Mutation category expansion

I don’t think they’ve merged it yet. :frowning: Been asking for it to get merged.

Merged. Will add spawns to Labs and recipe-lock mutagens once I get the Hibernation sorted out.

[quote=“KA101, post:81, topic:3755”]I don’t think they’ve merged it yet. :frowning: Been asking for it to get merged.

Merged. Will add spawns to Labs and recipe-lock mutagens once I get the Hibernation sorted out.[/quote]

Cool!

[quote=“Zireael, post:82, topic:3755”][quote=“KA101, post:81, topic:3755”]I don’t think they’ve merged it yet. :frowning: Been asking for it to get merged.

Merged. Will add spawns to Labs and recipe-lock mutagens once I get the Hibernation sorted out.[/quote]

Cool![/quote]

And they went in around 4 AM (US Eastern) today. Hoping people enjoy them.

Just uploaded the last of the PR.

It’ll need a manual merge–I took too long getting Hibernate working–but I kinda like it and hope you will too.

Yeah, I usually spend most of the winter holed up in my base processing charcoal and smoked meat anyway, so Hibernation is welcome.

We’re tweaking some of the finer points on Hibernation, but it’s working pretty well, all told. (Performance issues when topside in the shelter. Try to hibernate in windowless/underground areas, OK? Safety first.)

Next up are the Feline mutcat–that ought to be out reasonably soon– is the oversized gear for those cold and gaseous problems.

MUTCAT_FELINE PR’d.

Doubleposting to note Feline & gear made it in, and Lupine just PR’d.

So, how does hibernation work? You need to stock up on food before winter and my character will just sleep through it?

Getting used to your new post-human body is part of the fun, and I think I left enough tips along the way, but I know docs help.

  1. Mutate the Hibernation mutation. Seems obvious, but best to make sure.

  2. Get a secure spot to hibernate. Underground behind closed doors is best, and much easier on your processor. Someplace solid like a Lab ground-floor is OK. Places with Windows are dangerous, both due to slowdown/lag and the risk of an attacker coming through.

  3. Make sure you’re Healthy. If you recently used mutagens, take a few days of normal diet and vitamins/vacc shots. Illness during your hibernation won’t kill you, but it will prolong/drastically shorten the period, slow your recovery, and the noise from your coughs may draw predators.

  4. Stockpile a week’s worth of food (ideally, perishables) and water. This’ll be your startup food. About 8-12 chunks of meat ought to suffice, and 10 or so shots of clean water. Having more water (and nonperishable food) on hand is a good idea, as a bad Hibernation can leave you Very Hungry/Thirsty.

  5. Once you’ve decided to fast-forward a week or so, start eating & drinking. Once you’ve passed the point of Gourmand satiation, you’ll get the Y/N to charge up your Hibernation stock. This is important, because as you fill up your body will start getting sleepy. It’s entirely possible to hit the mandatory auto-sleep with particularly rich foods. Since my sleep-enforcement made it in, if you change your mind mid-feast you may have LACKSLEEP penalties to deal with.

  6. Once you’ve engorged sufficiently, step over to your bed and hit the sleep button. Final Y/N, and the alarm clock isn’t an option here.

  7. Schlaf gut. z_z

  8. . . .

  9. Welcome back, hope you had a good sleep and you enjoyed your dreams! :slight_smile:

Doubleposting for update: got Mouth Tentacles and Mandibles to speed eating (as they say they do), cleaned up a pile of stuff that was excessively compatible, got the wiki looking a bit better thanks to Dust’s help, and I’ve been working out the kinks in my Threshold code. (Frustrating but getting there. Kinda.)

Taking a break to complete something I said I’d do for the hols; hopefully will finish & deliver that tonight, then on with the coding.

Oh, and I kinda like the furries. I don’t appreciate it when people go after 'em for existing. Thanks for helping everyone feel OK about themselves, so we can all enjoy Cata and the season.

Tripleposting: The category-Thresholds are operational and now merged.

Current protocol is that the workup to the Change gives headaches (though disease-stun seems…low-powered ATM) and you’ll need most of the pre-Threshold mutations to get Serum to take you over. (Generally in excess of 10 mutations in-category required, and even then it’s an odds issue. In testing, 10-20 injections–depends on the category, some are stronger than others–were required to breach from a baseline character.

Reworked the equation prior to merge. Now it’s a proportionality check. If you’ve been driving at one specific category, you might breach early. Splash a few here and there, and you might need more. Minimum to breach is still about 6 mutations or so–if you’re not getting third-stage dreams, you’re safe.

It’s still unhealthy to inject more than two or three shots of serum at one time, though. :wink:

Post-Threshold mutations…not many. Yet. I have several ideas and I’m sure you do too. Let us know!

Suggestion: New Lab end-encounter with the mutation expansions:

A Transhuman monster, representing the full extent of some mutation category, on a Lab floor that’s been modified into a nest or lair of sorts. Lab layout is normal, but with most resources stripped and repurposed into barricades, defenses, and traps. Assuming it doesn’t eviscerate you, the rewards would be mutagen related. Probably relevant to whatever category of mutant it represented.

Monster types can’t use guns, can they?
Is there framework in place for a genuine mutant NPC, rather than a “monster”? I know there’s an NPC re-write in the works, hopefully it will fully support the mutations.

Oh please, someone suggested letting PCs with Tentacle arms to hip-fire the M2 Browning, I’m sure a monster could figure it out if it was human at one point.

[quote=“Bork^3, post:92, topic:3755”]Suggestion: New Lab end-encounter with the mutation expansions:

A Transhuman monster, representing the full extent of some mutation category, on a Lab floor that’s been modified into a nest or lair of sorts. Lab layout is normal, but with most resources stripped and repurposed into barricades, defenses, and traps. Assuming it doesn’t eviscerate you, the rewards would be mutagen related. Probably relevant to whatever category of mutant it represented.[/quote]
I like it!

