RimWorld

RimWorld

WVC - Xenotypes and Genes
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Update: 8 Jul, 2023 @ 5:34am

- Totems now pollute 3 tiles at a time instead of 1.
- Resurgent trees pollute 6 tiles instead of 1.
- Added additional undead icons.
- Added additional debuffs for low levels of resurgent cells.
- Fixed serum disassemble recipe.

Update: 7 Jul, 2023 @ 3:10am

- Mechakin geneset changed. Now mechakins is slightly less overpowered.
- Fixed hairstyle in "The Meca" scenario.
- Added a new gene "Mechanitor aptitude" - an aptitude with a strong focus on crafting and combat.
- Slightly reduced the size of the "Rise from the dead" gene icon.
- Updated white/blacklists
- Added few new genes
- Rebalanced aptitudes. Added a couple of new ones. Added unique icons for all aptitudes.
- Added options to disable almost all gene generators.
- Added a new series of genes - Resurgents. This is a new gene resource, which is accompanied by genes with mechanics tied to this resource.
* Added resurgent tree. This tree can only be planted if a special gene is present.
** Resurgent tree - pollutes the soil and spawns creatures - walking corpses. Walking corpses are partially non-player controlled animals that never sleep, eat a lot, and are always willing to engage in combat with the player's enemy.
*** Also, the tree (if there is a pawn with the desired gene in the settlement) will spawn babies approximately every 40-60 days.
- Added sub-xenotype test mechanics. With some chance, it expands the genes of some xenotypes.
* Currently only used for undead xenotype.

Many minor bugs have also been fixed and a huge number of minor changes have been made.

Old version[github.com]

Update: 21 Jun, 2023 @ 4:48pm

- Serum mechanics have been expanded.

New:
- Serums can now be disassembled into components (new and old)
* Added new components that are used to craft serums.
- All serums based on the new mechanics can be crafted.
* It is impossible to choose which xenotype will be in the serum.
* Serum can be retuned to change the xenotype in it.
* New serums are divided into 3 types:
** Basetype serum - contains only non-archite xenotypes
** Ultratype serum - contains only archite xenotypes
** Hybridtype serum - contain any two xenotypes. Both xenotypes are indicated in the name of the serum.

General:
- Added serum technology tree.
* Crafting, retuning, disassembly, etc.
- Several new components have been added and crafting has been significantly changed.
* You no longer need gold or silver to craft serums
* Serums are now crafted from vanilla components and special serum components
** Serum components:
** - Ultranites - a resource needed for crafting serum capsules. Obtained with the help of special new buildings.
** - Basic serum capsule - needed for simple serums, like gene restoration or non-archite xenotype serums.
** - Ultra serum capsule - needed for resurrectors and archite serums.
** - Empty serum case - a standard component required for crafting all serums.
* Serums can be dismantled to obtain serum components
- Added two new buildings needed for the production of ultranites
* Ultranite vat and ultranite recycler. Both buildings are quite difficult to obtain, but give an infinite source of ultranites.
* Ultranites can also be obtained in some other ways if you have the "WVC - Ultra Expansion" mod.

Old version[github.com]

Update: 13 Jun, 2023 @ 5:57am

- Added description for rogkinds.
- Slightly changed the way of generating serums.

Update: 10 Jun, 2023 @ 1:03pm

Big changes:
- Added a gene with resurrection mechanics and subsequent penalties from this. This gene makes the pawn truly deathless, but has a number of conditions.
* Does not conflict with the vanilla deathless gene, although it has completely different mechanics
- Added a gene ability that allows you to raise a pawn from the dead and reimplant caster genes into it.
- Added a new xenotype based on new mechanics.
- A bunch of new genes have been added (Most of them are obtained through randomizer genes)

Serums:
- Changed default xenotype filter settings. Serums should no longer affect startup.
* Before turning on the serums, reset the filter settings.
- Random serum no longer uses filter from settings.
- Serums should now drop more frequently as quest rewards.

Genes:
- Added wretch blacklist def. Wretchs hands no more fall off.
- Nodeskin renamed to Faceless. Since it reflects the essence of the gene more.
- Changed icons for random genes.
- The background of archite genes has been changed again. This time for a variant with a more neutral palette.
- Random genes no longer have a bio/cpx/arc after a pawn receives it.
- Added description to random gene effects.
- Changed descriptions and names of random genes. Now they don't sound like the name of defs.
- Some old genes have been changed. Now they are more balanced and less buggy.
* For example the armless gene now multiplies the manipulation by 0 rather than removing the arms. This should remove some bugs without changing how the gene works.
- Added archite version of never sleep gene. Never rest - disable needs: Sleep, comfort.

Xenotypes:
- Rebalanced gene set xenotype rogkind. Removed deathless and scarless genes. The gene for beauty and sunlight psy-deaf has also been removed.
* Also changed description
- Rebalanced gene set xenotype throwex. Removed deathless, scarless, archite metabolism, very fast runner and mech jump.
- Rebalanced gene set xenotype runeex. Removed archite metabolism, beauty, weak damage, unclothed armor and naked speed. Replaced slow runner with extremly slow runner.
* Also, runeexs no longer have a fixed gender.
* Also changed description

Misc:
- Removed obsolete classes and defs. On too old saves can cause red messages. It does not carry real errors, you can ignore it.
* If you have a very, very old save, it is recommended to use the old version just in case.

Old version[github.com]

Update: 7 Jun, 2023 @ 5:42am

- Returned the old build

Update: 7 Jun, 2023 @ 3:16am

- Changed default xenotype filter settings. Serums should no longer affect startup.
* Before turning on the serums, reset the filter settings.
- Random serum no longer uses filter from settings.
- Removed obsolete classes and defs. On too old saves can cause red messages. It does not carry real errors, you can ignore it.
* If you have a very, very old save, it is recommended to use the old version just in case.

Old version[github.com]

Update: 6 Jun, 2023 @ 1:33am

- Added new skin and hair colors from Biomes!
- Slightly improved the code of genes that change backstories.
- Slightly optimized and improved Ageless gene code.
- Golemism no longer increases the bandwidth cost of mechanoids.
- Serum spawner genes are now disabled by default. You can enable it in the mod settings.
* This is done in order to optimize startup speed.
- Minor code optimization. Startup should now be a little faster.

Old version[github.com]

Update: 3 Jun, 2023 @ 11:46am

- Completely reworked blankind xenotype. Many new genes have been added and some old ones have been reworked.
* The xenotype description has also been changed.
* Blankinds now spawn in serums.
- The mechakin description has been corrected again.
- Replaced "scythe tail" texture.
- Rebalanced mechakin genes set.
* Mechakins no longer have cat ears.
- Reworked roguekind genes. Now it is not possible to select a specific gene, but they are no longer hidden.
* Added genes that are randomly replaced with one of the roguekind genes
* Each Rogkind gene has a 20% chance of being replaced by any other gene of its type.
** This means that they are ALWAYS randomized, albeit with a small chance (This is only relevant when adding a gene or reimplanting it)
* Now when Rogkinds reimplant their genes, the chance that the randomized genes (metabolism, flesh, skills, eyes) will be the same as the caster is 80% for each gene.
* With these changes, Rogkind Serum now has a more balanced price.
- Archite's tails are heavily buffed.

Old version[github.com]

Update: 29 May, 2023 @ 10:22pm

- Minor tag fixes for genes.
- Minor patch adjustments.