Mutation category expansion

As far as nether mutations go, I’d love to see them steer away from the typical ‘balrogy’ demonspawn that pervade so many other mediums. Polyps, floating eyes, living shadows and the many inconstant figured beings that are already in game are far more interesting, especially when you consider the sort of changes to playstyle they could produce.

As an example let us simply assume that by the time nether mutations are in you can explore the nether to some degree. Non-nether creatures would probably find it extraordinarily hostile. One of the many dangers could be being teleported against your will. Properly mutated you’d be able to negate this, with active mutations you could even explore the possibility of active or precisely controlled teleportation. In the same vein one could imagine a weaponized form of ‘combat displacement’ where players shift enemies around like pieces on a chessboard–especially once Z-levels are included.

Secondly I’d like to weigh in on zombie mutations. I may be wrong–and feel free to disregard the following suggestion if I am–but aren’t cult enemies partially revivified zombies? If so I’d greatly enjoy the horrible ‘I have no mouth but I must scream’ sort of transformations that would accompany one’s descent into a flesh angel or blank body mutant.

Active mutations that turn on and continually cost X every Y turns are now operational.

Praise be!

D-D-D-Double Post!

Just had a suggestion for an existing mutation now that the active mutations are a thing. What if mutants bearing the shell mutation could pull their extremities inside of it?

The effect of doing so would be a noticed raise in armor as well as an inability to see, move or attack. More importantly however it would provide players with a warm, comfortable and inconspicuous place to sleep.

Thoughts?

[quote=“Logrin, post:224, topic:3755”]D-D-D-Double Post!

Just had a suggestion for an existing mutation now that the active mutations are a thing. What if mutants bearing the shell mutation could pull their extremities inside of it?

The effect of doing so would be a noticed raise in armor as well as an inability to see, move or attack. More importantly however it would provide players with a warm, comfortable and inconspicuous place to sleep.

Thoughts?[/quote]

Storage space might get nerfed. Otherwise, approved.

Here’s the latest WIP. Actually working on the mutations for the Mycus, believe it or not.


Juffo-Wup fills in my fibers and I grow turgid. Violent action ensues.

Great to see you slogging away at the mutations as ever KA101. I’ll try to do what little I can by brainstorming up a few interesting things here and there.

YES

Another small mutation that struck me out of the blue. How about salt water tolerance for the various flavor of undersea creatures we can turn into?

Only some fish are Euryhaline, meaning they can survive in saltwater and freshwater, even then it takes a pretty serious toll on them physically to go from the one they usually live in to the other. So while saltwater tolerance may be a possible mutation, it might come with some drawbacks.
(Who knows, maybe the possibility to accidentally mutate and become catadromous might be a thing, to switch the differences between fresh and saltwater.)

Yeah, saltwater tolerance isn’t likely ATM. Sorry.

I had a idea, for a mutation.
I mean, why else would someone suggestion something on this thread so they could put in a mutations by sugg-
Nevermind, lets just get onto my two ideas.
[size=14pt]Pensive Tail[/size][size=4pt](At least, I think that’s how you spell it…)[/size]
Flavor: Your tail has developed the ability for finer grasp, has developed more muscles, and now has a much thicker and longer structure in general.
Uses: You can now put modified holsters, that can hold light weapons. Scabbards and knife holders too. Enemy’s that attack from behind give you a small chance to wrap your tail around the enemy and knock them down, provided you don’t have enough weight on your tail.
(Can be used on all tails.)
[size=14pt]Guardian[/size]
Flavor: You have followed the call of the forest, and have proved yourself to many of the forests enemies that you are no idle threat to be simply killed…
Uses: Bows have slightly better range and a unique ability of causing enemies near trees to be snared randomly if you hit. You cut down trees 50% slower, but mine 50% faster, as long as its not dirt or anything like dirt. (Reason for trees to be cut down slower, is because then you prove yourself to be a enemy. Mining the earth is fighting a enemy to you.)
Elf-A, or maybe some other threshold to.

