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Genes+ – Rebalanced and Continued

A continued and polished version of this mod: [url=https://steamcommunity.com/sharedfiles/filedetails/?id=2976907621]https://steamcommunity.com/sharedfiles/filedetails/?id=2976907621[/url] . It should work on 1.6, but i don't want to install and test it, so please leave a feedback. With many tweaks and balance changes: ∆ I've changed the religiosity traits, cuz their meditation gains were literally broken as hell. Now it's 1.25x / 1.1x / 0.8x / 0.75x, and certainty loss is 10% / 50% / 150% / 200% (I can't imagine 0% being more useful than 10%). ∆ In the original mod, the author made a great job all in all. But he made a mistake coding skin genes – he made them stat factors, not stat offsets, which made them useless – pawns don't usually have any natural armour, and if they do get it (For example, from armorskin glands), it also makes them hella broken, rivaling the freaking cataphract armour. So, I fixed the mistake, and here's what we got: ∆∆ Woody leather now provides 20%b / 40%s / 20%h armour and 1.25x flammability, but 0.75x heat damage factor. Why? Because a burned wood isolates much better than a burned flesh, and a fresh one too, actually. Costs 2 comp and -1 metabolism. ∆∆ Steel leather now provides 30%b / 60%s / 40%h armour and has 0.5 flammability. It's not a real steel, but it has some fire resistance. Sadly, as steel is known for its weight, this skin also reduces pawn's ability to move fast. Costs 3 comp and -3 metabolism. ∆∆ Plasteel leather now provides 50%b / 80%s / 160%h armour, has 0x flammability and 0.9x incoming damage multiplier. Costs archite capsules, though, the whole 3 of them, and has 6 comp. But don't be fooled, this baby has some potential and makes up for its price. ♥♥♥♥ those flame mechs! ∆ All disabling genes are very complex now, which is logical. Disable joy gene now requires 3 archite capsules, because otherwise it would be op. No mood has -6 metabolism, no joy has -4. You probably wouldn't want to turn off emotions completely, cuz then the pawns won't be able to get inspirations, but it has it's niche. Disabling joy, in turn, is extremely viable, and can add several hours of work every day for your colonist. ∆ Jelly excretion and chemfuel excretion genes were so useless that it's better to not have them at all, just so they don't clog up the xenotype and health tabs. Jelly spawned every in-game YEAR, at 10 units, and chemfuel spawned every FOUR HUNDRED DAYS. Yeah, author obviously hasn't tested it. Now chemfuel spawns every 2 days for 10 units (5 chemfuel per day), and insect jelly spawns every day for 6 units. If you install a nuclear stomach on a pawn with 0.5x hunger from a xenotype, it won't need any food from now on. And 1 pawn with chemfuel gene lets you power up 1 chemfuel generator. Both of which are... still pretty useless, at least on a map, but in a caravan and a vehicle mod they could be quite good. ∆ Removed cold blooded gene, because it was implemented really badly, and spring and fall hibernation genes cuz they would just confuse the player. ∆ Rebalanced stomach size genes, now they're much more impactful. Removed small stomachs, though, because their purpose was kinda stupid, from lore perspective too. Your pawns were dividing the meals in half and eating only one, which technically made them 2x more wasteful to sustain, just like 225% hunger xenotypes. So, that means I could give them +5 metabolism. But there was also pemmikan, that pawns could eat in portions they need – so this gene became mostly free +5 metabolism with little downsides. I could have made it +4 or +3, but at this point this whole system was so stupid that I just decided to remove it. Back to the topic. With huge stomachs, now you have an ability to fill up your pawns before sending them to mine component vein, raid settlement, raid ancient complex, rescue someone, and etc. Also added bottomless stomach as an archite gene. It makes maxnutrition 200x bigger – so you could feed your pawn one hundred meals at a time and then don't feed it for like 2 years (Or even more with +5 metabolism and/or nuclear stomach), which is very helpful in a caravan. But be careful, at first your colonist will try to eat every single crumb that's available to them to reach 30% hunger. Then they'll eat normally. (To properly use this feature I recommend you to download the macros mod, or you'll get tired of ordering a pawn to eat 100 meals at a time). ∆ Completely rebalanced and overhauled sense genes. Bruh, I'm already bored writing all of this down. Alright, where was I? In the original version, sight gene was absolutely broken. Not only it made a lvl 20 shooter 50% better, for some reason it also buffed implants twofold. I don't think I have to explain to you why it's so broken, especially for -2 metabolism. Now it only gives you 50% increase to sight, doesn't scale with implants and costs -3 metabolism. Still undeniably good for range fighters, especially low lvl ones cuz even +0.5 increase makes a pawn on lvl 10 shooting 50% better, and lvl 1 ones like 6 times or idk. No sight gene, in turn, was ♥♥♥♥♥♥ as hell. It completely disabled any implants and only gave you 2 ♥♥♥♥♥♥♥ metabolism points. Yeah, no way someone would pick it. Now, it still gives you only 2 metabolism, but also scales any psychic sensitivity by 1.25x. No hearing gene also now gives a 1.25x multiplier to psychic entropy limit, and no speaking – the same multiplier to psychic entropy recovery rate. Why? Well, I thought, it would be funny to have a completely blind, deaf and speechless, but at the same time utterly overpowered badass asf psycaster with 400% to all psychic stats. Just imagine the amount of aura this guy would have, figuratively and literally. The one who feels everything and nothing at the same time. Brrrr. Plans: ∆ Balance and polish this ♥♥♥♥ out. ∆ Add archite versions of sense genes for those who like to make endgame OP supersoldiers (Including me) ∆ Fix the bad English of original author and me too. ∆ Dig into assemblies and change «Fruit branch» gene so it wouldn't be useless. (I'll see how much activity the mod will get) ∆ Polish original mod xenotypes. ∆ Pet some cat (Right now)