Mutation category expansion

Still, a bunch of the categories are lacking in mutations, and I haven’t checked the mutations list but I think a few of the flavored variants (Feline Ears, Lupine Ears, Ursine Ears, etc) don’t have entries. I’ll try to get some more of the categories filled with the appropriate mutations tomorrow… Well, probably one.

Soy & I updated them not so long ago, did you see the mutation thresholds page?[/quote]

Think a lot are still missing from the mutation category lists.

I wonder will it be possible to add some flavor increasing stuff like color of fur, carapace etc.? Maybe dependant to mutation category (tiger/leopard/etc. for feline, gray/brown/white for lupine, some spot patterns for grazers etc.) . Or even with some +/- to camouflage, once stelth system will be in game.

Just curious, thanks in advance for responce.

Yes that is possible :D.

Might actually be a nice addition to have the @ change color.

[quote=“Soyweiser, post:144, topic:3755”]Yes that is possible :D.

Might actually be a nice addition to have the @ change color.[/quote]

That’s a brilliant idea!

I would like o have your @ change collor depending on the colot of your topmost torso item (what df has) but you know we first need clothing colors.

Gonna go to the clothing store and find some cloth dies for my utility trenchcoat #Apocalypse #Fasion

Can we get a ‘eat raw meat’ mutation?

Been too long since I’ve throw up a new stack of suggestions, so here goes!

I’ve seen a few posts in the wake of ectothermic that suggest players benefiting from near freezing temperatures–everything from moving faster to being an uncanny X-Man. I won’t say these are bad suggestions (( As I make enough of those myself!)) I think the premise of a cold weather power is pretty neat, so I came up with this.

SLIME MUTATION

“Can’t think of a good name for this yet.” - You’re gelatinous exterior becomes hard and brittle when exposed to freezing temperatures, granting armor and shrinking max hp dependent upon how cold you are.

I also thought of a sweet threshold mutation for slimes.

Amorphous - You’ve degraded into a shapeless amebic mass that lacks any discerning features, only able to rouse crude facsimiles of your missing appendages to interact with the world around you.

Effect - The HP for your head and both sets of arms and legs is permanently set to zero. All that ‘lost’ hp is heaped onto your torso to simulate how hard it is to kill something that by and large lacks organs. This would negate plenty of mutations. This would exclude pretty much all non-watertight clothing. This would probably disallow the intricate movements needed for most martial arts.

It would also assume the character capable of rousing crude facsimiles of its lost appendages for fine item manipulation, so melee weapons and firearms are still usable. Also you’d end up with quite allot of storage space by virtue of being able to store items inside of yourself, CBMs could be hit or miss for the same reason.

Thoughts?

I love this idea!

[quote=“TheFlame52”]The way I play mutation roulette is by taking mutagen that has the opposite effect of a bad mutation I have gotten. For example, to get rid of Deterioration I’ll take Slime mutagen to try to get Fast Healer. But the only mutagen that I can use to counter Carnivorous is Cattle, which usually sticks me with Ponderous or Awkwardly Large. I was thinking about a few new herbivorous mutation categories to give me some choice in the matter.

Boar
Positive: Very Smart, Hooves, Stubby Tail, Lightly Furred, new mutation Tusks (like horns but with flavor)
Negative: Very Smelly, Herbivore, Screamer, Deformed
Basically a Cattle but with less risk and less combat orientation.

Elephant
Positive: Smart, Insanely Strong, Good Memory, Cow Tail, Terrifying, Mammal Pheromones, Padded Feet, Large Tusks
Negative: Very Smelly, Herbivore, Awkwardly Large/Huge, Ponderous, Badly Deformed
Basically a more extreme version of Boar.

Rabbit
Positive: High Night Vision, Furry, Stubby Tail, Whiskers, Quick, Light Eater, Pretty, Disease Resistant, Padded Feet
Negative: Herbivore, Badly Deformed, Light Sensitive, maybe new mutation Small (less strength)
Basically a combination of Rat and Bird.

Porcupine
Positive: Quills, Furry, Whiskers, Padded Feet
Negative: Herbivore, Deformed, Ponderous
Basically an excuse to get Quills that acts like a less extreme Rabbit.[/quote]

Some more Troglobite Mutations, which I maintain should probably work their way more towards morlocks and molemen than fantasy dwarves.

Burrower - Your digits have broadened into stiff, sharp headed digging implements suitable for upending soil and debris. While functional shovels this leaves your hands ill-suited for more delicate tasks.

Effect : Hands function as shovels. Increasing crafting time and replacing ‘fists’ with ‘claws’ when unarmed. Can gouge enemies with empty handed strikes, dig pits and clear rubble/debris. Becomes Tunneler. Excludes gloves.

Tunneler - Your hands and the heavy claws that cap them have grown disproportionate to the rest of your body, now able to carve deep trenches into even the thickest stone.

Effect : Would probably have to wait for active mutations to be in. Crafting takes even longer now, but the player gains the ability to dig out tunnels and up/down stairs with just their hands. Still excludes gloves.

