feat(balance): mutations can modify power value of mutant toxins, adding a vanilla use for Robust Genetics #4163
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Purpose of change
Minor idea on my to-do list, basically making it so mutations (and by extension mods) can alter how mutations and thresholds interact with the whole "point value total that mutant toxins tries to mutate towards" system.
Describe the solution
C++ changes:
mutagen_target_modifier
tomutation_value_map
.Character::mutation_chances
now factors in any bonuses/penalties from a mutation value calledmutagen_target_modifier
, that is used to increase or decrease the mutation point target used when mutating via toxins. Also added a debug message for testing.mutagen_target_modifier
.mutagen_target_modifier
tomutation_branch::load
.JSON changes:
mutagen_target_modifier
values for all threshold mutations. Idea here is the point bonuses pick the highest of the relevant category JSON'siv_hunger
,iv_thirst
, andiv_fatigue
value. So basically, crossing a threshold gives you a head start on picking up better post-thresh mutations based on how physically disruptive that category is implied to be, since those tend to be the more spicy categories with a lot of high-risk-high-reward proporties. Most of these thresholds use 10 since hardcoded defaults are 10+10+5, as most categories don't define different values.mutagen_target_modifier
of +8. Re-allowed as a starting trait as it once was, with an updated description.Doc updates:
Describe alternatives you've considered
Testing
Additional context
Checklist