Mutations are very rare, and rightfully so, as regular breeding shouldn't mess up the genes in unpredictable ways.
I noticed the new ability from the new NPC to double the rate of mutations. That is a great step in the right direction, but I feel it will fall a bit short for a couple of reasons:
- Even when doubled, the mutation rate will be very small (0.08% during full moon)
- And mostly, assuming a mutation is equally likely to happen in any gene, the chances of getting a change in a gene one is interested in become astronomically low!
My suggestion would be to introduce craftable items that would yield a much higher mutation rate, but on a TARGETED part of the genome, eg, a lotion that would increase the chances of a mutation in the horse "Coat" appearance effect, or a concoction that would make it more likely to happen in the "Horn" genes.
To prevent abuse the crafting of those items could be gated in several ways:
- Crafting recipes would be randomised per player, using a similar mechanic to the one in Brewing
- After crafting a concoction, the effect would not be immediately obvious, but instead one would need to go and try it in a pet to see what happens
- If you feel like even further limiting is needed, the genetics concoctions could be attuned to the creating player, but IMO that would be excessive, and kill the opportunity for a super-niche market of genetic cocktails among geneticists