Lure - A fleshy, dully luminous growth extends itself from your crown. While too dim to banish the darkness around you it does attract the sort of harmless prey animals that would be drawn to such a scant morsel.

Effect : Prey animals will cuddle up close for the slaughter when its dark, making hunting all that much easier.

[quote=“Logrin, post:152, topic:3755”]Some more Troglobite Mutations, which I maintain should probably work their way more towards morlocks and molemen than fantasy dwarves.

Burrower - Your digits have broadened into stiff, sharp headed digging implements suitable for upending soil and debris. While functional shovels this leaves your hands ill-suited for more delicate tasks.

Effect : Hands function as shovels. Increasing crafting time and replacing ‘fists’ with ‘claws’ when unarmed. Can gouge enemies with empty handed strikes, dig pits and clear rubble/debris. Becomes Tunneler. Excludes gloves.

Tunneler - Your hands and the heavy claws that cap them have grown disproportionate to the rest of your body, now able to carve deep trenches into even the thickest stone.

Effect : Would probably have to wait for active mutations to be in. Crafting takes even longer now, but the player gains the ability to dig out tunnels and up/down stairs with just their hands. Still excludes gloves.

Lure - A fleshy, dully luminous growth extends itself from your crown. While too dim to banish the darkness around you it does attract the sort of harmless prey animals that would be drawn to such a scant morsel.

Effect : Prey animals will cuddle up close for the slaughter when its dark, making hunting all that much easier.[/quote]

I’ve been kicking around various digger-claws for some time now. Lure feels more Fish territory but they can probably share. (It ought to be an active, because it would light up your own square and therefore attract hostiles as well as prey.)

Black text really isn’t visible against the forum’s background, FWIW.

Heh, sorry about the text. I’ve just fallen into the habit color coding the mutations.

I didn’t have the lure light up the square pretty much because of the other suggested Trog mutation of inverting their day/night sight. That said if it is active ((Just found footage of an angler flick it’s lure on and off)) I see no reason why it shouldn’t attract everything to you, dangerous or not.

[quote=“Logrin, post:154, topic:3755”]Heh, sorry about the text. I’ve just fallen into the habit color coding the mutations.

I didn’t have the lure light up the square pretty much because of the other suggested Trog mutation of inverting their day/night sight. That said if it is active ((Just found footage of an angler flick it’s lure on and off)) I see no reason why it shouldn’t attract everything to you, dangerous or not.[/quote]

Re light-inversion: if Kevin says “ow my brain”, chances are I’m not going to pull it off either. ;-/

Just saw the slime ideas. Messing with HP like that is gonna cause all sorts of problems. I’m planning on having the Slime folks gain DX and lose ST (retain the HP) to reflect lost rigidity, but that massive a redo is as much a dealbreaker as the Naga tail. Lovely idea, not feasible with current codebase.

Thick-headed/Bone-headed/Bull-headed/Whatever - a Cattle/Chimera mutation:
Could come in multiple levels. A possible bonus to head health and/or bashing armour and/or bonus to headbut type of natural attacks granted by other mutations (ex.: various horn mutations), perhaps a higher level of this particular mutation even grant that.

Muscular Neck - a Cattle/Chimera mutation:
Similiar to above, a bonus to health and/or bonus to headbut type of natural attacks.

Curled horns enchantment:
A bonus armor in addition to other effects, and/or chance to knockdown, perhaps?

Antlers enchantment:
A multitile sweeping attack, and/or chance to block weapon attacks, perhaps?

Nocturnal - Feline/Troglobite/Rat?/Spider? mutation:
Your activity cycle changes, so the light doesn’t wake you anymore. You tend to wake during night hours instead. I am not certain how the sleep works ingame, though. Perhaps, one easear falls asleep during day hours instead?

No sleep cycle - ??? mutation:
Time of day doesn’t have any effect on your sleeping.

I like the Nocturnal mutation!

Does time of day really have that much of an effect on your sleeping schedule in-game, anyway? I never really felt like it was a particularly important factor. Once my characters get Full Night Vision I can pretty much ignore the day/night cycle.

Darkness Aversion/Light-dweller/Achluophobia - ???/group-less mutation:
You suffer a psychological discomfort and stress in darkness. Morale penalty increases the longer one spends in darkness, and caps after some time. Possibly, has multiple levels, which increases maximum cap penalty.

Light Aversion/Dark-dweller/???-phobia - Troglobite mutation:
Analogical to the above but light instead of darkness.

Claustrophobia - ??? mutation:
Could come in multiple levels. Counts impassible, sight-blocking, hidden titles and ceilings in small/medium/large area around the player. Increases morale penalties, which cap after some time

Brooder - Troglobite mutation
You prefer a dark, dank corner brood in. Like above, but opposite.

Just a quick idea drop

I know we don’t have a stealth system yet, and that when we do chameleon is likely to pop up in the lizard category–but couldn’t we think up a work-around in the mean time?

What about making it work like some sort of bio-facsimile of the artificial night generator? Are there was to limit monster LOS around the player?

As a side note Squiddies should probably get much stronger camouflage when the time comes, since many of them are much, much more convincing mimics.