They can’t sensibly pick them up, reload, etc, but they can be hard-coded to use a particular gun pretty easily, that’s what turrets do.

NPCs can have mutations, but a bunch of the effects probably won’t work properly, hopefully the new NPCs will be able to handle them properly.

I like the Lab endgame too. Now all the mapgen work…that may take a while, but I like it.

(I liked the Thresholds too. :slight_smile: )

Oh please, someone suggested letting PCs with Tentacle arms to hip-fire the M2 Browning, I’m sure a monster could figure it out if it was human at one point.[/quote]

Hip-firing .50 BMG at all (let alone full-auto!) seems more likely to tear off the tentacles. They’re not that strong. Someone Large might manage it though?

Some post-threshold suggestions for your perusal.

[spoiler=Beware : Puns]Bear - Bearserker :

Pre-reqs : Bad Temper

Description : You are a freak of urscience bearly able to keep your grizzly temper in check. Perpetually furryous you find any outlit for your violent rage is a soothing–if temporary–balm.

Effect : A bigger flat morale penalty than bad temper but you gain a stackable and rather long lived morale boost for killing things and (S)mashing stuff.

************

Cephalopod - Suckered Undercarriage :

Description : Your strange teuthidian anatomy bristles with hooks and suckers, allowing you to hold both your ground and equipment rather tenaciously.

Effect : You can’t be pushed, shoved or knocked prone. Can’t fail checks to retain weapon.

************

Cephalpod - Ink Jet :

Pre-reqs : Gills

Description : When pressed into combat you instinctively squirt the attacker with ink as a defense mechanism. Could come in handy if you start writing a diary.

Effect : When struck in melee there is a chance you will temporarily blind the attacker.

Add-ons : Inkcontinence :

Description : You’ve developed a hair-trigger when it comes to blotting bystanders. While helpful in a pinch you now find that even the slightest startle has you dribbling ink like a broken fountain pen.

Effect : A boomer like patch of ink blinds anything close to you whenever you suffer damage, or hear a very loud noise, or have a bad dream. Also adds the Wet effect to yourself when triggered. :smiley:

************

Insect - Ant-like Strength :

Pre-reqs : Strong Back

Description : Like a living forklift you find yourself able to haul burdens that should by all rights break you, greatly increasing maximum carry weight.

Effect : Increases max carry weight ((but not max volume)) by fifty percent.

Becomes : Bettle-like Brawn

Description : Your back surges with the staunch, steady strength of that mightiest of insects, no burden could hope to halt you.

Effect : Effectively removes max carry weight, letting players carry off anything not bolted down. This would particularly shine when pushing wreckage out of the road.

**********[/spoiler]

I like the idea of max weight increasing mutations.

Berserking is planned. Might move it up the schedule–my ideas were a bit more complex (ST boost when sufficiently negative morale, message spam, noise, and morale benefits…which can take you out of the Berserk(?)).

Upgraded leg tentacles are PR’d: first in the current mutation-pack. I added rakes for cutting damage; not sure how effective they are ATM.

Ink: Dunno. If we had useful underwater areas, yeah, I’d make it generate an Ink Cloud and basically be a smokescreen that only works in water. (Would be a great candidate for the Active Mutations once illi-kun gets that UI up. I’m looking forward to it.) On land, though, it doesn’t seem all that great. The constant-spraying one…mehno.

(Cephalopod balances against Fish, so far as I’m concerned. Fish is fast/mobile and will likely split Shark/Deep One post-Thresh. Cephalopod so far seems the slower and more thoughtful aquatic line.)

Insect ST: Same problem as i2amroy had with the extra limbs. Bipedal (read: humanoid) bodies really aren’t that great for that sort of strength. Go horizontal/quadripedal and I’d accept it. Problem: Cata’s not at all able to handle that sort of variance ATM.

As for what’s happened recently:
Predatory mindsets
Need-less-sleep upgrades
Mutation mega-merge

Two insect related post threshold ideas.

Insect : Ovipositor

Pre-req : Spiked Tail

Description : Your stinger is twisted and swollen with new purpose and a ‘host’ of strange compulsions, akin to that of some parasitic wasp. Stand over a corpse and press ‘E’ to implant it with your brood.

Effect : Much like how cows can interact with grass and underbrush through the E command this mutation would let players convert a dead body into a host for a friendly monster. I’m thinking it could function like a bomb, but when the timer goes down instead of blowing up a friendly monster called “Swarm of wasps” breaks free of the corpse. I’m unsure as to how difficult this would be to implement, so onto suggestion 2.

*****************

Insect : Hard to Swat

Pre-req : Antenna

Description : You’ve never felt so aware. If the the sky were to fall you’d stand a good chance getting out of its way.

Effect : A beefier, bio-version of uncanny dodge. Not only would it allow the player to sense and react to incoming gunfire but also give a chance to dodge shrapnel and explosions.

Justification : http://www.youtube.com/watch?feature=player_embedded&v=VTs299Y6i-k


EDIT*

Third times the charm, I forgot about termites!

Insect : Frontanellar Gun

Pre-req : Mandibles

Description : Your mandibles now house a cumbersome, cannon-like proboscis that can eject a stream of toxic glue with bone jarring force when provoked.

Effect : Replaces the bite attack mandibles grant with a jet of poisonous glue that does less damage per hit but more over a period of time–great since it also greatly reduces the movement speed of anything hit. Once activated mutations are in this could be revamped to an activated projectile.

…I really have nothing I can add beyond “supporting” Logrin’s ideas… …I should probably try and come up with some post-threshold lizard mutations or something…

goes to consult with lizard gods