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Hello everyone and welcome to a brand new development blog, this time focusing on the upcoming Vanilla Races Expanded - Lycanthrope mod.

In this post, I'd like to talk to you about what sort of genes Lycans will benefit from, but please remember that this is all very much work in progress.

At the end of this development blog I also have a little teaser for a new mod that will pop on the roadmap soon.

Vanilla Races Expanded - Lycanthrope is one of our long-time-in-development mods. We actually planned it out before Biotech DLC even came out - as soon as I knew I will be working on Biotech, I wanted to add something to rival the Sanguophages.

This mod has proven to be quite a challenge, technologically speaking. That's why it was shelved for almost a year, but hey, we're developing it now, and it will be out in not too far future!

We're using this mod as an opportunity to add quite cool new genes that should make your Lycans feel like actual werewolves. Not only that, thanks to the Morph archite gene, you will be able to make your own changelings!

Before we proceed, here's one thing you need to know: This mod doesn't add one new xenotype, but technically two!

WOLFMAN

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Description Short:

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Wolfman is a baseliner-like xenotype added by this mod. They have some wolf-like characteristics, and can turn into lycans every night.

Wolfmen have following genes guaranteed:

Assorted:

Gene implanter

Morph: Lycan

Nocturnal Morphing

Pack Mentality

Darkvision

Nocturnal

Cosmetic:

Chestfur

Only Sideburns

12 Complexity, 0 Metabolic efficiency, 1 Archite

Wolfmen are very much just a slightly different baseliner. They feel similar to baseliners, but enjoy working through the night more than through the day. Visually, they come with chestfur - which is just a really hairy chest, and cool new selection of sideburn beards.

LYCAN

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Description Short:

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Lycans are the ‘changed form’ of Wolfmen. Wolfmen change into Lycans, and Lycans change into Wolfmen.

Lycans have following genes guaranteed:

Assorted:

Gene implanter

Morph: Wolfman

Nocturnal Morphing

Pack Mentality

Superior Darkvision

Warhowl

Territorial

Nocturnal

Extremely Fast Runner

Speech Inability

Improved Dodge

Light Sensitivity

Superfast wound healing

Aggressive

Strong melee damage

Cosmetic:

Canine nose

Canine ears

Furskin

Wolf tail

21 Complexity, -1 Metabolic efficiency, 3 Archite

Wolfmen become Lycans during the night, thanks to Nocturnal morphing gene. Lycans are quite a bit more extreme than baseliners - they are very, very fast, rapidly heal wounds, deal a lot of melee damage and have a new ability called Warhowl, which makes all nearby pack members much stronger. They do suffer from quite a big drawback though - they are sensitive to light, and they cannot communicate at all. If you have some prisoners, perhaps you will want to do your wardening during the day, when Lycans turn back to Wolfmen.

Let's take a look at some of the genes!

MORPH: [XENOTYPENAME]

Carriers of this gene have the extraordinary archite-powered ability to rapidly morph into a [NameOfXenotype] xenotype at will. They will inherit all the genetic abilities and drawbacks of that xenotype, but they will be able to morph back at any time.

ExcludeTag:

Complexity: 3Metabolism: 0Archites: 1

This should be a template generated gene, similar to drug resistances etc. This means that there should be one Morph: [Xenotype] gene for every xenotype present in the game.

Warning: Do not account for Androidtypes. Noone should be able to morph into an android.

What is morphing?

When player morphs their pawn, their xenotype changes depending on what Morph gene they had. A pawn with Morph: Hussar will have their pawn turn into a hussar. This means:

The pawn will have all their genes changed to hussar genes.

A pawn will have their xenotype changed to hussar.

A pawn will have a new Morph: [Xenotype] added to them, with the xenotype they were before, allowing them to morph back into whatever they were.

What we need to consider?

There may be dozens of edge cases here that we need to consider. We should test how Morph works with all the base game xenotypes, as well as what happens to various genes. The list below is not comprehensive but it should give us some starting ground:

What happens with deathrest stat when pawn morphs into a deathrest xenotype? What happens when they morph back?

What happens to hemogen stat when pawn morphs into a hemogenic xenotype? The hemogen level should be remembered, so players can’t cheese it to get free hemogen.

What happens if a pawn is pregnant? What xenotype will the baby be?

Morph gizmo

Pawns with the Morph gene have a gizmo always present on them, that allows them to morph into whatever xenotype they have on their Morph: [Xenotype] gene.

