The Isle

The Isle

Khanivore May 31, 2024 @ 7:08pm
Mutations list
Really happy with this addition to our gameplay, trying different builds will be interesting


[Slots]
LifeCycle Mutation Slots: 4
Parent Mutation Slots: 4
Elder Mutation Slots: 8


The Mutations list so far:

Hemomania
Do flat extra damage on a bleeding target

Hematophagy
Restore some thirst when eating

Melorheostosis
Increase blunt damage towards fractures

Accelerated Prey Drive
Deal more damage to animals with low health

Xerocole Adaptation
Gain some water when eating plants

Hypervigilance
Hears carnivore footsteps at extended ranges

Passive Disposition
Chance to not disturb natural alarms, no value

Truculency
Bucking drains more attacker stamina

Osteophagic
Able to consume bones to regenerate fractures faster

Photosynthetic Regeneration
Regenerates stamina faster during the day

Constricted Glands
Reduced scent trail. Specifically blood/excrement, no value

Cellular Regeneration
Recovers health slightly faster

Advanced Gestation
Faster Egg Gestation/Incubation/Cooldown Rate

Sustained Hydration
Your water drains more slowly

Enlarged meniscus
Increased fall distance before fall damage occurs

Efficient Digestion
Your food drains more slowly

Featherweight
Your footprints fade much faster

Osteosclerosis
Resist or Reduce Fracture damage

Wader
Less hindered when wading through shallow water

Intraspecific Aggression
Deal more damage to animals of your own species

Epidermal Fibrosis
Increase bleed resistance

Congenital Hypoalgesia
Reduce incoming damage when fighting larger species

Photosynthetic Tissue
Faster health / locked health recovery and higher move speed during the day

Nocturnal
Faster health / locked health recovery and higher move speed during the night

Hydroregenerative
Recover health faster during rain

Pattern Recognition
Able to decipher human writing, no value

Increased Inspiratory Capacity
Increased O2 capacity

Hydrodynamic
Increased swimming speed

Aqua Goggles
Increased underwater vision range

Hyperreflexia
Reduced stagger recovery time

Stereopsis
Can see farther when zooming in

Reabsorption
Recover a small amount of water during the rainy weather

Cache Propensity
Carry/drag larger foods. Carrying food and sprinting takes less stamina. Drag food faster

Enhanced Digestion
Decrease nutrition decay rate

Reinforced Tendons
Jumping costs less stamina

Reniculate Kidneys
Can drink saltwater, no value

Multichambered Lungs
Reduce stamina regeneration threshold

Infrasound Communication
Make significantly less noise when talking in chat

Augmented Tapetum
Have increased vision at night

Cannibalistic
For species that are not, by default, cannibals. Adds their own species as a preferred prey for nutrients, no value

Hypermetabolic Inanition
The less hunger you have, the more damage you deal

Barometric Sensitivity
Receive an indication prior to storms or droughts, no value

Social Behavior
Increased group size. Only applies to group leader

Tactile Endurance
Convert incoming damage to stamina

Gastronomic Regeneration
Eating restores a small amount of health

Heightened Ghrelin
Increase overeating capacity by a large amount. Will now automatically stop eating when full instead of vomiting

Pit Organ
Can see sources of IR (infrared) light, no value

Prolific Reproduction
Your babies have increased health and stamina regen. Your babies require less food. Your babies grow faster

Paratrepsis
Able to fake fractures, no value

Traumatic Thrombosis
Prevent death from blood loss if resting, no value

Cochlear Sensitivity
Indication of sound traps from a distance

Remodeling Ambulation
Movement regenerates leg fractures faster than resting, no value
Last edited by Khanivore; May 31, 2024 @ 7:14pm
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Showing 1-15 of 28 comments
Epik99 May 31, 2024 @ 7:46pm 
I’d say the ability to drink saltwater is VERY valuable. Especially for deino, as it’ll let them roam a lot farther without dehydrating.
It may not seem great now, as we only have two mainly aquatic dinos, but as they add more it will only get more and more popular. Plus, it may bring some much needed life to the mostly barren shores.
Lisa May 31, 2024 @ 8:23pm 
Thank you Khanivore for sharing this!
I actually needed this intel, barely had time to watch HT YT videos today!
Krodius Jun 1, 2024 @ 4:35am 
Are all of these actually functional yet like the infrared vision or is it still in progress.
Khanivore Jun 2, 2024 @ 8:38am 
^ the ones I used are functional, does make a subtle difference, a lot of combinations to choose from, you get them as you play and grow naturally

