Mutation Rebalancing

If we could get a list of mutations that need rebalancing we could start.

For instance, all of the armors can be made in json. Ive went through the list and added basic armor and some new cats to muts. But thats a big list.

Took me over an hours to sort through it the first time.

Ive added basic armors to things, and some acid armor too. was tempted to reduce encumbrance levels, and I did add stamina regen to gills.

But Im not sure I want to do it all alone.

I dont plan to submit this, but it allows us to see the differences clearly.

https://github.com/CleverRaven/Cataclysm-DDA/compare/master...pisskop:patch-1

What else.

[quote=“Coolthulhu, post:20, topic:12705”]I’d like to balance mutations by point costs.

That is, if you have more good mutations than bad ones (weighted by costs), you’d be more likely to receive a bad mutation next. And vice versa, of course.
For an unmutated player, the balance would be 0, favoring low absolute cost mutations.
Base stats could be included in the point cost to balance low-stat-high-trait starts.

Then the bad mutations that ruin slots could be just heavily penalized by huge negative point costs, making them unlikely to happen unless the player had high positive balance. And if they happened, they would make future mutations more likely to be positive.
And vice versa for the really good mutations, of course.

This would allow balancing mutations just by setting a point value for them. While not perfect, that’s leaps and bounds above what we have now - a pure roulette.[/quote]

We do not have a pure roulette. We can controle which set of mutations will be the pool out of which the rng picks.
Unless you want to mutate by radition or another unsafe variant.

even those prefer to advance your path or regress it.

thats not random.

how do quills or spines work? theyve no category and in left thinking they are rare

One thing I’d like to see in a re-balance of mutation is every mutation doing something. When I get a mutation like Fey eyes or rough skin that’s a step along a certain path but has no effect on my character itself it makes me feel like I wasted my mutagen.

One thing I’d absolutely love is a high-value trait, or possibly a special variety of mutagen, that gives you the ability to influence your mutations with conscious choice. So for example, when you take some mutagen you’re given a choice of 2-4 positive or “mixed” mutations. When you choose it, unless the mutation you picked has a neutral point cost, you are forced to choose from a similar list of negative mutations, with negative point values roughly equal to the first mutation.

This would allow you influence your character’s evolution. The potential to minmax is there, but it requires a large initial point investment (or high skill), and it’s more fun and interesting than a roll of the dice. Caves of Qud took a route similar to this, and it’s honestly the best thing about that game by far (though not enough to save it after it went commercial).

I’d also love it if it were possible to craft a “self mutagen” using your own blood sample, for use on NPC followers, which pushes them toward YOUR current set of mutations. Here begins the Player Character Master Race! :stuck_out_tongue:

A very simple change that could be done very quickly and would help a lot would be just to significantly up the armour values. Last time I checked, even a highly debilitating, top-level, post-threshold armour mutation like the final cephalopod full shell has absolutely pitiful armour values compared to even mid-range armour, let alone end-game stuff.

I'd also love it if it were possible to craft a "self mutagen" using your own blood sample, for use on NPC followers, which pushes them toward YOUR current set of mutations. Here begins the Player Character Master Race! :P

This is a really cool idea!

In order to understand what all the mutation trees bring together Ive got to see them… Ill add my overview here.

the process in which I do this:
-Start a new world.
-Spawn in a ‘debug’ character. In this case its a lumberjack with a statline of 8, with no skills, and only self aware, psychopath, and scout as traits.

Now I will spawn in 1 character for each tree and debug them a syringe, a backpack, and the mutagen of their choice. It also appears they need at least 1 serum to make the leap into post-thres. Maybe this shouldnt be a req? In any case its not a game-breaker if it is, for the moment all of the serums can spawn under rare conditions, and can all be made…

I will warn some that Ive made my own adjustments to a few of the traits. Such as savant going to alpha.

