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## About The Pull Request
- Hypermetabolic Blood
- You bleed 1.5x more, but regenerate blood 6x faster.
- For reference: A moderate slash wound is ~2 blood loss per tick, a
crit slash wound is ~4 blood loss per tick, and you regenerate ~0.25
blood per tick.
- For weak bleed wounds, you will net lose less blood per tick with the
mutation than without.
- However, for strong bleed wounds you will net lose more blood per tick
with the mutation.
- Ultimately, you will (obviously) recover much faster once closing the
wound.
- Affected by synchronizer and power
- Rock Eater
- You can eat materials like a golem.
- Rock Absorber
- You can eat materials like a golem, and you will also gain golem buffs
from them.
- Combination gene from "Rock Eater" and "Stoner"
- I didn't (deeply) vet if any of these effects would be OP combined
with other genes, but I'm chalking it up to emergent gameplay if I miss
something
- Farsight
- Gives you an action button which lets you expand your view range
- Affected by power
- Inexorable
- Disables soft crit, but entering the threshold for soft crit will
cause ticking brute/toxin damage and force you to whisper.
- No slimepeople can't cheese this
- Also is an innate "painkiller".
- Affected by synchronizer
## Why It's Good For The Game
Just some random mutation ideas I had, for more genetics shenanigans.
They're all relatively unobtrusive but have some niche potential
(Bleeding more for Blood Cult? Farsight + Thermals? Inexorable +
Martyrdom?)
## Changelog
🆑 Melbert
add: "Hypermetabolic Blood" Mutation
add: "Rock Eater" Mutation
add: "Rock Absorber" Combination Mutation
add: "Farsight" Mutation
add: "Inexorable" Mutation
/🆑