Mutation category expansion

For What It’s Worth,

we implemented the OVERSIZE flag to help cut down on the amount of items. I imagine your mask for your Long Muzzle might not fit a minotaur’s muzzle, etc, but I’m not sure differentiating between the two would be worth adding even more items.

Well as the item is handcrafted its reasonable to asume that the one crafting it would have respected his own anatomy.

That’s what I figured, the only reason at all I was considering this is that the “oversize” gloves you can make before you have high tailoring are Tentacle Sleeves and Hand Wraps

Tentacle Sleeves require 120 rags. Bit expensive for just two ‘sleeves’ that cover your hands. It’s part of the reason I’d love to see the ‘mod-kits’ thing. Instead of having to make XL Gloves, you make an “XL Cloth Kit” and apply it to the gloves, they get the oversize tag, and there it is. Or XL Leather Kit, or XL Kevlar Kit, or XL Nomex Kit, and so on and so on…

It’d still be a weird balance function, I suppose it’d be possible to have a check to dump back x number of ‘salvage’ if it’s over a certain value, idk… XD

Now that we have activated mutations ((Good work on that guys!)) how about some love for bugs?

Bombardier - A potently lethal chemical cocktail of hydrogen peroxide, hydroquinone and catalytic waste churns within you, ready to be disgorged from your abdomen as a scalding hot reminder you will not abide being disturbed.

Firefly - A bioluminescent bulb bottoms out your ever more beetle-like silhouette, flush with a dim chartreuse lambency that gently sloughs off on your surroundings. Though barely bright enough to read by a cursory exploration of your new anatomy reveals you can will it off or on as you please.

Bombardier/firefly might be worthwhile.

That’s what I figured, the only reason at all I was considering this is that the “oversize” gloves you can make before you have high tailoring are Tentacle Sleeves and Hand Wraps

Tentacle Sleeves require 120 rags. Bit expensive for just two ‘sleeves’ that cover your hands. It’s part of the reason I’d love to see the ‘mod-kits’ thing. Instead of having to make XL Gloves, you make an “XL Cloth Kit” and apply it to the gloves, they get the oversize tag, and there it is. Or XL Leather Kit, or XL Kevlar Kit, or XL Nomex Kit, and so on and so on…

It’d still be a weird balance function, I suppose it’d be possible to have a check to dump back x number of ‘salvage’ if it’s over a certain value, idk… XD[/quote]

Tentacle sleeves are for 8 tentacles, not 2. :wink: They’re more or less worked up from stockings.

Nah, horses are faster and somewhat more susceptible to limb injury. One of Lorknis’ colleagues put together a pretty decent proposal so MUTCAT_EQUINE is on the target list.

[quote=“KA101, post:305, topic:3755”]Bombardier/firefly might be worthwhile.

That’s what I figured, the only reason at all I was considering this is that the “oversize” gloves you can make before you have high tailoring are Tentacle Sleeves and Hand Wraps

Tentacle Sleeves require 120 rags. Bit expensive for just two ‘sleeves’ that cover your hands. It’s part of the reason I’d love to see the ‘mod-kits’ thing. Instead of having to make XL Gloves, you make an “XL Cloth Kit” and apply it to the gloves, they get the oversize tag, and there it is. Or XL Leather Kit, or XL Kevlar Kit, or XL Nomex Kit, and so on and so on…

It’d still be a weird balance function, I suppose it’d be possible to have a check to dump back x number of ‘salvage’ if it’s over a certain value, idk… XD[/quote]

Tentacle sleeves are for 8 tentacles, not 2. :wink: They’re more or less worked up from stockings.[/quote]

Except like I said, Tentacle sleeves are one of two recipes available until you get the XL recipes from the survivor gear. So short of walking around with two blankets, Tentacle sleeves and Hand Wraps are all you can do for “large talons” which is one mutation away at the beginning if you take “long fingernails” or two if you don’t. You can see it being pretty annoying. XD

Cat mutation
9 lives- Basically when a attack would kill you, you will dodge it. the dodging has 9 charges and recharges over time, discussion would probably be needed on recharge.
Mewling voice- affects conversation with npcs which makes you not only have a bunch of cat puns in conversation, but gives bonus to diplomacy if they like mutants. cause its rather obvious… also you can meow very loudly as an activatable.

