Mutation: Difference between revisions

From The Cataclysm: Dark Days Ahead Wiki
Jump to navigation Jump to search
(→‎Does it hurt?: process explanation)
Line 123: Line 123:
* [[Traits]]
* [[Traits]]
* [[List of mutations]]
* [[List of mutations]]
* [[Post-threshold mutations]]

Revision as of 13:58, 31 January 2014

Mutations act much like traits, in that they give your character a variety of passive effects. Unlike traits, which can be selected upon creating a new character, mutations can only be obtained in-game and are somewhat random. Like traits, mutations can be both beneficial and harmful to your character.

Does it hurt?

Chart of mutations dependencies (outdated, but good starting point) (PNG version, SVG version)

Yeah, sometimes. Mutations can be obtained by consuming some questionable products (mutagens, misshapen fetuses, arms, legs, sewage samples), romping through radioactive areas, and other unhealthy methods. There is 2/3 chance to have any mutation and 1/3 chance to have only a "bad" mutation, though not all "bad" mutations are really bad ones and not all "good" mutations are equally desirable. Also, check Robust Genetics trait, which changes chances drastically. It flips the 1/3 chance to have only a "bad" mutation to a 1/3 chance to have only a "good" mutation.

If you end up with unwanted mutations a purifier can (usually) help purge them. It can revert up to four mutations (this chance is higher if you have a lot of mutations). Purifier seeks to return you to your fresh-from-chargen status, so it won't remove negative traits you took at the outset. Be advised that there are some traits which Purifier can't touch, though...

Even if there is no forced "bad" mutation, chances are not equal for all traits. Mutations are split up into a dozen categories and even more trees. Trees have various requirements for the different branches and most branches being opposed to one another. The more branches are opened up, the less likely a new branch or a categorized mutation will be gained, with the game prioritizing current upgrades to everything else. Direct upgrades have the most priority, with a (5/(number of available upgrades + 5)) chance to be skipped, then mutations from a category pool, and only then game picks random mutations from the full list of all mutations.

Once the code determines what trait you're due to get (generally based on mutation category: either your strongest one or what you opted to use), it then starts mutating you in that direction. Since it can pick traits for which you haven't got the prerequisites, the code will then downshift and give you the most relevant trait you can obtain.

For example, if TRAIT_$LETTER needs the preceding letter (B needs A, C needs B, and so on) and the code goes for C, it'll give you C if you have B, B if you have A, and A if you don't have any of them. If you used something that gives more than one mutation in one go, there's no guarantee that the next mutation will then continue the chain. Sometimes it happens. Sometimes it doesn't--that's how mutations work!

Categories

Traits tend to provoke other mutations from the same category: your genetic and biochemical makeup is shifting.

When you mutate, the game checks your mutations and notes which category is most strongly represented. There is a (strength/total_strength) chance that a random mutation will be chosen from this category. If it fails this test (due to amount of traits-outsiders), or there are no more mutations in the category, then a random mutation is selected, without any linkage to categories at all. Every in-category trait gives 8 points to his category strength. Every not-in-category trait takes away one point from each rival category unless that category already has strength 0 or passes a 1/strength check.

Once a mutation is selected, you will begin to mutate towards it. If any mutations you currently have conflict with this mutation, then one of the conflicting mutations is randomly removed. If you have no conflicting mutations, but don't have any of the prerequisites, you will begin to mutate towards a random prerequisite. If you already have a prerequisite mutation and no conflicting mutations, you gain the selected mutation immediately.

Starting traits are underlined. However, initial traits do not increase respective categories strength, unless you gain them later via actual mutation! On the upside, this does mean that you can take Robust Genetics without placing yourself into the rather undesirable slime category.

