What about cat folk being able to scale high areas to avoid certain enemy encounters?
That would fit too much into the acrobat class. Since catfolk in the game used to be a curse, and technically still is, they're getting the racial feat to shapeshift into a cat. It's also a spell so I want to give them another class feature.
If you are shapeshifted into a cat you can escape without being lewded by enemies.
1. If I'm not mistaken, it's been a while since I've played CoC (1), but weren't races for the most part pointless? I know it changes writing flair but apart from that wasn't it pointless to be different races. CoC 2 has a few that I know of but those once again aren't all too special, same with TiTS really. I could be wrong on though and I know TiTS is trying to give some diversity to it beyond slight changes to text.
edit: Yay for misclicking enter
2. As for random potions effects to my knowledge the way CoC and TiTS do it is it runs a check to see if you have x then adds changes after running a check to see if that part will be effected. For example (not a real items but shh):
player eats turn to cat fruit
rng a number between 1 to 10
if =<3
if penis size <10 but >4 increase size by 1
rng number between 1 and 10
if tail =< 0 add cat tail
if tail type /= 3 //this is just a number for race to make it easier
set tail type =3
etc. etc.
3. Mind you this is NOT how it should be written obviously. No, I'm not going to write it or look into it yet. Yes I am tired, why do you ask? And depending on how you've set up your races it could make new item/race changing items impossible or easy to add. Although I'm sure you knew this and I'm just tired rambling.
I just had a quick look at the coding of 1.99.16 and to my (limited) knowledge (which isn't much) adding race changing items like Fen's games might be a bit too far. You'd probably have to bare minimum add a racial score like thing it before setting a race. Meaning x number of points equals x race. To stop it shitting itself and to make it easier you could have a default race that if no points reach a thresh hold then your that race. Though realisitcally if you were to do it you'd have it so a majority of points equals your race but shh. Mean while this would really take up a lot of time and you could simply have it so that changing items like that do a static thing each time.
4. As for what is special about each race well I'll leave that up in the air/up to you. My tired shamble of a post is already boring, stupid, unnecessarily complicated and needlessly long.
P.s Sorry for typos. I'm probably not going to fix them.
1. Pretty much, which is why I want some usefulness to being a certain class. There's a whole dungeon planned that is 90% easier if you're a catfolk or can turn into a cat. The fairy can go into the mushroom area earlier and unlocks a completely new area.
2. I mean, that's similar to how my potions work. Male potion tries to remove your breasts and make your cock at least 10 inches. Female potion tries to give you a vag and make your bust a 10. It's the easiest way to make it work.
3. Not impossible. I'm adding more references to "mutations" in Avedon, random people having some animal features.
Mutations will be tracked using the ledger and you can more or less "buy" the mutations that you want. Full human but with cat ears is going to be a thing. Having too many racial mutation points forces a random mutation, and having all the racial mutations for a species turns you into a that species.
It was in the game in a previous version but I took it out in the overhaul update I did because I wanted to get the racial images in before I finished that system. The potions still give the points, they just don't do anything at the moment.
4.
There's a few things I already have planned:
* Humans are the majority and are the default.
* Goblins cannot be turned male, due to Thesaur's influence.
* Catfolk naturally turn female, and then into housecats. Their race is a genetically unstable.
* Lizardfolk can breathe underwater, which will remove the timer where you start to drown while exploring underwater.
* Fairies can shrink and naturally fly, letting them into many areas super early. I'll add flying out of the lockdown this update.
The problems are Elves and Holstaur as I don't really have anything for them. Holstaur can't be burdened with massive assets, but I don't see that being a problem unless I add a creature that causes it.
The non-standard races you can change into are generally planned out:
* Bees make honey, can fly and call upon other bees if outside and near a hive.
* A wolf can eat raw flesh to heal and gets boosts to having dog allies, upping their own and the dog damage.
It's all subject to change, and I'm more than open to suggestions.