[quote=“Snaaty, post:1, topic:7320”]Hello,
this is partly idea/question. I can see that with the new active mutations framework, some things will change, as basic abilities every human is usually capable of, like schouting and running are also proposed.
So my question is, is it intended to eventually add a larger variety of “abilities” available to the player?
I am especially thinking of martial arts, where all the special attacks are automatica and random. Now, we probably don’t want to clutter combat too much, but a few special attacks that the player gets for combat training / martial arts, seem like a good idea, don’t they?
Independently of that, I believe that a few basic abilities (as proposed by rivet), have to go in: Running, Shouting, Jumping, etc.[/quote]
MA is an interesting thought. I’m not sold on it but not firmly opposed.
The general idea is YES we will be expanding player abilities, that’s why I wanted the menu implemented.
Mutations that BeigeSand incuded:
Hibernation, positive safety on it
Web Weaver, just activate it, pause safely
Ruminant/Grazer, no need to eat the plants if you don’t want to
Noisemakers, make noise on demand
Omnicellular, spawn slimesprings on demand
I approve of all of those.
Rivet’s got a sprint/shout PR in the hopper but it’s not quite where we’d like it to be (updating old saves, and how the stamina is tracked). If we can fix a few spots, it’ll make it in.
Mutations that I plan on making activateable (no promises on speed, or that any of these is guaranteed in):
Combat tails (spike, club, thick, raptor): Activate to lose the dodge bonus, but also the 1/3 roll to activate them (so you’re only checking DX and Unarmed, same as most mutation attacks). If you’d rather have them not kick in at all, but pay to swing, I can accommodate that.
Insect wings: bigger speed boost, but make noise and burn energy when on.
Nauseous/Vomitous: If for whatever reason you need to stealthpuke, you can do so on demand. (Using royal jelly when full, etc.)
Retractable Claws: Retract and safely wear gloves
Hummingbird Beak/Proboscis: same as the bionics, arm if you want to eat (not sure it’s necessary, but wev)
Vine Sprouter: detach a vine (functionally a Long Rope)
Roots: manually plant yourself, become immobile but gain root benefits
Some mutations I plan on adding now that they have the infrastructure:
Gecko Feet (Lizard): at significant fatigue/hunger cost, can latch onto walls. Lizard Style combat bonuses, hopefully floor-hazard evasion.
Hummingbird Wings (Bird): Crippling expense and noisy, but you can hover over dangerous terrain. Talking 2-3 squares TOPS.
Ink (Cephalopod): release a brief but effective field that blinds everyone involved. Including zeds, since they can’t see through the ink on their eyes.
Purr (Feline): It helps relieve pain and calm a cat, as well as anyone around. Adds fatigue, probably impairs crafting/constructing/reading/ranged attacks, and makes noise, but stabilizes morale into positive, improves NPC reactions, and provides up to 4 points of pain relief.
Leap (Feline): “Umm I wasn’t going to pounce you honest.” Basically what the cougars do, maybe a bit shorter-ranged.
Leap (Raptor): Jump at a target, claws-first, and attack. Hit knocks the target prone and pinned by your claws so long as you don’t leave that square–proceed to biting!
Tunnel Rat (Rat): Once the claws and teeth get up to spec, howsabout being able to penetrate walls?
Plant Promotion (Plant): Why should Triffid Queens get all the fun?