RimWorld

RimWorld

WVC - Xenotypes and Genes
Showing 61-70 of 174 entries
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Update: 18 Apr, 2024 @ 11:29am

- Added: Added semifurskin gene.
- Added: Added ghoulskin gene. Anomaly DLC Only
- Added: Added implanter fangs gene. Implanter fangs - With some chance, when using the bloodfeed ability, it implants caster genes into the target.
- Added: Added new Xenotype - Sandycat.
- Feature: The Bloodeater gene now replenish hemogen passivle.
- Feature: Added an option to disable xenotype sets.
- Feature: Dustogenic genes no longer have a prerequisites.
- Changes: The Resurgent xenotype now uses the ghoulskin. Anomaly DLC Only
- Changes: Gene skeleton renamed => resurgent skeleton.
- Changes: Now the resurgent skeleton gene replenishes 2 resurgent cells. Also, exclusion tags were removed from this gene.
- Changes: The formula for calculating the approximate Thrall limit for the thrall master gene has been changed.
- Fix: Added food (hemogen pack) whitelist for the bloodeater gene.
- Fix: The resurgent gene tick has been optimized.
- Fix: The mod's hemogenic genes have been optimized.
- Fix: VSIE NRE Fix

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

This update on Github[github.com]

Update: 14 Apr, 2024 @ 7:35am

- Feature: Added the ability to create ghouls using the thrall maker ability.
- Feature: Thralls will now turn into ghouls when instabilized. Anomaly DLC only.
- Balance: Thrall maker ability now has a 9 day cooldown.
- Fix: Fixed a bug in the gauntskin gene due to which the graphics of pawns disappeared.
- Fix: Fixed a bug due to which the cellsfeed ability did not work.

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

This update on Github[github.com]

Update: 13 Apr, 2024 @ 1:44am

- Improved compatibility with Anomaly DLC
* Added black and white lists for mutants. Now genes should not create bugs in combination with mutants.
- Fixed a bug due to which pawns with the bloodeater or eternal hunger gene could drink all the blood of a randomly selected colonist.

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

This update on Github[github.com]

Update: 11 Apr, 2024 @ 8:43am

- Minor fixes ahead of 1.5
- Textures related to version 1.4 were completely separated from 1.5 to avoid conflicts and bugs in future updates.
* If you encounter problems with version 1.4, make sure that Steam has updated the mod correctly.

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

Update: 30 Mar, 2024 @ 9:13pm

v1.5:
- Feature: Thralls now inherit the master's unique genes, such as "Undead" and "Deathless". Customizable in the settings.

v1.4:
- Icons path fix

Update: 29 Mar, 2024 @ 12:28pm

General:
- Feature: Added a new tab to settings - Genes. All settings related directly to specific genes have been moved there.
- Changes: The cooldown of the "Xenotype gestator" gene ability has been reduced.

Update 1.5:
- Added: Added new hemogenic gene - Bloodeater. Bloodeater - Carriers of this gene cannot eat food; the only way for them to satisfy their hunger is to drink blood.
- Added gene "Xenotype reimplanter". Xenotype reimplanter - Allows you to implant any xenotype of your choice. The exceptions are custom ones.
- Added: Added general description for golems. The description contains their approximate lore and mentions mechanics.
- Added: Added new furskin - Gauntskin. Does not support fat and hulk bodies.
- Feature: Now destined dead descendant pawn inherits xenotype, genes, backstory, skills, traits and apperance of the gene carrier.
- Feature: Now shapeshifter clone pawn inherits xenotype, genes, backstory, skills, traits and apperance of the gene carrier.
- Changes: The "Golem specialist" role no longer grants the ability to summon golems.
- Changes: The "resurgent spores" and "golem bandwidth" stats have been combined into one and are now called "golembond". The conditions for increasing the value remain the same.
- Changes: The "Stonelink" gene mechanic has been changed, it now works the same as the "False mechlink" mechanic. Golems will be summoned automatically rather than via an ability.
- Changes: The "Stonelink" gene has been renamed to "Stone mechlink" and now gives a permanent mechlink.
- Changes: Now golems can only be controlled by a mechanitor with the "Stone mechlink" gene.
- Changes: The method for obtaining resurgent trees has been changed. Now resurgent trees will appear on their own if there is at least one pawn on the map with the "Resurgent fungus" gene.
- Changes: The mechanics of walking corpses have been completely redone. Old mechanics are only available in version 1.4
- Changes: Pattern aptitudes are nerfed. These aptitudes no longer affect ideo stats and prison break.
- Changes: "Serum lab" renamed => "Xenogenes serum lab"
- Fix: The description of the "Resurgent" gene has been corrected.
- Removed: Sporelink gene and the mechanics of walking corpses. This mechanic will be returned after I finish updating it.
- Removed: Spontaneous shapeshifter gene has been temporarily removed.

