chequers wrote:After testing, my proposed change didn't really change anything. Here's something which does:
!mutation potion removes 1-2 random mutations, adds 2-3 random mutations, and adds one bad mutation
You're still quite likely to get a good mutation, but it's no longer guaranteed. The reduced mutation clearing rate means you need to use more potions to clear a specific bad mutation, which increases your overall mutation level.
I don't think I would ever quaff this, since net positives would be nearly impossible (on average, you get 2 bad mutations for every 1.5 good ones
and the bad one comes at the end) but I guess that's still an improvement over the status quo.
I
like that the current !mutation design removes more mutations than it adds; it prevents it from giving you huge mutation sets. I don't even think it's that big of a problem, in itself, that the potion is biased towards good mutations - !mut has been biased towards good mutations for over a decade, albeit not as strongly, and it wasn't OP in 0.5 or anything. But either adding mutations or removing them has to be difficult*. If there's a common way to add mutations (mutagenic chunks) and a common way to remove them (!mut), then you end up with the current situation: you can add a lot of mutations, and if you like the resulting set you can keep it, and if you don't you can just cure it and try again. As long as you have a few spare !mut, you can do this many times without a statistically significant risk of actually getting stuck with negative mutation set.
If you cut out mutagenic chunks, and leave !mut as it is, then players will still have
positive mutation sets, but:
1. they won't have really long positive mutation sets, since their mutations are effectively capped at around 5
2. you "only" get to attempt to add like 50 mutations per game instead of 500, and they're added in clusters instead of one at a time, so your chance of ending up with a specific great mutation like robust or wild magic, without a bad mutation to go along with it, is a lot lower
So they'll be positive mutation sets, but not extremely overpowered ones, unless you have incredible luck. And you can adjust the quality of this mutation set by turning some relatively simple knobs: potion spawn rate and bias towards good mutations. Mutagenic corpses are a lot more resistant to analysis and adjustment, especially when you can straight-up farm for them by waiting around in several branches.
*The thing reining mutations in in old versions was that it was hard to remove them. If you had some !cmut, then it was a good idea to eat some mutagenic chunks since, similar to now, the end result would be either good mutations or no mutations (because you cured them) - but !cmut was rare, so most characters would just avoid mutating for most or all of the game, since you didn't want to get stuck with frail or subdued magic or slow movement (rip). This is why the increase in !cmut spawn rate after "rMut removal was so significant to me: suddenly eating mutagenic chunks and quaffing !mut was much more attractive, and I'd end up doing it in most games, because in most games I'd end up with a stack of !cmut.