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Hello everyone and welcome to another devblog focused on the Hussars.

I read your feedback from yesterday, and applied many changes throughout the mod design. So, why don't we try it again?

We're actually working on adding a set of wings to this storyteller, so that it fits with how Hussars have been redesigned.

NEW GENES

Our mod should add some new genes for Hussars.

DUTIFUL

Carriers of this gene have a greatly increased sense of duty and will never break down when drafted.

prefixSymbols: obedient, loyal, dutiful, steadfast, steady, composed

Complexity: 1Metabolism: -1

This gene makes it so that mental breaks cannot trigger if a pawn is drafted. If the pawn is drafted and is meant to receive a mental break, it instead gets ‘remembered’ and happens as soon as the pawn undrafts.

BULLETPROOF SKIN

Carriers of this gene have their skin reinforced by organic kevlar-like strands, allowing them to deflect smaller calliber bullets and only end up with bruises.

Prefix Symbols: kevlarSuffix Symbols: resistantWhole Name Symbols: bulletproof

Complexity: 1Metabolism: -2

This gene allows the users to change any sharp damage with less than 20% armor penetration into blunt damage of equal value.

ARROGANT

Carriers of this gene do not have a filter and always say what’s on their mind, even if it rubs the others the wrong way.

Whole Name Symbols: arrogantPrefix Symbols: rude, evil, mean

Complexity: 1Metabolism: 2

This gene forces the Abrasive trait.

GLIDEWINGS

Carriers of this gene grow a small set of wings from their shoulderblades. They are not capable of flight, but they will not be slowed down by any obstacles.

Whole Name Symbols: winged, gliderPrefix Symbols: glide, fly

Complexity: 2Metabolism: -2

This gene generates a small set of wings from the tailbone. Wings inherit the skin color of the pawn.

This character does not suffer movement speed penalties from terrain - everything has the same path cost to them.

Glidewings should be offset so they actually appear on the back of a pawn, they don’t grow out of the buttcheeks after all.

GIANT

Carriers of this gene are slightly larger than baseline humans.

Complexity: 1Metabolism: -3

This gene increases the drawsize of the pawn with this gene by 10%, making them visually larger than other humans without this gene. It also increases the total HP of all the bodyparts by 20%.

WEAPON APTITUDE TERRIBLE

The carrier's aptitude in {0} is greatly reduced. Aptitude acts like an offset on hit chance and accuracy.

Effect: If melee: Melee Hit Chance -4, if ranged: Shooting Accuracy -4

Complexity: 1Metabolism: 3

Uses the weapon tag system introduced in 1.3. Can be: Short shots, Long shots, Melee, RangedHeavy, RangedLight.

WEAPON APTITUDE POOR

The carrier's aptitude in {0} is reduced. Aptitude acts like an offset on hit chance and accuracy.

Effect: If Melee: Melee Hit Chance -2, if ranged: Shooting Accuracy -2

Complexity: 1Metabolism: 2

Uses the weapon tag system introduced in 1.3. Can be: Short shots, Long shots, Melee, RangedHeavy, RangedLight.

WEAPON APTITUDE STRONG

The carrier's aptitude in {0} is increased. Aptitude acts like an offset on hit chance and accuracy.

Effect: If Melee: Melee Hit Chance +2, if ranged: Shooting Accuracy +2

Complexity: 2Metabolism: -1

Uses the weapon tag system introduced in 1.3. Can be: Short shots, Long shots, Melee, RangedHeavy, RangedLight.

WEAPON APTITUDE REMARKABLE

The carrier's aptitude in {0} is greatly increased. Aptitude acts like an offset on hit chance and accuracy.

Effect: If Melee: Melee Hit Chance +4, if ranged: Shooting Accuracy +4

Complexity: 2Metabolism: -3

Uses the weapon tag system introduced in 1.3. Can be: Short shots, Long shots, Melee, RangedHeavy, RangedLight.

UNCONSTRAINED

Carriers of this gene do not suffer movement speed penalties caused by wearing clothing that would normally slow them down.

Armor and clothing, when worn, does not slow down this pawn.

Complexity: 1Metabolism: -1

TOUGHNESS

Carriers of this gene have thick skin, dense flesh, and durable bones, and take much less damage than other people from the same blows.

Prefix symbols: hard, tough, heavy, strong

Complexity: 1Metabolism: -4

Forces Tough trait.

LUCIFERIUM DEPENDENCY

Carriers of this gene need to ingest Luciferium on a regular basis to survive. After 6 days without luciferium, carriers will suffer from luciferium deficiency. After 10 days, they will fall into a coma. After 15 days, they will die.

prefixSymbols: lucisuffixSymbols: ferium, devil

Complexity: 1Metabolism: +6Archites: 1

Characters with this gene have a luciferium dependency. The game normally auto-generated dependencies for various drugs, but it doesn’t generate dependency for luciferium and ambrosia. As such, we’re manually adding the Luciferium dependency gene.

