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Reworks mutagens to take time and use fully customizable EOCs #55233
Reworks mutagens to take time and use fully customizable EOCs #55233
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Timing is not final
…gen blood level effects
Currently testing to ensure functionality remains after resolving merge conflicts. |
Maybe it's better to deal damage to the body part that's currently mutating? Otherwise it would be strange: "why my torso hurts when my feet are turning into hooves?" |
This damage is not applied when mutating, it's applied while having exceptionally high blood levels of mutagen. and is probably your organs shifting in suboptimal ways. There isn't really a way for the effect to know what the next mutation will be- possibly in the future, but definitely not right now. |
Pain and localized damage will be a part of the limb progression EOCs on its own, so we just need the generic "oh no my spleen grew bones" effect. I would probably go easy on the damage for the lower intensities and instead lean into fatigue and thirst/hunger as a slightly less deadly penalty unless you really go all in. |
As of now, only the top tier, 2200+, currently causes hit point harm to the player (except on a couple, such as the Alpha and Slime vitamins, which have damage for lower tiers that may need to be toned down). For the most part, this is how this is implemented already! Spending a day at 2200+ is quite possibly going to kill you, which can certainly be toned down, but while above 2200 you should be burning through vitamin to mutate quite quickly. |
Thank you to OmniscientQ for finding a notable issue - games with a memorial wherein a character in another world had drank mutagen would crash due to not having a way to read that achievement if they gained a new achievement - it has been fixed. |
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Some minor suggestions to keep the types and such in sync with Limb Stuff, I'll start testing your changes with the arms this week.
Co-authored-by: Venera3 <[email protected]>
Co-authored-by: Venera3 <[email protected]>
This won't fully work until mutagens actually mutate the player, something in CleverRaven/Cataclysm-DDA#55233 broke them.
There's some issues/inconsistencies especially with primer descriptions and some leftover serums, especially across the mods. Not sure if I'll be able to take a take it myself, but so far left some commented on Transifex, @MylieDaniels |
I'll figure out how to use Transifex and take a look, thank you for informing me. |
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Hello please pay attention to where you are commenting. This is already merged and in the game and has been for months. If a pattern of critiquing merged PRs is observed then your ability to comment on the repo will be impacted. |
The game was not spoiled for you as you are free to play any version prior to these changes. Pick a build earlier than cdda-experimental-2022-02-25-0608 (which includes these changes), e.g. cdda-experimental-2022-02-25-0441 and mutations would be instant for you. |
Summary
Features "Reworks mutagen to take time and use fully customizable EOCs."
Purpose of change
This is a fully featured change in how mutations are gained by consuming mutagen, which also serves as step 1 of implementing Issue #28277.
Describe the solution
Mutagen Changes:
Mutagen Vitamin Effects:
Purifier Changes:
Mutation Changes:
EOC Changes:
How It Works:
Describe alternatives you've considered
Leave the system as is, or make this multiple PRs (I did not choose this option in order to avoid a project freeze by making a feature-complete change in one PR)
Testing
Mutated myself through every mutation category, mutated NPCs through several categories, tested with all in-repo mods that add mutation categories, and tested each mutagen and purifier
Additional context
All in-repo mods have been updated to this system