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@OH296 OH296 commented Jan 5, 2025

Description of changes

  • make gene seed their own objects
  • this means the mutations of each gene seed are stored and viewable before implantation
  • gene seed defects will pass on to other gene seed in placed in slave incubators
    • this incentivises players to put their best gene seed in slave pods
    • leverages apothecary points for screening of gene seed
  • better control of mutations more options for gameplay with stability and purity
  • harvested gene seed from marines will retain the mutations of their parent marine

Reasons for changes

Related links

How have you tested your changes?

  • Compile
  • New game
  • Next turn
  • Space Travel
  • Ground Battle

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:

  • Gene seed is now tracked as objects, with mutations stored and viewable before implantation.
  • Gene seed defects can be passed on to other gene seed in slave incubators.
  • Improved mutation control with new stability and purity options.

Tests:

  • Compile
  • New game
  • Next turn
  • Space Travel
  • Ground Battle

@OH296 OH296 changed the title Gene seed overhaul feat: Gene seed overhaul Jan 5, 2025
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@OH296 OH296 marked this pull request as draft January 5, 2025 20:40
@OH296 OH296 force-pushed the gene_seed_overhaul branch from b4c9681 to 3d4d348 Compare January 6, 2025 19:16
}

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.

@github-actions github-actions bot added the Status: Stale No activity for more than a week label Mar 2, 2025
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@github-actions github-actions bot removed the Status: Stale No activity for more than a week label Mar 2, 2025
@Adeptus-Dominus Adeptus-Dominus deleted a comment from sourcery-ai bot Mar 20, 2025
@EttyKitty
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EttyKitty commented Mar 20, 2025

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.
I partly ask this because it would be good to separate "the lack" of an organ, from actual mutations, as rn a lot of mutations that we have are just "you don't have the organ".
That is, if what I'm talking about is in any way related to work being done here.

Some reference re missing organs and mutations.

image
image

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github-actions bot commented Apr 7, 2025

This PR is marked as stale, because it has been open for 7 days with no activity.

@github-actions github-actions bot added the Status: Stale No activity for more than a week label Apr 7, 2025
@EttyKitty EttyKitty deleted the branch Adeptus-Dominus:main April 28, 2025 20:43
@EttyKitty EttyKitty closed this Apr 28, 2025
@EttyKitty EttyKitty reopened this Apr 28, 2025
@EttyKitty EttyKitty changed the base branch from release/0.10.0.0 to main April 28, 2025 20:44
@github-actions github-actions bot added Area: Sprites Changes to sprites/images or their under-the-hood functionality Size: Big Type: Feature Adds something new and removed Status: Stale No activity for more than a week labels Apr 28, 2025
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github-actions bot commented May 6, 2025

This PR is marked as stale, because it has been open for 7 days with no activity.

@github-actions github-actions bot added the Status: Stale No activity for more than a week label May 6, 2025
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A bit odd that Doomed mutation is an option between 2.
Which is either the actual Doomed, or BlackCarapaceAbsence - which wouldn't really be a Doomed state per se, more it would be a challenge run without Power Armour variants. At least, for newer marines.
Which could be interesting, especially if I get to tech tree expansion stuff.

@github-actions github-actions bot removed the Status: Stale No activity for more than a week label Jun 16, 2025
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This PR is marked as stale, because it has been open for 7 days with no activity.

@github-actions github-actions bot added Status: Stale No activity for more than a week and removed Status: Stale No activity for more than a week labels Jun 23, 2025
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github-actions bot commented Jul 2, 2025

This PR is marked as stale, because it has been open for 7 days with no activity.

@github-actions github-actions bot added the Status: Stale No activity for more than a week label Jul 2, 2025
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Area: Sprites Changes to sprites/images or their under-the-hood functionality Size: Big Status: Stale No activity for more than a week Type: Feature Adds something new

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