I was talking with a friend of mine and he suggested a different idea for the whole “Oversize” thing that’d actually cut down on items. Using the “Fit” framework, you’d adjust clothing to your ‘size’ don’t know how feasible that is, but it sounds like a good solution… XDD

On a related note, what would happen if that clothing thing would work? We’d have a lot of “extra” recipes and items… And I know how people hate having to delete old items XD

Horse line reminds me of an idea I had a while back, that seemed odd it wasn’t a thing; “Ungulate” line instead of “Cattle” with post-threshold specification. That way you could get things like antlers (“Now I am the moose!”), a goat’s iron stomach, or a gazelle’s speed. That’s probably me over complicating things, though.

As a counterpart to the Alpha mutagens, what about an Omega set? That is, one that focused on transcending the form, rather than amplifying it. Mutations could include things like a third eye, “life sense” (basically infrared vision), maybe even ominous hovering or telepathic projection post-threshold? (The projection would work like Growling Voice, but with a cooler descriptor.) Have the negative mutations be things like frailty, glowing eyes (try sneaking with those on), blue/grey skin that NPCs find off-putting. I don’t know. Not sure it fits with Cataclysm at all, just a thought I had.

Bioluminescence: You’ve effectively got a permanent glow stick… that you can’t turn off. Would work for the fish or insect lines. Maybe could progress into one with an on-off switch?

Hive Mind: Being around insects gives a stacking mood debuff, as your character deals with excessive mental “noise.” Alternatively, if you were around enough of them (hive or hill), it might do the noise effect that schizophrenia sometimes gives.

If an amphibian line ever goes in, one could add a wood frog’s cryoprotectants to help compensate for low temperatures. (They straight-up freeze while hibernating, thaw when done.) Or, for a theoretically sweet mutation, a hairy frog’s bone claws. They literally break collagen bonds and force sharp bones out through the skin of their digits to defend themselves. Would be basically activatable claws, maybe with some damage from activation.

A Worm line could be pretty cool. Limb regeneration, prehensile tail, the ability to bury one’s self in order to get out of the elements. (Not unlike the roomy shell mentioned earlier.) Debuffs could include things like “Toothless,” where eating takes twice as long.

Finally, a post-threshold mutation for the Reptile that gives a naga-like snake lower half. Makes pants and footwear obsolete, but gives a bonus to swimming. (Probably prohibitively difficult, being that it changes legs. Unless you just lop one off or something.)

[quote=“Wikrin, post:310, topic:3755”]A Worm line could be pretty cool. Limb regeneration, prehensile tail, the ability to bury one’s self in order to get out of the elements. (Not unlike the roomy shell mentioned earlier.) Debuffs could include things like “Toothless,” where eating takes twice as long.

Finally, a post-threshold mutation for the Reptile that gives a naga-like snake lower half. Makes pants and footwear obsolete, but gives a bonus to swimming. (Probably prohibitively difficult, being that it changes legs. Unless you just lop one off or something.)[/quote]

There’s limb-regeneration in the lizard line. As for the whole “naga” part, as amusing that’d be, and personally awesome, we’d also have to redo the hit system, not to mention somebody would have to put together a bunch of “socks” specifically for Nagas, or just use a dress.

I actually had an idea for how to implement a bat’s blindness recently…

Echolocation - ((The best way to implement this–I think–Is have the player be treated to a black screen, empty save for their character. Every four turns or so they automatically send out a bat-like screech that gives them perfect vision, regardless of how much smoke or darkness is about–this lasts just one turn short of the next sound wave they bounce off of something. In effect they get to see the world 3/4ths of the time and don’t need night vision at the cost of some noise and vulnerability. If players wanted to sneak by something dangerous they’d have to turn OFF echolocation via the mutations menu and sneak past blindly. Also, for obvious reasons you can’t use this ability underwater.))

Also, on the topic of glowing bug butts–I ‘did’ mention the ability to turn it off and on at will in the flavor text.

