Caves of Qud

Caves of Qud

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Animal Uplifts!!
   
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Character: Genotype, Subtype
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19. sep. 2023 kl. 1:55
17. jan. kl. 6:26
7 ændringsbemærkninger ( vis )

Abonner for at downloade
Animal Uplifts!!

Beskrivelse
This mod has recently been updated for the 1.0 game release! Major updates are listed at the bottom.

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Animals enhanced with default mental stats, gun emplacements, and thrown weapon slots!

Features tons of hopefully Balanced natural weapons too :)

My intent was to support both roleplayers and the theorycraft minded without breaking immersion. There are lots of builds to optimize your Arachnids, Felines, Equines, and Salthoppers. Each have individual strengths and drawbacks - figure out your tactics to take advantage of them!

Character creation is standard, though each have distinct natural weapons and starting playstyles. Best of all, they can use guns due to their sick ass cybernetic emplacements.

This is geared toward mid/late vanilla balance. You might look at these creatures' starting abilities and think they are wildly OP - and they are! But what I'm trying to balance them against is mid-late game gear that isn't available given their basic anatomies (most do not have free hands or glove slots, for instance). The natural weapons themselves are styled after Fullerite Hand Bones.

The big benefit of these natural weapons is they have uncapped penetration - the big drawback is your lack of versatility and modding potential. In exchange they are granted abilities that hopefully reflect their species' natural characteristics - mostly Speed and Mobility related.

Anyway they're all fun to play, you should try them!

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++++ARACHNIDS++++

If the face slot is empty they can use their Venemous Fangs:

• Venemous Fangs - 1d8+1 short blades
Chance to apply poison on successful melee hit (40%, DC 20)
Poison Damage: 1d2
Poison Duration: 6-9 rounds
Opponent becomes ill once the poison runs its course.
Poisoned and Ill prevent Hit Point regeneration and healing effects are only half as effective.

• +2 Agility
• Jump range is increased by 1 space
• Charge range is increased by 2 spaces
• Pedipalps (Hands) are separate from Foreleg (Arm) slots
• 3 Feet slots
• -400 reputation with Insects
• Charge, Jump, Short Blades
• Carnivorous

Arachnids' main strength is in the number of Feet slots and, unlike the others in this mod access to hand and glove slots.

The Venomous Fangs drop off but Poison and Ill can support a hit and run style early game. In mid-late they are still a superior offhand face weapon. I would have used On Damage instead of On Hit but I couldn't find a function to support it. This builds in some support for a more AGI focused build anyway :)

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++++FELINES++++

No hand or glove slots but wields two permanent Claws and a Bite if the face slot is empty:

• Claws - 1d8+1 short blades
• Bite - 2d4+1 axe

• +2 Strength
• +10 move speed
• Charge range is increased by 2 spaces
• Tail grants +2 DV and +1 to movement saves
• -400 reputation with Antelopes
• Charge, Jump, Short Blades
• Carnivorous

Pounce! That's basically it. Dismember them with your huge teeth and slice em up with huge offhand claws. Or - do you need that face slot?

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EQUINES

No hand or glove slots but wields two permanent Hoofs:

• Hoofs - 2d4+1 cudgels

• +2 Toughness
• +20 move speed
• +2 to movement saves
• Extra back slot - their rump!
• Tail grants +5 cold resist
• +200 reputation with Equines
• Charge, Longstrider, Harvesty

Equines go fast! Reliably faster than most other things, and the Rump (Back) slot will certainly open up some interesting possibilities. Sidenote, put a Spiral Horn on your Equine to make it a Unimax! Come on, if you're going to play a horse play a UNICORN with WINGS!!

Or whatever :) yanno. Notably, Equines are unique in this mod as they are not naturally carnivorous.

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Salthoppers

No hand or glove slots but welds two permanent Serrated Mandibles:

• Serrated Mandibles - 2d4+1 axes
3% chance to dismember on hit

• +2 Strength
• +5 move speed
• Jump range is increased by 2 spaces
• 2 Feet slots
• -400 reputation with Arachnids
• Charge, Jump, Hook and Drag

Be a jumpy insect! The most straightforward, when all you've got is Rending Mandibles all you have to do is rend. If you want the full experience slap some wings on it!

Again, I would have preferred On Damage instead of On Hit for the serration but this is the best I could do. The intention here is to give you an analog for Precision Nanon Fingers - the probability to proc dismemberment works out roughly the same.

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Some other notes:

MUTATIONS- You still have to choose your own Mutations. If you want your Uplift Feline to have Night Vision and Enhanced Hearing you still have to choose them. Mutations that add body parts should work normal and look normal too.

CYBERNETICS - Mutant genotype only. No cybernetics except the onboard weapons system, so no, you can't put four Motorized Treads on your spiders, sorry. These body parts also don't *actually* exist, so they shouldn't be able to be rusted, broken, dismembered, etc.

