Open Soadreqm opened 4 years ago
Lorewise, it would probably make sense for any mutations that are overtly not normal human traits, unless pre-cataclysm genetic therapy is in some way more complicated than just applying mutagen. Otherwise, as far as game mechanics would be concerned, if you started a lab challenge a catgirl or what-have-you you were born a catgirl.
The problem I see with this seems to be that whatever code it responsble for this likely determines "never counts as a starting" based off some specific aspect of the mutation's JSON data, assuming it's intentionally coded in and not itself a bug. Adapting it to specifically check for some specific "this is something a normal human could've had even without mutagenic treatment" flag or other property would likely be the best way to make the behavior logically consistent.
I'm assuming it is a bug, since the mutations still can't be purged normally. If you start with a beak and toe talons, then no amount of purifier is going to do anything to them until you get a different mutation to overwrite them.
Purifier is supposed to return to starting version, so it's a bug. I'm not 100% sure, but I think it can add mutations when they are the ones from traits.
Side note, the "better tracking of whether a starting mutation should count as a trait or not" thought could be reworked into a suggestion if you'd like.
Describe the bug
Some starting mutations can be permanently removed by getting a different mutation that replaces them, and then using purifier to remove the new mutation. This doesn't seem to work on all mutations. I managed to remove Hooves, Toe Talons and Beak this way, but not Tentacle Arms or Ugly.
Steps To Reproduce
Expected behavior
Starting traits should not be removable with purifier, and removing a mutation that replaced a starting mutation should restore the original mutation.
Versions and configuration