regarding the decisions i made in my mod more, I imagine when you describe ‘implementing a system like that experience cycle would be good’, you mean creating more custom skills or mutations based on the mod. I’m not entirely sure I love that idea, i would like to add some custom skills eventually, but adding too many i worry would be really irritating, since especially early game in Qud skill points are at a premium with how much important stuff there is to get, and mutation points are always really valuable. I don’t like the idea of having to choose between progressing your build and unlocking more fetish content at a level up, but i’ll think more about how stuff like that could be implemented. I don’t like that you have to eat food items to get calories since you almost never do that in normal qud, and it’s boring to just spam eating to get fatter right away. my phone is broken right now so i can’t log into 2FA for github to push patches, but I’ve been working on a rework for the weight gain system to make it more oriented around campfire cooking, something the player actually does a lot and has tons of fun mechanics, but i can’t quite figure out how to integrate scripts with that yet. i’m not sure what you mean when you say the penalties are too harsh and there’s no advantages, the penalties are occasional stuckage and minor movement speed/DV reductions, which can be accommodated for, and one of the benefits is an AV bonus of up to +2, which is pretty darn significant. I’m more interested in designing a system that occasionally results in cute/erotic scenarios while adventuring, than creating a big resource-loop gameplay system. I find a lot of eroticism in the troubles caused by weight gain, so that tends to be what i focus on. I’d like to make those troubles more varied, interesting and hot, and make more mechanically interesting to solve or accommodate those troubles, I will likely add more applications and abilities/items that use the players weight in some way, but i’d rather benefits of weight be situational or occasional rather than everpresent. One thing i liked a lot in starpounds is how in the later-game at higher weights your special mobility upgrades are kind of like necessary accommodations to just get your huge body around, i kind of want to do something like that. I kind of want the player to not want to get too fat early on, but then get to be an all-powerful should-be-immobile-but-for-all-their-powers and technology God-Blob, i think that would be fun. weight gain pacing and how it works overall definitely needs a rework, and it’s likely i’ll add somee forms of benefit/use to excessive weight gain, but i don’t think it will go in the direction of something like starpounds
idea: med you can take that makes the next cooked recipe apply double its effect, and add 4x as many calories
i had an idea poring thru the api and it worked!! i was able to hijack the “UsedAsIngredient” effect to make an item apply its food calories when used as a cooking ingredient! so now cooking with ingredients will be able to cause weight gain, and likely ill be able to add some other things to cooking… i’ll have to experiment tonight~
one problem is that the player becomes full after 3~ cooked meals, and i don’t know how i’m gonna get around that!! i’d love to add additional full states like stuffed, bursting, etc, but my experiments in replacing/extending the stomach part script haven’t been successful in the past… also, for some reason canned have-it-all doesn’t wrk when cooking, for reasons seemingly unrelated to the ingredient stuff i just implemented?? not sure what’s going onnnn
other nonsense ideas suddenly entering my mind:
i’m planning on “uncapping” the weight stages, essentially like having weight stage cutoff points be a bit variable based on strength, whether the creature is Gigantic, etc, and having weight requirements after stage 4 (which would be the last stage with unique new mechanics, likely) just increase on a logarithmic scale, up to and beyond immobility based on player Strength. and with that it makes me want to start thinking of really silly stuff, like liquid displacement based on size. i kind of like the idea of like using Jump into water while super fat and causing a massive splash everywhere, i wonder if something like that can be done?
More weight stages would be interesting, makes me wish Qud could have multi-tiled entities. I could also see wearable equipment or cybernetics that can help with mobility, for those who don’t invest in strength. Heh I would love to see useable skills interact with weight stages, imagine charging a hostile and sending them crashing into a wall, like what Slam does.
here’s a nonsense idea for a name: Weighted Dose of Reality
reminds me of Boundless lol. big inspiration for me
idea, ‘suck in’ activated skill that lets you reduce your weight stage by 1 temporarily, briefly freeing you from current weight effects
if a player tires to eat while full you could potentially empty the stomach, apply a status effect called Stuffed, and add 1 to the stomach, then if a character is Stuffed and has 0 meals in their stomach you set it back to 3
Ohhhoh, maybe something like that could work!!!
finally got the opportunity to push my lil cooking update! cooked food now adds calories depending on what and how many ingredients were used. a few new sprites were added too, and a buncha guys got new dynamic descriptions.
Up until now I’ve just been making a bunch of carnivorous characters since unbutchered corpses were like the one thing that let you engage with the WG mechanic passively. It’s awesome to be unshackled from the chains of the caveman diet finally, gonna start a new character dedicated to cooking to finally learn that system.
Heya! Decided to pick up Qud again and decided to try the latest version of Larger Folk. Ran into a bug where Yrame has the fat status yet it shows her in her original sprite.
Update: Seems there’s quite a lot of npcs not using thier fat sprites though some do. In Joppa Mehmet is the only one currently showing his fat sprite while the other named npcs are not. Generic npcs seem to be fine though.
I’ve been encountering that bug too, but I’ve only seen Mehmet’s fat sprite working in Joppa and the rest of the npcs seem to still be in their default sprites. I noticed this start to happen when I updated the mod to the cooking update, so maybe it has something to do with that?
Looks like its a case of the sprites being separated from the fat effects. I’ve did some tests by making new characters at Joppa and looking at the warden and some of the other named npcs. Sometimes Yrame has the lean status but using her fat sprite. Other times the effect and sprite matches. Seems to happen with other npcs too.
ehhh? what the helllll
its probably related to the options changes, lemme take a look
wait hm, this is strange, mehmet works but… he has a random farmer fat sprite instead of his proper sprite??? what the hell is going on!!!
it seems many of the named npcs are just… missing WeightStageRender components???
