it was passive aggressive--but you're like the literal 100+ something'ish person asking for this from a modder who does this all for free without even considering the amount of work put into it, how much work it would take describe 32+ mutations that then needs to be updated and changed with every added mutation, while again, no one else has to do this crap.

That's crazy entitlement, sorry. Now I am seeing why modders call people out on this stuff so much lol
MrBeast 11 月 4 日 下午 7:43 
You're simultaneously helpful and an ♥♥♥♥♥♥♥. Thanks for dropping the indirect, rude comment at the end. I won't need the list since Im not installing this.
Gameingtree 11 月 4 日 上午 8:43 
Based response
Winged_Monotone  [作者] 11 月 4 日 上午 8:32 
@MrBeast
Nah.
Winged_Monotone  [作者] 10 月 16 日 上午 7:38 
@cringe Immunocompromised should be fixed now!
Winged_Monotone  [作者] 10 月 16 日 上午 7:37 
@Carl the Compressed
Thanks for catching these, I'll have an update soon to add all of these changes sometime today!
Carl The Compressed 10 月 16 日 上午 5:44 
Hi @Winged_Monotone! Wanted to point out few bugs that I found.

Fruiting Bodies growth from being rooted doesn't work.
Long story short: typo in "pFruitingBodies.cs", 562 line, in mutation name.

Also you can go to the world map and travel, while you are rooted. Not sure that it is intended + sometimes passive nutrition from roots allow you to become hungry and famished. Not sure is it bug or lack of understanding how this mutation works from my side.

Sorry for grammar from my side.
Great mod!
cringe! 10 月 5 日 下午 12:51 
tyty
Winged_Monotone  [作者] 10 月 3 日 上午 5:46 
@cringe
Ah, hm something must of changed that's messin with it, lemme see if I can figure out what's going on and get a push out asap (hoping within the hour)
cringe! 9 月 18 日 上午 5:02 
started a save with no other mods and immunocompromised, gave myself glotrot and waited a few days and my max hp wasnt getting reduced
same with the other two diseases

also great mod thanks for your work :steamhappy:
Winged_Monotone  [作者] 9 月 8 日 下午 2:32 
Will work on that! Sorry!
Revengance 9 月 5 日 上午 8:37 
is it not stable as of today?
Winged_Monotone  [作者] 8 月 11 日 上午 9:51 
@avennelakanti

The latest patch from CoQ has properly fixed this issue!
Sellos 8 月 7 日 上午 3:15 
ah now i understand, thanks
Winged_Monotone  [作者] 8 月 6 日 下午 9:52 
@Sellos

It essentially makes it so that there is a chance to increase your ego score whenever defeating a creature that has a higher ego score than your own. Its like the Psykers but now you can proc it on anything that has a higher ego score than your own.
Sellos 8 月 6 日 下午 1:22 
what does psyhophagia do exactly? the base game already has this function. does that mean i dont get a ego bonus for defeating other psykers anymore unless i take this mutation?
Winged_Monotone  [作者] 8 月 6 日 下午 12:19 
@avennelakanti

Seems like steam didn't want to update my version again for some reason. So yeah its definitely not working, I talked to the devs about it because nothing has changed with the underlying paths and methods that shoulda caused it to break like that--at least from what I can see. Got confirmation that it is a bug--something like an early AND statement causing this and they told me it would be fixed next patch. What you're doing there can work but its not particularly mod friendly as it forces the mutation to load its effect earlier so any mod or mutation that is doing that might be affected as well. I'm still deciding if I'm gonna just leave it until the next patch fixes it or wait but I'll think of something by the end of the week.
avennelakanti 8 月 6 日 上午 5:23 
@Winged_Monotone I managed to get Genetic Memory to work: I changed AwardingXPEvent to AwardXPEvent and registered it extremely early instead of adding its ID to WantEvent.

I added this block of code in Animancy.cs:

public override void Register(GameObject Object, IEventRegistrar Registrar)
{
Registrar.Register(Object, AwardXPEvent.ID, XRL.EventOrder.EXTREMELY_EARLY);
base.Register(Object, Registrar);
}
Winged_Monotone  [作者] 8 月 5 日 上午 8:26 
@avennelakanti
I'll double check and see whats going on!