The gizmo should use the same graphic as the gene.

NOCTURNAL MORPHING

Carriers of this gene undergo a morphing process every night. It cannot be stopped or prevented. They will only morph back come morning.

ExcludeTags: MorphCondition

Complexity: 1Metabolism: +2

Morph gizmo is no longer available.

Instead, this pawn always morphs at 6 PM, and then morphs back at 6 AM.

Make sure to account for pawns being in caravans, and in cryptosleep caskets etc.

ADULTHOOD MORPHING

Carriers of this gene undergo a morphing process when reaching adulthood. It cannot be stopped or prevented. They will never morph back.

ExcludeTags: MorphCondition

Complexity: 1Metabolism: +2

Morph gizmo is no longer available.

Instead, this pawn always morphs when reaching the age of 16 years. Then, they never morph back.

SEASONAL MORPHING

Carriers of this gene undergo a morphing process on 1st of Septober, and then morph back on 1st of Aprimay.

ExcludeTags: MorphCondition

Complexity: 1Metabolism: +2

Morph gizmo is no longer available.

Instead, this pawn always morphs on 1st of Septober and morph back on 1st of Aprimay.

DAMAGE MORPHING

Carriers of this gene undergo a morphing process when badly wounded, and will only morph back when almost fully regenerated.

ExcludeTags: MorphCondition

Complexity: 1Metabolism: +2

Morph gizmo is no longer available.

Instead, this pawn always morphs when HP reaches below 40%. Morph back happens when character reaches 80% HP again.

These Morph condition genes are not required by the Morph gene. Without them, you morph whenever you want by pressing a button. These conditions do however provide some metabolism to offset the loss of control over the morphing process. Wolfmen and Lycans use the Nocturnal morphing, for example.

PACK MENTALITY

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Complexity: 1Metabolism: -1

Adds a brand new relation called ‘pack member’.

Pack member can be added on top of other relations, so a lover can also be a pack member. Only pawns with Pack Mentality can be pack members. This means that if someone doesn’t have pack mentality, they will not be a pack member.

Whenever two pawns with pack mentality have a social fight, they are guaranteed to form a pack afterwards.

Pawns also have 20% chance to become pack members upon deep talk social interaction.

Pack member def:

Label: pack member

diedThought: PackMemberDied

killedThought: KilledPackMember

lostThought: LostPackMember

soldThought: SoldPackMember

opinionOffset: 50

PackMemberDied

Label: pack member {0} died

Description: My pack member died. The pack is weaker.

baseMoodEffect: -10

KilledPackMember

Label: killed pack member {0}

Description: I had to put down a pack member.

baseMoodEffect: -10

LostPackMember

Label: pack member {0} lost

Description: We lost a valuable pack member. Can they survive without their pack?

baseMoodEffect: -5

SoldPackMember

Label: pack member {0} sold

Description: We have just sold off a pack member. Can we really call ourselves a pack?

baseMoodEffect: -25

Increasing mood buff

Pack mentality provides an increasing mood thought for every member of the pack.

Label: pack mentality

Description: Our pack grows stronger. The bigger the pack, the more comfortable we will feel.

baseMoodEffect: +1 for each pack member.

SUPERIOR DARK VISION

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Complexity: 1Metabolism: -2

Same effects as Dark vision, with following additions:

GlobalWorkSpeed in darkness increased by 5%

MoveSpeed in darkness increased by 10%

PawnAccuracy in darkness increased by 10%

MeleeHitChance in darkness increased by 10%

MeleeDodgeChance in darkness increased by 10%

WARHOWL

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Complexity: 1Metabolism: -2

Ability title: Warhowl

Ability description: Emit a loud war howl that increases stacking combat capabilities of pack members nearby.

Grants a new ability to perform a war howl. It provides a stacking hediff to all pack members in close proximity, increasing their combat related stats:

Hediff provides following effects:

Description: Increase to combat capabilities caused by the warhowl ability.

MeleeHitChance +1

MeleeDodgeChance +1

MoveSpeed +0.1

IncomingDamageFactor -0.05

The effect lasts 3 hours.

It can stack up to 10 times.

The ability has a 24 hour cooldown.

This essentially means that 10 pawns can cast warhowl around each other for maximum effect, making them extremely strong in combat for 3 hours.

TERRITORIAL

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Complexity: 1Metabolism: +1

Mental breaks are less likely to occur on colony map, but much more likely to occur when outside of the colony map, including during caravan travels.

