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Докладване на проблем с превода
Added it to the mod, though it's possible that you have to take multiple serums in succession (just when one is entering the receding stage, take the next one) due to the very high mean time to be applied.
So there would be a chance to get a mutation that will change the skin color of your colonist to either white, really white, black, and really black. Which will change the temperature maximum of your colonist. (Higher if Blacker and Less of Whiter) For a Good pro is that the blacker your colonist is, the less chance your black colonist will contract Cancer. (lets say that they have Skin Cancer and not cancer in their stomach or brain) Though the Whiter your Colonist is, the better they get at trading. (This is a Joke and please dont call be racist)
or
A lucky mutation, a rare mutation that can increase the rate of good events by a percentage based on there social skill.
- Expanded awareness: Psychic sensitivity up by a large margin (100+%); hearing/sight/pain sensitivity +20%.
- Eagle-eye: I would add a couple of things to this; shooting accuracy up by a significant margin, and the colonist will occasionally suffer from severe headaches as a side effect of the mutation.
- Iron stomach: Immunity to food poisoning; colonist will never vomit.
- Surplus organ/s: Colonist will gain an additional random organ slot, along with a duplicate organ to fill it; in the case of kidneys or lungs, two slots and organs will be added.
- Alien allure: Increased beauty/social impact due to mutation of physical features (basically a free "beautiful" perk that stacks with the effects of the original). Non-gay colonists of the same gender may become jealous of the pawn's beauty.
- Soothing presence: Colonist's brain mutates in a way that makes them passively broadcast a normal-strength psychic soothe on their current map. Psychic sensitivity either improves or decreases the strength of the soothe (depending on sensitive/deaf).
- Being of Steel: Rare, powerful mutation that gives the colonist's bones organs (including skin) the consistency of steel, making them nearly impossible to damage. This also increases every organ's performance by 50%, but renders surgical removal of said organs impossible, and makes any other surgery extremely difficult to perform on the affected pawn. Pawn also gains immunity to bad back and frail.
- Burning blood: Colonist's core temperature and comfortable min/max temperature increase by a large margin, and they gain significant resistance to fire damage. Enemies striking them in melee have a chance (stacking with the number of bleeding wounds) to take burn damage or be set on fire on a successful hit.
- Vestigial wings: Colonist gains a pair of stunted wings that can be developed through successive applications of the mutation into a set of fully-grown ones. Vestigial wings on their own detract slightly from attractiveness and social impact. Successive increases to the development stage grant increased movement speed and lower the social/attractiveness impact, gradually making the latter a positive attribute. Once fully developed, the wings grant greatly increased move speed and melee dodge chance.
(Depending on how far you want to go with your mutation perks, this could also allow a dash ability of some sort to be added, but you'd probably need to add a skill framework for that...)
- Vestigial tail: Behaves in a similar manner to the previous perk. The tail would add slightly to dodge chance in its developmental stages, eventually granting the pawn an additional striking weapon in melee along with increased manouvrability and dodge. If the pawn already has a tail (accounting for modded races), this mutation gives them another. Sub-mutations of the tail can improve its melee effectiveness (sword-bladed/clubtail) or grant it a ranged attack (spitting/snaketail; could synergise with burning blood and other blood-affecting abilities, or venom-granting ones)
- Venomous excretions: Similar to burning blood, but with a stacking poison debuff on attackers that behaves like a rapidly-advancing disease, quickly incapacitating and eventually outright killing the attacker if untreated. Small chance for pawns that sleep with the affected pawn to be poisoned. Conversely, pawns repeatedly subjected to a venomous pawn's effects would gradually gain a mutation that increases resistance to the venom.
(Could allow venom transfusions from the affected pawn to your other colonists to allow this to be developed manually)
Negative
- Fleshy protrusions: Over time, the pawn develops useless, unpleasant protrusions on various parts of their body. The protrusions detract from attractiveness and can inhibit the function of affected body parts if they grow large enough. Protrusions can be surgically removed, but will always grow back over time.
- Jarhead: The colonist's head swells to comical proportions, increasing brain function but significantly increasing their chances of being hit in the head by gunfire/melee strikes. The head also loses 3 max HP, making any damage to it debilitating.
- Clubfist: One (or both) of a pawn's hands swell to 3-4x their normal size, making them more damaging - and less accurate - in combat but largely useless for much else on account of the extra weight.
- Clubfoot: Similar to the above, with no positive perks. Clubfooted pawns move slower and lose manipulation.
- Fused joints: The colonist's bones begin fusing together, severely inhibiting movement and manipulation. Singular instances of this mutation are treatable by replacing the affected parts, but the mutation will continue to affect new organic parts over time.
- Psychic feedback: The pawn's psychic sensitivity has mutated in an unusual way; they now broadcast uncontrollable white noise that interferes with radio communication over a large area. This will interfere with relations with other colonies (adding a fixed relations decay over time), make trading more difficult, and significantly increase the likelihood of... unwanted attention to your colony.
(More, bigger raids; increased incident likelihood of multiple raids at once)
- Cold-blooded: The pawn's blood behaves similarly to that of a reptile. Their consciousness and blood filtration will take a massive hit at night, impacting everything they do and effectively limiting their active hours to daylight. They'll still be able to move and eat in the evening hours, but anything else will take an extremely long time to complete.
- Earless: Your ears! They're gone! The colonist completely loses their hearing.
- Eyeless: Your eyes! They're gone!
- Legless: ...you get the picture :P
I will add more as I think of them, lots of potential here. How big is your scope with the mod? If you go the same way as Torann and add a framework for skills and unconventional movement, I could give you a load of suggestions for positive and negative mutations alike.
I'll try to add most of them, but sadly i'm nowhere near Torann concerning modding skills, so it may take some time.
Some stuff can be done quickly though, but things like gaining traits over time or soothing require some more than simple XML files, i fear.
And stuff like additional appendages and organs is pretty easy to add, but would be problematic concerning compatibility because i'd have to edit the bodydefs for humans.
But i'll do my best :)
Always Awake: See Quick Sleeper only at like 700% instead of +50%. More prone to breaks.
Ruminant: Add stuff like grass, hay and even wood to foods the pawn can eat. (Possible?)
Overactive Endorphins: -5% conciusness, permanent +10 mood enhancement.
Chemfuel Glands: Gains explode on death. Gains chemfuel generation (see Milkable Colonists mod).
X-Ray Vision: Vastly impoves Medical speed and Success rate.
Photosynthesis: Hunger rate vastly reduced. Increases Breathing.
Altered Conciusness: Heddriff periodically dishes out Inspirations with a percent low enough so it is every few days or so.
Bad
Heart Attack: pretty bad but at least it is not permanent.
Catatonic Break: again pretty bad but at least not permanent.
Cannibal: you gain this trait. Your tastes have changed.
Drug Synthesis: Similar to how this mod adds mutations, this heddrif would periodically add drug related ones such as stoned, yayo, go juice, etc. Chance is low so it happens every day or two.
Juggernaut: Every armor 100%, more HP in general, and immune to stun and stopping power. Sounds a little OP? Well hes the juggernaut, ♥♥♥♥♥.
(maybe) Cyclops: it'd would take a lot of work, but a compatibility patch with Rimlaser, but instead of a laser gun, the colonist just shoots lasers out of his eyes.
Night vision: Colonist does not get debuffs from being in the dark
Human Torch: Immune to fire damage. Can not get a heat stroke.
Quickster: Movement speed is tripled. Can't hit what you can't see.
Keep up the good work dude, this really is cool.