Alright. My attempt to get a fully mutated cephalapod living in the river died - so I cheated (oh noes) just to see what I didn’t manage to accomplish, to see how well it would have worked. After playing around for a little bit, this is what I’ve noticed. I think they count as bugs, but may be just oversights. I played around with fish mutations and cephalapod mutations using the debugger to see what worked and what didn’t, and how they played out.
Beings with gills can’t eat underwater. As in, if you have tons of aquatic mutations and gills, and somehow have cooked fish (keep in mind, both lines still have to cook any fish they eat) - underwater, you get an error message telling you that you cannot eat underwater.
Beings designed to live underwater (tested it with fish mutations too, which are largely the same) get frostbite more easily when under water. I noticed that when the temperature on a thermometer read 36" F - and on land - no frostbitten warning messages were present. But after getting wet, I was told I’d be frostbitten within the hour. There should be something coded more ‘ease of use’ for these mutations. Cephalapods at least have lots of useful mutations; they are decent at melee, stealth, and being smart. But the fish-line of mutations doesn’t even get that, and there isn’t enough allowances made, even within what exists in the game right now, to make it actually feasible for a character with aquatic mutations to mostly live in the water. The code mostly still assumes land-based biology.
If there is any doubt as to whether fish and cephalapods should get frostbite from being in the water, I will point out that warmer water is denser, and thus will sink to the bottom of any body of water while cold water will rise. I’m not saying it should never happen, as obviously a fish or cephalapod in the snow in winter, for instance, is not being smart - but at least as far as water goes, I think they should get a break.
- I’m rather confused by it even after testing… and I may be interpreting it wrong… but it looks as if aquatic-style mutations get bigger bonuses in shallow water then on the surface of deep water. I tried looking on the wiki to make sure I wasn’t reading the interface wrong, but the explanation kinda didn’t help. I noticed the following values:
Land: 79 (red) 135
Shallow Water: 79 (red) 285
Deep Water (Surface) 79 (red) 148
Deep Water (underneath): 79 (red) 98
I am thoroughly confused by the above. Can someone explain it to me?
I also noticed that you can’t build structures underwater, which wasn’t surprising after finding out you couldn’t eat underwater. So I have temporarily given up the idea of playing a mutant who escapes the apocalypse by living in the river. But I felt I should report the results of my tests.