Request for mutation ideas

Mutants or Swordsmen...or BOTH?


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What would that do? Add abilities based off of how much mana you have? Extra promotions based off of mana would be sweet.

No, so you could have things like 0.5 affinity for a mana type. Or 1.5.

1.5 affinity wouldn't be too bad, because then you'd get 3 points of strength for 2 mana, insead of 4.


Personally, I'm thinking that mutations should be random to a degree, in that you don't get to choose what lineage a unit gets. But once it has the first promotion in a line, you can give it the others deliberately as it levels up. Thusly, it would be random if you get shadowtouched I, but once a unit has it, it just needs to level up to get shadowtouch II and III
 
No, so you could have things like 0.5 affinity for a mana type. Or 1.5.

1.5 affinity wouldn't be too bad, because then you'd get 3 points of strength for 2 mana, insead of 4.


Personally, I'm thinking that mutations should be random to a degree, in that you don't get to choose what lineage a unit gets. But once it has the first promotion in a line, you can give it the others deliberately as it levels up. Thusly, it would be random if you get shadowtouched I, but once a unit has it, it just needs to level up to get shadowtouch II and III

Oh I see! Numbers scare me...like spiders.

I am going to use the system Tarquelne suggested, where multiple effect promotions countdown with the first to expire granting the unit's first lineage mutation. From there it would be an upgradeable promotion.
 
Non-integer affinity will quite likely be joined with non-combat affinity. It would end up being set up similar to the CityBonus fields, where you can specify something like:

+1 :strength: & -0.25 :move: per Earth Mana

or

+0.5 :move: & -10% XP per Air Mana

or

+20% Heal Rate & -1 :strength: per Nature Mana

Obviously being able to specify pure positive values if you are so inclined, but with a negative value hooked onto a positive, things can become self-limiting. Though once the negative value hits 0 and you are fine with it, you are able to inflate the positive to your heart's content with no further downside (other than overly-dedicated mana nodes)
 
Very interesting, xienwolf. I hope this will be ported to Orbis when it will be available... or I could mod FF :p
 
HEY! This thread is for mutants only, none of you are mutated enough yet. Please spend more time bathing in the sweet sweet warmth of your local chaos node. Thats right...your skin needs to become nice and crispy....yesss.
 
Here's a list of corruptions from another game I play(ADOM). Maybe it will give a few ideas?

You are surrounded by an unholy aura.
This causes monsters to randomly flee from the player in ADOM. Something similar to Fear then for FFH? The disadvantage of this corruption was that it would affect both friendly and hostile NPCs, leading to wild chases to find a useful NPC, and would sometimes make shopkeepers + guards attack you(due to scaring away their customers). Not sure how this would be implemented in FFH.

You rage!
Increased damage, reduced chance to defend against attacks in ADOM. Could be + attack strength, - defense strength. Not hard to implement.

Poison drips from your hands.
Causes the player to poison all enemies they engage in combat with in ADOM. Disadvantage is that all food they eat or potions they drink was poisoned in the same way. In FFH... + poison combat, - healing time?

You have grown thorns.
The extra damage occured only when fighting unarmed. Possibly replaces the metal weapons promotion? Extra damage but makes they unable to wield weapons. Seems like a good tradeoff.

Your close attunement to corrupted astral space allows teleportation.
Not sure how this would be implemented. In ADOM, teleportation could be either uncontrolled(you teleport randomly, if you want to or not, and the game spits you out wherever it wants to) or controlled(you still teleport randomly, but you get to choose were you end up) so this balanced itself.

You have grown a bulging cranium.
Good for casters, bad for warriors in ADOM. Since there is no stats in FFH, maybe increased EXP autogain, but reduced strength? This could even make melee units gain free EXP, just like heroes, albeit very slowly.

You are a living mana battery.
Made players drain wands of all their power, increasing their own magic abilities but making the wands completely useless, of course. No idea how this would be implemented in FFH.

You have grown horns.
Melee damage in exchange for appearance. No appearance in FFH, so no idea how to work this.

Your antennae explore the details of your environment.
Another corruption that makes the player ugly in ADOM, this one reveals information about the player's surroundings to the player, such as dungeon layout. Possibly improve lair results in FFH?

Your skin is covered by tough scales.
Increase in defense, loss in appearance(again), as well as dexterity. Since there are no stats in FFH, this would have to be balanced in some other way.

You have grown a total of 12 eyes.
Increase in perception, loss of appearance(Players tend to get ugly by ADOM's endgame). In FFH, you could extent the sight radius by 1(like Sentry), and balance it with whatever you decide to balance the other appearance-reducing corruptions I already talked about with.

