Caves of Qud

Caves of Qud

Poison/Paralysis/Confusing Fangs Mutations
22 Comments
Der Lantz  [author] 26 Jan @ 8:08pm 
plyn-syt I am still considering this (or a form of it), just haven't had the time yet.
hyd-n-plyn-syt 23 Jan @ 8:44am 
Certainly! But, it would also give you compatibility with two-headed, or it's variants added with that mod. (Up to 9 with hydra-headed.) At the moment the fangs only seem to spawn on your first head, which is how Horns functions in the base game as well. It will just assure that no matter how you get a new head, it's fanged.
Der Lantz  [author] 22 Jan @ 7:18pm 
plyn-syt, I could probably achieve this by looking at that mod's code. Keep in mind that Fangs only go on faces, so you'd have to hope you rolled lucky when you grow more limbs.
hyd-n-plyn-syt 22 Jan @ 11:00am 
I was wondering if you had any plans to, or had considered making this function like the improved Horns mutation from Improved Mutations. I'm not sure what coding magic was used, but even if you grow new chimeric heads, their version of Horns will spawn on every new head granting you an entirely new weapon. It would make for some truly monstrous chimeras.
Der Lantz  [author] 20 Jan @ 9:05am 
Thanks everyone for the feedback and direction. Your input helped make something great.

Consider checking out my other mod, and feel free to reach out if you have a mod idea you want to see implemented.
Doe 20 Jan @ 8:24am 
Feels good to me now; the point difference gives a reason to pick it (other than flavour) over the tail, and that's really all it needs. Well done and thank you <3
Baron von Dapper 19 Jan @ 8:46pm 
danke
Der Lantz  [author] 19 Jan @ 7:21pm 
All,

Paralyzing and Confusing variants have been added.

Let me know if you discover any issues that I could not. Enjoy!
Der Lantz  [author] 19 Jan @ 5:02pm 
Baron von Dapper, I can absolutely do this. I'll roll it out within a day or so.
Baron von Dapper 19 Jan @ 2:12pm 
Is there any possibility of you adding an additional variant for paralyzing and confusing venom?
Der Lantz  [author] 18 Jan @ 1:23pm 
Wakko, I suppose it doesn't make sense to make this exclusive. I have removed the restriction.
Wakko 18 Jan @ 12:08pm 
No stinger and fangs? :(((
Der Lantz  [author] 16 Jan @ 6:19pm 
Doe, I have reduced the mutation cost from 4 to 3. I have also updated the description above to mention that this will prevent extra attacks with Beak, but this is based on reading the wiki and I haven't tested to see what happens when both mutations are chosen. Let me know what you think!
Doe 14 Jan @ 12:38am 
Horns also cost 4pts and lose a slot, but compensate with a good AV bonus, slightly higher damage, and a good hit bonus. Keeping fangs as more of a support attack with a strong dot is cool, it just needs anything to prevent the comparison with the poison stinger?

I'm sad to hear it couldn't be made to work like the beak! Bumping it down to 3pts and calling it a day is probably good enough, but you could also toss in a secondary function? A non-scaling L1 version of the Snapjaws' "Heightened Smell"? A small but scaling resistance to poison and/or diseases?

Excited to see what you come up with <3
Der Lantz  [author] 13 Jan @ 9:12am 
Doe, this is the feedback I like to receive.

Firstly, I tried making it slotless like the Beak but that messed up the way the activated ability checks for equipped fangs (also, the Stinger isn't slotless, it just creates its own dedicated slot).

I'd have to read a lot more of Qud's code to try that again, and it might be messy and create more issues. I'm more open to cost reduction or a buff: I could increase bite damage, poison damage/duration, or reduce ability cooldown. Any ideas?
Doe 13 Jan @ 1:41am 
I'd suggest making this slotless like the stinger, or making it significantly cheaper to compensate for the loss of a face slot; as it is, it's hard to justify over stinger, and almost feels like a defect. Either make it slotless or buff it somehow?

Love the mod otherwise though, and would love to use it more!
Der Lantz  [author] 12 Jan @ 12:07pm 
I'm noticing that during new world generation, the game is attempting to give this mutation to legendary creatures without faces (e.g. leeches). This currently fails silently and I'm not sure if said creatures are actually gaining the Bite activated ability. I am tempted to copy the logic from Stinger that adds a tail--or in this case, a face, when it is not already present.
Der Lantz  [author] 11 Jan @ 4:45pm 
I made this so that I could make a "lizard man" playable subtype, which is now public:
https://gtm.you1.cn/sharedfiles/filedetails/?id=3404948224
Der Lantz  [author] 5 Jan @ 8:58pm 
The Fangs are now a Short Blade type. Have fun stacking bleeds and poison.
Der Lantz  [author] 4 Jan @ 8:57pm 
Thanks for the suggestion, TheWelp. I assume you mean the on-crit bleeding effect that Short Blades have is a buff. I will consider this and possibly make the change tonight or tomorrow.
TheWelp 4 Jan @ 4:44pm 
Make it count as a short blade (like other fangs) and I think that could actually be considered a buff.
Der Lantz  [author] 4 Jan @ 12:04pm 
I didn't realize that this blocks face gear until after upload--sorry for any confusion. Descriptions have been updated. Since this now gives a disadvantage over the Poison Stinger, I am considering how to give it a small buff.

Thinking maybe reducing the cooldown on the activated ability slightly, or increasing the chance to bite as an extra attack. Recommendations welcome.