PATCH TO A XENOTYPE

With the new genes added in this mod, we need to patch an existing xenotype.

HUSSAR

Hussar receives following new genes:

Dutiful

Bulletproof skin

Giant

Glidewings

Arrogant

A random Weapon Aptitude Poor or Terrible

A random Weapon Aptitude Strong

Unconstrained

NEW XENOTYPE

UHLAN

Uhlan is a brand new xenotype, a much stronger and rarer variant of the Hussar. They do not have the go juice dependency, but instead have a luciferium dependency. They have a remarkable aptitude in some type of weapon, as well as a toughness gene, making them extremely strong in combat. They have blood red eyes and skin, but lack the glidewings that hussars have.

Hair_ShortOnly

Body_Standard

Eyes_Red

Body_Hulk

Skin_DeepRed

Skin_PaleRed

WoundHealing_SuperFast

Pain_Reduced

Unstoppable

MaxTemp_SmallIncrease

MinTemp_SmallDecrease

AptitudeRemarkable_Shooting

AptitudeRemarkable_Melee

ToxicEnvironmentResistance_Partial

Aggression_HyperAggressive

AptitudeTerrible_Plants

AptitudeTerrible_Animals

AptitudeTerrible_Social

AptitudeTerrible_Artistic

KillThirst

ChemicalDependency_Luciferium

Toughness

Bulletproof skin

Giant

Arrogant

A random Weapon Aptitude Remarkable

Unconstrained

As some of you also pointed out, Hussar wings accessory was just a reskin of a jump pack - and as such, I've decided to axe it for now. We might revisit it at a later date.

So, how do you guys and gals feel with these new changes, and a brand new, rare, hussar-related Uhlan xenotype being added?

Files

Comments

Water Otter

Great work as always and interesting way to spice up the base dlc

Michael Paul

I like it. You've made them distinctive while also adding enough genes to DIY my own Astartes. Also, I can use them while rebuilding the empire or fighting vicious Ashlanders. As in pre-industrial.

Comton

Vanilla Expanded Sabaton !

Curious Crustacean (edited)

Comment edits

2026-09-10 22:00 About the luciferium dependency, does it come with a trait that gets rid of luciferium addiction immunity? Because if you have a luciferium addiction you die if you don't have it for 5 dies.
2022-11-07 15:57

Oleg Oleg

Being quite honest, I liked the go juice dependency, which wasn't really due to them actually needing go juice, but because a pawn on go juice is way more effective, and without the addiction they don't lose efficiency over time. I'm kinda wondering if this "stronger hussar" might not end up weaker due to the fact that they cannot just mindlessly shoot go juice in their veins Personally, I would enjoy for them to either have go juice addiction immunity, or go juice dependency too - with whatever else it requires as a balance out

Ádám Kerék

I like the changes you've made. It's good to see that you are listening to the feedback.

Ian Napier

I assume Luciferium Addition is an Archogene because it protects from the breakdown caused by a lack of Luciferium? Because it struck me as kinda odd at first

Owain I Jones

These seem like very strong changes! Toughness has a much more sensible cost now, and the implementation of Unconstrained is much better than Clothed Speed (imo it's still a bit cheap for what it is, but a definite improvement!)

Ole Kretschmann

You know, I was really excited for the hussar wings - if only to stage a RimWorld reenactment of the Siege of Vienna.

Alexandre F.

Incredible to see feedback being taken into account so quickly. Uhlans being like Ultratech Hussars is also super cool, having super valuable pawn that appear against you make them interesting, as you have to take them down and capture them to get the most of them. Great idea !

Jerry

I love these changes!

Thomas Pyke

I'm not so sure about having leathery wings on every generic Supersoldier on the Rim, but the rest looks amazing! I know some people said that mechanical wings were too alike to Jump Packs, but I don't think they read the fine print. I'd absolutely use a set of mechanical wings that can only jump, say, 6-12 tiles but with infinite reusability, as it acts more like a skirmisher's tool rather than a long-distance engagement tool like the jump pack. Jump, shoot during the cooldown, then jump again away from anyone getting too close, or chase down fleeing enemies with your melee Hussars.

s4dfish

For the giant genome, are you intending to increase the pawns body size by 20% in addition to the draw size? There's a mod called Varied Body Sizes which adjusts draw size to scale with deviation from standard body size. Might be worth looking at: https://steamcommunity.com/sharedfiles/filedetails/?id=2863019550 All that to be said, can't wait!

