True Sanguophages : Vampires
Disclaimer: This mod is not fully tested with 1.5 while I work on 1.6. In theory, it should work with 1.5.
Blood fungus does not currently grow, working on fixing it
Dlc info: In theory, this should run without anomaly, but vampires will be significantly weaker, though still powerful.
IMPORTANT INFORMATION: Make 2 zones when you have a vampire, "Day" and "Night"
Place the Day Zone over all of your shaded areas, and leave the Night zone blank. If this is set up correctly, vampires will hide inside during the day, and roam freely during the night. If you dont set up these zones, it will do nothing.
(Save and reload after you create these zones for it to work properly)
Sanguophages have always felt a bit underwhelming, this mod changes that. I remade them as Vampires, terrifying and powerful creatures of the night, with a new ability, a unique plant, and a new method of thralling.
Sanguophages (Now renamed to vampires), are now powerful prowlers of the night. They have powerful special abilities.
Overview of the abilities:
Increased psy-sensitvity, limb regeneration, faster melee attacks, and 50% reduced damage, and survive extremely well in cold environments.
Vampires now have the ability to produce Vitae, at 10 hemogen a bottle, it serves as a new method of control. Instantly addictive to humans, and takes years for full addiction to wear off. Those in withdrawl find it difficult to speak, walk, fight, etc. They also feel 3x the pain, and have 20% reduced hunger, perfect prisoners. Though when you do take vitae, you feel no pain, and have increased talking, and minor bonuses to other stats.
Vampires now have blood magic. Blood magics include a wide variety of psycasts, but now they require a small amount of hemogen and are on a 3 day cooldown. You got berserk, veritgo pulse, skip, invisibility. and you can make an animal fight for you.
Vampires can also now temporarely boost their hp regeneration massively every few days, aswell as give themselfves death refusal for a large hemogen cost.
Vampires also now ingeneral, have less debuffs from not deathresting. Though a lack of deathrest removes all psy-sensitvity.
Debuffs/Nerfs
Vampires now burn in the sunlight. Exposure to sunlight causes a vampire's powers to weaken, and then to eventually start getting sunburns, which are extremely painful and take a few hours to heal. Also, making new vampires takes a lot longer. 5-6 years between xenogerm regrowth.
Other additions:
Blood wine, made from blood fungus.
Blood fungus only grows in the dark, though its extremely though, and grows relatively quickly. Blood fungus can also be crushed up to make vitae, though it effeciency is poor. But when you take raw blood fungus caps, you can make a musk, which ferments into a wine. Humans and vampires both enjoy this for its high alcohol content. Though it sells poorly due to its taste.
Let me know if anything is unbalanced, and ill do my best to change it. I dont have anyone actively playtesting what i put out, besides myself, so if something is not the best, do tell.