Warning 1.5:
The core mechanics of the Resurgent xenotype (Mechanics of walking corpses) have been completely redesigned. The mechlink is no longer used for control, and corpses must be raised manually. The corpse limit has also been completely redone; now, to increase the limit, you need to increase the number of resurgent pawns in the colony.

The new mechanic is called Thralls. Thralls are specific xenotypes with strict limitations and their own strengths and weaknesses. Thralls are created from corpses using the "Thrall Master" gene, the player can raise an unlimited number of thralls, but their lifespan is limited to 15 days, to prolong it, thralls must regularly absorb the resurgent cells of resurgent pawns.

Last for 1.4[github.com]
The old version is available on Github[github.com]

Update: 3 Mar, 2024 @ 2:10pm

- Small hotifx. Reversed destined dead trigger condtiton.

Update: 2 Mar, 2024 @ 9:08am

- Added: Added new xenotype - Lilif. Lilifs are incredibly powerful psycasters (psyfocus passively replenishes), but they are blind and take 2x damage. They also have a very strong need for hemogen, cannot learn skills and cannot be limited to “feeding on pawns from the colony”.
- Added: Added new xenotype - Deadcat. Deadcats are incredibly powerful psycasters (psyfocus passively replenishes) and always resurrect some time after death. However, they have no immunity, cannot regenerate and can die very easily.
- Added: Added three new hemogen genes.
* Eternal hunger - significantly increases hemogen consumption, but allows the pawn to obtain hemogen from raw meat. It also significantly reduces the pawn's hunger.
* Psyfeeder - Allows a pawn to "drink" hemogen from other colonial pawns at a distance. Acts somewhat like telepathy, but for bloodfeeding.
* Blood harvester - Sucks hemogen from pawns on the map every few days. Acts as a spawner gene, but everyone except the carrier is a spawner.
- Added: Added new learning gene - Telepath study. Telepath study - a pawn cannot learn skills on its own, but learns them very quickly by copying a certain percentage of experience from other pawns in the colony.
- Added: Added new flying gene - Levitation. Levitation - just like the wing genes, allows the pawn to ignore terrain cost, but also multiplies the pawn's mass by 0.
- Added: Added "Never dead" gene. Never dead - Acts the same as the undead gene, but without restrictions and cd.
- Added: Added serum to disable coma effect in shapeshifters.
- Added: Added a recipe for disassembling any serums from the mod.
- Feature: The "Shapeshifter" gene now allows you to reselect an already selected xenotype.
- Feature: Added a bursting cocoon effect for shapeshift.
- Changes: Xenotype serums are now a more expensive.
- Changes: Genepack trader renamed -> Xenogenes trader.
- Changes: Orbital xenogenes trader spawn chance has been reduced by 12%. From 20% to 8%.
- Changes: The mechanics of genes that stop skill decay have been changed. Now, instead of completely freezing experience, these genes will not allow skill experience to drop below 0, which will prevent loss of levels.
* A bug was also fixed, due to which the effect of these genes was valid even if they were not active.
- Changes: Changed scenario "Long running joke". Now in this scenario the player chooses from three xenotypes (Lilif, deadcat and blankind).
- Changes: Changed ritual outcome "Blankind recruit". Now it's "Subject recruit" and with a 100% chance to join either Lilif, Deadcat or Blankind. The required quality of ritual is the worst.
- Changes: Gene "Blank" changed. Now instead of disabling all work it removes experience from skills. "Blank" renamed to "Blank memory"
- Changes: The "excellent memory" gene has been removed from mechakins. This gene is largely useless to them.
- Changes: The mechanics of genes that restore body parts have been changed. Body parts now grow back at 1 hp. Switchable in settings.
- Changes: The spawn logic for the "shiftphobe" trait has been changed. Now this trait can only spawn on pawns with the "shapeshifter" gene, but only if the pawn was spawned after receiving this gene. As an example scenario.
- Changes: The "Dustogenic" gene no longer gives the reincarnation effect if the "Undead" gene is present.
- Changes: The "Reincarnation" and "Undead" genes are no longer mutually exclusive.
- Changes: Reincarnation gene renamed. "Reincarnation" => "Destined dead"
- Changes: Reduced stacks and duration for cumulative opinions. Cumulative effects of genes should now be less inflated.
- Changes: The "Angel beauty" gene and similar ones no longer suppress traits that affect beauty, but give +2 to beauty.
- Changes: Genes that affect the rate of aging now give a corresponding bonus to the child's learning speed to better match the vanilla balance.
- Changes: The "Fast growing" gene bonus will no longer gradually decrease, but instead its effect will decrease sharply as the pawn matures.
- Changes: Undead resurrection sickness hediff is now invisible.
- Changes: "Blesslink" renamed => "False mechlink". Blesslink no longer requires the dustogenic gene.
- Changes: "Sporelink" renamed => "Spore mechlink".
- Changes: The set of genes has been updated for the "Blankind" xenotype and the "Mechakin" xenotype. The balance of these xenotypes was slightly shifted. Gameplay for mechakins should be a little more difficult, and for blankinds easier.
- Fix: Archite psylink now replenishes PsyFocus relative to the curve. This should improve the situation with VPE somewhat, at 10+ psylink levels.
- Fix: Fixed a bug due to which in the "Undead" scenario, if the player does not have the Ideology DLC, baseliners were generated.
- Fix: Optimized checking for xenotypes and non-humans for the "Xenotypes supremacy" meme. Now the counting is carried out for all pawns at once. This should significantly reduce the lag in the late game with this meme.
* Due to these changes, there may be a delay in updating bonuses and debuffs. Since, to avoid impact on performance, they are updated once a day.
- Fix: Fixed a bug due to which the "Xenotypes supremacy" meme took into account androids when counting xenotypes.
- Fix: Serum categories have been fixed. Now it should no longer be possible to disassemble serums that are not suitable for xenotype disassembly.
- Fix: Fixed a bug where scythe tail attacks could be used by pawns under 13 years of age.
- Fix: Fixed a bug due to which cumulative opinions from one pawn prevented the accumulation of opinions about another.
- Fix: Fixed a bug due to which the name of genepacks contained an extra word "genepack".
- Misc: Unused and outdated stat defs have been removed.

