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WVC - Xenotypes and Genes

5
Mod version:1.4 - 1.5
Game version:1.4
The mod has been successfully tested for the absence of viruses
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About This Mod

Maud adds more than 200 new genes and several variants of them. Some have little impact on the game, while others have a significant impact. Almost all genes can be found in gene packs.


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Mannequin - practically does not require food, but increases sleepiness. They do not have nervous breakdowns and cannot work at all. They do not age, grow very quickly, and their health is very promising. The only thing they're good for is experimentation.

Mech likes: require a lot of food, can regenerate lost limbs, have excellent armor, never experience nervous breakdowns, are immune to toxins, and have innate fur bonds. They are often alternative forms of mannequins, inheriting many of their disadvantages from mannequins. Most of their skills are not practical, and they are best suited for the role of fighter mechs.

The triplets require a lot of food, move around quickly, can extinguish fires and produce bags. They are very unsuitable as combat units, but are very useful as artisans, gardeners and ideological inspirations. They usually do not breed, but have a special ability to breed.

Shadow people have three genes that determine their strengths. Survival skills, regenerative abilities, psychic abilities and hunger. Their skills differ little, and cooking is not their specialty. They are immune to disease, do not age, are defenseless against the sun, are intolerant of people who do not resemble themselves, and, most importantly, can transmit their genes. They're also great fighters and psionics.

Lunex - require little food, but sleep well. They move very slowly and are completely useless in battle. However, they do have the ability to summon and control golems, which completely nullifies different types of weaknesses.

Golems move very slowly, eat little, and take a lot of damage. They are immune to most diseases and do not age, but have a low capacity for health regeneration and a weak mental sensitivity. Golems are usually a runeck subgenotype, which somewhat changes the way golems are managed.

Undead - always has seven random genes. Hunger, immunity, travel speed, regeneration, and characteristics are always random. They share a huge fragility that makes them extremely vulnerable in combat. However, this is compensated for by their relative invulnerability: each death takes five years of their life, and at some point death becomes irreversible. They can animate the dead and turn them into their own.

The golem is multitasking mechanoids of several types. This is a new type of mechanoid caused by a new gene for swarm binding. They do not require recharging, and their overall speed depends on the operator's psychosensitivity. Golems have a "soft" limit, the increase of which leads to death after a certain time (1-5 days). The initial level of this limit is 0 and can be increased by genes corresponding to ideology (DLC ideology) or shrines (DLC loyalty). This limit does not apply to the total number of golems, but to each individual golem. This means that if the limit is 1, the mechanizer can simultaneously control one goal of each type.

Maud adds three new gene packs and a total of four different types of sera.


Sacks of Gene and Serums

Maud also adds three new gene packets: gene packets only produce fashion genes.

W pack - generates only ordinary genes.

Ultrapack - generates both architectonic and conventional genes, or a combination of them.

Mecha-pack - generates only archtype genes.

 

Gene packets can be purchased from all sellers of vanilla gene packets (they do not replace the appearance of the vanilla gene packets).

 

Xenotype serum:

The mod contains a total of four xenotypic serums. Basic, hybrid, custom, and hybrid custom. Xenotypic serum (_name_) is the base serum that modifies the xenotype specified in the name. If the xenotype is not inherited, the germline is not overwritten, and thus a hybrid xenotype can be created.

Hybrid sera (_name_) are hybrid sera where hybrid sera give two xenotypes, one for the germline and one for the xenotype. The name indicates a guaranteed heteromorphism.

Heterozygous serum (custom) is a custom serum that gives a random heterozygous experience that you have created yourself. Note: If there is no suitable heteromorphism, the basic serum rules are used.

Hybrid (custom) serums are hybrid sera that produce two genotypes, one embryonic and one heterozygous. Heteromorphisms are chosen from those created by you. Note that two corresponding heterotypes must be present simultaneously. One is inherited, but the other is not.

 

Whether the variant is considered the same depends on the mod list and version of the game. Note: Always re-save custom xenotypes when changing the mod list or updating the game.

 

There are also several serums that work a little differently:

 

Genetic reimplantation serum: ....... Once used, it removes the effects of genetic reimplantation from the user.

Xenotype neutralization serum. Removes all genes and returns the xenotype to reference values.

Xenotype resurrection serum (any_xenotype) - resurrects a fresh human corpse and changes its xenotype. The xenotype is given by the name of the serum.

Known issues.

Game takes too long to start:

Mod lists with too many xenotypes (300+ mods) can cause problems with the game being started for too long. If you're having this problem, turn off the serums in your fashion settings.

 

This is because different servers are created for different types at startup. If you don't want to disable the mod completely, use the xenotype filter settings to save only the xenotypes you need.

Similar Mods/Addons

Game Version *

1.4 (wvc__races_biotech.zip)