You can inherit 4 more mutations from your parents if nested on top of the ones you get by growing, so its desirable to be nested in and not just spawn in from the character selection screen if you can
Last edited by Khanivore; Jun 2, 2024 @ 6:18pm
Botji Jun 2, 2024 @ 3:07pm 
Cool... looking forward to the inevitable selective breeding programs that the even slightly organized groups of players will have to create über-dinos with double the mutations than the vast majority of players, such a good addition to the game!

Surely nothing could or will go wrong with this, its not like people already bend/break the 'rules' to gain any advantage they can and the idea of creating vastly more powerful dinos than 99% of the others on the server will change how people play the game... hahaha! no that never happens in games, silly me!



But really I am not even surprised if this is a thing since this is the game where the devs unironically think its a good idea to add guns to the game where it can literally take the better part of a day to grow a dino. No one will think its BS when they lose their fully grown Stego/Deino/Rex/etc in a couple of seconds to a couple of humans running around with .50cal rifles or w/e they have looted.

Losing your fully grown dino to "insert souped up dino with double your mutations here" is just a step in the right direction to a fun game :cozybethesda:
ressenmacher Jun 2, 2024 @ 3:51pm 
Seems interesting.

Are mutations gained through breeding? If they are, I worry that it's just going to result in another BoB/DoD scenario where you need the support of established clans/players to create PvP viable characters, which inevitably concentrates power on a server further into the hands of those with time and coordination at the expense of everyone else. I hope they're going with point buy or something a la Project Zomboid. That would probably be fun.

I also worry that stacking some of these is going to make groups ♥♥♥♥ on solo players even harder than they already do. Infrasound Communication + Cannibalism + Social Behavior + Pit Organ = triple carno terminator squad that you can't hide from, outrun, or outfight.
Khanivore Jun 2, 2024 @ 5:57pm 
The mutations do not create 'vastly' more powerful Dino's, they are quite subtle, much like how Diets don't create 'vastly' more powerful Dino's

Having one mutation does eliminate others being available, so stacking is easily minimised now and in the future, already see it in Horde Testing (HT)

In the HT the mutations are maxed for testing purposes and they are still pretty subtle, the Devs themselves have said they don't want them to be unfairly OP and will be tweaked accordingly

Being nested in will give access to more mutations which will help further with in game quality of life, like being brought up in a privileged family verses growing up on the streets, but the street kid can still make something of them selves with being skilled at life

Mutations are a great addition to this games depth and game play, its a big deal, a very positive one, playing around with builds won't make you OP, but it will make your Dinos play subtly different every time depending on what you choose, it's a lot of fun

Then we will get Elders, adding a difficult stretch goal to survival for something special.. your Elder Dino will max its strengths and add many more subtle mutations to the next generation, but in time the Elder will age and weaken until it dies naturally, at least that is planned so far
Last edited by Khanivore; Jun 2, 2024 @ 7:03pm
ressenmacher Jun 2, 2024 @ 7:59pm 
Originally posted by Khanivore:
Being nested in will give access to more mutations which will help further with in game quality of life, like being brought up in a privileged family verses growing up on the streets...

It's unnecessary. Groups are already strong enough - they don't need to be rewarded with additional mutations as well. They should focus on making the process of playing as and/or raising hatchlings engaging to play, rather than trying to dangle a mechanical carrot in front of people to get them to engage with a tedious system.

Originally posted by Khanivore:
Then we will get Elders, adding a difficult stretch goal to survival for something special.

I've never liked the concept of elders. The devs can't manage to get anywhere near proper balance with just the base dinosaurs. Now they want to try and balance a second set of every dino?

It also makes the game more toxic and drives players to risk-adversity because now you can lose even more and has the potential to concentrate power further in the hands of the few - see the problems with BOB's infinite growth, though on a smaller scale.

