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Author Topic: Mutations  (Read 1707 times)

Shadowscales

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Mutations
« on: January 11, 2012, 09:31:40 am »

Dwarf fortress needs mutations, possibly as a result of a curse.
They could be benificial (claws, scales, fangs. ect) or really annoying (albino, night creature, wool allergy, deformed, ect)
each mutation would have deformed value, when this reaches a certain amount people have a chance of attacking you, sending adventurers on quests to kill you, and of course gathering in mobs to burn you, the % chance of them turning aggressive depends on
1. what god they worship
2. how religious they are
3. how afraid of you they are
4. how deformed you are

I love mutations in roguelikes, and with Dwarf fortress's body part system it could be quite cool (also sewing recently severed limbs from creatures onto yourself with a chance of poisoning if the blood type is incompatible and/or if your medical skill isn't great enough!).
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Neonivek

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Re: Mutations
« Reply #1 on: January 11, 2012, 09:34:50 am »

I never quite understood the pathological fear of mutation in most settings...

Is there a reason why you must be killed?
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Shadowscales

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Re: Mutations
« Reply #2 on: January 11, 2012, 09:42:42 am »

hmm
I guess you could be worshiped =)
or praised as the mightiest hero, creating a cult would be fun, then unleashing it to convert people.
Dealing with angry priests...
Oh the possibilities...
So yes, they could see it as good, also might make usually hostile races not attack you and possibly friendly because you look similar to their race....
Then there is the problem of learning their language...

If you retire, you may start a new race!
and after awhile villages and cities!
Wether they are hostile or not depends on the adventurer (you)'s behavior, predicting what would happen with you as a ruler!
« Last Edit: January 11, 2012, 09:46:49 am by Shadowscales »
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Loud Whispers

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Re: Mutations
« Reply #3 on: January 11, 2012, 01:01:26 pm »

Nice idea, but the general mutation concept is a frequently suggested concept, and is actually a possible feature in future adventure modes.

Although entire civs gathering to rid the world of a famous night creature anti-hero... New concept :p

ayoriceball

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Re: Mutations
« Reply #4 on: January 11, 2012, 04:16:07 pm »

Nice idea, but the general mutation concept is a frequently suggested concept, and is actually a possible feature in future adventure modes.

Although entire civs gathering to rid the world of a famous night creature anti-hero... New concept :p

I would rather be able to play as some cool Animal Man. Dwarves mutating into other creatures doesn't make much sense. This isn't Caves of Qud.
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Deimos56

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Re: Mutations
« Reply #5 on: January 11, 2012, 05:09:13 pm »

Isn't the shiny new interaction system that allows vampire fangs to grow when drinking blood, etc, likely to allow this sort of thing to trigger? At least through modding shenanigans?
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Babylon

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Re: Mutations
« Reply #6 on: January 11, 2012, 05:44:45 pm »

Nice idea, but the general mutation concept is a frequently suggested concept, and is actually a possible feature in future adventure modes.

Although entire civs gathering to rid the world of a famous night creature anti-hero... New concept :p

I would rather be able to play as some cool Animal Man. Dwarves mutating into other creatures doesn't make much sense. This isn't Caves of Qud.

You can play as animal men currently, it takes a little modding, but nothing too extensive.
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ayoriceball

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Re: Mutations
« Reply #7 on: January 11, 2012, 06:00:36 pm »

Nice idea, but the general mutation concept is a frequently suggested concept, and is actually a possible feature in future adventure modes.

Although entire civs gathering to rid the world of a famous night creature anti-hero... New concept :p

I would rather be able to play as some cool Animal Man. Dwarves mutating into other creatures doesn't make much sense. This isn't Caves of Qud.

You can play as animal men currently, it takes a little modding, but nothing too extensive.

That's not exactly what I meant. I mean, realistically playing as an Animal Man, perhaps from an underground (or above-ground if that gets added) Animal Man tribe.
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Don't dwarven ladies know they're beautiful the way they are? They don't need to starve themselves to look like those elven bitches.
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kaenneth

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Re: Mutations
« Reply #8 on: January 11, 2012, 06:44:59 pm »

I want to play a Fluffy Wambler-Man 'fort'... ...

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Shadowscales

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Re: Mutations
« Reply #9 on: January 11, 2012, 07:15:27 pm »

I too want to be able to play as animal men realistically, lizard men are my favorite race in all games (Argonians FTW!).
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Loud Whispers

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Re: Mutations
« Reply #10 on: January 11, 2012, 10:14:47 pm »

Nice idea, but the general mutation concept is a frequently suggested concept, and is actually a possible feature in future adventure modes.

Although entire civs gathering to rid the world of a famous night creature anti-hero... New concept :p

I would rather be able to play as some cool Animal Man. Dwarves mutating into other creatures doesn't make much sense. This isn't Caves of Qud.

Night creatures already do it.

IamanElfCollaborator

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Re: Mutations
« Reply #11 on: January 12, 2012, 12:18:03 pm »

I generally add mutated castes like blind dwarves, deaf, mute, mental disordered, stillborn and born with out arms or legs.

Neonivek

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Re: Mutations
« Reply #12 on: January 13, 2012, 02:03:36 am »

hmm
I guess you could be worshiped =)
or praised as the mightiest hero, creating a cult would be fun, then unleashing it to convert people.
Dealing with angry priests...
Oh the possibilities...
So yes, they could see it as good, also might make usually hostile races not attack you and possibly friendly because you look similar to their race....
Then there is the problem of learning their language...

If you retire, you may start a new race!
and after awhile villages and cities!
Wether they are hostile or not depends on the adventurer (you)'s behavior, predicting what would happen with you as a ruler!

Why Worshipped either?

It makes sense in other settings where mutations are actually a genuin sign of danger or monsterism (Exalted) or where the source of mutations are from a genuinly evil source (Warhammer)...

But this is neither of those.
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IamanElfCollaborator

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Re: Mutations
« Reply #13 on: January 14, 2012, 05:51:57 pm »

Hm..actually. This might be good.

MY earlier suggestion about deaf, blind dwarves is more realistic. What if the mother was hit by FB breath in pregnancy? Wouldnt it affect the child?

Loud Whispers

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Re: Mutations
« Reply #14 on: January 14, 2012, 06:13:36 pm »

Hm..actually. This might be good.

MY earlier suggestion about deaf, blind dwarves is more realistic. What if the mother was hit by FB breath in pregnancy? Wouldnt it affect the child?
Hopefully they would be blind.
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