|
CFF Magma Norns C3DS Arnout | 10/4/2015 | 4 |
type | Genetics Only | author | Arnout | CFF Magma Norns! Also included replacement genomes. |
|
|
On the other hand, you could place multiple areas of ettin home smell emitters to keep them moving around in a docked world. I'm not sure which of your two edits sounds better, but I was thinking of updating the Peppers (which are really just an evo esque or "planty" cff magma norn) with it. Did you include all the original magma norn angry stims? The genome seemed almost Hardman with all the little boosts here and there when I looked it over in gene compare.
|
|
|
I think it's rather weird that they have to stay in that particular cave near the Ettin Egglayer to remain warm, like; isn't the sizzling hot sand good enough to keep themselves warm?
|
|
|
So the last change is that they don't sweat? Makes sense. They are heat-loving desert-dwellers anyway, besides heat still radiates away on its own slowly without a creature having to sweat.
I think the problem would not have been that bad either if they had been originally given some kind of instinct on what to do if they are too hot... an instinct that 'retreat ettin home' reduces hotness would have made sense for the original genome, and it would get reinforced because they would have still noticed hotness going down slowly just from it decaying and their sweating.
|
|
|
There's a few noteworthy changes from the original Magma Norns that I forgot to post yesterday:
- Coldness no longer damages the Bones organ; however, coldness still slows the organ's reaction rate down, while heat speeds the organ up.
- Fever Toxin, and antigen 2-7 produce less coldness.
- Magma Norns no longer need to cool down. (Dormant gene)
The first two changes were done to make their immune systems stronger, while the last change is a fix for Magma Norns that stay in the Ettin Home for too long. Otherwise the Ettin Home's heat reacts with all the water in the Magma Norn's bodies, leaving them unable to breathe.
|