Mutations
Moderator: Moderator
Mutations
First off, sorry if there's already such add-on available. I haven't exploited them that much.
Was thinking of a class that would gain random mutations, like growing extra hands to be able to wield more weapons and stuff like that. Item slot mutations could happen every 10 levels or so.
Instead of plain old talent points you would gain 1 or maybe 2 totally random talent points. Also on every even level up you would get a special point to lock out a talent tree you don't want included in random selection.
This class would if course be nigh impossible to balance since luck would play quite a big role in it.
Instead of class this could maybe be used as a race choice. In this case it could only affect generic trees.
Was thinking of a class that would gain random mutations, like growing extra hands to be able to wield more weapons and stuff like that. Item slot mutations could happen every 10 levels or so.
Instead of plain old talent points you would gain 1 or maybe 2 totally random talent points. Also on every even level up you would get a special point to lock out a talent tree you don't want included in random selection.
This class would if course be nigh impossible to balance since luck would play quite a big role in it.
Instead of class this could maybe be used as a race choice. In this case it could only affect generic trees.
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- Sher'Tul Godslayer
- Posts: 2402
- Joined: Tue Jun 18, 2013 10:46 pm
- Location: Ambush!
Re: Mutations
Sounds fun, a bit like the Demonspawn race from Dungeon Crawl, or the chosen of Xom.
Get coding, and I'll download it when you've got a beta up.
Get coding, and I'll download it when you've got a beta up.
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- Thalore
- Posts: 131
- Joined: Sun Apr 21, 2013 8:27 am
Re: Mutations
Sounds like great fun! Mutations were my favorite part of Zangband, and your proposed class sounds like it would certainly be interesting. Here are a few ideas that come to mind...
Maybe give a choice at character creation for acquiring wild or corruption based talents? Vim and equilibrium interact in nasty ways, and having the same talents on a character doesn't work out very well.
You could make it a combined race/class with its own racial tree that gives abilities like acting as every race for the purposes of hidden benefits/drawbacks on artifacts (and perhaps as it levels up, dropping the drawbacks), increasing confusion/blight resistance, temporarily boosting HP/stamina/mana/equilibrium regen, etc.
Perhaps it would be possible to have the random skill you get on level-up weighted toward one that depends on your highest attribute?
Maybe give a choice at character creation for acquiring wild or corruption based talents? Vim and equilibrium interact in nasty ways, and having the same talents on a character doesn't work out very well.
You could make it a combined race/class with its own racial tree that gives abilities like acting as every race for the purposes of hidden benefits/drawbacks on artifacts (and perhaps as it levels up, dropping the drawbacks), increasing confusion/blight resistance, temporarily boosting HP/stamina/mana/equilibrium regen, etc.
Perhaps it would be possible to have the random skill you get on level-up weighted toward one that depends on your highest attribute?
Re: Mutations
Hey now, I'm a lover, not a coder, so someone else would have to carry that through. I was just throwing out ideas.Doctornull wrote:
Get coding, and I'll download it when you've got a beta up.
Re: Mutations
When it comes to random character upgrades, I think more in lines of Binding of Isaac than zangband / crawl. Thats just me though.
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- Sher'Tul Godslayer
- Posts: 2000
- Joined: Fri May 07, 2004 8:26 pm
- Location: Nahgharash
Re: Mutations
I can't comment on binding of isaac, but Crawl had some very interesting mutations. Lot of double-edged stuff too. That's the best kind, to give unique and interesting gameplay. I'm not against some flat bonus, or flat penalty stuff either, but I rather like that system. It's what made Demonspawn so fun in Crawl.
I liked the Z mutation character too, even if I sucked at Z. (Largely due to typo-related deaths and programming issues on the game itself. Browsing a food ration could and would crash your game. And it only takes one typo.)
I liked the Z mutation character too, even if I sucked at Z. (Largely due to typo-related deaths and programming issues on the game itself. Browsing a food ration could and would crash your game. And it only takes one typo.)
Currently playing under the name Aura of the Dawn 4 down, 227 to go!
Proud author of Orc Pit Restoration Project, Faction Allies, Dwarven Adventurer addons
Proud author of Orc Pit Restoration Project, Faction Allies, Dwarven Adventurer addons
SadistSquirrel wrote:DarkGod has two arms, one with an opened hand, one with a closed fist. You got the fist.
Re: Mutations
There was a mutation system in ToME 2, working via potions and one class iirc. It was pretty fun, even if it did wreck a few characters here and there. I think there was even mutation 'sets' available (e.g. demon wings, demon feet, demon arms) that gave special extra abilities and bonuses.
Re: Mutations
I'm sure I could put something together.
The question is, what is the power source?
Arcane, Natural, Curse, Corrupt?
The question is, what is the power source?
Arcane, Natural, Curse, Corrupt?
My feedback meter decays into coding. Give me feedback and I make mods.
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- Sher'Tul Godslayer
- Posts: 2000
- Joined: Fri May 07, 2004 8:26 pm
- Location: Nahgharash
Re: Mutations
We already have a natural/magic mix. I vote for a corruption/magic mix. Or a corruption/curse mix. One who corrupts themselves in search of power. Or lays a corrupting curse upon themselves to mutate and gain power.
Currently playing under the name Aura of the Dawn 4 down, 227 to go!
Proud author of Orc Pit Restoration Project, Faction Allies, Dwarven Adventurer addons
Proud author of Orc Pit Restoration Project, Faction Allies, Dwarven Adventurer addons
SadistSquirrel wrote:DarkGod has two arms, one with an opened hand, one with a closed fist. You got the fist.
Re: Mutations
True that. My problem with it was that the benefits were not nearly with it and playing a corrupted character was like playing a Maia rogue.Theyleon wrote:There was a mutation system in ToME 2, working via potions and one class iirc. It was pretty fun, even if it did wreck a few characters here and there. I think there was even mutation 'sets' available (e.g. demon wings, demon feet, demon arms) that gave special extra abilities and bonuses.
Stronk is a potent combatant with a terrifying appearance.
Re: Mutations
im thinking corruption/magic, just because corruption/curse would leave you with 2 resources and neither of them are necesarilly easy to replenish.
Vim would be for you massive, powerful, awe-inspiring abilities whereas magic is more for your mundane functions and low damage abilities
Vim would be for you massive, powerful, awe-inspiring abilities whereas magic is more for your mundane functions and low damage abilities
Re: Mutations
Power source was more for the flavour and context of the mutations.
Resource use can be balanced to whatever fits nicely.
Resource use can be balanced to whatever fits nicely.
My feedback meter decays into coding. Give me feedback and I make mods.
Re: Mutations
Is it possible to add more birth choices?
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- Sher'Tul Godslayer
- Posts: 2000
- Joined: Fri May 07, 2004 8:26 pm
- Location: Nahgharash
Re: Mutations
For mutations or in general?
And like what, for an example?
And like what, for an example?
Currently playing under the name Aura of the Dawn 4 down, 227 to go!
Proud author of Orc Pit Restoration Project, Faction Allies, Dwarven Adventurer addons
Proud author of Orc Pit Restoration Project, Faction Allies, Dwarven Adventurer addons
SadistSquirrel wrote:DarkGod has two arms, one with an opened hand, one with a closed fist. You got the fist.
Re: Mutations
For mutations and choosing factions of your species or class (ie: mutant cornac fallen archmage).