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[MWR] Mutcat_Ursine #4859

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merged 9 commits into from Dec 9, 2013

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@KA101
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commented Dec 4, 2013

Apparently, some people want to mutate into humanoid bears. OK, this now contains all the files needed for us to make that happen.

Would appreciate review and merging; I realize that the makefile's outdated and apologize for the delay. Took longer to get a handle on Hibernate than I anticipated--but we have it now.

Merge when ready, please.

The Hibernator
Still needs the food/fatigue connection, but heavier-duty sleep is in.
@Rivet-the-Zombie

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commented Dec 4, 2013

Apparently, some people want to mutate into humanoid bears. OK, let's make that happen.

Everything about this makes me happy. Your attitude is awesome!

@EkarusRyndren

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commented Dec 4, 2013

"HE'S LIKE A BIG MEAN BEAR, A BIG MEAN SHAVED BEAR THAT HATES PEOPLE."

Felt that needed to be said.

@Zireael07

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commented Dec 4, 2013

This looks awesome!

"id" : "HIBERNATE",
"name" : "Hibernation",
"points" : 3,
"description" : "You've developed the ability to stockpile calories and then sleep for extended periods of time.",

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@Rivet-the-Zombie

Rivet-the-Zombie Dec 4, 2013

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Maybe bear-mutants could be made to actually be able to do this; eat a huge quantity of food then go pass out in a recuperative coma for a while. One way or another, they should probably get mutations like gourmand, so they can be super big eaters, and super thick fur so they can be warm and snuggly while they hibernate.

"description" : "You've developed the ability to stockpile calories and then sleep for extended periods of time.",
"valid" : false,
"prereqs" : ["HEAVYSLEEPER2"]
"category" : ["MUTCAT_URSINE"]

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@Rivet-the-Zombie

Rivet-the-Zombie Dec 4, 2013

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This might be good for plant-mutants or theoretical insect-mutants too.

@Zireael07

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commented Dec 4, 2013

What does the hibernation mutation do?

@dwarfkoala

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commented Dec 4, 2013

Yeah, looks to be a positive trait. Can you choose to hibernate or is it like you eat and then you're suddenly sleeping through winter and mauled by zombie bears?

If hibernating characters can get ripped to shreds and not wake up, that's not a positive trait.

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commented Dec 4, 2013

What does the hibernation mutation do?

It looks like it makes it so that when you lay down to sleep and the game checks conditions for you to fall asleep i.e. if you're on a comfy spot and sufficiently tired - this mutation makes it easier to fall asleep by skewing the math so that you're considered to be much more tired than you actually are for the purposes of that one check.

Kinda like reverse insomnia maybe?

@dwarfkoala

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commented Dec 4, 2013

So, you can sorta fall asleep any time you want, but when you fall asleep you're kinda stupidly asleep?

Is the hibernation sleep checks basically equate to NOT GONNA WAKE UP EVEN IF ZOMBEAR OR HORDES OF FUCKING RATS BITING AT YOUR FLESH OR DEAFENED BY HORRIBLE DEATHVEHICLES REVVING UP?

Is it possible to be woken from hibernation before the time is up?

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commented Dec 4, 2013

It looks like all the hibernation trait does is make it easier to fall asleep initially.

@KA101

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commented Dec 4, 2013

I think it looks like I didn't finish it because this is WIP and I planned on coming back tonight to handle the "food" side of the issue. And then there's Inconveniently Large to add, and tweak the Claws around, probably a new muzzle too... ;-)

But yeah, Hibernation is intended to let you pack yourself full, and then sleep through (most of?) the winter. If you pick a bad spot...well, I suppose I should make a note about that when you start gorging yourself.

Highlights: You WILL be a Very Heavy Sleeper. BUT that doesn't affect pain-wakeup, nor cold/heat for that matter; just noise and light. (VHS shouldn't kill you. It's a perfectly good format. :-P ) @Rivet-the-Zombie , that's what I was trying to skew the math on: if for some reason you hibernate in a sunlit area (maybe you're a Plant or something) the light ain't waking you up. Your watch alarm may be a liability as you really really shouldn't wake up for it.

Zombear raids your den, you'll wake up on the first hit, I should think. Same if someone opens a lava rift 3 tiles away or something. Those shouldn't be affected. If they are, that's bad coding on my part.

I'm thinking about 100 (planning numbers, subject to change) or so nutrition past the current cap, with 2:1 Fatigue for each point so people don't stuff themselves for convenience's sake. Will probably have to stick stat penalties on Dead Tired or something too.

