Difference between revisions of "Talk:Good mutations"

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(Regarding mutation names: new section)
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::::This logic is implemented by the function physiology_mutation_conflict (which can be found [http://git.develz.org/?p=crawl.git;a=blob;f=crawl-ref/source/mutation.cc;h=4297ad367b7baea6ee7bd02faf963a459c33cb6b;hb=HEAD#l1075 here]). The comments explain quite well what's going on. --[[User:CommanderC|CommanderC]] 19:52, 30 March 2013 (CET)
 
::::This logic is implemented by the function physiology_mutation_conflict (which can be found [http://git.develz.org/?p=crawl.git;a=blob;f=crawl-ref/source/mutation.cc;h=4297ad367b7baea6ee7bd02faf963a459c33cb6b;hb=HEAD#l1075 here]). The comments explain quite well what's going on. --[[User:CommanderC|CommanderC]] 19:52, 30 March 2013 (CET)
 
:::::Ah, there we go. That at least clears up cases where there's a mutation conflict. Thanks! [[User:Spudwalt|--spudwalt]] 20:23, 30 March 2013 (CET)
 
:::::Ah, there we go. That at least clears up cases where there's a mutation conflict. Thanks! [[User:Spudwalt|--spudwalt]] 20:23, 30 March 2013 (CET)
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== Regarding mutation names ==
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Does anyone else think we should change the names of the various mutations to what they are in the code? An example would be the mutation that adds to your max MP: it's called "Energetic" on the wiki, but the game's code refers to it as "High magic". [[User:Spudwalt|--spudwalt]] 07:01, 13 April 2013 (CEST)

Revision as of 06:01, 13 April 2013

Okay, so I was poking around with mutations in Wizard Mode and noticed some things:

  • I don't think the "ridged grey scales" mutation is in the game anymore. Could somebody confirm that?
  • Also, is the "teleport at will" mutation still present? It seems a little broken, though I guess it would be tricky at best to get more than one level of it.
  • Can non-demonspawn characters get the "thin skeletal structure" mutation through potions of mutation? I vaguely recall one of my tengu something-or-others getting that before being slaughtered horribly, but I could be misremembering it.
  • I think the "breathe poison" mutation might be exclusive to nagas, since I couldn't induce it in the other races I tried.

Another thing I was wondering: should we just have a section in here for mutations that are exclusive to certain races, as opposed to seperate articles? (Stuff like the draconian mutations and octopodes' tentacle spike, but NOT the demonspawn stuff -- that definitely deserves its own article.) --spudwalt 09:19, 30 March 2013 (CET)

I'd say it's difficult to judge those cases just from own gaming because mutations occur so rarely in the early and mid game stages. The per cent value to get a certain mutation is quite small! - At least for the "spit poison" mutation I can definitely say that it is still "lurking" to grab you. My recent 0.11.2 HEGl has got this good mutation by good luck. -- Bwijn 10:46, 30 March 2013 (CET)
As it stands, the draconians DO have their own mutation page (Draconian mutations). It's just very, very small, consisting only of the unique acquirable mutations they can get, NOT the species mutations they get for levelling up. I haven't played through all the different draconian types, so I haven't felt comfortable expanding it, but if you'd like to, feel free.
Alternatively, we COULD dump both of the two little ones we have there into the primary good mutations page, along with a note stating that they are exclusives. Same for the tentacle spikes. Frankly I think we just need someone to code dive, find the full list of things that can happen through drinking a potion of mutation, separate them out into what the GAME defines as good mutations and bad mutations, and rebuild the page from that. Wizard mode is good for a lot of things, but you'll be at it for a looooong time proving that something is actually impossible to occur :P Statistics are a bitch. --MoogleDan 14:28, 30 March 2013 (CET)
Okay, I think I'm going to just put the species-exclusive mutations (i.e. draconian/octopode/etc.) in their own section on the good mutations page. And yeah, code-diving would probably be the best way to do this, but I wouldn't even know where to start, so I'll just make do with Wizard Mode for now. --spudwalt 19:32, 30 March 2013 (CET)
This logic is implemented by the function physiology_mutation_conflict (which can be found here). The comments explain quite well what's going on. --CommanderC 19:52, 30 March 2013 (CET)
Ah, there we go. That at least clears up cases where there's a mutation conflict. Thanks! --spudwalt 20:23, 30 March 2013 (CET)

Regarding mutation names

Does anyone else think we should change the names of the various mutations to what they are in the code? An example would be the mutation that adds to your max MP: it's called "Energetic" on the wiki, but the game's code refers to it as "High magic". --spudwalt 07:01, 13 April 2013 (CEST)