Using Magic to Mutate Ourselves | CDDA - Season 4 Ep 4

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  • Опубликовано: 8 сен 2024
  • Lets Play Cataclysm Dark Days Ahead, S4E4.
    Check Out the Full Series!: • Cataclysm: Dark Days A...
    Supercut Season 3: • Becoming A Terror of t...
    Supercut Season 2: • Aspiring Archmage of t...
    Supercut Season 1: • Surviving Cataclysm; D...
    The epitome of a modern traditional roguelike: with turn-based play and a RPG-like skill progression system, it hearkens back to some of the major aspects of this genre. This game has an incredible depth, with a deep inventory system, vehicles and boats, NPCs with their own stories, and more.
    Discord: / discord
    Consider Joining the Channel:
    / @areimayt
    Support the channel on Patreon: / areima
    Channel Art by Xeleph: www.artstation...
    Music; Rain World OST
    The Void Rains Upon Her Heart OST by Angel Polanco
    My CDDA Setup:
    Dark Days Ahead
    Disable NPC Needs
    Portal Storms Ignore NPCs
    Slowdown Fungal Growth
    Magiclysm
    Mind over Matter
    DinoMod
    Mythical Martial Arts
    SpeedyDex
    Stats Through Skills
    Tamable Wildlife
    World Settings:
    Default except "Cities" slider set to Cityscape.
    Using UndeadPeople tileset with modded tiles
    #cataclysmdarkdaysahead #roleplay #traditionalroguelike #cdda

Комментарии • 17

  • @DarkYor
    @DarkYor 2 месяца назад +3

    Regarding the "electric waves" spell, it can be used either in combination with the "electric arts" spell, or with a sufficiently high level of spells in the stormshaper school. Without one of these conditions being met, it will do more harm then good.

  • @johngleeman8347
    @johngleeman8347 2 месяца назад +2

    The Level 10 Ritual is the Ritual of Ursine Efficiency. X3

  • @MrKahn89
    @MrKahn89 2 месяца назад +5

    Why not just lure the golems outside, free regional zombie exterminators,
    You can just blink back up stairs and leave them to roam

  • @starburst98
    @starburst98 2 месяца назад +4

    To mutate you need the effect and enough "mutation vitamins" to allow them to happen. Giving yourself 1 point in each will trigger the alerts but you need about 500 points of both "changing" and "mana mutation"to get something.

    • @AreimaYT
      @AreimaYT  2 месяца назад +3

      I gave myself and used a "mana mutagen" vial which I figured would be enough. However I haven't really played with mutations much, so perhaps 1 vial isn't enough?

    • @starburst98
      @starburst98 2 месяца назад +3

      One vial gives you about 200 points. To really get the ball rolling use a "primer" and a "mutagenic catalyst" primer gives large dose of specific mutation tree, like "mana mutation" and catalyst gives large dose of "changing" effect.

    • @starburst98
      @starburst98 2 месяца назад +1

      Checked out more info, one vial technically has enough to mutate you, but the odds go up as you have more mutagen in your system. Basically you have been getting unlucky, but only slightly. It is about a 10% chance that a single vial will give you enough juice to mutate, unless you REALLY want several mutations all at once, i suggest just taking 2 vials at the same time.
      Also, the odds of mutation being good or bad depend on how recently you mutated, it takes about 100 days for your system to reset to the maximum chance of good mutation after your last one. Robust genetics reset faster.

    • @timjones5953
      @timjones5953 2 месяца назад +1

      ​@@AreimaYTsee my comment further down with a link to a very helpful reddit thread about mutations as of a couple months ago. It's mostly the same as that guy said, but instability is gained differently. Open source game dev changes these details fast, lol.

    • @starburst98
      @starburst98 2 месяца назад +1

      RUclips hates comments with links, so i don't see your comment.