Temple Termagant
Posts: 6
Joined: Tuesday, 26th August 2014, 02:53
Species Proposal: Ugly Things (Ug)
I am not an active dev, so the following is just my opinion. Nothing authoritative.
Healing on mutation is not going to work, since it means "find a shining eye and drag it around as a source of free healing". Healing plus the unique mutation mechanics also gets rid of a lot of the penalty from contam. I imagine you could get away with being permanently hasted. Tmut miscasts will also be a lot nicer, although with +5 tmut you won't worry about miscasts for very long. I think heavy tmut miscasts might actually be a net gain in HP.
Deterioration is just a nuisance, get rid of that mutations-from-stat-loss mechanic and just give them a permanent evolution mutation if you want something like that.
In general you shouldn't take mechanics designed as punishments and try to twist them into rewards. Building a race around the concept of mutations is fine, but don't tie it to things like stat loss or magical contamination. If you want to do something like that, find a POSITIVE mechanic (healing, exp gain, etc) and tie it to that instead. For example, the evolution mutation already exists (giving mutations as exp is gained), so a permanent version of it could be created. This also allows working off existing mechanics rather than inventing completely new ones, helping to simplify the design.
Likewise, the colour shifting should not be tied to anything negative (this includes the passing of time, such as by resting in the Temple), unless you want players to scum for the colour they want. You could do this by parking an ugly thing on a safe level and sitting next to it for a while.
Thanks, evilmike! It’s often hard to think yourself of the best ways to break something you’ve imagined. With that in mind, I’ve thought up a few changes which should hopefully address the scumminess and fiddliness of the original while making things a bit simpler on the coding front…
Ugly Things (Ug) Revision-1
Starting Stats & Backgrounds:
Strength = 10, Intelligence = 9, Dexterity = 6 (before background modifiers)
+1 to strength or intelligence every 4 levels.
Normal HP.
+10% MP.
+4 magic resistance per level.
WARRIORS: Fighter, Gladiator, Monk
ZEALOT: Berserker, Abyssal Knight
WARRIOR-MAGE: Transmuter
MAGE: Fire, Air, Ice, Earth Elementalist, Venom Mage
Innate Abilities & Characteristics
-Silver vulnerability (“You are a chaotic being and vulnerable to silver.”)
-Deformed Body (“Armor fits poorly on your misshapen body.”)
-Gelatinous Body I (“Your rubbery skin absorbs attacks.”)
-Boots unavailable (“Your lower body is a mass of ooze.”)
-Gloves unavailable, auxiliary tentacle-slap (“You have strong tentacles in place of arms.”)
-At XL6+, you will begin to cycle through various elemental colors on mutation (fire, ice, pois, elec, acid, stone) granting resists and a brand to your auxiliary tentacle-slap. ("Your body glows with a shifting array of colors.")
-Genetic Tide I*: Similar to evolution-II, gives you mutations (50% good / 50% bad) as you gain experience. Full mutation ranks are Devolution III-I, Genetic Tide I-II.(“Your amorphous body exists in a state of balanced growth and decay”).
-Active ability “Recombination”: costs hunger, exhaustion, devolution*. Receive a mutation based on your current genetic tide odds and heal self (TBD, based on XL), then receive a rank of devolution. Cannot be used at Devolution-III.
Other restrictions:
-Head-slot restricted (no helmets)
-Cannot worship Zin.
-Dithmenos will prevent you from turning red.
-Mutations from external sources will be random (50/50), but malmutation effects will (or have a chance to) apply a rank of devolution*. If you are at devolution-III, malmutate will function normally.
-When you receive a mutation, you have a chance to also remove an existing mutation based on the number of mutation slots currently filled. (keep that purple wheel rolling)
-Amulet of Resist Mutation only provides protection from external sources of mutation.**
-Cannot acquire mutations: hooves, talons, claws, mutation resistance, evolution
-Can acquire special mutation: tentacle spike, color-cloud immunity, gelatinous body
You gurgle horribly for attention! The six-headed hydra roars!
*Gone are the stat-drain and polymorph-based mutations, and in its place we have a special tunable innate evolution feature. While it is 50/50 by default, exposure to negative sources (malmutation, or by using your healing ability) will down-rank it to Devolution I-III (“Your amorphous body exists in a state of disorder/decay/disintegration.”), which will shift the odds of your future mutations toward the negative. Of course, whenever you receive a mutation through your genetic tide, you have a chance to move a rank back towards the mean 50/50 state.
This should remove a great deal of the scumming opportunities of the previous proposal, while allowing you the chance to trade future malmutations for short-term benefits (burst healing, color gambling). I should note that the mutations are no longer transient-on-XP, since increasing the turnover rate through co-occurring mutation removal (far fewer “you feel extremely odd”s) has the same ultimate impact.
This system also provides a possible unique interaction with Jivya – his gifts could come with a chance to shift their genetic tide up a rank (up to a benemut-weighted Tide-II, with the same regression to the mean).
**Currently not sure how feasible this is code-wise.
Aptitudes
Fighting +1
Short Blades -1
Long Blades -1
Maces & Flails +1
Axes 0
Polearms 0
Staves +1
Unarmed Combat 0
Bows -1
Crossbows -1
Slings -1
Throwing -1
Armour -2
Dodging 0
Shields 0
Spellcasting +1
Conjurations -1
Charms -2
Hexes -2
Necromancy -1
Summoning -2
Translocations -1
Transmutations +3
Fire Magic +1
Ice Magic +1
Air Magic +1
Earth Magic +1
Poison Magic +1
Invocations +1
Evocations +1
Stealth +1
Summary of Changes
-Removed warper, added fighter to recommended classes
-Slightly increased MR/level (3 -> 4)
-Removed deterioration-I.
-Removed start with wand of polymorph.
-Removed mutation on stat drain and polymorph; added intrinsic racial evolution with weighted negative or positive alternate ranks.
-Removed heal-on-mutation; added active ability which mutates and heals for hunger, exh, and devolution.
-Clarified how malmutate works with new system, tried to prevent “stand next to a shining eye until ultimate lifeform” Haifisch-class scenario
-Color now only changes on mutation.
-Rmut amulet now works normally, but only on external mutations.
-Cmut potion now works normally and doesn’t murder you, no real reason for that except flavor
-Short/Long blades -2 -> -1
Unarmed Combat +1 -> 0 (??)
Bows -3 -> -1 (If octopodes can do it…)
Armour -3 -> -2
Shields -1 -> 0
Spellcasting 0 -> +1
Transmutations +5 -> +3
Stealth 0 -> +1
So there’s an alternate proposal based on everyone’s feedback. Still to be brainstormed in this version:
-making colors more distinct (more color-based mutations?)
-should we have another auxiliary attack, a headbutt or such?
-should unarmed be put back up a peg?
Looking forward to your thoughts.
EDIT: One idea - instead of having color mutations as part of the pool, they could receive some at certain levels. XL6, they start changing color and receive only the aux-brand effect. XL12, they get added resistance pip and cloud protection. XL18, they get "Very Ugly Form", a temporary form costing hunger, MP, and devolution, but gives them an additional/alternate resist (e.g. another rF+, or rSticky, for red), a chance for added effect on the auxiliary hits (red-> sticky, green -> curare, cyan -> static, etc.) and a spell enhancer for their color, to play on the relationship/differences between the ugly and very ugly monsters in-game.
- For this message the author Mandragora has received thanks: 6
- Brannock, dranichekk, Psiweapon, rockygargoyle, Tiktacy, XuaXua