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[SH]Gene Expand

[b] Description [/b] I often feel restricted when creating my own diverse Xenotypes in the vanilla game. This is because there are too few gene types, making it very easy for the created Xenotypes to become homogeneous. To address this issue, I developed a lightweight gene mod that adds approximately 100+ genes to the game. Most of these genes are used to adjust a Pawn's stats. Their main purpose is to allow players to discard some unnecessary stats in exchange for metabolic surplus, which facilitates the creation of diverse Xenotypes. Additionally, the vanilla game covers relatively few stats-related genes. There isn't much special to explain about the genes that increase or decrease stats, so I'll briefly talk about the remaining ones—mainly the Archotech genes and a few other notable ones. [b] Partial gene explanation [/b] MechBandWidth Amplification: An Archotech gene. It simply and straightforwardly doubles the MechBandWidth. For example, if your Mechanitors have 40 MechBandWidth when equipped with gear, getting this gene will increase it to 80—making it no longer a dream to form an army alone in the late game. Stun Immunity: Archotech Gene. It grants immunity to stun damage inflicted through normal means and prevents the user from being stunned. Some mods directly apply the stun status via code—this gene cannot block such effects, and I have no intention of engaging in an "arms race". Nanomech Resurrection: Archotech Gene. It grants the same mech resurrection ability as Apocriton, and I’ve made slight modifications: the resurrection points now can recharge slowly and have a maximum cap of 30. The resurrection point costs are as follows: 20 points for UltraHeavy Mechanoids, 10 points for Heavy, 5 points for Medium, and 1 point for Light. Mech Hacked: Archotech Gene. Grants the Hack The Mech ability. It is a non-contact hacking method, but the target must be within the field of vision. During the hacking process, the Mechanoid acts normally, but once the hacking is completed, the enemy Mechanoid will directly switch to the hacker's faction. If this ability is used by a Mechanitor, the successfully hacked Mechanoid will be directly placed under the control of that Mechanitor. Overload: Archotech Gene. Grants a ability named Kekkai. When this skill is used, it can significantly enhance the character's melee combat abilities in a short period of time, and also provides an infinitely usable Burst Jump ability. However, once the effect duration ends, the character will directly become [b]low movespeed[/b], and lasts about for 2 days. Eternal Divine Bless: Archotech Gene. Grants a ability named Yggdrasill's Gift. This is a self-centered AOE skill. When used, it increases the armor and Consciousness of same faction units within the range, and restores 1 HP per second. Each wound is calculated independently. If there is a missing part or limb, it will regenerate directly. Vacuum Immunity: ResistanceAndWeakness gene. There’s not much to elaborate on—it directly grants 100% Vacuum resistance. Extreme Speed Regeneration: Healing gene. Regeneration with slightly higher values than Ghouls, restoring 0.72 HP per second per wound, and like the base ability, it can also regenerate missing parts. Essentially, regeneration at this level allows one to "bathe" in fire from several vanilla Miniguns. To counter it, weapons with high penetration and high damage are required. Stun Reduction: ResistanceAndWeakness gene. A weakened, more accessible version of the Stun Immunity gene. Thunder Summon: Ability gene. Grants the ability: Thunder Strike. This skill invokes the vanilla Thunder Strike, with the additional effect of stun damage—inflicting approximately 10 seconds of stun. The skill deals little damage; its main purpose is crowd control, and it can be used against enemies that are immune to EMP. Heaven Strike: Ability gene. Grants the ability: Pseudo Heaven Lance. It is an unremarkable ranged skill that can be fired through walls without requiring line of sight. It deals piercing damage to objects along its path and simultaneously inflicts explosive damage at the impact point. Stray Meteorite: Ability gene. Grants the abilityl: Meteor Fall. It takes some time to summon a meteor at a designated location. The summoned meteor can ignore shields. The damage is not very high, but it will leave a large 5x5 crater at the impact site to destroy buildings regardless of their health Rune Magic(Cure): Ability gene. Grants the ability: Rune Cure. It is a high-tier version of Coagulate, which can bandage the wounds of same faction units within the range and reduce the severity of their wounds by a certain amount; it is commonly referred to as "healing" for short. Tornado Summon: Ability gene. Grants the ability Air Pressure Control. It functions as the genetic version of the TornadoGenerator, and I’ve made slight modifications to it—allowing it to randomly summon 1 to 3 tornadoes. Summon Rain: Ability gene. Grants the ability: Pray For Rain. It serves as the genetic version of the WeatherController, capable of changing the current map's weather to a rainstorm, which lasts for 10 hours. Confinement: Ability gene. Grants the ability: Pseudo Traffic Control. It is a square-shaped and hollow Wallraise ability. In the vanilla game, you need to use Wallraise twice to trap high-threat units, but this skill only requires one use—and it can also be used on yourself. Teleportation: Ability gene. Grants the ability: Pseudo Sky Warp. It is a single-person version of Farskip, allowing direct teleportation to any tile on the world map. If the target is a site, the site is already open, and there are same faction units in the map, you will teleport directly to the vicinity of that unit; if not, you will teleport directly to a random walkable location within the map. Male Only: Cosmetic_Body gene. A gene used to enforce the male gender. I know some people will definitely need this—it is bound to the male body type by default, and this setting can be turned off. However, if you turn it off, there may be cases where individuals have a female body but are male. Female Only: Cosmetic_Body gene. A gene used to enforce the female gender. It’s the same as the one mentioned above. [b] linkage [/b] The mod has a built-in preset xenospecies—Seraphiel, which focuses primarily on combat while also possessing a certain level of work ability. They have a chance to appear in the vanilla [b]Outlander[/b] faction, the Royalty [b]Empire[/b] faction, and the Odyssey [b]TradersGuild[/b] faction. If you have also installed the [b]Milira[/b] from the HAR Race mod, you can also encounter their iterated final version in the Skyfeathered Church—the Seraphiel Type Ω, which has enhanced combat abilities and weakened work abilities. [b] PS [/b] [b]Can not to apply cosmetic genes to the Humanoid Alien Races because HAR forcibly makes all vanilla cosmetic genes, such as those for ears, hair color, and wings, incompatible.[/b] For a better experience, it is recommended to use this mod together with [url=https://steamcommunity.com/sharedfiles/filedetails/?id=2891975564]Xenotype Spawn Control[/url]. This allows you to set the xenotypes you created into various factions, making it easier to encounter and capture them. [b] FA&Q [/b] Q: Can it be added/removed mid-game? A: It can be added mid-game, but cannot be removed mid-game. If you must remove it, please use the mid-save saver and ensure all genes have been removed from characters. However, I cannot guarantee complete safety. Q: CE? A: I don’t play with CE, so I’m not very sure and haven’t tested it either—maybe it’s incompatible?