  • ALPHAMAN -


Disintigration
Fast Metabolism
Good Hearing
Insomniac
Nasuea
Pretty
Prime
Prime Dexterity
Prime Intelligence
Prime Perception
Prime Strength
Savant
Very Little Sleep
Weak Scent

First up, weak scent can go right out the window. there very little basis for it. Second, I would much, much rather drop the prim intelligence of the guy. He needs weaknesses. And very little sleep can be nerfed to nosleep1 or 2. I added savant, and may have added nausea. Insomniac will stop sleep-healing when coupled with little sleep, and fast metabolism is fair. Actually, it wont be so bad if I cant add some more int nerfs. I dont see why this guys needs them, and Id rather give those to other critters…
Im picturing alpha more as a return to neaderthal than a supersoldier captain america kinda guy. Supersoldier, yes. Superman, no. Get outta here mary sue.

-ELFAMAN

    Bad Back
    Chemical Imbalance
    Disease Reistant
    Extremely Dextrous
    Extremely Perceptive
    Extremely Smart
    Fast Metabolism
    Fey
    Fey Eyes
    Fey Nightsight
    Glorious
    Good Hearing
    High Thirst
    Hollow Bones
    Infection Resistant
    Languorous
    Leaves
    Parasite Immune
    Phelloderm
    Pointed Ears
    Radioactivity
    Savant
    Stretchy Limbs
    Strong
    Tireless
    Vomitus
    Weakening
    Wheat Allergy

Looks like some alpha and plant got in there too. Well, Im okay with wheat allegy (since I did add it), and radioactive is a weird one but okay. Im mostly okay with this. It strikes me as still op but it also strikes me as a workable character with workable flaws.
Well, elfaman is maybe not needing savant but Id be okay with a way to cancel savant with a mutation too.

  • MEDICAMAN
    Acid Blood
    Acidproof
    Addictive Personality
    Bad knees
    Cenobite
    Chemical Imbalance
    Deadened
    Disease Resistant
    Fast Healer
    Flimsy
    Forgetful
    Genetically Unstable
    Heavy sleeper
    Infection Immune
    Insomniac
    Jittery
    Lightweight
    Metallassomaiphile
    Mood Swings
    Pain Resistant
    Parasite Immune
    Posion resistant
    Poor hearing
    Prototype
    Radiogenic
    Schizophrenic
    Solidly built
    Strong
    Thin-skinned
    Trigger happy
    Very Quick pain recovery
    Vomitus

I gave him trigger happy, tbf. trigger happy sounds like it would suit an elf. Im happy if youre happy here.
I also gave it bad knees, which I think is a nice touch. Why are all the medical experiments nice?

  • PLANTMAN
    Badly Deformed
    Bark
    Chloromorphosis
    Disease Immune
    Durable
    Extremely Ponderous
    Flowering
    Heavy Sleeper
    Lactose Intolerence
    Leaves
    Meat Intolerence
    Plant
    Poor Hearing
    Rooter
    Saprophage
    Sunlight Dependent
    Thorns
    Tough Feet
    Very Fast Healer
    Very Strong
    Vine Sprouter

Well, I did add a few things here too. lacktose intolerent. Im kind of okay with this?

  • RATMAN
    Burrowing
    Cannibal
    Disease Resistant
    Eater of the Dead
    Furry
    Gourmand
    Grotesque
    Growling Voice
    High Night Vision
    Hoarder
    Incisors
    Infection Resistant
    Packmule
    Paws
    Posion Resistant
    Rapid Metabolism
    Rat Tail
    Ratlike Muzzle
    Stainless claws
    Substance Tolerance
    Survivor
    Trigger Happy
    Very Light sensitive
    Wiry whiskers

Why is it grotesque? Is hoarder too much? Its needing a speed buff, imo. Each mutation should have a specialty. Rats are clearly packing it into stuff, eating crap, and living underground.

