What happens if the middle of the carve is a non-open space, but open spaces are included in the area? Also, can we claim a tile that is not shown on the map, such as the tile one space to the left of column A?
Hmm. If you didn't know the open space was there I'd probably let you carve up to the open space and then correct any issues with incorrect resources (e.g unclaimed space to dungeon inventory). However, I think I'd still allow the full amount of personal influence claimed, because that seems more fun. So long as people don't exploit it.
You can absolutely claim tiles outside the map reference. Most of the map is a whole lot of nothing so I've been roughly limiting it to what you can immediately perceive from your influence squares for simplicities sake.
..Right, as it seems nobody has any issues with it, I'll edit the rabbit mutation into my turn. Actually, it looks like the earth essence got taken. I'll trade a Fate for an Earth Essence.
Also, when you feel like it SCREE, could we get an Essence Glossary update?
Sure, I'll try to have a corrected map and updated glossary (*woops, you know poison essence exists now xD) by tomorrow evening my time. No idea what happened to r J column either... A bit out of practice.
Mutating Creatures
TL:DR version - you must absorb something to the internal catalogue to mutate it:
Step 1. Absorb a Creature (if it's not in the Dungeon's knowledge yet.)
Step 2. Spawn a Creature
Step 3. Mutate the Creature
Step 4. See if you were successful in the next Turn Post.
Step 5. Automatic: as soon as you mutate a creature in any way, it becomes a
Monster. The
Monster Pattern immediately gets added to your
personal inventory as something you now know how to spawn.
If you spawn a Monster, it will instinctually try to assist your goals and the Dungeon.
We'll go into monster behaviour more later once we have some running around. But you can set basic rules for them to follow, so to speak, depending on the intelligence of the creature it was created from (essence can also influence a creature's natural proclivities slightly. Grass has no concept of setting traps and lying in wait. However, infernal essence might grant Grass some basic malignance. Now your grass is
ominous and that adventurer swore it wanted to eat him.)
You can only spawn Creatures that have been absorbed. When absorbed, you usually get some related essences natural to the creature. So far, the grass and red mushroom have been absorbed.
The Dungeon stores all signatures of the Default version of Creatures in it's core. So you only need to help the Dungeon absorb a creature once to start spawning it. Note: there are variants of default signatures (e.g. Spellcaster goblin Vs brute goblin) but it's not really relevant yet. Just know every version would be stored so you could spawn that version.
The rabbit cannot be absorbed by the Dungeon as the creature's personal Aura is like a bubble around it, protecting it from direct contact with Dungeon/Personal Influence. Should the creature die, however, you will be able to absorb it to the Dungeon Core.
All Default Creatures are available to be spawned by all as they are stored in the Dungeon Inventory, essentially. But all your personal creations are yours to trade, Horde, or release to the Dungeon Inventory. Once a personal Monster signature is added to the Dungeon Inventory, it cannot be removed.
The Dungeon can currently absorb flora and fauna.