TAILS - I hated seeing the Tail slot go to waste, so I gave the Tails very minor abilities (that are factored into the species's overall bonuses). Tails in general also serve a very minor protective function: they decrease the odds of being decapitated (or losing other more important body parts) when being dismembered.

COOKING - Uplifts can't cook automatically so you might have to gather some starapples or hunt up some prey at first when you're hungry :D it adds a tactical layer to your earlygame shenanigans, lmk if it's *too* too annoying. I know it's not optimal, it's just another way to play.

LIGHT - Any subtype without available Hand slots are given pre-equipped Symbiotic Fireflies.

FLAMING/FREEZING RAY - Hands are not selectable if the mutation is taken mid-game. If you select Hands during character creation however you'll get stuff like Flaming Hoofs or Icy Serrated Mandibles!

WARNING - Does NOT play will with Cloaca Surprise or Crystal Delight. Getting Slogged will basically give you a fresh post-cloaca mutated humanoid bodytype with no natural weapons for instance.

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These are some of my favorite animals so I wanted to play them in a way that didn't feel so loosey goosey or limited. I really wanted to express their natural abilities - I hate it when something that makes sense is missing - so some things will still be unbalanced. It's like that in the main game classes too though.

Give me your errors, suggestions, dream animals to play, whatever! No promises, but now that I've got the programming architecture down it's relatively easy to make more.

Speaking of, absolutely pirate and/or build off my work! Idgaf :) Information should be free (A) and I wanna see what yall come up with!!

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These are some of the major updates from the previous version:

- Anatomies are streamlined to use base more game parts
- Launcher bug is fixed - all uplifts now start with a standard thrown weapon slot
- Flaming/Freezing ray bug fixed, at least for new characters
- Limb slots are better balanced and standardized - all creatures have roughly the same number of utility limbs available, and slots for arm equipment (but not necessarily hands)
- Reduced starting stats and skills to account for better body versatility
- Slightly increased feline and equine move speeds bonuses
- Big polish pass over all tiles and text descriptions to bring them in line with vanilla style and coloring conventions
- Removed uplifted animals all dynamic encounters - hopefully!
- Added the serrated mod to Salthopper mandibles - they are basically in line with the increase you would get from precision nanon fingers
9 kommentarer
enbyromantic  [ophavsmand] 16. jan. kl. 21:03 
Done. Check this shit out
enbyromantic  [ophavsmand] 16. jan. kl. 13:02 
Oh! Okay I'll give it a look. I assumed the 1.0 changes would bork this but I'll see if I can figure out the code again and give it some updates

Update: I went ahead and tried it on the latest stable release and it worked without a hitch. Have you tried disabling other mods? This is a Genotype mod - it shows Mutated Humans, True Kin, and Uplifted Animals as three distinct options.

I'll still try and update it, I know of at least one bug now regarding thrown weapons. And I want to beef up the subtype in general, as for some reason you can find these in the wild and they're massively understatted
arrogantandaflame 28. dec. 2024 kl. 21:46 
ah seems it stopped working again. dunno if its under the mutated human or true kin subtypes. but i dont remember it being in those submenus.
enbyromantic  [ophavsmand] 23. feb. 2024 kl. 20:31 
Oh wow I had no idea people were actually playing this mod lol!! I'm glad yall enjoy it. I also deeply desired the ability to play a spider hehe. I'm glad the mutation point bug is only cosmetic.

As a balance thing I'd been considering taking off the horse hoof natural gear - do let me know if that seems like a good idea!
Failure Kai 14. feb. 2024 kl. 22:25 
ok correction to previous bug report (sorry for spamming lol)
it LOOKS like the values carry over to the other genotypes, but they actually don't?? so, for instance, if you click mutated human first and then navigate to Uplifted, it will say you have 12 points to spend, but upon selecting a 5-point mutation it will drop to 6 points left instead of 7.
Failure Kai 14. feb. 2024 kl. 22:21 
just noticed a suuper weird bug:
when creating a new character, if you click the Uplifted genotype first, and then pick a subtype, you'll only have 11 mutation points available to spend, even if you go back to the genotype page and switch to mutated human.
conversely, if you go to mutated human first, and pick a subtype, then back out to the genotype page and pick uplifted, you'll have 12 points.
Failure Kai 13. feb. 2024 kl. 22:02 
thank u so much for making this mod!!

i love to play as mutant animals and stuff and this is wayyyy more convenient than needing to screw around with limbsmith at the start of every run. plus actually having missile weapon slots makes a huge difference in the mid-late game

also i'd recommend the Mighty Thews mod to everyone using this!! adds a mutation that lets you get increased charge/jump range without having actual wings (not that theres anything wrong with that) and a slowly increasing boost to movespeed without being a hexapodal horsie (not that theres anything wrong with that either)
Obsidious 1. feb. 2024 kl. 5:08 
I... want to see how these play with Qud-Fu. Now that sounds FUN.
arrogantandaflame 6. jan. 2024 kl. 11:22 
I love playing these characters, especially love the challenge of playing an unstable genome based arachnid, thank you for your service