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[CR/Ready] Mutations: The Next Generation #6416

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merged 23 commits into from Mar 18, 2014

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@KA101
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commented Mar 4, 2014

Freeze is gone. Time to do what I do.

Leading off with unifying the various mutagenic substances: now if you mutate via substances (as opposed to radiation) you take the hunger/thirst/fatigue/pain hit, and added "MUTAGEN_WEAK" for non-mutagen mutagenics like the legs, arms, tainted tornado, etc.

Got a nice selection up for the Slime folks post-Threshold, including a practically-Capstone mutation to let you spawn smaller Slimes (unique critter and special!). Insect & Spider some post-Threshold love, and then Bird next.

Was Unfun and moved HIBERNATE past the Ursine threshold. Sorry.

Finally got that knot out of my spinnerets there. More Web love for Spiders, though I did Threshold-lock Web Weaver. Hoping to get the legs working by this time tomorrow. (Preferably sooner.)

Legs operational; I tightened the requirements for AMORPHOUS' bar-slip to torso/head/feet not-encumbered. Will bring back PROBOSCIS for the Insects now that flowers are actually available in respectable quantities and then Birds need attention.

PROBOSCIS is Back and I threw in some butterfly wings to go with. Might do a BLOODSUCKER stiletto if there's interest (check the PROBOSCIS commit first! Post-Threshold has a fair amount of "be careful for what you wish") but tomorrow is set for Birds and hopefully getting this landed.

Birds are in. Could do more but this is getting to the point where I'd rather land it and see what's needed next. If anyone's got concerns, now's a great time to make 'em known.

Standardizes mutagenic Stuff
-10 Hunger/Thirst, 5 Fatigue, 2-10 Pain, and generally a chance for
knockdown.  Orals aren't as bad as serums, and non-mutagens (now flagged
"MUTAGEN_WEAK") only work 66% of the time, but they're all in a unified
system now.

So slightly less reason to avoid serums.
@Zireael07

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commented Mar 4, 2014

Great!

KA101 added some commits Mar 5, 2014

No stacking Infrared Vision
INFRARED and LIZ_IR are different things.  No stacking them plz.
BENDY limbs
SLIME needed some post-thresh.  Here's the beginning.
More slime mutations-in-progress
Taking time out to merge that fix.
Slime, post-Threshold
Not completely satisfied but it's worth the serum now.
@KA101

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commented Mar 8, 2014

I'll be curious to hear what people think of the Slime stuff. Dialed some back a bit and had perhaps a bit too much !Fun! on that one mutation.

@Zireael07

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commented Mar 8, 2014

Omg the Slime stuff is so much !!FUN!!

@Rivet-the-Zombie

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commented Mar 8, 2014

I like the looks of all of this. The slime mutant being all amorphous and covered with extra eyeballs and stuff is awesome!

@IOSYN

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commented Mar 8, 2014

Slime looks awesome, nice job KA101.

@KA101

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commented Mar 9, 2014

I see a makefile change there. News to me. What'd I miss?

@9600bauds

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commented Mar 9, 2014

Amazing stuff already, I might give Slime another try before getting my purifier now. Great work KA101.

KA101 added some commits Mar 10, 2014

MUTCAT_TROGLOBITE synchro
One merge conflict that won't be happening.
Slime Slip
Yeah, those metal bars looked impassable.  FOR A PATHETIC HUMAN, MAYBE!
Offspring-in-progress
WIP, but committing to merge the computer PR.
Hopefully almost there
Frickin' map issues.
SLIMESPAWNER
Flesh of your flesh, blood of your blood, and not too shabby in a fight
either.  Should probably find a way for friendlies to heal though.
Merge branch 'master' of https://github.com/CleverRaven/Cataclysm-DDA
…into MutationTNG

Conflicts:
	data/json/mutations.json
	src/iuse.cpp

It's update time!
Thresh-locks HIBERNATE
Yeah, the signature Bear move ought to be a little tougher to get.
Sorry, all.
Web work
Walls are still Glitchy but rappelling works OK.
Web work
Walls are still Glitchy but rappelling works OK.
Web walls
Couldn't patch around the problem so wrote a bypass for the debug
message.  Not the best solution but it worked.  (So far as I can tell.)
capacity -= 40;
if ( (temp_hunger < capacity && temp_thirst <= (capacity + 10) ) ||
(temp_thirst < capacity && temp_hunger <= (capacity + 10) ) ) {
g->add_msg(_("You feel as though you're going to split open! in a good way??"));

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@Lain-

Lain- Mar 14, 2014

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Maybe "In a good way??" ?

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@KA101

KA101 Mar 14, 2014

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I meant that as a rapid-interjection, but yeah, can be capitalized.

}
hunger += 40;
thirst += 40;
g->add_msg(_("hey, you look like me! let's work together!"));

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@Lain-

Lain- Mar 14, 2014

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Capitalize the "h" ?

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@KA101

KA101 Mar 14, 2014

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slimespawns have small voices like this. they're "little" and frankly i don't yet know whether it's shared-brain telepathy or if they have an audible voice.

