Closed Cadvin closed 8 months ago
This happens because there's no way to link the two mutations together so the system considers them a single one for mutation-gaining purposes.
Unfortunately, in some cases it's inevitable because there are traits (such as "stealth_modifier"
) that are mutation only, and so a separate mutation is required in order to apply it in some cases and not in other cases. There may be some where I can redesign them into a single mutation to reduce this problem, however.
Something similar with Feline:
Extending claws turns the ID from CLAWS_RETRACT to CLAWS_RETRACT_active. CLAWS_RETRACT_active is not technically part of the Long Fingernails -> Claws -> Retractable Claws chain since it has "valid": false
so (IIRC), the system sees that I don't have any of the chain active and gives me Long Fingernails. Long Fingernails is a "types": [ "CLAWS" ]
mutation, and you can only have one mutation of each type, so by extending my claws while still mutating I lost them completely and they turned back into fingernails.
As with the Arvore mutations, this happens because "integrated_armor"
is a mutation only trait, so in order to grant the claws while extended, a separate ID that has the "integrated_armor"
JSON parameter is required
Describe the bug
Arvore paraclesians (and presumably other types, but I've only tested Arvore) can regain mutations that transform into active variants such as Solar Rejuvenation and Sensing the Sun.
I assume this happens because when a mutation like Solar Rejuvenation turns into Solar Rejuvenation (active), the player no longer has the Solar Rejuvenation mutation, and can gain it again, but I'm not knowledgeable enough to state this as the definitive reason.
In the case of a duplicate, the result of having both the active and inactive version seems to resolve after a tick (though it obviously still consumes mutagen and catalyst vitamins), but the player can also mutate earlier versions of more advanced mutations, such as gaining Solar Rejuvenation while having Solar Ascendancy, in which case it will not disappear.
Attach save file
Xedra Arvore Test-trimmed.tar.gz
Steps to reproduce
Expected behavior
What I expected (and what I assume to be the intended behavior) is for active mutation variants to prevent the player from mutating their inactive variant, or from regaining earlier versions of the mutation.
Screenshots
Versions and configuration
Additional context
I tried adding
"prevented_by": [ "ARVORE_SUN_NUTRIENTS_ON" ]
toARVORE_SUN_NUTRIENTS
to see if it would work, but it just resulted in Solar Rejuvenation (active) being automatically removed when Solar Rejuvenation was re-mutated. I don't know enough to do more than clumsy blind stabs like that, though.