Looking at the current mutation categories, I feel like there’s an opportunity to fill a currently empty niche: utility focused, mostly-noncombat mutations.
I believe that a new category called Equine could be a potentially interesting mutation tree. I have a few ideas of potential mutations and a general direction, but wanted to get some input before I started working on teaching myself the JSON/C++ knowledge to start figuring out an implementation.
As an aside, I’ve also thought about the possibility of mutation-specific martial arts unlockable automatically upon gaining specific combinations of mutations, like a Lupine/Feline/Beast combat unlockable with fangs + claws centered around movement + crits (ie throat ripping on crits, etc) but that’s a separate idea.
As for the Equine mutation tree: I think it could potentially open the doors for an interesting play-style, especially for people with the Wayfarer trait or otherwise plan on traveling by foot. It would encompass a lot of similar traits to cattle such as hooves, strong back, and grazer but would also have some travel speed and endurance related mutations. Some specific NEW mutation ideas I had (Working titles) would be:
-High Endurance (Evolves from Indefatigable): Increased maximum stamina similar to Hyperactive, but not flavored towards mice
-Gallop/Cantor (Requires Hooves and High endurance): This would definitely be post-threshold. I don’t know how feasible this implementation would be, but I think it could be interesting to allow a toggled mutation where the survivor drops on all fours to allow for a running speed somewhere between walking and sprinting. The reason I suggest it being a toggle would be for game balance: while it allows for increased movement cost, the survivor can’t attack and has increased thirst/hunger. Maybe it could require 30 seconds to a minute to transition from 2 legs to 4.
The overall direction/flavor idea being a survivor that can carry more weight, run longer distances, and be less effected by rough terrain but at an increased maintenance cost (especially for water). Of course, horses are already in the game but I think this mutation tree could allow for some more fun/flexibility in mutation choices by being distinct enough to stand on its own while also remaining true to lore. As I mentioned before, I currently have next to 0 knowledge regarding the coding (my only experience and my plan was to essentially copy and reformat existing mutation trees as a skeleton) so I don’t know if my second idea would be possible in the framework of the game itself, but what does everyone think?