[#bugs] Also, Sultan cult leaders, beings summoned from curios, and likely a good number...
Issue #12238
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<a_blessed_feline> Also, Sultan cult leaders, beings summoned from curios, and likely a good number of other legends in the game all use the same
XRL.World.HeroMaker
to determine the mutations they get. This means that they all get 1d4 random mutations at level 1-4, with no further variance and no regard for the their of the area that they generate in or the tier of the curio that they're summoned from. It feels like a bug that cult leaders at higher-tier cult sites and beings summoned from higher-tier curios don't get more or stronger mutations to match their tier
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repo owner - edited description
- changed version to future
- changed milestone to balance
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The number of mutations should stay static, but the mutation levels should definitely be as high as they can, factoring in rapid advancements and how many mutations they gained.
If it gained 1-2 mutations, it should be the highest possible level (up to 10?). If it gained 3-4 mutations, the final level should be multiplied by 0.75 (rounded up, done before capping) to balance things out.
A random physical mutation gained should be rapidly advanced as much as possible. For example, a great magma crab would have a mutation rapidly advanced by 6 levels since it would become level 60.