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@Rivet-the-Zombie

Rivet-the-Zombie Mar 14, 2014

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This is great!

@@ -7306,6 +7432,9 @@ bool player::eat(item *eaten, it_comest *comest)
mealtime -= 100;
} if (has_trait("SABER_TEETH")) {
mealtime += 250; // They get In The Way
} if (has_trait("AMORPHOUS")) {
mealtime *= 1.1; // Minor speed penalty for having to flow around it

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@Lain-

Lain- Mar 14, 2014

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I like it! Amoeboid-style!

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@KA101

KA101 Mar 14, 2014

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That is the idea, Lain. ;-)

Capitalize statement
I've probably used up my Creative Grammar with the slimespawn voices
themselves.  ;-)
@Wishbringer

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commented Mar 14, 2014

Constructions wasn't working properly so I changed line 439 in "constructions.cpp" from "} if" to "} else if". It may still be wrong though, hope I saved you some time. Keep up the good work! :)

has_component = true;
con->components[j][k].available = 1;

} if // If you've Rope Webs, you can spin up the webbing to replace any amount of

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@KA101

KA101 Mar 14, 2014

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Not sure what was breaking with just the "if", but if "else if" works better, I can change it. (If for some reason you want to trust that cheap nylon crap over your own silk strands?! ;-) )

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@Wishbringer

Wishbringer Mar 15, 2014

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It steals the else from the if above yours! :)

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@KA101

KA101 Mar 15, 2014

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OK, that'll be done.

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@Wishbringer

Wishbringer Mar 15, 2014

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Try to board up a window, it'll get boarded up but no materials will be taken.

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@Wishbringer

Wishbringer Mar 15, 2014

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I changed my version, so normal materials uses the "else if" clause.

Fix if-problem
Thanks for the tip, Wishbringer.
@Lain-

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commented Mar 15, 2014

Not directly related here, but what is the status of illi-kun's mutation window? If we can get that in game then there will be no need to fiddle with the construction menu, we can just use the mutation window to construct things with web.

@dwarfkoala

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commented Mar 15, 2014

Yeah, that died kinda quickly.

I'd say the construction menu isn't a good place at all for
mutation-related stuff like this.

@Wishbringer

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commented Mar 15, 2014

It was a clone of the bionic menu, that is a good way to start, I guess.
Would be nice to have a on/off switch, when food is scarce. Using metabolic energy as a material source can be bad. But then again, mutations come with drawbacks sometimes. :)

@KA101

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commented Mar 15, 2014

Dwarfkoala's right, WEB_ROPE needed to touch construction & crafting. Arguably I could have made separate jobs "Build Web-stabilized Wall/Roof/Whatever" but that'd need even more infrastructure and torque off folks who believe that a "spoiler" is some sort of informational thing.

WEB_ROPE only checks whether you're Famished or worse. Arachnids aren't charged for webbing, at any time. Go forth and leave your silky strands everywhere! ;-)

(Active mutations are for things like wings, noisemaking/echolocation, wall-walking maybe, actively spawning backup, and other such mode-shifting or active-use mutations.)

You've Got Legs (and learn to use them)
Also tightens up the AMORPHOUS bar-passing a bit.
@Zireael07

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commented Mar 15, 2014

Illi-kun's menu is #5612, seems nothing has been done on it for months.

@illi-kun

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commented Mar 15, 2014

The most important part of #5612 is the discussion which is defines main categories of "mut-actions".

Unfortunately, I'm busy IRL and don't have enough time for completing the tasks which I suppose to do (vehicle towing, mutation menu, smoke detectors, auto-activation of explosive stuff by fire using existing ACT_FIRE flag).

Anyway, I'll try to complete named features when I'll have enough free time. If anyone wants to implement mut-action menu - feel free to do it.

KA101 added some commits Mar 16, 2014

PROBOSCIS
I'd like to thank werty for adding the additional flowers: that makes
this actually useful.  Most of the time.
Butterfly Wings
Seemed like Insect needed a little more.  Bit of a combination package:
large unwieldy wings that look Great and do help you if you fall.

Made 'em and PROBOSCIS non-purifiable.  Ought to discourage folks who
think it's too easy to just grind off negative mutations.

@KA101 KA101 changed the title [WIP] Mutations: The Next Generation [CR/Ready] Mutations: The Next Generation Mar 18, 2014

Bird package
Two additional beaks, insulating Down, and extra bonus Perception.
Nasty stomach hit though.

Renamed Eagle Eyed to reduce confusion, nerfed it a bit (only
half-cumulative with scopes; get Avian Eyes to get the full 30).

Made Mandibles cancel out Fangs & the croc jaws as didn't seem
compatible; categorized Web Walker in Spider, should help boost that a
notch
@KA101

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commented Mar 18, 2014

Just pulled the WIP tag. Great time to raise concerns should you have 'em.

@Rivet-the-Zombie Rivet-the-Zombie merged commit 05c450f into CleverRaven:master Mar 18, 2014

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@KA101 KA101 deleted the KA101:MutationTNG branch Mar 18, 2014

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