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

Update: 15 Feb, 2024 @ 9:09pm

- Feature: Genetic instability genes now display the time until the next instability.
- Feature: Now genetic instabilization can be delayed using a special serum.
- Changes: All serum textures have been redrawn again. Another attempt to make them more vanilla style.
- Changes: The glow effect has been removed from serums and genepacks.
* This is done so that they stand out less against the background of vanilla serums and gene packs.
** As a bonus, this has a positive effect on game performance.
- Changes: The texture of the serum capsule has been changed. Stack textures were also added.
- Changes: Nutrients injector texture has been simplified and replaced.
- Changes: The texture of the genepacks (Mecha and Ultra) has been replaced. Now they are more archo style.
- Changes: Genepacks stats have been changed. Now they are the same as vanilla genepacks.
- Settings: Added option to switch job giver for dustogenic mechanics.
- Settings: Added "Extra" tab. Some options have been moved there.
- Fix: Dustogenic pawns should now select food correctly in the caravan. This fix only works for alternate mechanics.
- Fix: The descriptions of the technology of the serums and the guide have been changed. I hope now it will be clearer how serums and the retune mechanics work.
- Fix: The scarifier stability gene has been fixed. Now it is correctly taken into account by the scarifier.

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

Update: 9 Feb, 2024 @ 10:59am

- Feature: Now in the Shapeshifter gene menu, xenotypes have additional information about compatibility with this gene.
* Gray, almost invisible signature at the bottom of the description.
* Since the gene has rather specific mechanics, it may not be compatible with some xenotypes.
- Feature: Added the "incest lover" gene. Incest lover - Significantly increases the chance of romance with blood relatives.
- Feature: Added option for the "Telepath" gene. This option allows you to use alternative gene mechanics, which are more adaptive but less performance friendly.
- Changes: Options in the settings were painted in different colors. Regarding their functionality.
- Changes: The mechanics of genetic stability genes have been changed. Now these genes do not affect reimplanters, but they can apply a buff or debuff.
* For example, the mild genetic instability gene now from time to time imposes gene regrowing hediff on the carrier.
* Stability genes, on the contrary, now remove the effects associated with gene reimplantation.
* In this regard, the gameplay for mechakins has acquired additional difficulties.
** This was done in order to optimize checks for serums and reimplanters, which should eliminate lag in some rare cases.
- Fix: Post reimplanter genes will now use vanilla recruiting code. This should reduce the chance of bugs associated with such recruiting.
- Fix: The code for precepts associated with the "Undead" gene has been slightly optimized.
- Fix: Fixed a bug due to which the old version of the gestator stopped working.

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