You exhale sulphur.
Players get to spit globs of acid at opponents. Could be a corruption-specific spell.

You look somewhat apish.
Caused players to devolve into apes.

Your corrupted tissue seems to heal much faster.
Wounds healed faster, but caused scars that cost dexterity and appearance.

Your feet have been transformed into hooves.
Explains itself...

You have become extremely thin and nimble.
The only corruption in the game with no downside. Highly sought after, it makes players much more likely to dodge attacks. Not sure how it would be implemented in FFH.

Your muscles have stiffened slowing you down.
Player becomes stronger, but slower. Possibly reducing movement range/withdraw chance in exchange for strength?

You have become very light.
Increase in speed, loss of strength. This pretty much already exists in FFH in the form of the Light promotion.
 
Groovy. Thank you for the info.
 
Lighting channeler
20% chance of casting Maelstrom at the end of every turn (completely out of the player's control)

Then, through experience, the unit could get the following:
Controlled lighting channeling (prereq: Lighting channeler)
Can deactivate and activate the Lighting channeler promotion (via two spells, called Activate lighting channeling and Deacivate lighting channeling)

Lighting channeling mastery (prereq: Controled lighting channeling)
Overrides previous ability, can cast Maelstrom at will (as if the unit had the corresponding channeling and mana promotions)

Similar sequence of mutation promotions could be created with different spells:
Fire channeler with Ring of flames
Sun channeler with Scorch
Water channeler with Tsunami

Also, some variants could be generating barbarian summons (that could attack your own units)

You get the advantage of an early spell caster, with the great disadvantage of having it out of control (and attack your own units or your own land) until you manage to give the unit enough experience.
 
Stink Glands
+10% Withdrawal Rate
75% chance of causing Cannot Move 2 to units that fight mutated creature.
(Pewewh!)

Large Lungs
Has a spell that allows it to walk on water for a short duration. (Say 3-5 turns)

Icebreed
Can walk on Ice(Talking sea-ice here)
+10% on Ice (Both water-ice and land-ice)

Auralkin (Inspired by adaptive)
When struck by a spell, gains the ability to use that spell the next turn. (Loses ALL spells the turn after they could use them though, is the only way I could see coding this easily, but ti works) [Fighting a summon counts.]
+75% against Summons

Geomancer I (Requires Channeling I, renders unit unable to promote spells)
Gains spells according to terrain.
Ice - Slow
Hill - Dance of Blades (Dancing in the hills... come on!)
Plains - Sprint
Grassland - Growth
Tundra - Summon Frostling
Desert - Blur
Jungle - Entangle
Forest - Escape
Ancient Forest - Sing
Fire - Scorch
Ocean - Rust
Coast - Fair winds
Fresh Water - Spring
Haunted Land - Summon Skeleton
Broken Lands - Sever Soul
Burning Sands - Inquisition

Geomancer II (Requires Channeling II renders unit unable to promote spells)
Ice - Summon Ice Elemental
Hill - Wall of Stone
Plains - Sprint
Grassland - Fertility
Tundra - Summon Polar Bear (Heh... not in there now but why not)
Desert - Desert Stealth
Jungle - Poisoned Blade
Forest - Regeneration
Ancient Forest - Sanctify
Fire - Fireball
Ocean - Maelstrom
Coast - Water Walking
Fresh Water - Spirit Guide
Haunted Land - Summon Specter
Broken Lands -
Burning Sands - Pillar of Fire

Geomancer III (Requires Channeling III renders unit unable to promote spells)
Ice - Snowfall
Hill - Summon Earth Elemental
Plains - Stoneskin
Grassland - Birth
Tundra - Summon Greater Frostling (Summons either wolf-rider, or archer)
Desert - Blinding Light
Jungle - Spores
Forest - Forest Stealth
Ancient Forest - Summon Treant
Fire - Fire Elemental
Ocean - Summon Water Elemental
Coast - Summon Air Elemental
Fresh Water - Heal
Haunted Land - Summon Wraith
Broken Lands - Hand of the Reaper
Burning Sands - Inspire Fury


Someething like that anyway.
 
nice ideas but I dont really think of things like "geomancer" as mutations.. that seems more like something to design a civ around on its own.

