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Hey folks and welcome to a brand new development blog.

We've been busy finishing a mod that was meant to be finished a year ago, almost, and that is Vanilla Races Expanded - Sanguophage. It's significantly bigger than our other Races Expanded mods, as it features not only new subxenotypes of the Sanguophage, but also new deathresting mechanics, buildings and even a hemogen pipe network!

I have finished creating the infographics, so I invite you to take a look at them!

That's about it for this mod! Let me know what you guys and gals think. I'm pretty proud of this one. I think it greatly expands the concept of sanguophages and makes it much more fun to manage their hemogen needs.

Files

Comments

Cathal Innes

There's a small mistake in the extreme hemogen drain infographic, the effect refers to it as low hemogen drain

Owain I Jones

This is all looking very cool, excited for this one! I'm curious about the Hemohunter status - does it act like a full mental break where colonists wander around outside of your control, or does it only trigger when another colonist gets close to them? And can you just have your sanguophages "sleep through it" by having them deathrest through the blood moon or would hemohunter force them to wake up?

Oleg Oleg

So wait, it's more or less purely bad to have tainted hemogen, considering that it purely lowers your stats (except blood filtration - but aren't those sanguophage subtypes also all immune to disease?)

James Tyrean

This is great! Time for a Vampire: the Masquerade RP playthrough.

Aaron Smith

Looking forward to committing war crimes with the nutrient paste pipes + drain casket.

Jeremy Jorgensen

Oh boy, that drain casket solves a lot of problems (and makes a few warcrimes, but what of it?) Now I just need something to help keep the prisoners sane while in the casket (NOTE: this is before trying it)

MrSkynert

Wooow. Now, I wait for Vechicles and go back to the game

Jason McGinn

I swear the pipe-network tech is a fecking goldmine for new content