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Hello everyone and welcome to what I promise is the last development blog about Hussars xenotype expansion. We're more or less ready to release it, I will just run a few tests for it. If all goes well, we will release on or before the weekend.

Also, happy Thanksgiving to our American friends!

I know I know, we've changed our ideas for the genes numerous times, but what you see here is final, I promise.

Sadly we were not able to do the weapon aptitudes the way we had it originally designed. It wouldn't work with modded weapons, which would inevitably result in bug reports we're unable to fix. As such, I sat down with Sarg and we came up with a new idea for the weapon aptitude gene.

Every Hussar will now receive a random weapon aptitude. Game will auto-generate genes for any craftable weapon in the game, as long as the weapon is in fact craftable and does have a Quality modifier. It will work with modded weapons too.

If your hussar has this specific weapon equipped, they will receive a +50% Accuracy and +50% Melee Hit Chance. This makes them extremely deadly, provided they are using the right weapon.

These potentially hundreds of new genes will not appear in the genepacks, so you don't have to be worried about every single gene ever found in the game being a weapon aptitude.

Pawns can't have more than one weapon aptitude genes.

There is no negative weapon aptitude genes. This would make very little sense and would be far too easy to counter - you'd simply have to use a different weapon.

That's all for this blog post. Let me know what you think, and soon I will have more news for you!

See ya!

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Comments

Victor Hamacek

uhlans are going over the vanilla limit for metabolic efficency the max is minus 5

Rebecca

Really looking forward to vehicles!

Rebecca

And grateful on Thanksgiving for you, your hard work, and your professionalism!

Phil42

Wow I love this version of the weapon aptitude genes. These alone can give a pawn so much personality and also makes you play with weapons that you usually don't.

Oleg Oleg

Apologies for asking but I still don't understand, how is it that luciferium need is both an archite gene and generates a dependency while providing only 6 metabolism? The efficient digestion provides the same amount without the drawbacks

Bohemian Romantic

Looking good and love the idea of Ulhans. Gotta say though, for balance reasons I still disagree with the idea of Dutiful. Any chance for a toggle to disable it in the mod options?

Simmin

Cant wait for my "aptitude for shovel" hussar. Will randomly generated hussars have their aptitude weapon? or is that just something for the player?

Brodeg Hammerforge

Oooh, I think i like this idea better. Looks great guys, keep up the good work.

Alexolas

I assume the guy in the image is an uhlan, not a hussar, given the wings?

Liara Jennings

Am I right in seeing that every weapon proficiency gene *will* be selectable in the xenotype creation screen? I really hope you're going to make a Vanilla Xenotype Creation Expanded that includes a whole lot of optimisation so that even with no mods, that screen doesn't murder my FPS...

Noldro

i dont mind the Dutiful gene, if players thinks its to strong then they just dont have to abuse it, i like it since it will make the mental break happen after the draft right? so you will still have to deal with all of it after the Raid is over. also cant wait for a rock to be my super soldiers favourite weapon :D

Ádám Kerék

Some of the genes are included in a similar form in the Alpha Genes mod. Is there any solution planned to prevent duplications?

Owain I Jones

If they don't appear as genepacks (which does seem like a good choice) does that mean the only way to acquire weapon aptitude genes will be through harvesting genes from hussars?

Mielga

does tough gene stack with tough trait?