Now then! On the topic of an ‘Omega’ line, pretty sure telepathy and any other ‘mind powers’ are strictly off the table. I vaguely recall reading something official sounding to that effect. THAT SAID–there is plenty room to dress up the abilities you want in a more cataclysm friendly fashion.

Untethered - Your connection to the nether has grown strong, permeating the paltry cage of flesh which contains you. Though not able to shirk your earthly bonds in their entirety your anomalous nature grants some respite from gravity’s cruel yoke.

Effect: You float at all times, this has several effects:
*You’re too light to swim. Liquids just push you right back out of them should you try and dive.
*You’re not slowed/injured from terrain and you don’t set off traps from floating over them.
*You’re airborne so strong winds have a greater effect on you, as would any attack that propels you backward–like a brute smash.
*Everywhere is a very comfortable place to sleep, as you just bob gently above the ground.
*It’s not flight, so momentum can still smash you against the ground if you fall off of something tall.
*When taking cover from ranged attacks becomes a thing you take a penalty (or maybe lose the ability) because again, you float.

BRAINSTORM*

[spoiler=Not a race car but it’s got SPOILERS!]Editing my post because something just hit me! What if flaming eyes ‘aren’t’ eyes in the least, or at least not in the sense WE know? What if instead when the scientists cut into the nether the nether perceived their efforts as an attack and the ‘eyes’ are some sort of defense mechanism. Think of it like this, the Nether functions by different laws than vanilla reality–thus nether creatures–but what if our world was as alien, terrifying and terrible to them as theirs is to us? The first wave of monsters they sent all died out just from exposure to our reality, imagine if they’re having a cataclysm as well from our laws spilling over and polluting the nether. An explanation for why they all look so wrong and twisted might be as simple as ‘before we fucked everything up nothing in the Nether had a physical body’. I think that the living shadows and whatnot provide some precedent. Artifacts might even be the result of things getting pulled into our world and failing to take on a proper body, etc.

All that said, think of the eyes as the Nether trying to cut itself off from our world by eradicating parts of this world that tangled themselves up with the Nether. This could explain why sufficient nether attention spawns hostile netherworlders and the like, you’re putting them through Hell. So imagine that if you DID get a third eye mutation provides you with the same powerful ranged attack as a flaming eye instead of some sort of otherworldly sight. Just a thought I felt like lobbing out there.[/spoiler]

Stony mutations: Become “The Thing”! (Fantastic Four, not arctic shape-shifter.) Flesh is eventually replaced with plates of organic rock. Slow, noisy, and heavy, but practically invulnerable to anything short of a grenade.

  • slow (-10 speed), very slow (-20 speed), heavy step (x2 noise from walking & setting off traps), thunderous step (x3 noise from walking & setting off traps), stiff (-2 dexterity), very stiff (-4 dexterity)

  • strong, very strong, hard fists (+3 unarmed damage), adamantine fists (+6 unarmed damaged), thick-skinned, tough, mineralized (greatly reduced wet penalties, -20% to all damage), poor hearing, petravore (can eat stones), acid-proof (takes no damage from acid)

post-threshold: rock-skinned (all damage reduced by 5 points, -50% cut damage, -25% smash damage, completely water-proof), fireproof (takes no damage from fire, never feels hotter than “warm”)

And how does stone heal should you ever get hurt? :open_mouth:

Probably natural healing, and being very optimistic, usual medicine works with very diminished efficiency.

Regarding the SPOILERS, yeah, i REALLY like the idea of a [spoiler]Cataclysm happening to them as much has to us, but as it seems, movement in our direction demands much less energy than their direction. So, while we are perhaps having a global Cataclysm, they have only local-ones. :stuck_out_tongue:

And yeah, how much weird and alien are the other dimensions?[/spoiler]

Who doesn t want wander into the nether and cause havoc destruction genocide and realitybreakdown of cataclysmic proportions?
or do some diplomaty and research … killing and dissecting… er SCIENCE!

Get me some friggin space suit a 2 way portal and I AM READY!

[quote=“EkarusRyndren, post:307, topic:3755”][quote=“KA101, post:305, topic:3755”]Bombardier/firefly might be worthwhile.

