Difference between revisions of "Talk:Good mutations"

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::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. --[[User:MoogleDan|MoogleDan]] 14:28, 30 March 2013 (CET)
 
::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. --[[User:MoogleDan|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. [[User:Spudwalt|--spudwalt]] 19:32, 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. [[User:Spudwalt|--spudwalt]] 19:32, 30 March 2013 (CET)
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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)
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:::::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)
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:Go right ahead! The naming from before was pretty arbitrary; feel free to adjust them. --[[User:MoogleDan|MoogleDan]] 08:31, 13 April 2013 (CEST)
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== Undead traits ==
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Should we include undead traits like cold resistance and poison immunity in the mutation tables, or should that just stay in places like the undead article and the species pages? [[User:Spudwalt|--spudwalt]] ([[User talk:Spudwalt|talk]]) 09:52, 12 February 2015 (CET)
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:Also, should we include the species-exclusive cold-blooded mutation on the bad mutations page, or is what we have on cold-bloodedness enough? [[User:Spudwalt|--spudwalt]] ([[User talk:Spudwalt|talk]]) 10:39, 12 February 2015 (CET)
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::I can see why it'd be kind of odd to include here. We don't mention minotaur headbutt counters, for instance, and mummies have Slow Metabolism 3, which simply doesn't exist. I think I want to avoid inventing mutations that aren't in the code, and would prefer to leave those details in the realm of weird exceptions to the rule. --[[User:MoogleDan|MoogleDan]] ([[User talk:MoogleDan|talk]]) 17:01, 12 February 2015 (CET)
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== Antennae is offensive?! ==
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If no one objects I'm going to move it to the perception category. I guess an argument could be made that it helps stabbers, but even with that argument, perception seems like a MORE correct category for it. --[[User:Fambida|Fambida]] ([[User talk:Fambida|talk]]) 19:13, 26 February 2015 (CET)
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*Yeah, that one was just misplaced. Go right ahead and set it back to where it belongs! --[[User:MoogleDan|MoogleDan]] ([[User talk:MoogleDan|talk]]) 19:24, 26 February 2015 (CET)
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== history sections ==
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Some of the mutation templates have history sections, which have been given high level headings. If these show up in articles like this one or the demonspawn mutations article, they mess up the article structure, as shown in the outline to each article. How can this best be fixed? [[User:Majang|Majang]] ([[User talk:Majang|talk]]) 17:48, 28 January 2016 (CET)

Latest revision as of 17:48, 28 January 2016

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)

Go right ahead! The naming from before was pretty arbitrary; feel free to adjust them. --MoogleDan 08:31, 13 April 2013 (CEST)

Undead traits

Should we include undead traits like cold resistance and poison immunity in the mutation tables, or should that just stay in places like the undead article and the species pages? --spudwalt (talk) 09:52, 12 February 2015 (CET)

Also, should we include the species-exclusive cold-blooded mutation on the bad mutations page, or is what we have on cold-bloodedness enough? --spudwalt (talk) 10:39, 12 February 2015 (CET)
I can see why it'd be kind of odd to include here. We don't mention minotaur headbutt counters, for instance, and mummies have Slow Metabolism 3, which simply doesn't exist. I think I want to avoid inventing mutations that aren't in the code, and would prefer to leave those details in the realm of weird exceptions to the rule. --MoogleDan (talk) 17:01, 12 February 2015 (CET)

Antennae is offensive?!

If no one objects I'm going to move it to the perception category. I guess an argument could be made that it helps stabbers, but even with that argument, perception seems like a MORE correct category for it. --Fambida (talk) 19:13, 26 February 2015 (CET)

  • Yeah, that one was just misplaced. Go right ahead and set it back to where it belongs! --MoogleDan (talk) 19:24, 26 February 2015 (CET)

history sections

Some of the mutation templates have history sections, which have been given high level headings. If these show up in articles like this one or the demonspawn mutations article, they mess up the article structure, as shown in the outline to each article. How can this best be fixed? Majang (talk) 17:48, 28 January 2016 (CET)