Luckybread

Honestly i don’t know if I like the wing changes, it just feels kinda weird to imagine every hussar with big wings? Like it just kinda clashes with the militaristic theme that hussars have going on, personally I preferred the mechanical wings. But hey, that’s just my opinion, everything else looks awesome so far!

Fabien Smeets

I really like the change good work !!

Blaine Pine

While I'm still not big on the visual of heavily armoured Hussars having actual wings, I do prefer this version of the trait. Would it also ignore terrain costs or just the slowdown from climbing?

Toilailee

Argh somehow managed to miss that there was a new post.. Well prolly best if I don't spam my megapost here as well, but essentially: Would have preferred more combat drug flavor (essentially hussar only drugs with strong effects and heavy side-effects). But other then really not liking the biological wings for a geneline that feels to me like it's intended to always be inside power armor, good changes, both in general and changes from v1.

Victor Hamacek

If the uhlans had the bio wings and the hussars had some semi wings, that need special equipment for them only (emulating the cooler uhlans) that would be cool

Dimitry Minchenkov

Great! Now we can make grey-skinned winged gargoyles - servants and sentinels of the noblest snaguophages. Or dragonkin - with scales, wings, and fire breath!

Guns Galore

Is the Luciferium dependency made with new code (i.e. code that can be adapted to do custom drug-related genes rather than the autogenerated ones the game makes) or did you just patch out the "generateAddictionGenes" line which exists on the Luciferium def?

Kamarsennin

Pergaps instead of genetic wings, hussars could be famed for the winged power armor they are famed for using. I'm envisioning something akin to trooper armor with jump capabilities; not the heaviest armor but usable for most situations from quick aerial insertion to recon and firefights. Having exotic/imperial caravans and mercenaries outfitted with hussars in winged hussar armor might be a cool and realistic angle

Bohemian Romantic

Overall like the improvements, and the addition of Ulhans is a great idea! They give you an excuse to go all out and create something really crazy. I am with everyone else about the wings mind you, and I like the idea of moving the leathery wings to Ulhans only. Also, dutiful is still just too strong and exploitable of an ability. I don't think any kind of metabolism cost would make it work well in game and tbh I think it should just be scrapped.

Casey Alce

given that you mentionned the witcher (awesome series !) any chance we could get a seperate race for them in this mod (like a 1 to 1 recreating with the actual name) feel it would pare up nicely with the monster mod :)

Jack Williams

I stand by what I said about dutiful. Pretty hilariously OP to be able to catch a pawn prior to them breaking and just... draft them and put them somewhere safe.

Jack Williams

I love the unconstrained change though - that's far better than "nimble but better".

Chaosbroker

I feel like Bulletproof Skin is sitting in the same niche as Superclotting in preventing blood loss but does so more restrictively and at greater cost. While it does prevent infection chance from the bleed occurring in the first place it’s really only effective against low caliber weapons that your armour is likely to do that anyway.

Scott Salisbury

Just checking- does Bulletproof Skin apply to damage after it has already passed through the outer armor layers and reached the skin?

Leo Durocher

I really like the unconstrained adjustment, that makes a lot more sense. People have good points about dutiful. It thematically makes a lot of sense and I like it, but it can easily be exploited it seems. As for the wings, I just don't really like them. Not really sure why, I just don't like the idea of slapping wings on them. Putting them on Ulhans though I don't mind. Although I'm still not sure how small glide wings would help you more easily traverse difficult terrain you're currently walking on without jumping constantly. I might be wrong in the comparison, but it's not how my sugar glider uses his "wings".

Raconteur

Really good new take! I think I preferred Glidewings as a super soldier support item than now all super soldiers have wings. In a world with Jumpacks etc, it seems like this would be handled by their creators. That said, I will say this- If you still want them as a gene, I think you should still keep your short jump ability for glide wings. Just the ability to move over obstacles seems too tame for a pawn with wings of their own. Ooor Maybe varying levels of wings? Final tier capable of world map rapid movement. That would add a lot of possibilities to creative players and modders down the road

Danzen

I think this Vanilla Races Expanded series is makes a lot more sense, since we don't see much uniqueness in the vanilla xenotype except it just stat changes, but you're brilliant, you made them special with some unique genes, abilities, their behaviour, and even new mechanics.

Dogearino Kripperino

The weapon aptitudes still need some toning down. Getting a free +3 for just avoiding a weapon catagory seems too strong. it should be +1 and +2 respectively like the skill genes in the base game

Slothyraptor

I thought it would look cool on them to have actually wings and different variations like metal or feathers or something else which sound cool

Larry

Love these ideas, but I think the wings should be exclusive to Uhlan.

Con

Oh wow, I like the Uhlan, they'll be like a miniboss when they show up, cool idea!

