Mutation category expansion

Can be done if there’s demand for it. Here I thought the groups were good enough.

the “good” ones already have a whole book dedicated to them like alpha and medical. Most of the other (although not all) do not have that many good post treshold mutations that they are good enough to justify making finding the right book harder imo.

I’m just having one of those stupid ‘realism’ moments, I just don’t see something like that being kept in one book.

Then again I also threw /all/ the cannibal recipes into one book regardless of cooking level… XD

I’m just having one of those stupid ‘realism’ moments, I just don’t see something like that being kept in one book.

Then again I also threw /all/ the cannibal recipes into one book regardless of cooking level… XD[/quote]

Well realism isn t something bad. And think this way: The books are a summary of a teams effort on a certain field and therefor contain a wider spectrum of results. Maybe add some new rare books from scientists who discovered something special about those mutations or other things and didn t want to share .
And see it makes sense that way : The big book on human cooking by ryndren. ~The wonders of human cooking do not stop with the manwich.

I’m just having one of those stupid ‘realism’ moments, I just don’t see something like that being kept in one book.

Then again I also threw /all/ the cannibal recipes into one book regardless of cooking level… XD[/quote]

Well realism isn t something bad. And think this way: The books are a summary of a teams effort on a certain field and therefor contain a wider spectrum of results. Maybe add some new rare books from scientists who discovered something special about those mutations or other things and didn t want to share .
And see it makes sense that way : The big book on human cooking by ryndren. ~The wonders of human cooking do not stop with the manwich.[/quote]

Makes sense I guess but it’s worth mentioning I didn’t make the book, I just added to it.

But I see what you’re getting at.

Apologies for the double-post but I had an thought at work:

If robotic police recognize zeds as animals, what do they recognize mutated humans as? They aren’t exactly humans anymore (Especially considering how most of them view humans as ‘hairless apes’) The thought was connected to how you should probably lose your ‘police’ status once mutated significantly.

[quote=“EkarusRyndren, post:266, topic:3755”]Apologies for the double-post but I had an thought at work:

If robotic police recognize zeds as animals, what do they recognize mutated humans as? They aren’t exactly humans anymore (Especially considering how most of them view humans as ‘hairless apes’) The thought was connected to how you should probably lose your ‘police’ status once mutated significantly.[/quote]

Either that or it jams up and thinks you’re both police and an animal. “MOVE ALONG. .”

Love the service dog line!

K-9 units are considered full police officers for purposes of “assault on an officer” charges. Makes sense from the perspective of cops not being able to take what they dish out, not so much from the lifespan, training, and ability to act independently qualifications.

So perhaps Lupine mutants could somehow gum it up. We’ll have to see about that.

And Ekarus? No worries, after about three days doubleposting’s generally not a problem.

Mycus’s third line, the tower, is not represented in the Mycus line. How about a mutation similar to Vines, but it can’t be used to construct?

Already considered and will likely be added, yeah.

From Jakers:

[quote=“Jakers”]I’ve always thought we need a few more starting traits as well, so here’s a few ideas:

Skull Popper - There is just something so satisying to you about popping heads. Whenever you kill an enemy with a headshot, you gain a morale boost. (This doesn’t stack.) [Cost 2]

Bookworm - You’ve always loved books, and you tolerate reading the more boring ones. You gain bonus morale from morale-boosting books, and boring morale-reducing books will reduce your morale less. [Cost 2]

Creative - When your morale is at a very high point, your mind becomes creative and you can think of crafting recipes you normally wouldn’t be able to. When the morale wears off, so does your creativity. (This basically lets you make recipes that are higher level than your actual skill while you have 75+ morale or something.) [Cost 3]

Crafting Whizz - You’re just really quick at creating things! Crafting recipe times are reduced by 25%. (Not sure how hard this would be to code in, but…) [Cost 3]

Steady - You’ve learnt to tolerate wearing heavy gear. Having a high encumbrance will rarely throw you off balance. (Optional because it might be hard to code: it could reduce the penalty values?) [Cost 1, 2 if optional feature is possible.]

