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feat: Gene seed overhaul #387
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| } | ||
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| if (scr_has_disadv("Obliterated")){ | ||
| _gene_count= irandom_range(50,200); |
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Should obliterated really have less gene-seed available on start than even sieged?
| } | ||
| if (obj_controller.und_gene_vaults>0){ | ||
| obj_controller.gene_seed-=floor(obj_controller.gene_seed/10); | ||
| remove_gene_seed(floor(gene_seed_count()/10)); |
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Might be something to consider in the future:
Should gene-seed taken by enemy forces be tracked? Player can trade gene-seed with most of factions after all.
And while for most it may be of little use, for CSMs it should be very valuable item that affects their power.
| if (obj_controller.gene_seed <= 30) { | ||
| var _gene_count = gene_seed_count(); | ||
| if (_gene_count <= 30) { | ||
| option1 += "100% of the gene-seed."; |
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It is weird that game punishes the player when less gene-seed is available (albeit the event does not occur if you have 5 or less, but that info is for pros or who read the code).
I think we should consider making it inverted, and influenced by the amount of apothecaries - the more gene-seed you have, the harder it is to keep track of them. But this is alleviated by apothecaries - they can pinpoint the mutations occuring, and help in minimizing the amount you need to dispose of.
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Can we, as a part of this, have "organs" as a new struct attached to each marine, similar to body? There you can store each gene-seed organ, normal organs, bionic organ replacements, what mutations each organ has, maybe health/problems of each part, etc. |
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This PR is marked as stale, because it has been open for 7 days with no activity. |
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This PR is marked as stale, because it has been open for 7 days with no activity. |
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A bit odd that |
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This PR is marked as stale, because it has been open for 7 days with no activity. |
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This PR is marked as stale, because it has been open for 7 days with no activity. |


Description of changes
Reasons for changes
Related links
How have you tested your changes?
Summary by Sourcery
Introduce gene seed as objects, allowing players to view mutations before implantation. Implement gene seed defects inheritance in slave incubators, encouraging strategic gene seed placement. Improve mutation control with stability and purity mechanics. Harvested gene seed will inherit parent marine mutations. Update mechanicus tithes to use the new gene seed system.
New Features:
Tests: