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Chiropteran Mutation Line #70797
Chiropteran Mutation Line #70797
Conversation
I'm usually not a fan of mutations but the idea of a line that hampers social skills with its looks but absolutely requires to be social is awesome and I like it. My only concern here is reusing the aquatic lines' webbed fingers for a half-point to mutating bat wings. I am not sure if the half-point for membraneous wings should really help with swimming? I am kinda meh that out of choosing all actually interesting bats you went with vampires, but it's as valid choice as any and I don't have any constructive complaints here. Just wish we had subcategories already so we could have all the fun bats, really. |
We have plenty of things that eat fruit and bugs, we don't have anything that drinks blood. Vampire bats also have some of the sharpest teeth in the animal kingdom, thermoreceptors, and gameplay-relevant compounds in their saliva, so they're the natural choice. Subcategories are on my short list. I'm not sure microbat or fruit bat would get abilities that make them worth playing though. Or at least I can't think of any, and nothing should be subdivided without a solid gameplan for each. So we'd want to think of some before splitting. As an example, lizard very neatly splits into snake, crocodilian, and chameleon. All three of those immediately suggest useful abilities and distinct play styles. Similarly, splitting insect into cockroach, wasp, bee, etc will only help the mutation line because those are all animals with differences that go beyond their diet, and insect is currently weighed down with some mutations that work at cross purposes. I don't see why webbed hands wouldn't help with swimming. It's literally just a human-ish hand with webbed fingers, the same form factor as swimming gloves. The full wing is going to be a lot worse at it. Also in the meantime you can just get an expanded digestive system installed and roleplay as a bat that eats whatever it wants. Or mix mutagens with mouse or something. |
Obligatory "we can have subcategories right now". Having half a dozen mammalbut mutcats is an old bugbear of mine, but that's not a blocker of adding another - adding the same level of fracturing to existing categories would be a harder sell. Grouching aside,
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As for subcategories: I thought they were your idea? I would prefer the game not have them because I think they'll just dilute a lot of mutation lines, but I was pretty sure you had basically mandated them. Also, per our lore, mutations combine human tissue with another organism. It's hard to really do anything but various sorts of furries with that as your framework. Medical is just "guy who took medicine" and alpha is just "guy 2, the sequel to guy". Both great lines, but what else would we even do? |
I should do more design wishlist issues, I suppose - I'll see if I get around to it sometime in the near future. In any case, subcats are a tangent to I wouldn't add samples to zombies, that opens up a lot of weird design space we don't want to fill with mutagen. |
Alright, looks like it's all working. |
Is this your clang tidy error? |
Should be fixed. Lighting incense at the test altar and praying. |
PR Split into smaller chunks. Good call.
LGTM. Would you mind adding chiropteran samples to the bats added in Xedra Evolved? Or make an issue for me to do so. I'm merging this as it's already quite large but don't want to forget they should be dropping samples. |
Summary
Features "Adds Chiropteran (bat) mutation line, and the subaquatic navigation system CBM"
Purpose of change
I put #70479 together initially because I wanted to work on this mutation line, but it was such a big feature I thought I'd do it for birds first. Bats are fascinating animals, they're frequently studied by scientists (especially in the age of covid), and some of them drink blood, which is a feature we don't really explore much in mainline despite having the tools for it all in place.
The Chiropteran line is a gliding, wall-clinging, echolocating, heat-smelling, blood-drinking stealth attacker that trades durability and manual dexterity for powerful fangs and extreme mobility. It is also a very social mutant and will get sad if it's alone too long, but its grotesque appearance will make it difficult to find friends.
Echolocation and Leaf Nose may seem redundant, but they rely on different body parts (ears and mouth, respectively) and are both at the end of a fairly long set of mutations, meaning players may get one or the other and decide that's good enough. This also provides some room to fall back on another sense if one of the mutations is blocked by a CBM or another mutation. Echolocation also detects certain traps and helps with navigation, while Leaf Nose does neither.
Describe the solution
Adds the Chiropteran mutation line, all associated samples, mutations, mutagen, and primer
Adds a Subaquatic Navigation System CBM that makes use of the new echolocation system
Fixes some issues with quadrupedal movement, including line of sight and buggy conditions
Removes attack penalties for quadrupeds who are crouching and unarmed
Reduces attack (but not defense) penalties for arm tentacle-havers and Slime mutants who are crouching or prone
Shriek:Out of scope for now as its effects would require some C++ and balancing.Existing mutations to assign to bats:
Other stuff:
Bugfixes:
Total Mutation List
Positive: Lightly Furred, Mammal Pheromones*, Hooked Toes*, Dextrous, Very Dextrous, Extremely Dextrous*, Webbed Hands, Good Hearing, Bat Ears, Echolocation, Leaf Nose, Indefatigable, Quick, Light Eater, Disease Resistant, Extrovert, Light Step,
Bloodletter,Fangs, Vampire Fangs*Negative: Slit Nostrils, Ugly, Deformed, Light Sensitive, Mesopic, Hemovore, Junkfood Intolerance, Grain Intolerance, Flimsy,
Mixed/Neutral: Light Bones, Bow-legged*, Bat Wings*, Bloodfeeder*, Hirsute, Chiropteran (threshold)
Sound Marker Update
Sound markers were being drawn deterministically, and in cases where the player misheard the sound, they would always mishear it at the same distance from its actual source. This update adds a small amount of variance (1-3 tiles, based on how well the player heard). The result is that sometimes misheard sounds will be closer to their actual origin, and sometimes they will not.
Design plans for the bite PR that will follow this one
Fang changes and anticoagulant saliva - this stuff is done but will be submitted in a followup PR
Social/asocial mutations - also done, also in a followup PR
Readds gliding for Bird Wings
The changes from #70443 were partly reverted by #70721 . This PR restores the functionality of the gliding without the limb stuff. Bird wings, like bat wings, are currently represented by very high encumbrance on the hands and some on the arms - not a perfect solution, but good enough for people to playtest the glide mechanics while we wait on the limb stuff.
Describe alternatives you've considered
Not having a blood drinking stealth glider glass cannon build in the game.
Testing
TODO:
Further testing 2/18 following some updates:
Additional context
Venera pointed out that this guy's sorta like Man-bat, from DC Comics. I imagine no two mutants look alike, even in the same line, but that's about right.
Using echolocation and IR scent to track enemies. Echolocation isn't 100%, echo volume is based on creature size, and you have to actually hear it. Even if you do, there's a 1/4 chance of the sound wobbling to another tile.
All pre-threshold mutations. Note that bloodletter and sociable are delayed until a followup PR
All mutations, including post-threshold
Bat's main weakness is that on flat ground it is slower than a human and has no extra stamina. It's also very restricted in what armor it can wear and is vulnerable to damage due to LIGHT_BONES, so bat mutants will want to utilize verticality and stealth to fight effectively.
https://www.youtube.com/watch?v=7RostZvdoLM (Warning: Nature video shows a small amount of animal blood. The animal being bitten is not seriously harmed by this)