SHG - Just the Radiomancer
This mod has all of the radiomancy stuff from [url=https://steamcommunity.com/sharedfiles/filedetails/?id=2980061828]Superhero Genes Base[/url] without all the other stuff. Due to the amount of extra code involved, this will require the EBSG Framework, but other than taking the code from a different source it should work exactly the same as the SHG variant. One of the genes (Mutate) is not available in this version due to it relying on the existence of SHG specific genes.
The Radiomancer gene itself is in the Archite section, and requires you enable seeing those at the bottom of the Create Xenotype menu.
Radiomancers are pawns that use raw energy that can accomplish many effects based on the other radiomancy genes they have available. These genes have 4 main categories.
- Decay : Genes focused on causing debilitating effects to enemy pawns with a variety of abilities
- Emission : Genes focused mostly on causing using large amounts of radioactive energy for single use effects
- Fission : Genes mostly focused on providing temporary buffs for others, or rejuvenating effects for pretty much anyone. SIde effects may be included
- Fusion : Genes focused on enhancing the radiomancer both through energy recovery and increasingly large bonuses when at the maximum storable energy
Sources of Energy
- Gather Energy : Radiomancer ability that is removed if you have bioreactor or solar regeneration, which are more efficient than this
- Drain Energy : Decay : Gives a net profit on energy if the target survives for more than 2 hours
- Sap Strength : Decay : Gives a net profit on energy if the target survives for more than 2 hours
- Drain Life : Decay : Gives a net profit on energy if the target survives for more than 2 hours
- Refocus Energy : Fission : Has an ability that makes the pawn lose sleep faster, but grants instant energy
- Bioreactor : Fusion : 2-3 abilities that allow you to convert food, blood, and hemogen into radiation
- Condense Energy : Fusion : Creates Radiation orbs, which technically not a source unless they are made by another Radiomancer. These are mostly for storing energy for later use, or for "accidentally" blowing up
- Solar Recharging : Fusion : The pawn gains energy whenever in sunlight, natural or artificial
- Miniature Sun qualifies as artificial sunlight for the purposes of this gene, but produces a lot of hear
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