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ID Category Severity Reproducibility Date Submitted Last Update
0000184 [DCSS] FR: Gameplay Balancing minor N/A 2009-12-14 00:48 2013-03-07 14:08
Reporter Eronarn View Status public  
Assigned To Cryptic
Priority normal Resolution done  
Status closed   Product Branch 0.6 ancient branch
Summary 0000184: Mutating the highly mutated should function differently
Description On a Jiyvaite looking to become even weirder than my already heavily mutated self, I once got this message:

You feel extremely strange. (x7)

That is to say, I quaffed 7 potions of mutation in a row with no effect because I simply had too many mutations and it was not able to give me any more with any decent odds. This is suboptimal behavior.

Instead of decreasing the odds of giving you a mutation, the chance to gain a mutation (from any source) should go more or less directly into the chance to remove a mutation and instantly gain one (with the same weights as the original gain would have given). This would count as two mutations instead of one, but the net effect would be transferring one level of a mutation into another level. If gaining new mutations functioned in this way they'd remain an interesting consideration even for already 'full' characters.
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-  Notes
(0000374)
KiloByte (manager)
2009-12-14 01:03

I'd instead increase the chances of making it remove a mutation, without adding something back.
(0000376)
Eronarn (updater)
2009-12-14 01:16

The problem with doing that is that if it adds mutations below a certain number, and removes them above a certain number, there is a point where it will be likely to "do nothing" or to add and remove mutations with equal frequency. Both are somewhat boring.

I'm fine with it doing that, of course, but I feel that swapping a mutation to a different one should be a new mutation action even so. (One that is equivalent to a single mutation, rather than two, and is most common around that break-even point.)
(0000399)
dpeg (administrator)
2009-12-14 17:54

I like Eronarn's approach. What about this:
* Try to add a mutation.
* If this fails, try to change a mutation.
* If this fails, try to remove a mutation.
(0015322)
Cryptic (developer)
2011-10-20 19:05

Unless someone disagrees, I'll plan on implementing a change such that attempting to mutate the highly mutated will proceed in the following manner:

Attempt to mutate
Player is highly mutated
Try to remove a mutation
Try to add another random mutation back on
Exit
(0021302)
Cryptic (developer)
2013-03-07 14:07

There appears to not be an upper cap on how mutated a person can be anymore.

- Issue History
Date Modified Username Field Change
2009-12-14 00:48 Eronarn New Issue
2009-12-14 01:03 KiloByte Note Added: 0000374
2009-12-14 01:16 Eronarn Note Added: 0000376
2009-12-14 17:54 dpeg Note Added: 0000399
2011-10-20 19:04 Cryptic Assigned To => Cryptic
2011-10-20 19:05 Cryptic Note Added: 0015322
2011-10-20 19:42 Cryptic Status new => assigned
2013-03-07 14:07 Cryptic Note Added: 0021302
2013-03-07 14:07 Cryptic Status assigned => closed
2013-03-07 14:08 Cryptic Resolution open => done
2013-03-07 14:08 Cryptic Fixed in Branch => 0.12 development branch


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