So I’ve been wanting to add a few mutations for a while now, but I’ve run across a few interlinked problems:
Some of these mutations don’t really fit C:DDA’s style, although they could be explained realistically - should I add them as a mod?
One set of mutations I wanted to add was breath attacks, as per fantasy-oriented roguelikes. These could obviously be pretty dang powerful and ruin the game for some people otherwise; I can’t decide whether I should implement this as a mod or not.
If implemented exclusively as a mod, I need to be able to create fields and assign actions to ‘active’ mutations with Lua - is this supported already?
These mutations need to create fields (and detect when they’re being used from the [ menu) to really work right; all I know how to do with Lua is create terrain. Are field creation and mutation activation implemented in Lua, or would I have to get them added?
There seems to be a group ‘in charge’ of mutations - should I leave mutations to them?
I haven’t seen any mods that add mutations, and I’ve also seen a few forumgoers that seem like the authority on mutations. Is this something that I shouldn’t be messing with?
…Possibly for a good reason - how do mutations work beyond ‘drink mutagen, get posthuman’?
Also, I don’t completely understand a few aspects of mutations. What exactly do the pts/vis/ugly numbers mean? (As in, what does -one point- in each do and how should I assign them?)