Reediting: 40 nutrition/quench is about the norm for sleeping chars IME, so x3 (24 hours) =120, /2 for efficient metabolism during hibernation =60/day. So 600 ought to let hibernators get through the winter. Was afraid I'd need to let people eat to -900 hunger for a while there.

Hibernator 2: Sleeping Day
OK, the numbers'll probably need some balancing and the code doesn't
want to let me break out additional levels of hunger/quench.  But the
mechanics appear to be working.  Commit time.
@RadaRadaRada

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commented Dec 5, 2013

I, too, want to drink/inject this pure distiled beardom. Anyway, I have found this site here:

http://www.americanbear.org/bearinfo2.htm

After a short read, a short tl,dr:

1.) Bear are built for strength. Possibly, few or all levels in a bonus strength mutation branch.
2.) Increased muscle mass slows down a bear, making it hard for them to run. Possibly, a level or two in ponderous mutation branch.
(A thought: perhaps strength increasing mutation should make one increasingly slower (thou, not to the level of ponderous) to account for above?)
3.) Have a similar eyesight to those of humans, but a bit worse. A tiny perception penalty
4.) Eyes are adapted to see underwater.
5.) Black bears are nearsighted.
6.) Have improved night vision.
7.) Good hearing (speculated to be up to ultrasonic.)
8.) Probably, won't come up in game, but I am listing it anyway. An extraordinary sense of smell.
9.) Fur insulates heat, repels water and protects from dirt, debris, insects.
10.) Can dig with their paws, Something akin to integrated toolset, but for digging a shallow pits?

@Zireael07

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commented Dec 5, 2013

Strength, Ponderous, Night Vision, Good hearing... and something for water-repelling thingy?

@EkarusRyndren

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commented Dec 5, 2013

@RadaRadaRada If we're gonna add "tool" mutations I'd like to point out it could complicate things, just saying.

trait-picker, 1
Starts fleshing out the category some.  Ear evidence is inconclusive so
bear ears aren't as good as canine ears.
@KA101

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commented Dec 6, 2013

Category concept, AKA "Why would you want to be a Bear?": I regard Ursine as a "tank" mutcat, as will be Cattle once I'm through with it. Ursine gets less extra attacks and probably less damage output, but retains greater freedom of gear and fuel (omnivorous, no horns/hooves, etc). Hibernation allows one to fast-forward the winter or other unpleasant times. Both will grow Inconveniently Large(TM), planned to cause clothing and perhaps vehicle issues in exchange for bonus ST.

Following up on @RadaRadaRada's list there:

I planned on giving Ursine the Insanely Strong, and knocking the others down a notch. Lupine might get Very; Feline probably would get Very Dex but no bonus ST. (Insane-level boosts should be rare, IMO.)

Gave 'em Ponderous too--though I'm inclined to revisit that later. Ursine muscles are overengineered to the point where they lose efficiency, but not "slow", per se.

Furry already exists. Ain't broke, not fixing ATM.

Nearsighted is in that last commit, thanks to your information. Will probably just give 'em High NV and call the eyes done; Ursine has a fair amount of uniques as it is and their vision's tagged as comparable to human. (Lupine Eyes will be made interesting though.)

And now I gotta get some sleep. Thanks for the support, all.

@NaturesWitness

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commented Dec 6, 2013

This looks amazing, with this in the ORIGINAL NaturesWitness may yet ride again!

Explanation - my call sign originated in Diablo 2, as a Druid character specced in the werebear tree.

Also, it occurred to me, would it make any sense for gaining "Mastery" in a certain mutation tree to grant peaceful relations, or maybe outright alliance, with the species in question? IE I've gone full ursine, so bears and zombears will come to my aid if they see me threatened, and can be befriended to follow me? It makes some sense that a character fully altered to embody the essence of another species, combined with the intelligence, wisdom, and total, relentless desire to control all things that is so very human, would be seen as the ultimate "Alpha" leader to other animals.

@RadaRadaRada

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KA101 added some commits Dec 7, 2013

More traits
Wasted the night trying to get non-retractable claws to mean something.
At this point, the difference is cosmetic.

The Paws prereqs are OR'd, as I understand JSON protocol.
Traits, 3 (NEW TRAIT YAY)
All you grouchy people who think there's too much Fun in the game? I
give you BAD TEMPER.  All the morale effects of Optimist... BUT IN
REVERSE!  D:

And bears, lizards, and Chimeras can get it.  Cancels Optimist too. D8

Also gives bears High Night Vision, as promised, and cleans up some
problems, chief among them that Paws was kinda wimpy.  Now it gives -1
to craft checks that use electronics, mechanics, or tailoring.