NOCTURNAL

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Complexity: 1Metabolism: 0

Forces trait: Night Owl

EXTREMELY FAST RUNNER

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Complexity: 2Metabolism: 0Archites: 1

ExcludeTag: MoveSpeed

Move Speed: +0.6 c/s

Not slowed down by difficult terrain

SPEECH INABILITY

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Complexity: 1Metabolism: +3

Talking: x0.0

IMPROVED DODGE

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Complexity: 1Metabolism: -1

MeleeDodgeChance: x1.15

SUPERIOR DODGE

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Complexity: 1Metabolism: -2

MeleeDodgeChance: x1.30

DODGE DISABLED

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Complexity: 1Metabolism: +2

MeleeDodgeChance: x0.0

LIGHT SENSITIVITY

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Complexity: 1Metabolism: +2

When in light of any kind (when on a tile while light levels from either the sun or artificial lamps are 11% or more):

Move Speed ×90%

Mood: Light Sensitivity: −2

INTENSE LIGHT SENSITIVITY

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Complexity: 1Metabolism: +3

When in light of any kind (when on a tile while light levels from either the sun or artificial lamps are 11% or more):

Move Speed ×80%

Mood: Light Sensitivity: −6

PHOTOPHOBIA

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Complexity: 1Metabolism: +5

When in light of any kind, the carrier of this gene enters a new mental break where they will run towards the dark. The mental break ends as soon as they escape the light.

0.1 day mtb chance of "Fleeing light" mental break.

−10 Afraid of light moodlet when ‘Fleeing light’ mental break occurs.

CHEST FUR

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Complexity: 1Metabolism: 0

ExcludeTag: Fur

A new hair layer that appears on the chest. Should render under clothing, but shouldn’t ‘disappear’ when clothing is worn - aka if a shirt has a hole in the middle, the hair should be visible.

Minimum Comfortable Temperature: −5 °C

ONLY SIDEBURNS

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Complexity: 1

ExcludeTag: BeardStyle

Male carriers of this gene grow only sideburns-tagged beards, which are also added by this mod.

CANINE NOSE

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Complexity: 1

Cosmetic wolf nose gene. Makes the character have a wolf-like nose.

Non-wolf jaw romance chance: x0.2

CANINE EARS

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Complexity: 1

Carriers of this gene will grow canine-like cosmetic ears.

WOLF TAIL

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Complexity: 1

ExcludeTag:

Carriers of this gene will grow a smooth, wolf-like tail that slightly increases their movement speed.

Adds an aesthetic only tail to the pawn's sprite

MoveSpeed: +0.05c

We are also in the process of looking how to actually introduce them to the game. I'm thinking about adding a new quest where you host a group of refugees, that turn out to be lycans in disguise. 

Let me know what you think about what we have planned. I think this mod will allow you to have way more fun with different xenotypes. Imagine a Saurid that turns into an Yttakin in winter, or a Highmate that turns into a Lowmate at night... Yeah, I'm loving this.

Oh, and the teaser?

Files

Comments

TOOTHDUCK

I am curious how this will interact with genemodding or heritable genes, are they all temporarily lost when you change, or is it just xenogerm genes that get lost?

Douglas Walsh

oh my god yes thank you so much! been waiting for this one for a while, super glad to see its getting close

D-Train

Warpigs? Warpigs.

Dimitry Minchenkov

I've never thought I'll see Asimov's sideburns and werehog in one post.

SNake575

For an introductory quest it you could have it that your pawns hear a pained howl in the night with a suggestion to send out some hunters for some "easy prey" and instead find a small pack, or maybe just one lycan who you can offer to let them join. Also is there any plans for special interactions with sanguophages?

Russ A

So looking forward to whatever you folks do with Pigskins.

John Kim

Following the trend of BG races emulated in Rimworld... Boar Orcs? Borks? Pig Orcs? Porks?

Steven

I love that you all are adding the auto-morph-on-condition genes! It does open up a load of options, I'm not even sure where I'll start, but I know I'm going to have a blast making even stranger colonies with this.

TwoPenny

Love the morphing idea! Also bless you for making the morph mechanic change the xenotype rather than some kind of new framework completely. Can’t wait to draw these dudes c:

Marberguson

Looks Great. How will ADULTHOOD MORPHING work with pregnancies and children. Will newborn of Adult morpher will be xenotype of their pre morph type? Also Exclusive speech gene would be also fun, pawns can only talk with pawns of the same xenotype.