Likes Meat - You just find meat in general really tasty. Eating plain cooked meat will give a small morale boost, and other types of meat will be enjoyed further. [Cost 2]

Fumbled Hands - You suffer increased penalties when you miss a strike, and when you miss you have a chance of dropping your weapon. [Gives 2]

Poor Genetics - Your genetic coding is quite unstable. When you acquire a mutation, there is a considerably high chance of it not benefitting you. [Gives 3]

Haemophiliac - If you bleed, it will last a much larger time than usual for it to naturally stop, and it’s harder to stop the bleeding with basic rags. [Gives 4]

Guilty-Hearted - If you perform an action that is morally wrong, you suffer further increased penalties from it. (Such as killing zombie children/NPC’s/etc.) [Gives 2]

Amnesia - You sometimes suffer from a mass loss of memory after sleeping, which can cause all sorts of problems. (Really punishing skill which has a low chance for you to forget the map, reduce some of your skills or forget book-learned recipes.) [Gives 4]

Also sorry to hear about all these bouts of depression. It happens sometimes for me, but not horribly bad. I just can’t seem to brood on things no matter how hard I try. But I hope y’all brighten up soon![/quote]

From me:

I figured a thread for people to pitch their ideas for different traits would be pretty neat. Here’s a couple to get things going:

Small hands - permanent +1 (or +2) to hand encumberment. Cameras do not remove this affect - sorry Jack.

Major Depressive Disorder - occasional -50 to morale that lasts for a few days. During these periods, there is a -10 to warmth to the torso. Can use meds to temporarily remove these effects.

Pyromaniac - Boosts to morale for being near fire or throwing molotovs / using flamethrowers.

Hey, I’ve seen those before! :wink:

Headshot might be interesting.

Bookworm, doable but I’m not sure about it balance-wise. Will consider it.

Creative: Ugh, messing with the recipe vector. Nthx.

Crafting speed: I’ve considered it myself and Paws were originally intended to slow crafting, not reduce skill. Hooking into the crafting-time calculation proved tougher than I’d anticipated, though. May take a look, but no promises.

Steady doesn’t make much sense from my perspective, but the coding would be doable. Denied as seems OP. Same for meat morale. Gagh, everyone’d take it!

Fumbly, meh, I’m not sure it’s worth the bother. Making the genetics roll worse is doable but I’ve no idea who would take it.

Bleeder might be worth thinking about.

We already have something similar to Guilty in the Pacifist trait, and frankly the cannibal/childkiller/murder penalties are harsh enough that forum folks routinely proclaim Psychopath as the only way to go with NPCs. I doubt anyone would take this in a situation where it’d matter. Amnesia would either have quantum effects (change the building/loot present) or require us to keep multiple maps, so Nope.

And the hands are worth thinking about, MDD is something I can merge but have no interest in coding, and Pyro has been tried and failed for difficulty of implementation.

[quote=“KA101, post:273, topic:3755”]Hey, I’ve seen those before! :wink:
And the hands are worth thinking about, MDD is something I can merge but have no interest in coding, and Pyro has been tried and failed for difficulty of implementation.[/quote]

Alright, good to know! Glad you’re giving it consideration - perhaps you’d pass the word to another dev who’d be interested in implementing MDD? It sounds silly but it means a lot to me.

I might end up taking a shot at it if nobody else has by the time I get to it, but I’ve got a few other things that I’d like to get coded up first.

Some categories need more (interesting) post-threshold mutations.
Some ideas:
Feline: Cat-like reflexes- possibly acts like a martial art bonus (not an actual style) that gives you a outright dodge with a counter attack (only with melee attacks) see this gif. Maybe make it an active and have a cost associated with it.
Agile: quite simply faster movement speed.

Lupine: Pack mentality- bonuses of some kind if you have 2 or more NPC’s following you

I might end up taking a shot at it if nobody else has by the time I get to it, but I’ve got a few other things that I’d like to get coded up first.[/quote]

Thanks guys.

Another idea for feline muties based off the dreams they have a pounce attacks as an activate ability somewhat similar to how cougars leap everywhere. You activate the ability and leap at a target dealing damage and possibly stun them.

get z lvls working properly and let me friggin jump on roof tops for real @

Can the MUT_CAT RAT tag be removed from the claws mutation pls? They got theire own pre-tresh version.