All we need now is to get Hibernation properly prepped and get
Inconveniently Large in, and this'll be ready to go!
@KA101

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commented Dec 7, 2013

Bears are apparently solitary creatures, so I'm thinking Ursine probably wouldn't attract followers in the sense that Lupine or even Feline might, let alone Plant, Insect, or Rat.

Let me know what you think of the new trait, hmm? ;-)

@RadaRadaRada

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commented Dec 7, 2013

I must say, Retractable Claws are quite a brilliant idea. The Bad Temper, is nice addition too, but I am not certain about it being an opposite of Optimist trait. I would think that it doesn't need a constant penalty to morale, only leaving the morale bonus and focus penalization trait.

Additionally, if doesn't already, bad temper should be selectable as a starting trait during character creation.

@NaturesWitness

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commented Dec 7, 2013

These all look really cool, nice job as always. One question, what is the difference between regular claws and retractable? From what I see, they doesn't seem to be any functional change to them. Am I just missing something?
Maybe reduce the visibility/ugliness values (you can hide them when anyone who cares is looking) and boost the damage a little (since they can be retracted, they can get away with being larger than fixed claws without preventing the use of gloves).

Also, long nails/claws don't seem to have category-ursine on them, even though paws requires them. Although, I don't really know how the mutation system works, so maybe this is intended.

Paws look like very sensible trait too, but having a fairly end-stage mutation be purely negative seems a little anti-climatic. Maybe in addition to the current penalties, have it also provide:
-Bonus bashing damage when unarmed because of their increased mass (why should cut damage get all the attention?)
-A small bonus to swimming (bears are good swimmers, and heavy paws should be much more effective at pushing on water than thin human fingers)
-Paws have built in environmental protection, warmth, and bash/cut resistance (humans wear gloves because their hands are thin and wimpy, bears don't need gloves because their paws are already fuzzy, warm, and tough as old boot).

Finally, I like the bad-temper idea, but it does feel a little overly debilitating and un-bear like. Bears tend to be pictured as angry and aggressive, not mopey and sad.
A neat idea could be in addition to the morale penalties, have it also give a combat BONUS when at low morale. Being sufficiently grouchy makes you better at harming others, and also improves your morale while doing so (nothing helps a bad mood like spreading it around). Would make this trait more of a "Grrrr! I'm angry and I'm taking it out on YOU!" type thing and less of a "boo hoo I'm sad and I just want to go sit in the corner" trait.

Hope these suggestions help, this is looking like a great addition to the game!

EDIT - Drat, didn't notice paws also applies to cat and wolf mutations, my suggestions were more focused at the ursine tree. For general issue paws, maybe just have a very small swim bonus and light warmth bonus, and maybe add a later "grizzly paws" mutation that offers the full list of bonuses to high-ursine characters.

@KA101

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commented Dec 7, 2013

Thanks for the 0-visibility thought. Had tried to get standard Claws to be a hazard to one's gloves. One very frustrating Friday night later...no luck. (One of the reasons I put in Bad Temper. Rawr!) Will take the paw suggestions into consideration.

Categories affect what mutations the system tries to give you. If you mutate, it calls for Claws, and you don't have anything on your fingertips, it'll give you Long Fingernails and then (if you've another mutation coming) grow them to Claws.

If you didn't have another mutation coming, you'd stay at Long Fingernails and that "intent" would vanish. When applied to "bushier" stepping-traits like Rough Skin, Tail Stub, Wing Stubs, etc, this is a great way to mix your mutcats. ;-)

KA101 added some commits Dec 8, 2013

Hibernation & Large OK
Hibernation is now working within acceptable parameters and
Inconveniently Large is effective.  I'll commit the mutagens, recipes,
spawns, and dreams shortly.
Infrastructure files
Made another tweak to hibernation's burn-rate too, but this should be
everything needed to bring it into mainline.

Bad Temper could use another trait in the line (upgrade to Berserk, per
NaturesWitness) but I'd like to get this cleared and merged before it
gets any more out-of-makefile.  Can make that trait later.
Hibernation safety-catch, burn-rate tweak
Installed a safety to kick out of Hibernation's slow-sleep in case of
Very Thirsty, and turned the burn rate up a notch.
Y/N prompt cleanup
Makes my locking out the alarm look a little nicer.

(Seriously, all it does is create noise 36 for the whole time.)

@kevingranade kevingranade merged commit 1141bb2 into CleverRaven:master Dec 9, 2013

1 check failed

default Unmergeable pull request.

@KA101 KA101 deleted the KA101:Ursine branch Dec 9, 2013

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