  • TROGOMAN
    Alcohol metabolism
    Cannibal
    carnivore
    Disease immune
    Extremely Strong
    Full night vision
    Infection Resistant
    Infrared Vision
    Intestional fortitude
    Lactose intolerant
    Light Eater
    Nearsighted
    Pain resistant
    Parkour expert
    Poison Resistant
    Quick
    Regeneration
    Saprovore
    Slimy
    Solar Sensativity
    Storng back
    Subterranean
    Subterranean build
    Subterranean fortitude
    Tough
    Tough feet
    Trogobite
    Venomous

Okay. He is strong and stout, and has good mobility despite his bad dex. I added parkour and I think quick. Im okay with this. Hes a tough one, and like this is probably underratted. Not the least because he is basically a vampire.

  • BEASTMAN
    Animal empathy
    Apex predator
    Badly Deformed
    Beast
    Broad Paws
    Canine Ears
    Carnivore
    Claws
    Deft
    Fleine Eyes
    Fluffy Tail
    Forgetful
    Furry
    Hates Fruit
    High Adrenaline
    High Night vision
    Insanely Strong
    Junkfood intolerence
    Languorous
    Light senitive
    Lupine Muzzle
    Mammal perhomones
    Nearsighted
    padded Feet
    Resilient
    Sapiovore
    Screamer
    Sleepy
    smelly
    Snarling Voice
    Terrifying
    Very Fast metabolism
    Very Heavy Sleeper

Beastman keeps mutating between animal discord and empathy and between the different animal furs.
beastman is all around a complete package of strength. Im thinking that to help differentiate between the various beasts that beastman should have the cat night vison and maybe less dex. Cats would lack the strength build of beasts and lupines, and lupines would lack the apex traits of beasts but have more speed.

Ursines would need more sleep and maybe less food and would have more hp and the str of the beast, as well as the distinction of being an omnivore. So in short I want to buff beast and make the builds more gamey for the sake of having a reason to have them all. Cattle I feel is distinguished enough from the rest.

I also want to make a few new mutations, ones that grant bonuses to these mutations but not to -more- humanoid ones. Like lungs.

-URSINEMAN

    Apex predator
    Bad Temper
    Badly Deformed
    Bear
    Broad paes
    Carnivore
    Claws
    Fat Deposits
    Growling Voice
    Hates Vegetables
    Hibernation
    Huge
    Insanely Strong
    Padded Feet
    Ponderous
    Sapiovore
    Shaggy Fur
    Smelly
    Stubby Tail
    TAAANK
    Tough
    Ursine Ears
    Ursine Muzzle
    Ursine Vision
    Very Heavy Sleeper

Drop the badly deformed, maybe. Maybe tough2, but I want to give that to cattle… Hes def stronger than beast. Maybe make it moreso. He is also better amrored too, according to the armor boosts I have given out.

Hates vegatables can go.

  • WOLFMAN
    Animal Discord
    Carnivore
    Claws
    Deformed
    Disorganized
    Extremely Strong
    Fangs
    Fluffy Tail
    Gray Fur
    Growling Voice
    Hates Vegatable
    High Night Vision
    Howler
    Lupine Ears
    Lupine muzzle
    Padded Feet
    Pale Skin
    Parkour Expert
    Paws
    Predator
    Strong Scent
    Trigger Happy
    Very Heavy Sleeper
    Wolf

Kept mutating between ugly and deformed and Pretty.

Im okay, as mentioned above, with it having more agility. Less than feline, more than beast.
Another difference Im stabbing after is one of warmth and envio prot.
-Ursine gets most protection. All of the envio, all of the physical, all of the hps.
-Beast get the second most. Cattle dont count for this, but theyd get more than beast.
-Lupine gets less than beast, more envio.
-Feline gets more envio, less physical, more agil.

So I mean total typcasting here, but differences need to be made or we should consider consolidating these somehow.

