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Cataclysm: Dark Days Ahead @lemmy.ml JayEchoRay @lemmy.world

Mutant madness with mods

So after many failed attempts, and just outright going to last save automatically done - I present after 20 days the "Chimera" mutant idea that is illiterate... raised intelligence to 5 and used bombastic perks to raise it to 6 because low intellegence is painful to level stuff. No mutagens yet and looked up chimera traits and added

Strength 11, dexterity 10, intelligence 5, Perception 10

Self-defence : Krav maga

Traits: fast learner, fangs, long fingernails, quick, robust genetics,terrifying, fast healer, night vision,substance tolerance, tough, bad temper, ugly, chemical imbalance, genetic chaos, illiterate, weak stomach, strong scent, high thirst, sleepy, fast metabolism

The character has already killed 1551 and wiped out an orc camp with fang and claw no problem.

Once saprovore mutated then food problems dissappear as I just eat whatever I come across in houses regardless of what it is, water can be annoying but I am sure that if I lab raided enough and push for post threshold chimera I could get "eater of the dead" then I can drink water from anywhere and eat any kill for food

Using magiclysm, mind over matter and xedra evolved

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2 comments
  • Returning to the discussion on this topic (if low Int is viable) some time ago, I see that you raised almost no skills outside of combat. This char seems to mostly ride on mutations, which is admittedly the dimension of the game I never explored that much. I tend to always go deep into mechanics, electronics etc. So that's why I didn't see much of a path for a dumb survivor build.

    So what's the verdict? Low int doable if you do char build mutations, not skills? Your mutations are from Genetic Chaos, not homemade mutagen, right? (I think that's how it works)

    • Apologies for not responding sooner

      The essence of the character was testing if low int/ illiterate was a viable playstlye - viable as in playable to see most in game content that isn't reading related at least.

      I will admit the playstyle relies on luck and even more careful planning as you are solely reliant on what you find and also what mutations you get

      The mutations I got was all from genetic chaos and I took robust genetics to guide the mutations down a positive line as the point that is the counterpoint to reading.

      It took a lot of iteration to get the starting skill choice down to a point where killing zombies was reasonable and (subjectively) fun to where I didn't die after heavy fighting and didn't have to spend too much time waiting for wounds to heal. I tried to balance it out with unwilling mutant.

      Have to play even more carefully as stats take longer to learn ( why I buffed int by 1 base point), 3 base int slows down skill learning painfully

      Fangs are really good early game as it is a source of up to an additional 20 free damage to whatever attack, krav maga has a quick attack and disable which allow for the fangs potential to proc more

      So I guess I front loaded my character to get most of their benefits upfront to balance out not having to read.

      Yes all the additional mutations was through genetic chaos and the character seems to mutate on average every 2 days or so, sometimes more sometimes less. Mutations seem to strongly develop along predeveloped mutation lines and chaos can remove and replace mutations as the lupine snout replaced the, I am going to guess it was, dinosaur snout, not sure

      I have recently tried on my bionic character mutations via mutagens to get an idea how they work and with careful spread out doses I got the character to perfect post-threshold alpha ( all positive, no negative)

      Also with the camp function to swap out leaders you can also sit out the illiterate character for a month and then use a high int character to do the heavy crafting if you want

      Oh, want to say that I think it is viable with the right kinds of mutations, might struggle a bit with extreme enviroments like ice labs and migo towers/encampments with temperature but for 20 days having armour equivalent to high end crafting that is way ahead of default evolution curve - most content should be perfectly doable and there is ways in game to getting extra-large gear crafted made via faction camp leadership

      In the case that you don't get lucky, genetic chaos is random anyway, and you could just go full crazy mutagen-crackhead and inject every single thing in you and see what sticks. Priming yourself with mutations give you buffs and debuffs according to mutation type

      Which is another interesting idea, post threshold chimera with that primes themselves with every mutation line.... would be time consuming not get the really bad mutations, but should be doable to get most of them and then have genetic choas go wild with it