@SpaceLatency
I can try rewording it if that helps!

@TheoryInfinity
I will see if I can fix this, thanks!
TheoryInfinity 8 月 4 日 下午 8:57 
Thick tails seems to have a bugged interaction with mutation level increasing items and Temporal Fugue. If you have both Thick Tail and an item that levels mutations, then Temporal Fugue will fail to make any clones.
SpaceLatency 8 月 1 日 上午 9:35 
oh wait, it seems the tooltip is just bizarrely worded, it works as expected
SpaceLatency 8 月 1 日 上午 9:28 
why does soulshunting replace mental stats and not physical ones lol
avennelakanti 8 月 1 日 上午 1:58 
Tested with all but this mod disabled, still not working.
avennelakanti 7 月 31 日 下午 12:29 
@Winged_Monotone I'm running the latest version (210.22), which changed the way XP events are handled. It was working before this patch.
Winged_Monotone  [作者] 7 月 31 日 上午 11:27 
@avennelakanti Hey there, what version are you on? I just tested it and its working for my end, not saying that you might not be running into an issue just I need some more info to see if something else might be going on here

@Gameintree, Alrighty, I'm gonna go ahead and for now, add Serpentine Form to excluded from selectable pool slot for level ups until i can fix this, thanks for letting me know.
avennelakanti 7 月 28 日 下午 9:27 
Genetic Memory doesn't seem to work as of the latest patch. Probably has something to do with the XP event changes. Haven't installed any other XP modifying mods.
Gameingtree 7 月 24 日 下午 8:00 
Serpentine form really doesn't like to be added after start- causes some problems
Winged_Monotone  [作者] 7 月 24 日 上午 9:09 
@Kynick2501

Some people on the discord argued that not having the ability to equip anything in these slots would make the tail kinda useless, so I decided just to let them equip items feet can until Qud releases items that tails can actually wear. Once I finish the user-config though, you'll be able to set the tail to use the tail slot which will take away its ability to do anything other than its grapple, no eta on this but its in the works
Kynick2501 7 月 24 日 上午 12:24 
Serpentine Form's Serpentine Tail still displays and acts as feet
Winged_Monotone  [作者] 7 月 15 日 上午 8:34 
@wierdchildren

I'll consider putting in a list somewhere in the files/documents, you're asking for a lot of info though, so don't expect that anytime soon

@smallpatchofmoss

Thanks, and thanks again for the feedback! Alright that is definitely not intended, I'll add a way to exclude bridge tiles over liquids. As for the warning, this is something I have been looking into, I literally added the Acid Immune property to the player when they have that mutation, but it still for some reason considers it a liquid that must set off the 'dangerous liquid' response, I think it might also be because technically since the liquid can damage your gear or something like that it still warns, but I am not sure if that is true and might be me head-cannoning cdda stuff lol

Either way i'll see if there is a way to deactivate that warning for the player while be immune to acid.
smallpatchofmoss 7 月 15 日 上午 8:12 
Lately I'm using Gelatinous Form: Acidic and I'm really enjoying how it's like "superhard" mode because you can't use armor and salt water hurts you. But I think there's some unintended behavior: when I go over bridges (salt marsh villages have them a lot), it still counts as going through water, so I die from Dissolving In Salt. Same thing when I use Phasing. Also, I still get the warning when I'm about to walk into acid, even though I'm immune to acid.

Now, to be clear, I'm not saying dying from salt is too hard--it IS hard, but I like that :D--but I think the bridges and Phasing is probably not intentional.

Really enjoy this mod, this is a 10/10 always on for me. :)

(re: the names... well, you can never please anyone, so just please yourself! I admit that "Mentacles" is a great name though.)
weirdchildren 7 月 14 日 上午 12:39 
Could you add documentation for some of the interactions? It would make it a lot more fun to play with for me. Thank you for the mod it is fantastic!
Winged_Monotone  [作者] 7 月 10 日 上午 8:27 
@Zero Chance, should be fixed as of this update, my bad!

Also, Thick tail should now be able to block attacks, do attack tail whips and everything its suppose to do at this point.
Xero Chance 6 月 29 日 下午 9:40 
The Name for Serpentine Form is missing and is incorrectly applied to Chitinous Skin.