Caves of Qud

Caves of Qud

Overgrowth
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)
Mosni  [作者] 11 月 12 日 上午 6:22 
Update:
- now overgrowth and branch do nothing bad at all (as I promised, now they do good things, for which you need to burn them and cut them with dagger).
- each cut or burned bush gives 2 Skill Points (you know that case when you need 25 Skill Points for a new skill, but to the next level you have 1 million XP left, now you can just cut grass, this is grind, this is a reason to engage in the mechanics of cutting and burning grass. Just double dare you to say this is NOT IT AGAIN!!!)
- some overgrowth can be harvested to get seed-spitters seeds, which can be deployed in difficult situations to shoot back at enemies (you can play as a simple watervine farmer and arrange plants vs zombies).
- verdant ovum can be picked up, whole has a some value and can be sold, broken is worth nothing.
- you can crack verdant ovum to find out what's inside (currently nothing is inside, I haven't finished this mechanic yet, so it's always empty)
Mosni  [作者] 11 月 12 日 上午 12:53 
hehe)

Canyons could be really annoying, so i have an idea to make custom mini-dungeons there at strata 0, to give a reason for traveling there; but that'll be later in another mod.

i didn't quite understand the question, what was that about vanilla flashing effects?
Obsidious 11 月 11 日 下午 10:42 
I can't believe you took the canyons I find annoying to traverse, made them even more annoying, and now I want to traverse them. I wanna explore green stuff! I really like the look of that Random Encounter reveal, but I wonder if it might be a bit much for some; does it turn off with the Vanilla flashing effects option?

All it needs now is a way to accidentally poison yourself while foraging for snacks.
Mosni  [作者] 11 月 11 日 下午 3:32 
Oh! I've got a cool idea, you see, I need a reason why you would cut and burn this grass, that was the point of these thickets, besides the fact that they're beautiful. (you know, to feel like Indiana Jones hacking through the thickets with a machete.)

And since you don't like the trick, I'll come up with a great treat so that it has to be done!

A new update is coming soon, I've already got pet-style features there, just need to finish some moments.
S€7€N 11 月 11 日 下午 1:21 
goto uninstall until getting stuck every 5 seconds is tuned out. love the design and the ambiance, but its just too much
Mosni  [作者] 11 月 9 日 上午 8:55 
Update
- instead of getting stuck, you can now prick yourself.
- added extra description for the biomorphosis cocoon to make it clearer that you need to wait for the HP change effect to occur.

Downloaded myself an Approaching Infinity and got a bit hooked).
So here's that small update you asked for, removing the stucking in the grass (now it won't be so annoying).

That's it for now, and I'm off to explore the galaxy!
Mosni  [作者] 11 月 5 日 上午 7:37 
@uplugilaugh, this is Peyote's CYF Expansion, they really cool ones.
uplugilaugh 11 月 5 日 上午 6:04 
@Monsi hey, what's the character sprite that you're using in some of these pictures? Looks really cool
Mosni  [作者] 11 月 4 日 下午 4:23 
@Cheese By gamers for gamers.
Thanks for the warm words - it’s always a pleasure to hear those)
Cheese 11 月 4 日 下午 4:11 
i just want to say, i love the unique border you have on the thumbnails for your mods. it helps them stand out and i always know i'm in for a treat when i see that border
viv 11 月 4 日 上午 10:13 
I love custom customization. :steamhappy:
I didn't pay a visit to Barathrum's underground bureau yet, but I fear it might be overgrown if you didn't add it to the exception list. Also, the space haven? It would be a real shame if it was overgrown. ;-p
Mosni  [作者] 11 月 4 日 上午 4:16 
Update
- exeptions for Freehold and Stilt
Mosni  [作者] 11 月 4 日 上午 3:30 
@Milkman Right now I'm trying to figure out the the way of making options for a mod, gonna add all sorts of stuff there for personal customization, since it turned out to be quite controversial after all.
Mosni  [作者] 11 月 4 日 上午 3:27 
@viv yeah, Freehold, will fix it, thanx)
Milkman 11 月 3 日 下午 11:44 
Love the mod apart from the fact it makes exploring far too tiresome, can we have a setting to disable the getting stuck effect? It's not fun but what you have made is so good and want to enjoy it.
LitLuigi73 11 月 3 日 下午 12:41 
Seem the overgrowth can be over top of holes in the ground. Feel down a hole going through a historic ruin.
LitLuigi73 11 月 3 日 上午 11:28 
@viv To deal with the puddle putrescence just fill the first puddle into a container, turn on auto-collect.
viv 11 月 3 日 上午 11:11 
Kidding about the glotrot, they just go ill I guess.
It's a good thing the thicket doesn't have a chance to give glotrot... yet.
viv 11 月 3 日 上午 11:07 
Yes Sir! :-D
I've got another trouble: Yd Freehold is overgrown with thicket and disgusting puddles: the cafeteria, the library, the guest rooms, the lounge... everything! Where has gone all the luxury? Moreover, I worry the denizens might go ill if they move into a puddle of poison and contract bad things. I didn't encounter it yet (I didn't overdo my stay there...) but I'm a little bit anxious they might contract glotrot..
Mosni  [作者] 11 月 2 日 下午 3:57 
You're gonna keep getting stuck, sir!