LIZARD Thick-Skinned, Infrared Vision, Fangs, Nictitating Membrane, Scales, Large Talons, Slit Nostrils, Forked Tongue, Light Sensitive, Webbed Hands, Carnivore, Cold Blooded, Very Strong, Very Dextrous
BIRD Quick, Light Eater, Deft, Light Step, Bad Back, Glass Jaw, Night Vision, Hollow Bones, Feathers, Large Talons, Beak, Road-Runner, Bird Wings, Heat Dependent, Extremely Dextrous
FISH Very Smelly, High Night Vision, Fangs, Nictitating Membrane, Gills, Sleek Scales, Tail Fin, Deformed, High Thirst, Webbed Hands, Slimy, Very Heat Dependent
BEAST Deft, Animal Empathy, Terrifying, High Adrenaline, Near-Sighted, Forgetful, High Night Vision, Fangs, Furry, Claws, Mammal Pheromones, Padded Feet, Fluffy Tail, Very Smelly, Badly Deformed, Fast Metabolism, Light Sensitive, Carnivore, Snarling Voice, Howler, Canine Ears, Insanely Strong
FELINE Light Step, Pretty, Strong Scent, Feline Eyes, Feline Vision, Fangs, Sleek Fur, Lynx Fur, Retractable Claws, Padded Feet, Long Tail, Feline Ears, Whiskers, Extremely Dexterous, Deformed, Snout, Very Sleepy, Paws, Carnivore, Snarling Voice,
LUPINE
URSINE
CATTLE Thick-Skinned, Disease Resistant, Night Vision, Furry, Mammal Pheromones, Hooves, Ruminant, Horns, Long Tail, Deformed, Very Ponderous, Canine Ears, Very Strong
INSECT Quick, Light Eater, Poison Resistant, Night Vision, Terrifying, Heavy Sleeper, High Night Vision, Infrared Vision, Chitinous Armor, Insect Pheromones, Antennae, Insect Wings, Spiked Tail, Mandibles, Deformed, Light Sensitive, Cold Blooded, Strong, Dextrous
PLANT Disease Immune, Heavy Sleeper, Poor Hearing, Very Fast Healer, Bark, Thorns, Leaves, Badly Deformed, Extremely Ponderous, Very Strong
SLIME Poison Resistant, Robust Genetics, Chemical Imbalance, Regeneration, Radiogenic, Disease Immune, Poisonous, Slime Hands, Very Smelly, Grotesque, Hollow Bones, Vomitous, Fast Metabolism, High Thirst, Sores, Light Sensitive, Webbed Hands, Genetically Unstable, Minor Radioactivity, Slimy, Dextrous, Smart
TROGLOBITE Quick, Light Eater, Near-Sighted, Full Night Vision, Infrared Vision, Regeneration, Disease Immune, Poisonous, Saprovore, Slit Nostrils, Albino, Troglobite, Slimy
CEPHALOPOD Gills, Mouth Tentacles, Slit Nostrils, Deformed, High Thirst, Beak, Slimy, Heat Dependent, 8 Tentacles, Shell, Leg Tentacles
SPIDER Fleet-Footed, Poison Resistant, Full Night Vision, Infrared Vision, Furry, Chitinous Plate, Poisonous, Compound Eyes, Mandibles, Web Weaver, Light Sensitive, Carnivore, Heat Dependent, Very Dextrous
RAT Disease Resistant, High Night Vision, Fangs, Furry, Claws, Long Tail, Whiskers, Grotesque, Vomitous, Fast Metabolism, Very Light Sensitive, Growling Voice
MEDICAL
ALPHA
ELF-A
CHIMERA
RAPTOR

For a complete list of mutations click here

Thresholds

Though most mutations are more or less surface-only (and can be reversed with Purifier) they do affect you whilst they're present. If you use particularly strong doses of targeted mutagen and are already strongly involved in that category, you may permanently transcend your humanity. This is known as "crossing the Threshold". Becoming post-human unlocks further mutations which offer radical alterations to your character's body and mindset. At this point, the only disadvantage to crossing a threshold is that it bars you from crossing others.

Thresholds under the hood

You can only cross a Threshold with injectable mutagen. No matter how many gallons of mutagen you drink, drinking mutagen won't do the job. (That may change later, but it's not a major priority.) In order to be eligible to obtain a Threshold mutation, the character must:

  • not have any Threshold mutations (denoted by the threshold boolean set true in mutations.json, and currently all designated THRESH_$CATEGORY for clear reference/sorting)
  • have reached third-tier mutation dreams (they occur often and are fairly specific)

At this point, you need to be injecting mutagen specific to your strongest category. If you dream of chasing rats, for instance, you're third-stage Feline. If you meet the above criteria, injecting Feline mutagen will have the usual effects, and then roll to see if you breach the threshold.

The roll is a straight "x in y" roll: your strength in your chosen category over your strength in ALL categories. If, to continue the example, you really wanna be a cat and use exclusively Feline mutagens, two or three injections, if you get all three mutations from each, might do the job. If you spread your mutations around and try different categories, it'll take more effort and more mutagen to breach a Threshold.

Certain messages come up related to thresholds.

  • "You feel something straining inside you, yearning to be free" indicates that the mutation process tried to give you a post-Threshold mutation but you didn't have the Threshold required. Your humanity is resisting!
  • The various headaches that can come up happen when you're particularly strong in a category and tried for a Threshold, but you missed the roll. Your humanity resisted turning into a mutant creature!

See also