Caves of Qud

Caves of Qud

View Stats:
Null_Error Jan 14, 2020 @ 12:19am
Truekin shouldn't get mutation points or mutations from Gamma Moths
Flavor-wise, it'd make sense if only mutants, with their whole "dna is a bubbling froth of genetic possibility" stuff that lets them acquire mutations on levelup or upgrade their mutations, could acquire a positive effect from the gamma moth's gaze, while truekin would get a status representing radiation poisoning when getting a non-defect gamma moth gaze effect.

Arguably more importantly, balance-wise, truekin currently have a very easy way to abuse gamma moths, since they all effectively have precognition at the cost of sphinx salt injectors. This basically means that at endgame, truekin are outright superior to mutants, since they can get all of the mutations mutants can, with more control than mutants have (given their ability to pick and choose with sphinx salt injectors, while mutants need to choose an expensive mutation at the start of the game to be able to do the same beyond starting mutations), and have better stats, AND have more skill points AND on top of that have access to cybernetics, which are currently quite good (the new Equipment Rack, for example, is basically a more versatile version of the multiple arms mutation as long as you can find a pair of helping hands). The only thing truekin can't get that mutants can is the Bilge Sphincter. The fact that several mutations add appendages that you can install yet more cybernetics into makes truekin being able to get non-defect mutations even more unbalanced.
Last edited by Null_Error; Jan 14, 2020 @ 12:26am
< >
Showing 1-3 of 3 comments
justingerk Jan 31, 2020 @ 5:30am 
I disagree. It adds flavor to the game.
The amount of work required to get 'desired' mutations is actually nuts. ...If someone wants to play that way -- let them. Most players will prefer just to play and explore. Some prefer to craft the most powerful character ever..at the expense of waiting/planning.

It is like spending skill points or trying to find a village that offers the wanted skills for reputation points. It is a trade off in play style. Some folks do not have permadeath on or use the wish command. -- it is single player and each player's unique experience.

Please note---I have had esper assassins that were Putus Templar. I beguiled one and made them my slave. They had mutations and cybernetics and made great pets to dominate. It felt pretty neat and well worth risking a HIGH glimmer.







Rooster Mar 31, 2020 @ 1:08am 
I strongly disagree. The amount of screwing around you need to do make a True Kin a master of everything is so time consuming that using the same amount of time on a mutant would already make him able to solo everything in the game. Mutants have access to game mechanics that come quite hard to True Kin, especially the Dominate mutation.

I actually find True Kin incredibly uninteresting and much weaker than a mutant (with the exception of a pure chimera).
wehttam449 Mar 31, 2020 @ 11:53pm 
I'd rather give mutants a limited ability to install cybernetics- say they can get artifact replacements for dismembered limbs that can support cybernetics, or give them an opportunity in the questline to hack the becoming nook in grit gate.

Also, I like that mutants are the underdogs. Makes it more satisfying when you get to a point where you can tear through Putus Templars like wet tissue. The only time I play as true kin is when I want to do a max strength cudgel build. Mutant tinkers are more fun, pure espers are more fun, and gunslinging is easiest to do from jump as, well, a gunslinger mutant.
< >
Showing 1-3 of 3 comments
Per page: 1530 50

Date Posted: Jan 14, 2020 @ 12:19am
Posts: 3