Just use the damn flamethrower!!!
viv 11 月 2 日 上午 11:35 
Hiding in the overgrown thicket or between watervines could give a positive DV, that would introduce some tactical element. After all, tt is not easy to spot someone hiding there.
viv 11 月 2 日 上午 5:21 
Instead of being stuck, what about just drastically reducing the move speed? Simulating the diffulty of walking through the high-grown watervines? Also, I would vote for a reduction of move speed for all overgrown thickets, like -20% to -30%, combined with only a very small chance of getting stuck, like 1%. You could additionally fall prone, with a suggested chance of another 1%. ("You tripped over a root...") Don't put it too high, though. On long term it will get too annoying, so the chances for getting prone or getting stuck must not be too high.
Mosni  [作者] 11 月 2 日 上午 4:35 
@Juonis Thanks, somehow this mod gives me a cozy feeling from being in the area.

@ MANTIZZLE RIZZLE DIZZLE any mod is better installed on a fresh start, that's the most common question for any mod, and I'm giving you the most accurate answer for any of them.

@LitLuigi73 I feel the same way, watervines are annoying, I'll probably reduce their stickiness, the mod is still in the tuning process.
LitLuigi73 11 月 1 日 下午 9:48 
Getting stuck in Watervine plants might be overkill. Will also say the Ai is easier with them getting stuck all the time in the overgrowth, don't know if I like that.
MANTIZZLE 11 月 1 日 下午 4:14 
can this be installed mid game?
Juonis 11 月 1 日 下午 2:55 
probably the best mod so far
Dating 11 月 1 日 上午 1:09 
@Mosni Awesome, good to hear! Your animated sprites as a whole are in my top 3 favorite mods for the game.
Mosni  [作者] 11 月 1 日 上午 12:20 
A drop of plant-based biohorror.
LitLuigi73 10 月 31 日 下午 10:51 
@Mosni The biomomorphosis cocoon description sounds similar to the Zerg's metamorphosis from starcraft.
Mosni  [作者] 10 月 31 日 下午 10:47 
UPDATE
- Reduced the chance of damage from branches.
- Made the overgrowth effect also apply to scumgrass, watervine, brinestalk.
- Added decorative broken eggs (for now they do nothing, later I'll add functionality to them).
- The sapwomb sprite was part of the Cycle Of Life mod; now the sprite is included in this mod and no longer requires Cycle Of Life.
- Sapwombs no longer belong to any faction, so NPC won`t attack them. To kill a sapwomb, use CTRL+Direction or the context menu.
- Phased creatures don't get pricked, stuck, or poisoned anymore. (as @uhhhHHHhHhhhhhhh asked)
Mosni  [作者] 10 月 31 日 下午 10:46 
@LitLuigi73
You should try the biomorphosis cocoons - it’ll digests your world upside down.
Mosni  [作者] 10 月 31 日 下午 10:32 
@Dating
I've already accumulated several creatures that aren't used in any packs. Once there are enough of them, I'll separate the spitter and waderoid into this pack, but for now, they'll stay as is.
LitLuigi73 10 月 31 日 下午 10:31 
Instant subscribe.
uhhhHHHhHhhhhhhh 10 月 31 日 下午 6:17 
Hey love the mod, but it appears branches and wild overgrowth can affect creatures that are phased.
Dating 10 月 31 日 下午 4:09 
Any chance for a separate mod with the animated seed-spitter?
Mosni  [作者] 10 月 31 日 下午 12:02 
It seems there are power issues in Grit Gate) Fixed and Fixed!
Mosni  [作者] 10 月 31 日 上午 4:33 
Minor update
- Several text and sound fixes.
- Added Seed-Spitter animated sprite.
Croctus 10 月 30 日 下午 6:53 
Another banger. Starting a new run with it now.
TrueWolves 10 月 30 日 下午 5:14 
What an interesting overhaul-like mod idea. I'll need to try it sometime.
Mosni  [作者] 10 月 30 日 下午 3:35 
I initially planned to roll this into Circle of Life, but with all the scripting and table-wrangling, it ballooned into something hefty. One day I’ll bundle all my mods into themed packs… but not today.
Don’t hold back - drop your comments and feedback! I love reading every bit of it.