That’s what I figured, the only reason at all I was considering this is that the “oversize” gloves you can make before you have high tailoring are Tentacle Sleeves and Hand Wraps

Tentacle Sleeves require 120 rags. Bit expensive for just two ‘sleeves’ that cover your hands. It’s part of the reason I’d love to see the ‘mod-kits’ thing. Instead of having to make XL Gloves, you make an “XL Cloth Kit” and apply it to the gloves, they get the oversize tag, and there it is. Or XL Leather Kit, or XL Kevlar Kit, or XL Nomex Kit, and so on and so on…

It’d still be a weird balance function, I suppose it’d be possible to have a check to dump back x number of ‘salvage’ if it’s over a certain value, idk… XD[/quote]

Tentacle sleeves are for 8 tentacles, not 2. :wink: They’re more or less worked up from stockings.[/quote]

Except like I said, Tentacle sleeves are one of two recipes available until you get the XL recipes from the survivor gear. So short of walking around with two blankets, Tentacle sleeves and Hand Wraps are all you can do for “large talons” which is one mutation away at the beginning if you take “long fingernails” or two if you don’t. You can see it being pretty annoying. XD[/quote]

Seriously, XL clothing needs some love. A lot of love.

How long would it take to make XL variants of a lot of the clothing in the game? With my raptor character I had to walk around for about a year with no boots and hand wraps until I made some survivor gear.

I strongly disagree with making clothing more friendly to oddly shaped or extremely large mutants, as that is largely the expected trade-off. Instead, as Ekarus has recently brought up ((and others, myself included in the past)) I think it’s best to modify existing clothing to fit mutants in game rather than adding a see of XL approved duds.

A suggestion I’m going to send to that thread after laying it here is what if, instead of a message saying you can’t wear such and such a piece of clothing you ‘force’ your way into it. Tagging it with something like “slipshod” “disheveled” or “forced” This would keep you from getting the ‘fits’ bonus and reduce the offered protection and warmth of the item. You could still reinforce it however. Obviously you couldn’t force plate armor to conform to you or anything else you can’t alter with a needle and thread, but I think mutants need to accept that they need to adapt to their puzzling anatomy. Also, if it isn’t already the case all stone-age clothing items like loincloths, animal pelts and the like need to be mutant friendly.

…From personal experience I can tell you it will take FAR longer than you’d originally think. I tried making a mod that just required two of whatever you wanted to oversize and it doubled the various JSONs. Not exactly a good solution.

[quote=“Logrin, post:318, topic:3755”]I strongly disagree with making clothing more friendly to oddly shaped or extremely large mutants, as that is largely the expected trade-off. Instead, as Ekarus has recently brought up ((and others, myself included in the past)) I think it’s best to modify existing clothing to fit mutants in game rather than adding a see of XL approved duds.

A suggestion I’m going to send to that thread after laying it here is what if, instead of a message saying you can’t wear such and such a piece of clothing you ‘force’ your way into it. Tagging it with something like “slipshod” “disheveled” or “forced” This would keep you from getting the ‘fits’ bonus and reduce the offered protection and warmth of the item. You could still reinforce it however. Obviously you couldn’t force plate armor to conform to you or anything else you can’t alter with a needle and thread, but I think mutants need to accept that they need to adapt to their puzzling anatomy. Also, if it isn’t already the case all stone-age clothing items like loincloths, animal pelts and the like need to be mutant friendly.[/quote]

That would require an overhaul to the clothing-handling system, which is why we do things the way we do. When I tried to have HUGE simply remove “fits” tags, it crashed DDA, and OVERSIZE gear should either slip off a non-OVERSIZE’d survivor or be adjustable with straps or something along that line. Currently if you’re wearing OVERSIZE gear and gain talons, etc, it’ll still destroy the gear as the mutation code locks onto that body part and nukes the contents.

I’ve no objection to fur wraps. A kit sounds interesting but in practice would have difficulty with materials (generic kit: why do I need plastic to enlarge my tuxedo? why do I need rags to enlarge my gas mask?) or with overly specific targeting. -_-