Originally posted by Khanivore:
Mutations are a great addition to this games depth and game play, its a big deal, a very positive one, playing around with builds won't make you OP, but it will make your Dinos play subtly different every time depending on what you choose, it's a lot of fun

The ability to expand or personalize your gameplay loop is good. But they should make the mutations selectable and set everyone on an equal playing field in regards to them.
Rhibirr Jun 2, 2024 @ 9:09pm 
Pattern Recognition
Able to decipher human writing, no value

I imagine this will remain largly unused even if humans eventually make it in properly but it's still kind of fun to think about how it might be used in a few situations. Maybe there will be lore tidbits usually only discoverable by humans or maybe it will only apply to simple things such as directional signs which could have some use escaping traps and enclosures. (Animal sees arrow on latch, animal figures out latch. That sort of thing)
Rhibirr Jun 2, 2024 @ 9:18pm 
Originally posted by ressenmacher:
Originally posted by Khanivore:
Being nested in will give access to more mutations which will help further with in game quality of life, like being brought up in a privileged family verses growing up on the streets...

It's unnecessary. Groups are already strong enough - they don't need to be rewarded with additional mutations as well. They should focus on making the process of playing as and/or raising hatchlings engaging to play, rather than trying to dangle a mechanical carrot in front of people to get them to engage with a tedious system.

Originally posted by Khanivore:
Then we will get Elders, adding a difficult stretch goal to survival for something special.

I've never liked the concept of elders. The devs can't manage to get anywhere near proper balance with just the base dinosaurs. Now they want to try and balance a second set of every dino?

It also makes the game more toxic and drives players to risk-adversity because now you can lose even more and has the potential to concentrate power further in the hands of the few - see the problems with BOB's infinite growth, though on a smaller scale.

Originally posted by Khanivore:
Mutations are a great addition to this games depth and game play, its a big deal, a very positive one, playing around with builds won't make you OP, but it will make your Dinos play subtly different every time depending on what you choose, it's a lot of fun

The ability to expand or personalize your gameplay loop is good. But they should make the mutations selectable and set everyone on an equal playing field in regards to them.

I think BoB has such trouble because their growth is infinite. The Isle's elders will get strong but then they'll weaken. I think if the mutations are limited where you have to choose one or another in each section and they also don't keep stacking indeffinitly it'll be fine. If you have to restart earning them on death that also will mean people won't be able to chain the buffs. You could maybe earn a few extra points for the next life if you die of old age but those points won't stack if you keep consecutively surviving. You just have the right to those same "I survived" points next time as well untill you die in some other way and get reset. That's how I hope they'll do this anyway.
Botji Jun 3, 2024 @ 8:31am 
Originally posted by Khanivore:
The mutations do not create 'vastly' more powerful Dino's, they are quite subtle, much like how Diets don't create 'vastly' more powerful Dino's

Having one mutation does eliminate others being available, so stacking is easily minimised now and in the future, already see it in Horde Testing (HT)

In the HT the mutations are maxed for testing purposes and they are still pretty subtle, the Devs themselves have said they don't want them to be unfairly OP and will be tweaked accordingly

Being nested in will give access to more mutations which will help further with in game quality of life, like being brought up in a privileged family verses growing up on the streets, but the street kid can still make something of them selves with being skilled at life

Mutations are a great addition to this games depth and game play, its a big deal, a very positive one, playing around with builds won't make you OP, but it will make your Dinos play subtly different every time depending on what you choose, it's a lot of fun

Then we will get Elders, adding a difficult stretch goal to survival for something special.. your Elder Dino will max its strengths and add many more subtle mutations to the next generation, but in time the Elder will age and weaken until it dies naturally, at least that is planned so far
If mutations are so weak that they do not make you more powerful than someone without them then why are they a good addition to the game?

Always funny to see people paint themselves into a corner or use some obvious catch22 reasoning.

The mutations are nice because they let you customize your dino and how you play but at the same time they are so insignificant it does not matter if you have one or not so someone having literally twice as many of them does not make them significantly stronger?
Do you not see a problem with this kind of argument?


