Gain Foo potions


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Vaults Vanquisher

Posts: 476

Joined: Friday, 31st December 2010, 06:38

Post Tuesday, 8th March 2011, 16:43

Gain Foo potions

It seems odd that the potions' effects are considered mutations. It's not made clear in the potion's description that they are as such, and it can be disheartening to realize for the first time that in chugging a 'cure mutation' potion, you're losing your potion bonuses as well.

Any specific reason why this is? I assume it's easier to code or keep track of if they're mutations, maybe?

Crypt Cleanser

Posts: 726

Joined: Friday, 11th February 2011, 18:46

Post Tuesday, 8th March 2011, 17:22

Re: Gain Foo potions

I'm pretty sure the name in the description says, "A potion of beneficial mutation."

As for why, you can actually gain or lose those bonuses any time you are mutated actually. So, rather than thinking of it as gaining a stat by way of mutation, think of it as a potion of mutation with a fixed effect (and it bypasses the resist mutation amulet).
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Dungeon Master

Posts: 182

Joined: Saturday, 18th December 2010, 10:26

Location: Germany

Post Tuesday, 8th March 2011, 17:52

Re: Gain Foo potions

minmay wrote:If they weren't mutations, they'd be completely permanent, which would mean it would always be optimal to quaff them as soon as you get them. As they currently are, they introduce a choice, as you may want to hold off on drinking them until your mutation set is better (in case you ever have to quaff cure mutation).

They used to be permanent, actually, but this was changed early in the Stonesoup's development, for precisely the reasons already mentioned. Down with no-brainers, etc.
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Halls Hopper

Posts: 82

Joined: Thursday, 16th December 2010, 22:14

Post Wednesday, 9th March 2011, 15:53

Re: Gain Foo potions

Instead, now people hold off on using their items just because the mutation curing system penalizes people who have any mutations, even ostensibly "good" ones.

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