Nico Alvarez

Thought you were adding cyberpunk face plate implant tattoos by looking at the art, like VE vikings facepainting. Still, I'm really excited for the hussar additions with giant and dutiful, by looking at the lore primer you could also add genes related to shorter lifespans or large muscles with extra carry weight. I think only Uhlans being winged would make them even more unique. As always love your work Oskar!

Scott Dockery

So the new Hussar xenotype can have random genes? Is that going to be a new Framework functionality?

Alexander Eget

Even if the the wings are a reskin of the jumppack, I don't mind it. They're still cool and I would have loved to throw them on a noble pawn plus Hussars having their own special jumppacks is neat in it's own right.

Joe Marshal

My thoughts, serious apologies for length Thank you all so much Oskar and everyone for making these mods, they really are the gold standard for Rimworld. I would hope that the giant gene could be split into two. A -1 “Giant” gene that increases drawsize 10% and maybe increases carrying capacity if not just cosmetic and a -3 “Durable Trait” that increases total HP of body parts by 20%. And critically both genes being given to the Uhlan but the Hussar only getting Druable, not giant. I would sorely miss the dangerous feeling of getting into a fight with enemies and not realizing one of them is a hussar. If the draw size was 10% larger I’d notice they were hussars from afar without having to look. Whereas I think giant works great for the Uhlan since seeing and dreading their presence from afar would be quite foreboding. If splitting the gene in two isn’t feasible then just taking away Giant from the hussar works while maybe adding robust to compensate depending on the metabolic numbers. In terms of balance adjustments, I agree with the guy would said weapon aptitude poor and weapon aptitude terrible should be +1 and +2 metabolic respectively. Possibly Unconstrained should be -2 metabolic, cause in theory it seems very good to be just -1, although reality in game may be different. Lastly the Uhlans. I think Uhlans could have the robust gene which would stack with the tough gene creating a real juggernaut. Also tough at -4 metabolic seems high maybe -3 would be more reasonable. You mentioned go juice addiction immunity for Uhlans, which I think is a good idea. In addition cell instability either mild or major depending on metabolic numbers given to Uhlans would really emphasize there status as an experimental rare xenotype. Thx and again sorry for lengh

Marwin33

hello thank you as always. the hussars description have a thing about their red eyes unsetling other pawn or something so i thought to ask if it would be possible to add a gene that get a mood debuff to other who socialise with them and don't have that gene or something like that.

Quickman (edited)

Comment edits

2026-09-10 22:00 I'll be honest, I completely love these change ideas, but as more and more xenotypes are added, I'm wondering what will become of the standard vanilla baseliner. Obviously, these stats aren't so high that a pawn with them could dominate ten without, but a raid of the new hussars could completely eradicate a small player settlements if they don't have something special about them. This is more my musing about the place of the crash landed start. There aren't any xenogene-focused starts, so anyone who wants to play with the new genes added by mods has to either create their own xenotype (something the masochistic fanbase of Rimworld is unlikely to do) or do another start. Either way, I still love your guys' work, and can't wait for literally anything you add.
2022-11-10 21:17

BR164ND

I really love the idea of the Uhlan as a stronger variant of the regular Hussars, I'm hoping we'll see something similar with future xenotypes. Something like the Genies having a variant that has an extra set of arms, increasing their manipulation, or the Sanguophage having a lower-tier variant that's little more than a blood starved beast. Looking forward to what you guys come up with next.

aybys

I love the Uhlans and the idea that they should get wings. Maybe I'm forgetting but is there a gene that relates to their expressionless faces and if not do you plan on adding it? I know you don't run the facial animation mod but maybe you could make it so they really do have no expressions and non-hussars are off-put by that.

Catherine

Overall love the design but I feel like the wings should be on a different Hussar variant lacking the Giant trait. Or maybe have all Hussars spawn with either the giant trait or the wings, but not both if that's possible? I like the idea of wings for genetically modified special ops soldiers and it makes sense, but it feels a bit weird that they are also grown bigger as well as that would seem to make the use of the wings even more cumbersome then they already would be.

Catherine

Also love everything about the Uhlan!

Effu Cee

Could it possibly fit to have the Hussar Wings provide some sort of defensive buff? I'd imagine you could use them as a shield depending on how/where they're mounted

FrogWerx

If Winged Hussars originally were this light cavalry force that took the field as a group, itd be cool if they could take some type of formation charge bonus, like get a benefit when >1, in a fashion like "Achtung" mod, but they can charge in a direction, whether strafe in jump/pack wing fotmation thing, give the reskinned jumpacks the purpose people want, or even just a melee charge buff in a direction for like 5 tiles. Sure thats impossible, but plays into the whole "group" thing and give the wings a benefit over jump packs only the Winged Hussars get

Devy

Maybe rather than giving a jump ability hussar wings could give a wearer increased speed and dodge chance while in combat?

Mielga

Does the tough gene stack with tough trait? 😁