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I just pushed some fixes for the slime naming. It should fix itself when you evolve or bud/devolve, or you can manually fix it with the wish "sym_fixname". If the name is really super messed up and that doesn't do it, manually set the name of your slime with the wish "sym_setname:SlimeName", substituting 'SlimeName' for whatever you want to name the slime, then wish for "sym_fixname" and it should add the proper suffixes and sort itself out from there.
That's one of the few pieces of code I didn't touch from the previous version of the mod, I'll take a poke at it and see if I can make it function better.
The mutations are a more difficult point, since there's no existing mechanic that penalizes having literally every physical mutation. Mental mutations are inherently balanced by how dangerous esper hunters can be.
...Based on Elona, where a certain race gets a penalty for having too many limbs, you *could* do a quickness penalty for having too many physical mutations, although there's probably better options
I was hoping to get it done before Christmas break was over, but unfortunately got sick. I can make a small change now to set an option to turn on and off the absorb damage mini-balance I already did, and then continue to work on the better implementation. Look for that coming this week.
If you must go down a balance route, I hope you keep the normal version available.
Keep the potential attribute limit per level the same, just tweak the pace at which you get them.
Just my two cents...
I also added De-evolution! You can now purge all your liquids and pseudopods and reset back to a base slime. This will cost you a percentage of your stat points, increased per liquid you have previously catalyzed.
(moved messages about bugs to a discussion)