RimWorld

RimWorld

WVC - Xenotypes and Genes
Showing 31-40 of 174 entries
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Update: 12 Nov, 2024 @ 1:55am

- Fixed a bug related to labels in some dialogues.
- Updated the search for mechanoids for the falselink gene.

Update: 10 Nov, 2024 @ 3:29pm

- Fixed a bug where mechlink genes would not save their summon cooldown.

Update: 10 Nov, 2024 @ 9:47am

v2.0.4

Changes compared to 2.0.3, excluding intermediate updates.

Feature:
- Shapeshifter now supports custom xenotypes.
- Xenotype gestator now supports custom xenotypes.
- Xeno-Tree now supports custom xenotypes.
- Now when retuning serums, you can set them to a custom xenotype. The switch with a random xenotype was cut.
- Now, after finishing charging on the xeno-charger, pawns receive a boost to their mood.
- Added gene - "Frenzy hearth". Gives pawns a boost to combat stats for a short period of time.
- Added Xenosculpter pod. A variation of the biosculpter but with gene-related cycles. (Ideology DLC) (DEV only)
- Added gene - "Void voice". Gives the pawn the Disturbing trait and has a chance to break the humanity of the pawn the gene carrier interacts with. (Anomaly DLC)

Changes:
- Shapeshifter can no longer implant double xenotypes.
- Xeno-Tree now has longer cooldowns. Both for gestation and between xenotype changes.
* Also, ending gestation now resets the cooldown for xenotype changes.
- Serums are now crafted untuned.
- Removed random retune recipes.
* Hybrid serum can no longer be retuned.
- Chimera is now more midsave-remove compatible. And takes into account the removal of genes from the game.

Fixes:
- Fixed a bug where the sweet voice gene would not create thought after triggering.
- Significantly optimized code for telepathy, sweet voice, binary voice and telepath network genes.
* It is unlikely to have a noticeable effect, since the code was called very rarely anyway.

The old version is available on Github[github.com]

This version[github.com]

Update: 31 Oct, 2024 @ 11:47pm

v2.0.3

Feature:
- Gene undead now restores work settings for pawns after resurrection.
- The cooldown of the thrall maker ability can now be changed in the settings.
- Added additional outcomes for the duplicator ability.
- Added mental break that causes duplication. (req Anomaly DLC)

Changes:
- Genetic thralls are now less of a pain in the ass. Absorbing resurgent cells no longer requires direct contact.
* The ability used for feeding will disappear on all old saves.
- Thrall maker now copies the target's caster skills.
- Thrall maker no longer applies resurrection sickness to targets, but the amount of scars from damage will be significantly greater.
- Thralls now receive a few random master genes, and can also keep a few genes they had before implantation.
* The final metabolism of a thrall's geneset is now taken into account, and the additional genes a thrall can gain will be based on it.
- Thrall gene sets have been rebuilt. They are now somewhat weaker.
- Now removing the inhuman gene no longer removes hediff Inhumanized.
* If the pawn was humanized back for some reason, hediff will return via a mental break, which will happen after some time.
* This change does not affect existing genes.
- postshift regeneration renamed => preshift healing

The old version is available on Github[github.com]

This version[github.com]

Update: 24 Oct, 2024 @ 11:40pm

- Added error catcher for duplicator ability

Update: 24 Oct, 2024 @ 5:25pm

v2.0.2

Changes compared to 2.0.0, excluding intermediate updates.

Feature:
- Added settings for golemlink and falselink genes.
- Overall adaptation, machine senescent, machine wound healing, regeneration sleep genes can no longer be overridden by other genes, regardless of its type (endogene/xenogene). (Manual in settings)
- Added a drug that can change eye color. It only works with the appropriate eye gene.
- Added the "Duplicator" gene. The gene does the same thing as the duplicator obelisk from the anomaly.
* The gene can be used without the Anomaly DLC, but without the features of this DLC.

Changes:
- Telepathy network is no longer mutually exclusive with psychic ability genes.
- Colorfull faceplate genes have been reworked. Now it's a single gene that allows you to select and change the color at any time, including disabling it.
* The texture has also been changed and now looks more like eyes.
* Old versions of the gene can no longer be selected in the editor or found in genepacks, but they will not disappear from old saves.
- The eye genes have been reworked. Now it is one gene that can be changed in color using a special drug.
* Old versions of the gene can no longer be selected in the editor or found in genepacks, but they will not disappear from old saves.
- Dustogenic food technology renamed => simplest xenogenetics
* Also, researching this technology no longer requires other technologies.
- Weakened/extreme UV healing genes have been reworked, they now apply a debuff similar to what noctols get.
* These genes are now also mutually exclusive with other UV Sensitivity genes.
- The rogkind xenotype has been reworked.
* They now have a more uniform appearance.
* They can no longer implant their genes, but they can duplicate themselves.
* They are more vulnerable to light, but in return they gain bonuses from darkness.
* Xenotype renamed: rogkind => duplicator
* Xenotype icon replaced
- Changed how mechlink and psylink genes give hediffs of the same name. Now a pawn with this gene has a 2% chance to randomly get this hediff permanently, the chance is rolled a little less often than a day.
* This should improve the compatibility of these genes in general.

Fixes:
- All mod implanters (Chimera, Shapeshifter, Reimplanters, etc.) now debug genes, abilities, and traits after implantation. No more accidentally missing abilities, no more traits left "as a gift" and other crap that the developers should have fixed. At least here.
* Note that these fixes do not apply to other mods and the vanilla game.
- Telepathic interactions no longer require talking capacity.
- Now a pawn with several custom eater genes (bloodeater, rechargeable) will behave smarter, without trying to eat several times.

The old version is available on Github[github.com]
Intermediate version with fixes on Github[github.com]

This version[github.com]

Update: 14 Oct, 2024 @ 3:15am

- A set of minor fixes and improvements.

Update: 11 Oct, 2024 @ 8:24am

[Auto-generated text]: Update on 10/11/2024 6:23:38 PM.

Update: 11 Oct, 2024 @ 5:43am

- Updated red letters for the undead genes.
- Improved the code for the experimental replace option a bit.

Update: 9 Oct, 2024 @ 6:05am

v2.0.0

Changelog[github.com]

Warnings:
- The outdated serum mechanics have been permanently cut. If you still use it, download the old version of the mod from GitHub.
- A new game is recommended, but not required. One-time errors in the log are possible. If you have problems with genes on old saves, use the DEV option from the settings "Fix broken gene types on load".

The old version is available on Github[github.com]
Intermediate version with fixes on Github[github.com]

This version[github.com]