[quote=âKA101, post:8, topic:7635â]Shell is about the toughest ânaturalâ armor available, but Iâm aware that barring Torso gear can be a problem. More to the point, its shape means the traditional argument for belted-layer stuff (just strap it around you wherever it now fits) may not work as well. (HUGE/_OK also bars torso gear, but then youâre a scaled-up humanoid Critter.)
If you or someone else can whip up a convincing gear rig or other necessary niche-filler for a squid-type critter, Iâll be glad to take a look; however, not everything can or will be accepted as an XL model. SHELLâs downside is the no-torso restriction, so that needs to retain some punch.[/quote]
At the risk of side-tracking the thread, I wonder if we could get some insight into the current logic/design philosophy/whatever behind which items have XL versions (both in terms of realism and game-balance)? So, for instance, currently there are XL versions of the vanilla survivor suit, gloves, helmet, boots and mask. There are also XL versions of the survivor fire-mask, dive-mask and winter-mask, but not any other parts of those sets. Itâs not immediately obvious to me why that should be the case, so itâd be helpful to have some insight, not just for understanding the current situation, but so we know the ground-rules for further suggestions on the topic. Cheers.
[quote=âKA101, post:8, topic:7635â]Tentacles: Conversely, Cephalopods get the Insane (+7) levels of +DX and +IN mutations post-threshold. The hand encumbrance comes from the fact that while your arm equivalents are far more flexible, you completely lack hands, fingers, and opposable thumbs. You might reality-check reloading, etc by locking your fingers together and your thumbs to the side of your hand. You may bend your fingers, but must do so as one unit: mitten style!
Any buff to the DX bonus would be paid for 1:1 with hand encumbrance. Sound good?[/quote]
Yeah, that sounds very sensible.
I donât know how feasible this is code-wise, but perhaps it could be balanced by faster crafting speed but increased difficulty and risk of failure? So the effect would be to make tentacles characters good at mass-producing simple things, but poorer at complex things with fine details. E.g. you can very easily roast eight pieces of meat over a fire at once, but lack of opposable thumbs and such makes high quality electronics or tailoring much more difficult
I figured thatâd be your answer. Maybe weaker cephalopod-only versions could be worth thinking about though.
EDIT: just stumbled across https://www.youtube.com/watch?v=949eYdEz3Es which sort of illustrates how something like âamorphous bodyâ could be appropriate
Thanks! 
Another very minor thing - currently tentacled characters can wear handwraps, but not foot-rags. To my mind at least, that seems inconsistent. And with nothing on your feet but tentacles stockings it gets awful cold in the winter :c
Also, I guess this was a bug, but I had a character where I evolved padded feet from leg tentacles (which removed the leg-tentacle mutations), allowing me to wear boots and socks, but when I used purifier and lost the padded feet and regained the tentacles, it didnât auto-remove my boots, so I could keep on wearing them as long as I didnât remove them manually.
And on the martial arts front - itâs worth noting that the Zui Quan drunken boxing style currently works very well with the cephalopod intelligence bonuses. And if youâve ever watched how an octopus moves, honestly I think âdrunken boxingâ is hella appropriate.