  • Felinidman
    Carnivore
    Extremely Dextrous
    Feline
    Feline Ears
    Feline Eyes
    Feline Vision
    Good Hearing
    Hates Fruits
    Light Step
    Long Tail
    Lynx Fur
    Padded Feet
    Paws
    Predator
    Retractable claws
    Saber Teeth
    Sleek Fur
    Snarling Voice
    Snout
    Strong scent
    Ugly
    Very Sleepy
    Whiskers

Kept mutating between badly deformed, ugly, and pretty. Should have beautiful.
This should have more dexterity, but not parkour per se. Raw dex is fine. wolves having parkour is fine.
Also needs the trait to fall asleep easily and the trait to wake up easily. Forgetful may be nice, idk.

  • MOOCOWMAN
    Bad knees
    Bovine snout
    Canine Ears
    Cattle Tail
    Deformed
    Disease Resistant
    Extremely Strong
    Furry
    Grazer
    Herbivore
    Hooves
    Horns
    Huge
    Languorous
    Mammal Pheromones
    Meat Intolerance
    Night Vision
    Optimist
    Pacifist
    Smelly
    Strong back
    TAAANK
    Thick Skinned
    Tough
    Tough Feet
    Very Ponderous

The stronked up pacifist. Very much the peaceloving giant. Its doing okay here but maybe some mild digestive issues would flesh it out some more.
I gave it bad knees and optimist.

-ANTMAN

    Acid blood
    Acidproof
    antennae
    cannibal
    chitinous armor
    cold blooded
    compound eyes
    deformed
    dextrous
    full night vision
    heavy sleeper
    infrared vision
    insect
    insect arms
    insect pheromones
    insect wings
    light eater
    light sensitive
    mandibles
    mouth flaps
    parkour expert
    poison resistant
    quick
    smelly
    spiked tail
    strong
    strong back
    terrifying

Kept mutating between the stub wings, butterfly wings, and insect wings. Kept mutating between proboscis and mandibles.
I seem to recall them getting a stinger. But maybe spiked tail is blocking it. No biggie, but I should check.
A strong, fast-but-undextrous-prone insect is okay. Id be okay seeing icherblood. Surprised no venoms?
Im going to say that in the future splitting this into two is viable. One antlike and one more generic/scorpionish one. Iknowdonttellmescorpionsarenotinsectsnobdoycaresbykthnx

-SPIDERPERSON

    antennae
    arachnid arms
    carnivore
    fleetfooted
    folding fangs
    full night vision
    furred plate
    heat dependent
    infrared vision
    light sensitive
    mout flaps
    parkour expert
    poison resistant
    predator
    rope webs
    sapiovore
    strongly venomous
    utricating hairs
    very dextrous
    web diver
    web walker
    web weaver

Well, its pretty well done. What can I say. maybe more speed, but not really much else. More Thrist?

-OCTOMAN

    8 tentacles
    bad knees
    cephalopod
    cephalopod eyes
    cephalopod gills
    cephalopod vision
    deformed
    flimsy
    heat dependent
    insanely dextrous
    insanely smart
    leg tentacles
    mouth flaps
    mouth tentacles
    roomy shell
    slimy
    slit nostrils
    tentacle bracing
    tentacle rakes
    thin-skinned
    very thirsty

Added in thin skinned, buffed the shell armor and slime, and gave flimsy. I hope they balance out. Also bad knees. Id have to play it to know for sure. Im sure I will eventually.

-LIZARDMAN

    bad temper
    bulging eyes
    cold blooded
    carnivore
    Extremely strong
    fangs
    forked tongue
    full night vision
    hissing voice
    infrared vision
    large
    large talons
    light eater
    light sensitive
    lizard
    masochist
    nicitating membrane
    predator
    reptilian eyes
    reptilian healing
    reptilian ir
    reptilian muzzle
    resilient
    sapiovore
    slit nostrils
    thick scales
    thick tail
    thick skinned
    very dextrous
    weak scent
    webbed hands
    wheat allergy

Yea, the complaints about it having everyones second tier traits are right. its a jack of all trades. which is fine, but it is likely missing its own umph.
This can do without infrared vision, tbh. my addition here.
Well, maybe full infrared vision is called for. It can do with more healing too? more perception? Venom? Id be okay with it being medicore at all things as long as it did a lot of things.