Some random ideas:

Chest Wound - -1 str, -1 move
Headless - Cannot explore, -2 strength, causes collateral damage
Extra Legs - No terrain cost for movement
Monopod - -1 move, -1 defense str
One Wing - Can fly. Badly. (1 movement max)
Two Wings - Can Fly with normal movement.
Four Wings - Can Fly. Very Well. Movement +1, +1 attack strength (dive bomb!)
Extra Eyes - Sentry with a cooler name. Negates any Missing Eye penalties XD
Extra Arms - +1 str for each level of weapons available (+1 for bronze, iron, mithril each)
Tentacles - unable to use weapons, blitz, heal 5% after combat
Blood Drinker - Gain Fed promotion after combat with living creatures (as Vampires)
Exoskeleton - +2 defense str, -1 move, -.5 happiness in nearby cities due to ugliness
Never Healing Wound - -30% healing rate
Missing Eye - -1 attack str
Missing Both Eyes - -30% strength, requires Missing Eye. Autogained with Headless?
Body Sense - Available as standard promo after getting Missing Both Eyes or Headless, halves penalty/s
Spider Blood - Can cast Web
Spider Limbs - No buildilng defense modifiers (wall climbing), +15% attack/defense in forests
Giant Strength - +1 strength, can throw boulders (ranged attack)
Grotesquely Obese - -1 attack str, +1 defense str, -1 movement?
Pustulent Growth - Explodes when killed, disease or plague to units in attacking stack (never see plague anymore)
Inner Fire - 100% chance of Defensive strike on Undead that attack the unit
Feral - Can cast Animal Kindred one time (the Doviello+ spell that charms animals.) Recieve promotion corresponding to the animal type targetted from Doviello+ (mark of the wolf, lion, mammoth, etc.) Raised by.... OR: as forest stealth?
Acidic Blood - passes Rust to enemies in combat
Acid Spray - Can cast Rust every 5 turns. Req Acid Blood. Chance of melting self!
Gills - Water Walking + Amphibious
True Aquatic - +20% strength attacking from water/across rivers. -20% attacking from land. +2 coast/ocean movemet. Bonus instead of just balancing out the normal penalty.
Feebleminded - Unable to cast spells or gain experience.
Vast Intellect - Gain one level of Channeling and +1 XP/Combat
Unstable - Randomly gains new mutations and loses old ones

Quick edit. Obviously some of these would have to be blocked from each other - Spider/Acid blood, Extra Arms/Tentacles, Extra Legs/Monopod, One/Two/Four wings, etc.
 
nice ideas but I dont really think of things like "geomancer" as mutations.. that seems more like something to design a civ around on its own.

Some random ideas:

Chest Wound - -1 str, -1 move
Headless - Cannot explore, -2 strength, causes collateral damage
Extra Legs - No terrain cost for movement
Monopod - -1 move, -1 defense str
One Wing - Can fly. Badly. (1 movement max)
Extra Eyes - Sentry with a cooler name
Extra Arms - +1 str for each level of weapons available (+1 for bronze, iron, mithril each)
Tentacles - unable to use weapons, blitz, heal 5% after combat
Blood Drinker - Gain Fed promotion after combat with living creatures (as Vampires)
Exoskeleton - +2 defense str, -1 move, -.5 happiness in nearby cities due to ugliness
Never Healing Wound - -30% healing rate
Missing Eye - -1 attack str
Missing Both Eyes - -30% strength, requires Missing Eye. Autogained with Headless?
Body Sense - Available as standard promo after getting Missing Both Eyes or Headless, halves penalty/s
Spider Blood - Can cast Web
Spider Limbs - No buildilng defense modifiers (wall climbing)
Giant Strength - +1 strength, can throw boulders (ranged attack)
Grotesquely Obese - -1 attack str, +1 defense str, -1 movement?
Pustulent Growth - Explodes when killed, diseasing units in attacking stack
Inner Fire - 100% chance of Defensive strike on Undead that attack the unit
Feral - Can cast Animal Kindred one time (the Doviello+ spell that charms animals.) Recieve promotion corresponding to the animal type targetted from Doviello+ (mark of the wolf, lion, mammoth, etc.) Raised by....
Acidic Blood - passes Rust to enemies in combat
Acid Spray - Can cast Rust every 5 turns. Req Acid Blood. Chance of melting self!
Gills - Water Walking
True Aquatic - +20% strength attacking from water/across rivers. -20% attacking from land. +2 coast/ocean movemet. Bonus instead of just balancing out the normal penalty.

Nice! I was toying with the idea of a web based mutation (not I don't mean visiting CivFanatics!)
 
There will be two types of mutations. the first will be "minor" mutations, such as flight, fire breath, weak legs, or being republican. the second group will be the "lineage" mutations, such as strong 1-4.

edit: errr, thinking about your post Civkhan, I do think that certain mutation promotions should exclude other mutation promotions.
 
Just a quick idea:
Musk: Can cast mesmerize animals (the one that gives you control of them).
 
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