Medieval Vanilla Xenotype Tweaks
Some minor tweaks to the vanilla xenotypes to bring them in line with a medieval setting. Both traits and flavor are affected. The mod is actually 1.5 compatible, I will update the banner image to reflect ASAP.
I created this mod for myself, so some of the changes are subjective and might be unbalanced. But I hope others find it useful nonetheless. In-game descriptions have been updated for all xenotypes. All xenotypes also bear their genes as endogenes, meaning their genes are heritable. The mod is additionally compatible with all Vanilla Races Expanded mods (except Hussars), and will choose the VRE traits over this mod's when possible. Changes are listed below.
Changes
Dirtmoles
These changes are intended to make the dirtmoles a little more dwarfy.
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[*] [b]Unisex beards[/b] gene added.
[*] [b]Alcohol resistant[/b] gene aded.
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Genies
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[*] [b]Low libido[/b] trait added.
[*] Genes are now heritable.
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Highmates
Cat and doggy girl highmates. I couldn't resist. Who could?
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[*] [b]Cat ears[/b] and [b]floppy ears[/b] genes added.
[*] [b]Smooth tail[/b] gene added.
[*] [b]Awful construction[/b] gene added.
[*] [b]Skin color[/b] genes removed.
[*] [b]Poor plants[/b] gene replaces [b]awful plants[/b] gene.
[*] Genes are now heritable. Beware highmate population explosions!
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Hussars
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[*] [b]Skooma dependency[/b] gene replaces [b]go-juice dependency[/b] gene.
[*] Genes are now heritable.
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Impids
I find myself never wanting to pick up Impids because, like the Hussars, they're really only good for combat - but their shortcomings are much worse than the Hussar's go-juice addiction. I tried to make them a little more appealing here, flavoring them as sun-loving lizard people.
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[*] [b]Facial ridges[/b] gene added.
[*] [b]Poor plants[/b] and [b]poor animals[/b] genes removed.
[*] [b]Sleepy[/b] gene added.
[*] [b]Mild cell instability[/b] gene added.
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Neanderthals (renamed to Frostlings)
RimWorld's characterization of Neanderthals as apeish and stupid has always bothered me - all evidence suggests their lives were just as full and complex as those of our ancestors. This mod replaces their intellectual shortcomings with psychic deafness. I also changed their display names, as "Neanderthal" seems an unlikely description in a medieval setting.
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[*] [b]Poor intellectual[/b] gene removed.
[*] [b]Slow study[/b] gene removed.
[*] [b]Heat tolerant[/b] gene removed.
[*] [b]Cold super-tolerant[/b] gene replaces the [b]cold-tolerant[/b] gene.
[*] [b]Psychically deaf[/b] gene added.
[*] Renamed to [b]Frostlings[/b].
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Yttakin (renamed to Beastkin)
No genetic changes here, but the naming felt a bit odd to me; in vanilla they're named for a distant planet we can't see anyway, which is fine, but in a medieval setting that would not be the case, and since we get named locations on the world map it's a bit lore-breaking to describe one that isn't present.