-BIRDMAN

    avian eyes
    bad back
    bird
    bird wings
    deft
    disorganized
    down
    extremely dextrous
    feathers
    gizzard
    glass jaw
    good hearing
    hollow bones
    insanely perceptive
    large talons
    light step
    night vision
    quick
    road runner
    woodpecker beak

Kept mutating between beak, woodpecker beak (comabt variant) and hummingbird beak (utility variant).

Ill have to drop disorganized, it looks like. my b.
This is more or less fine. ranged build is ranged.

-RAPTORMAN

    animal discord
    apex predator
    carnivore
    deft
    extremely perceptive
    feathered arms
    fleet footed
    forked tongue
    glass jaw
    heat dependent
    hissing voice
    indefatigable
    intestinal fortitude
    junkfood intolerence
    long fingernails
    poison resistant
    quick
    raptor
    raptor tail
    reptilian eyes
    reptilian ir
    sapiovore
    saprovore
    scales
    shouter
    slit nostrils
    strong
    thick skinned
    toe talons
    ugly
    very dextrous

Kept mutating between very fast metabolism and fast metabolism. Kept mutating between heat dependent and nothing.
So he doesnt gain a lot in the way of hp, and only a little in the way of armor. And loses the Powerarmor ability. But he could use more dex and perhaps a little more intellect. The gentlemans raptor.

-CHIMERAMON
Chimeraman1 didnt actually survive 30 serum injections. rip.

    achomplished sleeper
    acid blood
    acidproof
    apex predator
    bad temper
    cannibal
    carnivore
    chaos
    chemical imbalance
    club tail
    curled horns
    deterioration
    eater of the dead
    extreme metabolism
    extremely perceptive
    extremely strong
    forgetful
    full night vision
    genetic chaos
    gourmand
    grotesque
    high adrenaline
    high thirst
    hooves
    howler
    hyper-meatbolism
    indefatigable
    infrared vision
    large talons
    lupine ears
    metallassomaiphile
    mouth flaps
    pain resistant
    quick
    quills
    resiliant
    rough skin
    saber teeth
    sapiovore
    saprovore
    savant
    sleepy
    smelly
    snarling voice
    terrifying
    thick skinned
    lupine ears
    tough feet
    unbreakable
    very dextrous
    wheat allergy

Chimera has too much hunger and thirst and et al, if Im reading the mutation template right. He may get that halved or at least three-quartered. thats not the traits themselves, the template that alters his baseline hunger/thirst/needs before the mutations affect him.
But what else to say? hes a monster who if anything needs more hps.

-SLIMEMAN

    acid blood
    acidproof
    amorphous body
    aqueous
    chemical imbalance
    dextrous
    disease immune
    distribuited neurology
    distribuited senses
    genetically unstable
    gourmand
    grotesque
    hollow bones
    incopnspicuous
    infection resistant
    light sensitive
    minor radioactivity
    omnicelluar
    parasite immune
    perceptive
    poison resistant
    pseudolimbs
    radiogenic
    regeneration
    robust genetics
    slimy hands
    smelly
    sores
    tough feet
    venomous
    very fast metabolism
    very thirst
    viscous
    vomitous
    webbed hands

Slimeman has, like his brethren above him, no set-in stone mutations. He has those that define him sure, but hes apt to continuously mutate new ones, even some that are counter to his defining traits.

slimeman has a lot of baseline stats, a lot of low armor, some encumbrances, but overall hes an underrated mutation tree. I feel. Id actually like to add a few traits that keep swapping -> the physical resistance and low envio res and one with negative phys res and high envio res.

