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Genes of Qud

You're no aristrocrat- You're a mutant, aren't you! I can see it, with those hulking muscles, toxic gas sacks, and oddly flexible legs. Surely, someone like you who hails from the sunscorched salt desert can survive on the Rim! This mod as in several mutations from the game Caves of Qud as biotech genes. They're all fairly balanced, non archite genes with unique abilities and effects. This is a companion mod to my other Caves of Qud mod, Implants of Qud, which you can find here: [url=https://steamcommunity.com/sharedfiles/filedetails/?id=3552111619]https://steamcommunity.com/sharedfiles/filedetails/?id=3552111619[/url] Below is a manifest of all the genes you can find in game currently- If you'd like to discover them yourself, look no further! Ability Genes: Tox Gas Generation: Metabolic Impact: -2 Complexity: 2 Allows the gene carrier to release a steady stream of tox gas once every two days, functioning similarly to the tox pack. Blind Smoke Generation: Metabolic Impact: -2 Complexity: 2 Allows the gene carrier to release a steady stream of blind smoke once a day, functioning similarly to the tox pack. Adrenal Control: Metabolic Impact: -3 Complexity: 3 Allows the gene carrier to use the "Release Adrenaline" ability once every twelve hours, granting increased move speed, consciousness, and attack speed / firing cooldown. Functions similarly to Anomaly's adrenal heart. Internal EMP: Metabolic Impact: -2 Complexity: 2 Allows the gene carrier to generate a powerful EMP burst centered on themselves, with a radius of about 7 tiles, once every 24 hours. The EMP damage is lower than that of EMP grenades, but the ability has a much larger range and can be cast instantly with no warmup. Non-Ability Genes: Heightened Quickness: Metabolic Impact: -2 Complexity: 1 Multiplies melee cooldown and aiming time by 80%, significantly increasing both melee and ranged DPS. Incompatible with Sluggish Sluggish: Metabolic Impact: 1 Complexity: 1 Multiplies melee cooldown and aiming time by 125%, moderately decreasing both melee and ranged DPS. Incompatible with Heightened Quickness Double Muscled: Metabolic Impact: -2 Complexity: 1 Multiplies melee damage factor by 115%, and carry capacity by 200% Incompatible with weak melee and incapable of violence, but can be stacked with strong melee. Triple Jointed: Metabolic Impact: -5 Complexity: 2 Adds a +5% offset to moving, and forces the nimble trait. As always, a huge thanks to everyone from the Rimworld discord mod-development channel.