[quote=“TinHead, post:231, topic:3755”]I had a idea, for a mutation.
I mean, why else would someone suggestion something on this thread so they could put in a mutations by sugg-
Nevermind, lets just get onto my two ideas.
[size=14pt]Pensive Tail[/size][size=4pt](At least, I think that’s how you spell it…)[/size]
Flavor: Your tail has developed the ability for finer grasp, has developed more muscles, and now has a much thicker and longer structure in general.
Uses: You can now put modified holsters, that can hold light weapons. Scabbards and knife holders too. Enemy’s that attack from behind give you a small chance to wrap your tail around the enemy and knock them down, provided you don’t have enough weight on your tail.
(Can be used on all tails.)
[size=14pt]Guardian[/size]
Flavor: You have followed the call of the forest, and have proved yourself to many of the forests enemies that you are no idle threat to be simply killed…
Uses: Bows have slightly better range and a unique ability of causing enemies near trees to be snared randomly if you hit. You cut down trees 50% slower, but mine 50% faster, as long as its not dirt or anything like dirt. (Reason for trees to be cut down slower, is because then you prove yourself to be a enemy. Mining the earth is fighting a enemy to you.)
Elf-A, or maybe some other threshold to.[/quote]

Prehensile (pensive = thinking hard, probably not your intent) tails could grasp things, sure. There’s no facing in-game, and limb/equip code would need an overhaul, though, so they’re not likely.

Guardian: I don’t feel like flamers ATM. Thanks.

[quote=“TinHead, post:231, topic:3755”]I had a idea, for a mutation.
I mean, why else would someone suggestion something on this thread so they could put in a mutations by sugg-
Nevermind, lets just get onto my two ideas.
[size=14pt]Pensive Tail[/size][size=4pt](At least, I think that’s how you spell it…)[/size]
Flavor: Your tail has developed the ability for finer grasp, has developed more muscles, and now has a much thicker and longer structure in general.
Uses: You can now put modified holsters, that can hold light weapons. Scabbards and knife holders too. Enemy’s that attack from behind give you a small chance to wrap your tail around the enemy and knock them down, provided you don’t have enough weight on your tail.
(Can be used on all tails.)[/quote]
No problem with the idea in principle, but as KA101 points out, modifying the limb system to make it happen would be quite a pain, so it’s unlikely.

[quote=“TinHead, post:231, topic:3755”][size=14pt]Guardian[/size]
Flavor: You have followed the call of the forest, and have proved yourself to many of the forests enemies that you are no idle threat to be simply killed…
Uses: Bows have slightly better range and a unique ability of causing enemies near trees to be snared randomly if you hit. You cut down trees 50% slower, but mine 50% faster, as long as its not dirt or anything like dirt. (Reason for trees to be cut down slower, is because then you prove yourself to be a enemy. Mining the earth is fighting a enemy to you.)
Elf-A, or maybe some other threshold to.[/quote]

I think you are mixing up the Elf-A mutation with actual Elves (like those in fantasy works for example). While it’s certain that Elf-A have some common characteristic with fantasy elves, at the end of the day it still a mutation in CDDA universe, so a boost to bow proficiency out of no where feels out of place IMO.

Now that Mycus is in the pipeline, how about a mutation that let you plant your spore on trees, weaken it and let you “harvest” the nutrient from that tree later?
Polypore is what I’m talking about. Basically parasictic fungi.

Just wanted to say being able to activate screamer on command as well as when it feels like it is tremendously boss…I might just see if the same goes for vomitous and and start power puking on all the things.

Hm. Maybe an acid-spitting add-on for vomitous, or maybe just a new mutation that lets you control it.

I find this exceedingly hilarious. Even if it doesn’t get merged to the main game I’d try it out for funsies.

Maybe have an insect mutation to go along with probiscis? Puking on objects to render them ‘liquified’ before drinking them?

[quote=“infectedmochi, post:234, topic:3755”]
Now that Mycus is in the pipeline, how about a mutation that let you plant your spore on trees, weaken it and let you “harvest” the nutrient from that tree later?
Polypore is what I’m talking about. Basically parasictic fungi.[/quote]

Mycus is…somewhat selective in its food sourcing. I’m OK with letting folks harvest from trees though.

Doubleposting: Mycus has been in for a bit now. Any thoughts?
[hr]
Answering a question over here:

[quote=“detahramet”]So now that we have mycus, how the hell do i get the mutations for it?
There isn’t a mutagen for it.[/quote]

It’s a bit of a quest. The Mycus wasn’t recovered and experimented upon, unlike the blob. There are no lab journals, computer notes, or anything of the sort. You’re going to have to explore and think about it.

But the Mycus wants you to breach its threshold. It will help you, if you let it.