-FISHYMAN

    Aquatic
    Bad knees
    bulging eyes
    deformed
    fangs
    full night vision
    gills
    heat dependent
    indefatigable
    insanely dextrous
    lactose intolerance
    light eater
    nicitating membrane
    quick
    robust genetics
    sleek scales
    slimy
    smelly
    spines
    tail fin
    very thirsty
    webbed hands

Fishyman has a suprising amount of protection from attacks under this system Im working with. Scales are good cut protection and acid protection, and being slimy helps too. spines is enough to hurt what you cant cover, gills is stamina recovery, hes got fatigue for days with his endurance, so hes a decent fighter. Not quite a pushover, as its shaping out to be.

To be honest, it seems like you’ve made a lot of these more distinct from each other at the cost of making them even less useful than before.

And making the Alpha an idiot is completely counter to it’s theme. It’s supposed to represent the next stage of human development. If you’re going to give it a disadvantage, maybe take a cue from Elfa and give it outlandish penalties like Radioactive and Disintegration, representing biology being taxed and stretched in unprecedented ways.

Problem mutations, to me, that arent getting enough love or simply got too much:

-alpha
-chimera
-beast

And secondary concerns, they are within tolerable range but a little more/less couldnt hurt
-raptor
-bird
-feline
-lupine
-ursine
-lizard
-elfa

[quote=“Solusphere, post:31, topic:12705”]To be honest, it seems like you’ve made a lot of these more distinct from each other at the cost of making them even less useful than before.

And making the Alpha an idiot is completely counter to it’s theme. It’s supposed to represent the next stage of human development. If you’re going to give it a disadvantage, maybe take a cue from Elfa and give it outlandish penalties like Radioactive and Disintegration, representing biology being taxed and stretched in unprecedented ways.[/quote]
I expect people dont like alpha being nerfed out. its an OP class. Id prefer it, but I havent even touched it yet. I added all of savant and insomniac.

Sorry, I hope I didnt sound offensive. the whole point of doing this here is to allow people to speak freely.

what about addictive personality to alpha? savant can be purified away and is canceled out by elfa traits.

Savant alone is enough to severely offset all of Alpha’s advantages. Savant is HORRIBLE. If you can make an alpha mutagen, that’s a permanent -50% to all skill gain other than cooking, which you’ve obviously already mastered.

Personally, I’d consider Medical to be superior to Alpha, mechanically speaking. Alpha is nice because it’s pure benefit, very little downside. Medical makes you immortal, at the cost of irritating penalties that have little bearing on how goddamn immortal you are. I’d personally be perfectly fine with simply nerfing Alpha’s benefits, to the point that it only grants minor bonuses, like maybe +2 to each stat. The lack of major downsides is it’s defining feature, and the reason it’s so expensive and difficult to make.

I’d also remove the “set stat to 14” abilities, that let you make a character with extreme dump stats, and rely on Alpha mutagens to fix it for you.

EDIT:

[quote=“pisskop, post:34, topic:12705”]Sorry, I hope I didnt sound offensive. the whole point of doing this here is to allow people to speak freely.

what about addictive personality to alpha? savant can be purified away and is canceled out by elfa traits.[/quote]
No offense taken. I think that’s a good option. Ultimately, the more fundamentally HUMAN we can make Alpha’s flaws, the better. You could also make a new trait called Vainglorious. Basically the inverse of Stylish, the character gets upset if they’re not wearing enough fashionable clothing.

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Under this proposed system, mutagen will be a level 3-5 cooking skill recipe. Savant will likely hit a combat skill.

I know it’s not useful input insofar as game mechanics, but fwiw I always imagined the Alpha mutation line to be like Khan - all powerful with a shitty attitude.

Yeah, same. Ideally, the biggest flaws with the Alpha should be with their personality. All of the flavor text for the mutation tree shows them to have a pretty clear Ayn Rand attitude toward themselves.

Skhizo Alpha?

Socialite Alpha? You have to talk to people or you get unhappy? Would kind of suck for people playing without NPCs, though.