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UIG Simplified

This mod is somewhat outdated by a new update. However, this can still serve as an alternative to the main mod. Main Mod [url=https://steamcommunity.com/sharedfiles/filedetails/?id=3476058206]https://steamcommunity.com/sharedfiles/filedetails/?id=3476058206[/url] This mod simplifies the xenotypes, noticeably removing most abilities and rebalancing the genes to better match Rimworld's base xenotypes. Some abilities were kept either because they were "core" aspects of the xenotype, because they could make for interesting stories, or perhaps they make the xenotype more flexible. All of the genes remain in-game, just not included with the xenotypes. This can also be considered a rebalance mod. Bloodwalker Removed abilities, reduced durability, removed Ascetic, and removed melee skill increase. This is to focus more on the tanking/support aspect of the xenotype. More importantly, this steps less on the Neanderthal's toes as a melee fighter while still preserving the archite status. Given the lack of hemogen abilities, Battle Drain was no longer needed. Archite metabolism remains more to reduce hunger and preserve some melee skill rather than to unbalance the xenohuman. The Kinwalker lacks any notable weaknesses that Sanguophages have to contend with. Dead-Eyes Unit Removed abilities, psychite dependency, and reduced Great Shooting to Strong. The Dead-Eye gene is already a signature of the xenotype. However, combining it with Great Shooting made them far superior to any other shooter. Emperator Removed Near-Indestructible, Shadow Servants, Strong Plants, etc. They still possess great durability and most of their abilities. This xenotype's gene-manipulation is the main appeal of the xenotype. I still wanted to keep a good portion of its aspects due to it being a requested xenotype. The lacking combat skills were originally to balance out Near-Indestructible gene and the additional ability to summon servants, which is the Shadow's core ability.... Now that this xenotype lacks those genes, I've decided to give them some power to defend themselves. Eran Removed Nanite Shield ability and reduced Great Crafting to Strong Crafting. However, Very Sleepy is turned into Sleepy and the Awful Skills were converted into Poor. The Genies are already master crafters. Erans can shine as Construction workers. Surprisingly, no vanilla xenotype have any Construction skill bonuses, so Erans aren't stepping on any toes in that department. Physical Relocation remains due to its story-telling potential. Nanite Shield, on the other hand, removes risk and is admittedly overpowered for what it is when pitted against vanilla xenotypes. Plus, it essentially steals the Kinwalker's core ability 2x. When combined together, however...extremely OP. Grief-Tender Removed most abilities and several genes. This xenotype mostly relies on Salvation, Great Medical Skills, and short distance flight. They are still nearsighted. Archite metabolism remains more to reduce hunger and preserve some melee skill rather than to unbalance the xenohuman. The Kinwalker lacks any notable weaknesses that Sanguophages have to contend with. Kinwalker Removed Hemogen Storage, removed Blood Punch, reduced Very Fast Runner to Fast, reduced Great Melee skill to Strong, removed Robust, removed ascetic, etc. The Ascetic gene arguably restricts the personality of the xenohuman rather than add to it. Admittedly, the Robust gene is overkill considering the Keen Reflexes gene exists, making Sanguophages' Deathless gene blush. Archite metabolism remains more to reduce hunger and preserve some melee skill rather than to unbalance the xenohuman. The Kinwalker lacks any notable weaknesses that Sanguophages have to contend with. Shadow Removed Merchant gene, reduced Great Social to Strong, reduced Extreme Psychic to Enhanced, the Manipulator gene's many abilities, etc. The Greedy gene reduces the personality potential of the xenohuman while Psychopath was more baked into the original design. The Manipulator gene abilities were a feature added later in the xenotype's development. Unfortunately, the reduction of Psychic power and Social skill was moreso down to metabolic balance than intention. The removal of some genes were to allow flexibility in the xenohuman's character potential. Shadow Servant Nothing. They were balanced around the Shadow's summoning ability and actually fit fairly well in Rimworld's line-up. This xenotype lacks most needs but is severely detrimented in most aspects of play. Shifter Removed Knife Throw, Psychic Stab, Slow Wound Healing, Strong Shooting, Poor Construction, and Superclotting. Shifters turning invisible is a core feature of the xenotype. Unholy Human Reduced Great Shooting/Melee to Strong, removed Aggressive (Bloodlust already does this), and reduced Depressive to Pessimist. This xenohuman gets some needed flexibility while retaining some of their identity and adding humanity. It did step on the toes of the Hussar a bit as well. War Witch Removed several genes. Removed Pain Weakness, reduced Awful Animals to Poor, removed Strong Cooking, and added Fire Weakness to match up with the other Warwolves. Melee damage increase remains so that the xenotype focuses on high burst damage vs high dps. Warwolf Brute Removed a couple abilities and some other genes. No Superclotting gene. Removed Unstoppable. Removed Physical Relocation (Stolen from Erans; Leap still exists). Strong Cooking buffed to Great. Added Strong Immunity/Fast Wound Healing. This xenotype's abilities are tied to a core feature, Control. Great power at the cost of losing self-control. The reason that cooking was improved is to give the xenotype a stronger identity. The increased immunity and wound healing is to replace Healing Hatred. Unstoppable was removed to give Warwolves more identity. Besides, Frenzy and Leap already assist with stagger. Superclotting is a really powerful gene to have on a common xenotype. Warwolf Removed some genes. No Superclotting gene. Removed Awful Intellectual. Removed melee skill bonus. Unstoppable remains to reflect the agile nature of Warwolves, weaving through attacks, rather than tanking them like the Warwolf Brute does. Superclotting is a really powerful gene to have on a common xenotype. If factions are installed, small tweaks to their descriptions have been made. Also, these xenotypes' raid points have been adjusted to match their more balanced attributes.