Also, bringing up and comparing diets to the mutation bonuses only shows that you really have no clue what you are talking about and/or is one of the players who is excited to be (ab)using the nest mutation stacking with your group, trying to downplay it.
ressenmacher Jun 3, 2024 @ 8:49am 
Originally posted by Rhibirr:
I think BoB has such trouble because their growth is infinite. The Isle's elders will get strong but then they'll weaken. I think if the mutations are limited where you have to choose one or another in each section and they also don't keep stacking indeffinitly it'll be fine. If you have to restart earning them on death that also will mean people won't be able to chain the buffs. You could maybe earn a few extra points for the next life if you die of old age but those points won't stack if you keep consecutively surviving. You just have the right to those same "I survived" points next time as well untill you die in some other way and get reset. That's how I hope they'll do this anyway.

Oh god that's even worse. "Yeah, we made our game into a time investment simulator - but now we just straight delete your investment if you succeed at the game too long."

Elder being a chance to change mutations sounds interesting, though. I wonder if it could work as basically a prestige class with the same stats, but a different appearance and exclusive mutations that enable playstyles that the normal adult is not very good at.

Originally posted by Botji:
If mutations are so weak that they do not make you more powerful than someone without them then why are they a good addition to the game?

Pretty much this. If mutations are weak enough that there's no meaningful advantage to having double the number of them, then they're probably too weak to meaningfully change your experience and personalize that playthrough.

If not, then they're a serious balance issue as mentioned previously.
Khanivore Jun 3, 2024 @ 6:37pm 
Damn the mental gymnastics on display, saying both mutations could be "vastly over powered" then "insignificant and too weak" and nothing in between, based off no personal observation or playtime, as you would not be saying any of that if you actually played with mutations, hard to make this stuff up :/

There is a huge range in-between those extreem views, and as it's a WIP, it could and will be balanced/changed at any time if and when balance seems off, being someone who has actually played with mutations, they do make a difference in QoL but not so much that your OP, player skill is and should still be the most important aspect of the game

Everyone has access to mutations to make a unique build just for themselves depending on their own play style.. its a great idea and feature to have, so far I really like it, makes me think about how the next Dino I start with will best suit what I want to do
Last edited by Khanivore; Jun 3, 2024 @ 9:57pm
Botji Jun 4, 2024 @ 3:15am 
Originally posted by Khanivore:
Damn the mental gymnastics on display, saying both mutations could be "vastly over powered" then "insignificant and too weak" and nothing in between, based off no personal observation or playtime, as you would not be saying any of that if you actually played with mutations, hard to make this stuff up :/

Originally posted by Khanivore:
In the HT the mutations are maxed for testing purposes and they are still pretty subtle, the Devs themselves have said they don't want them to be unfairly OP and will be tweaked accordingly

I agree, the mental gymnastics on display is quite the thing, mutations are maxed out for testing and are unlikely to be as powerful after testing but they are already "pretty subtle"... but they are definitely great for the game and will change how people play?
but they are so weak that someone with twice as many wont have any significant advantage?

All at the same time?
That is some amazing mental gymnastics.
Khanivore Jun 4, 2024 @ 4:33am 
^ That's hilarious, your still not making any actual sense, still using mental gymnastics and selective out of context word play to some how justify your contradictory points of view without any actual in game mutation experience to back any of it up

If you weren't just looking to win an augment based solely in your own head, and were seriously interested in this game I would actually try and have a discussion, but you are just approaching this topic in bad faith, switching and changing your argument to suit, so it's hard to take you as a serious person sorry to say :/

In the end I'm not the mutations expert, I've only played with them on the test server, so just putting out my own views, and posting any formation I know about mutations for others, it's a WIP and subject to change, early days, you some how got offended by me doing that

For me Mutations are a significant upgrade to the depth this game is offering, it improves in-game QoL, many of us have wished for things to be tweaked in game, and many of us have had very different views were QoL additions should be focused...

Now each of us can to some extent independently tailor our own QoL features that suits us personally.. even though its in it's testing phase, already its making the game more enjoyable for me personally
Last edited by Khanivore; Jun 4, 2024 @ 4:52am
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Date Posted: May 31, 2024 @ 7:08pm
Posts: 28