Replies: 3 comments 1 reply
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Nice! Being able to have things not quite as on-off - aspects having variable strengths (in mutations as well as in tendencies toward), for instance - would be an attractive potential feature of this system, with not being as locked-in to a particular pathway. (That also fits rather better with quite a few of the mutated animals - what pathway is that 7-legged, 5-eyed (or whatever) deer on?) Note that this being non-binary could also be so for the conflicting determination - some mutations are more difficult to have together (a whole bunch of digestive system ones, say) but not impossible. Would this have any removal of contradictory traits other than via purifier? I'd say that could be done with a system of "decreased likelihood but not zilch of getting a conflicting mutation that wipes out the trait". This would also be an opportunity to get a "general+specific" framework set up, that could be useful for things like anger/fear (aggression/morale) - yes, the critter initially is irked/scared in general, but that goes away, while the memory of whatever specifically did it remains a lot longer. |
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Also, I believe that if I'm in the cataclysm, eventually I'll learn how to better use my mutations and may make specialized styles/ ways of using the mutation depending on the mutation itself. So, I propose that using a mutation enough gives you a "mutation"(it'll show up on the active mutation list) that you can use and do something like with... Vine Sprouter mutation and maybe hair roots. At the cost of a lot of energy you could rapidly sprout and detach vines, and I mean rapidly, in an attempt to (like a panic button) make a large burst of vines outward or maybe even just extending the vines(which should be a thing in game anyways but, if someone knows how that might mess up the code then that's probably the reason it's not in here.). Heck, with shell you could do something like a shell slide, in which, you dive in a direction and retract into your shell at the same time in an attempt to knock down your enemies our just get away quickly. In all honesty, with enough dodging skill(because its described as helping in acrobatic feats) you should be able to just straight up dodge roll or dive out of the way of an incoming Juggernaut stomp and move yourself like maybe 1-3 tiles.
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I would like to be able to make mutations instant, I often save and load and the system with a slow mutation may break and I will not get any mutations at all (it broke my character once)
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With the release of the 0.F Stable and with that the next experimental cycle approaching I wanted to break out my soapbox and pitch an alternative to #28277, since whichever way the rework goes I'd like to contribute a good bit to the content side of it. This is for the most part based on repurposing existing systems, but my usual "I'm not a coder" caveat applies.
Goals
Mostly the same as those of Erk's proposal:
How it would work
Instead of the mostly strict mutation categories each mutation has any number of
aspect
s defined, these each correspond to a new type of vitaminmutagen
. Each mutation also lists amutagen_cost
, a number ofmutation_types
,prerequisites
, andbody_parts
it can be applied to.Instead of crafting a purpose-made mutagen you craft a generic recipe for which you can select from a long list of ingredients, each contributing different
mutagen
content to the finished product. The difference between "off-brand" mutation sources, normal mutagens, and serums would only be the composition and strength of the mutagen content in the result:mutagen_generic
and whichevermutagen_aspect
the ingredients had,mutagen_aspects
of its ingredients and no generic mutagen aspectmutagen_bad
aspect that's assigned to all negative mutations irrespective of their other aspectsApplying mutagenic sources accumulates their
mutagen
content, when the combined amount of them reaches a set point it applies a "Phenopotency" effect (yoinked that over for clarity). This has a set chance to mutate the survivor every X hours, with increasingmutagen
levels reducing the time between triggering the roll. This roll depends on two things: the combined amount of mutagens in your system (effective mutagen
) and the amount of each discretemutagen
.mutation_cost
above youreffective mutagen
are eliminated(its mutagen_cost`) - (mutagen_cost of its prerequisites) + (mutagen_cost of conflicting traits)
is equal to or smaller than your sum of relevant mutagens
Mutations are roughly tiered:
mutagen_generic
as one of their aspects, increasing their chance to be affordable even on entry-level mutagensmutagen_generic
ormutagen_bad
)Mutation conflicts are automatic instead of being defined by hand, with
body_parts
(arm, torso, whole body etc) determining locational andmutation_type
(mental, skin, metabolism, threshold etc) determining other conflicts. Categories are also JSON-definable along with their conflict conditions ( always exclusive, body part exclusive, non-conflicting).Purifier removes a given amount of mutagens and accumulates its own vitamin type. When this reaches a threshold an equal effect to "Phenopotency" is applied, with a roll similar to that to determine which mutation it attempts to remove, weighted roughly
last mutation > most expensive mutation > rest in decreasing base cost >>>starting traits
Removing traits also takes time and goes through some potentially debilitating intermediate stages and costs the base
mutagen_cost
in purifier.Both purifiers and mutagens have a separate long-term system akin to toxins to discourage binging them and to nudge players towards sourcing the more concentrated versions. Both also have a natural decay, further discouraging metagaming their effects (see the example below).
Result
Example
Let's say that basic mutagen turns half of the ingredient's aspects into generic mutagen, centipede eggs as an ingredient provide 100 arthropod and 100 centipede aspect, natural rate of mutagen decays is 5/h, Phenopotency has a 50%/h chance to roll for a mutation and there are three chitin mutation variants and a common precursor mutation:
mutagen_bad
), taking us below the level necessary for PhenopotencyBeta Was this translation helpful? Give feedback.
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