Monster Train

Monster Train

Big Ol Bag Of Mutators
Brandon  [developer] 12 Nov, 2023 @ 7:39pm
Custom Mutator Request
Here is a space for people to request custom mutators to add.

Including a mutator icon graphic (size: 76x76) and any custom artifacts (size: 256x256) would be preferable.

Here's a base graphic for mutator icons. It should be recolored to match what type of mutator it is: https://postimg.cc/TKhhvywD

Note that I sporadically add mutators in small batches.
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Showing 1-8 of 8 comments
a mutator that adds in new floors. i dont have a picture but make it a floor icon with a plus near it wuold work. and and another one that makes your pyre have regeneration by 10 health every time you finish a battle,but "pyre remains" no longer appear.
and add another one that allows you to select a card at the start of a run. it fills your deck with that card and removes all other cards other than your champion.
and i have another one. IMP-roving the deck (fill your deck with random inps exeapt apex imp)
and i just got another one:start with 9999 gold. merchants are free. aupply Heartless to your pyre. i also wonder,how do you create custom mutators? i want to make a mod like this only i want to know what do do.
Brandon  [developer] 27 Jun, 2024 @ 1:33pm 
The current tutorials are here

https://github.com/brandonandzeus/Trainworks2/wiki

Mutators are just Relics, so you'd have to follow the tutorial up to "Custom Relics: Then you would have to use the MutatorDataBuilder to build your Mutator rather than CollectableRelicDataBuilder.

If you have any further questions we will be happy to answer in the Monster Train discord channel #modding-development.

As for your requests. I will consider them next time I start work on this

But off the top of my head. I don't think adding new floors would work well, since there's probably a lot of code that assumes the 4 floors, I don't think that's worth the effort to mess with that.
coming back to this game,here is a mutator l think might work:

Endless Chomping
Start with a unique chamion Pyre Chomper thats 20/20
remove basic champion from starter deck
must select umbra as allied and hellhorned as primary
champion upgrades:
Tanker I (set stats to 30/50 and add Armor 10)
Tanker II (Set stats to 30/90 and add armor 25)
Tanker III (set stats to 30/120 and add armor 50)
Feaster I (Set stats to 10/50 and add Gorge:Gain Armor 50 and lose 3 pyre health. Removes Quick.)
Feaster II (set stats to 5/150 and add Gorge:Gain Armor 100 and lose 2 pyre health)
Feaster III (set stats to 1/500 and add Gorge:gain armor 250 and lose 1 pyre health. Eaten effects on floor trigger an extra time. unit always gains eaten effects)
Devouring Phantom I (Set stats to 50/15 and add Harvest:Restore to full Health)
Devouring Phantom II (set stats to 100/10 and add Phased,Harvest:Remove Phased,Restore to Full Health,lose Half debuff stats,gain 5 health)
Devouring Phantom III (set stats to 100/5,Add Phased,Harvest:Remove Phased and restore to full health,Gain 15 Health,Lose Debuffs)

All Cards are Pyre Chompers
When drafting a card,it is replaced with a Pyre Chomper
Spells that give you Morsels are the only spells that appear
Merchant only sells Largestones
Merchants of Magic do not appear
Imps gain Unpurgeable
Pyre Chompers Gain Summon:remove 5 pyre health and gain 25 health and armor
Pyre chompers have Extinguish:put this card on top of the draw pile
Pyre Chompers start with 6 size
Start with 750 Pyre Health.
Start with 50 Base Floor Size
When the pyre is attacked,all pyre chompers have 2 health restored
Gerrenteed to get Crystals event first cavern
Pyre Remains restores 5x more
Gain 3 Pyre Chompers after every battle
Frozen Imp relic only gives pyre chompers
Removes old summon ability from Pyre Chompers

Now i know it looks like a lot for one mutator,so just put in "add unique effects to pyre chompers,including a new champion unit. start with 750 pyre health."
Last edited by infra-dan-accelerator unit 84725; 19 Oct, 2024 @ 7:27pm
Idea from a post I saw on the subreddit about Monster Train 2!
This equipment, but as a mutator that effects all your units: https://preview.redd.it/an-unnecessarily-exhaustive-list-of-everything-i-found-in-v0-jwctlzajxmke1.png?width=678&format=png&auto=webp&s=87d67a21e1e4cb2c342f6be4991d03ffa8c2415b
Himmm.... Thinking of new mutators for the game, i found out a few we might add:


Pyre Armor: Start with 80 Pyre Armor that regenerates after every battle

Frozen Pyre: -60 Pyre Health. ALL units have Frostbite 5. Frostbite does not decay.

Thicc Units: ALL placed units take up AT LEAST 3 capacity

Fat Wing: All Enemy units have -5 Attack and Sap 5. Sap takes 2 Turns for one stack to decay.

Perma-Deck: ALL Cards have Unpurgable.

Corruption: Start with 3 Vengeful Shards and Weathered Coldstones.

Ancient Magic: At the start of the game, trigger the event that allows the creation of the Olde Magic card

Total Devastation: Merchants and Pyre Remains do not appear on the map. +3 Waves per battle.

Tired Train: -1 Card Draw per turn. All Allied Units have Sap 2.

Broken Engine: -2 Ember Per Turn. -10 Pyre Health.

Scarring Pyre: Apply Heartless to the Pyre. Pyre Remains do not appear.

Hasty Winged: 50% Chance for spawned enemy units to get Haste.

Backup Plan: When the Pyre is destroyed (the first time) it is revived with 25% Health and 0 Attack. The lack of attack is active for the rest of the run.

Winged Food: All Units have these 3 triggers:
Harvest (Enemy): +20 Health.
Slay: + 15 Health.
Action: Steal 5 Health from the front enemy unit.

Vent System: At the end of your turn, spend all remaining ember. deal 1 damage to all enemy units per 1 ember spent.

Consumed Deck: At the end of your turn, cards in hand are Consumed instaid of Discarded.

I cuold literally go on FOREVER on this.
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