After many hours of playing with the insector genes i started to notice a clear imbalance on how powerful or debilitating are some of the evolutions/mutations. In this mod ill try to balance them out to be around the level of:[list]
[*] Evolution: 3-4 equivalent metabolic points
[*] Mutation: 2-3 equivalent metabolic points
[/list]
Obviously many genes give pretty unique traits making them harder to balance out, for those my balancing reference is "do these genes fulfill the niche they should properly?"
i also tried to remove as many hediffs as i could to improve performance in big colonies using several of these genes
Changes:
Cosmetics
- Cosmetic changes in ALL Evo/Mut genes are removed
- You can get the cosmetics back by choosing them in the cosmetics section, currently you need the specific gene to be able to use the specific cosmetic. i hardlocked it to avoid possible visual monstrosities, but if people want to, i can them free to use regardless of current evo/muts
- Fixed grey eyes using the red eyes texture
- Added VFEI2 cosmetics
Base:
Genes:
- Jelly dependancy: 3 met > 2 met
- Insect pheromones: 1 met > 0 met
(Pheromones are way too buggy to be wasting any met on them, jelly dep gives innate food poison immunity already)
Evolutions:
- Hiveglands: +50% construction speed > +100% construction speed
- Compound eyes: +50% sight > +25% sight
- Antimicrobial peptides: Removed immunity tag (can stack with immunity genes)
- Insect wings: +25% moving > 115% move speed jump ability range halved
- Robust midgut: 1.8 raw nutrition > 2 raw nutrition (matches with baby food efficiency)
- Megaspider horns: +10% mining speed > +20% mining speed
- Detoxifier tubules: added pollution stimulus effect
- Hypothermic slowdown: -10 comfy min temp
- Heatshock: + 10 comfy max temp
- Slowed life cycle: 1 evo point > 2 evo points
- Hardened chitin: -15% moving 75% dmg factor 50% stagger time > 80% dmg factor 50% pain sensitivity
- Jelly sack: 6 daily jelly > 20 daily jelly
- Spawning sack: +50% pregnancy speed > +150% pregnancy speed
- Cuticle shell: added immunity to gut worm, parasites and mechanites. Removed immunity tag
- Spelopede horn: +20% mining speed > +50% mining speed
Mutations:
- Ocelli eyes: 5% min sight > 50% min sight
- Immunodeficiency: 50% healing factor > 75% healing factor. Immunity tag removed
- Inflexible joints: -25% moving > 90% move speed
- Inneficient midgut: replaced hediff with -4 metabolism
- Low grey matter: 25% learning factor > 65% learning factor
- Rapid life cycle: added 2x growth points so children can learn normally
- Weakened chitin: +15% moving 150% dmg factor > 125% dmg factor
- Dormant: 180% rest fall factor > 135% rest fall factor. Removed social fight and aggresive break factors. Removed hediff in favor for +2 met
- Low octopamine: 1 mut point > 2 mut points 0% social fight and aggro mental break factors
- Protein denaturalization: 80% move speed in the sun 4x flame damage > 90% move speed sun
- Acid blood: removed hediff, therefore gear destruction on death also removed
Combat Extended:
- Insect mandibles: 24dmg 3cd 1.25mm 2mpa > 24dmg 1.33cd 0.75mm 2mpa
- Ripper blades: Cut 25dmg 1.25cd 1.5mm Stab 15dmg 1cd 4mm (equal to spelopede)
VFEI2:
These are unlockable genes, as such, they are meant to be plain better than the base ones
Evolutions:
- Pyro resistant chitin: 25% flame damage factor > 10% flame damage factor. Tail tag removed
- Fire spew (ability): 3000 cooldown 1.6 warmup > 1200 cooldown 0.3 warmup (this accidentaly buffs hellbettles!)
- Locust wings: Added +20% move speed and gliding hediff. Ability 600 cooldown 20 range > 6000 cooldown 25 range
- Acid glands: Removed mouth tag. Acid spew 15 range 1.5 warm > 20 range 0.75 warm. Acid 50 speed 30 dmg (this also buffs both venomites and acidspitters!!!)
- Infrared sensors: Added +25% sight
- Mineral chitin: added -2 met to balance out the loss of insect skin
Mutations:
- Microsized: (Too many changes) no hediffs, -0.25 body size, 0.7x melee factor, 1.15x move speed +3 met +2 mut points
- Colossal: (Too many changes) no hediffs, +0.5 body size, 1.35x melee factor, 0.85x move speed -3 met
- Chemfuel sack: Removed tail tag
- Pyrophilliac: 1 mut point > 2 mut points
- Volatile: 1 mut point > 2 mut points
- Ecdysone overdrive: 1 mut point > 2 mut points
- Acid burst sack: Removed tail tag
- Solid grey matter: 1 mut point > 3 mut points
- Passive: 1 mut point > 2 mut points
- (Alpha Animals) Echolocative loop: 1 mut point > 2 mut points
- (Alpha Animals) Photosensitive exoskeleton: 1 mut point > 2 mut points
Misc:
- Royal jelly: +5% moving > +10% moving +35% blood filtration +10 conciousness
Meant to buff the jelly injector
Combat Extended:
- Infrared sensors: 5% aiming acc > 125% aiming acc 0.9 night eff
- Mineral chitin: 10mm 8mpa max integrity 5mm 4mpa min integrity
- Insect rostrum: 24dmg 3cd 6mm 2mpa > 27dmg 1.33cd 6mm 2mpa
- (Alpha Animals) Mechanoid rending claws: 15dmg 1.25cd 3mm (mimicking slashes) + 5dmg 0.75cd 8mm (mimicking stabs). 1 evo > 2 evo points
FAQ:
CE compat?
-Yeah, it works with Character Editor dont worry
Does it modify X mod?
-No, right now it only rebalances Insector and Insector + VFEI2
Can you buff X melee gene for vanilla?
-I have no idea how to balance vanilla values, if you suggest they are too weak ill buff them gladly
Does it add new genes?
-Aside VFEI2 cosmetics, no, i have planned to make more insect genes but those will be their own standalone mod
There are a few changes i dont like
-All of my changes are patches, you can perfectly delete them (or change them to your liking) in the mod folder if you desire so. However, in the future i might change the entire mod to be able to be modified with XML extentions
Likely changes on the future: [list]
[*] Nerf the wing genes even more, either remove the gliding hediff or remove the mov buff, they are way too good to not choose them
[*] Increase the movement penalties on the joint mutations but make them compat with the wing genes (slow flyer)
[*] Im very undecided with oceli eyes, maybe ill change it to a flat reduction instead of limiting sight
[*] Solid grey matter rework, even with 3 mut points feels like a total waste...
[*] Bring back some hediffs thanks to 1.6 ticking perf improvements?
[*] Attempt to retexture the cosmetics
[/list]
Unikely changes on the future: [list]
[*] Pherocore injestions are not random, you can choose which one you wanna unlock
[*] Make pherocore injestions give 2 or more evo/muts each
[/list]