Casey Alce

will we be able to morph into custom xenotypes?

Muronelkaz

So would there be a timed/cool down version of morphing possible? Say you have a sanguophage that you want to be able to turn into a baseliner but only for 8 hours, or once per day?

Lyn the Cookie

Oskar: "Oh, and the teaser?" *Return to the Warrens begins playing*

Hubert Kafel

Does warhowl has any effect on the tamed animals that are drafted?

Newguy12354

This is almost everything I was wishing for! Really really looking forward to see it released and play with it. Really excited. If I may add a few suggestions, but feel free to ignore them: Morphing mental break gene Effect: Pawns has a chance(or guarantee?) to go wild/berserk upon morphing, you lose control of them and they might attack anything or anyone nearby for a while. The break resolves after X amount of time and either the pawn stays morphed or returns to original form. Gives you positive metabolism. Additional conditional morphing genes Random morphing: Pawn morphs randomly every x to y hours, alternating between its two forms. Cannot be controlled. Gives you positive metabolism. Moon phase/random days morphing: Pawns morphs randomly every X to Y amount of days and it lasts for Z amount of time before they return to original form. Cannot be controlled. Gives you positive metabolism Transmission/contagion: If the pawn uses natural attacks (claws, bites), chances to infect the other pawn with the morphing gene package? This might be very hard to code. Maybe just a 'gene implanter' attack that guarantees morphing gene infection, but may kill the target? Not sure if positive or negative metabolism here. While I am likely to play with the already created Lycans, or make my own kind of werewolves/morphing pawns, if it was possible to have a couple more graphical options to give a bigger range of creatures to morph into, I'd love that. Thinking here of werebear, weretiger, but also things like tentacles and what not. But I suppose those can be added via other mods. No impact on metabolism unless the additional genes gives bonus beyond graphics. Also, is it possible to create weakness to certain material genes? Of course, I am thinking silver weakness, but weakness to other materials could be fun too. Melee weapons made of that material could deal more damages, or kick the pawn from their second form back into their original, or something.

Ramogoliath

Highmate in the Streets, Lowmate in the Sheets ;-)

MrUglehFace

This wasn’t how I was expecting it to work, I thought that having the transform xenotype would just disable the endogenes or xenogenes (whichever isn’t on) then disable the genes it’s on and enable the genes it isn’t on whenever the condition is met

ZamazaCallista

Suggested morph condition: Tox exposure. Over a certain threshold of exposure they morph.

Diex Rex

It would be cool when the social fight occur the winner get like an « Alpha » mood buff because he win the fight

Russ A

So, if Bob the Lycan attacks and infects Jim the Genie. Would Jim stay a Genie but turn into a Lycan at night?

Odai

Suggestion: Could this optionally replace Yttakins altogether?

Bohemian Romantic

I've got to say, I really appreciate how you've used these race expanded mods to focus on furthering our own creative possibilities with new genes. I've hardly played with the actual added xenotypes, but I created a colony with mind coalescence, or a spooky druid colony who plant their children in the ground, etc. The new genes go so far for furthering our creativity.

Lex

Yo, heads up horror enthusiasts: If you wanted the classic Werewolf bite infection scenario, you could splice in Gene infector from Fungoids instead of the Gene implanter. The possibilities...

Roku

Hopefully there will be a Morph that we can use for our own Custom Xenotype. Like we set the morph to be a custom Xenotype we've already made. Otherwise I thoroughly like what I'm seeing and can't wait to get my hands on it!

Brandon Pollastri

Hell Yeah! Orc Xenotypes! Hoping theres a beserk gene in there. Good for crushing Puny Humans.

Dick Turnip

I'm guessing this works with custom xenotypes too. If so, I can't wait to see the looks on the savage tribals' faces when the vulnerable-looking highmate suddenly morphs into a building-sized Deathless colossus...

Brandon Pollastri

Can you stack morph conditions? Like current conditions set here but stacked together. Also, would you be able to have the Adulthood morph condition, then an elder morph Condition. Then stack those together?

Deggial

I love the morphing game mechanic (I wouldn't have thought, this might be even possible) and pack mentality (very fitting)! Not so sure about the whole light sensivity theme. Isn't this generally more related to Sanguophages? (Okay, their UV-sensitivity comes with even higher penalties.) Do Werewolves actually hate the day in the popular lore? Well, I guess it's your take on the topic and it's not that I *despise* it! What I *insist* on, however, is an increased damage by SILVER WEAPONS! Disabling their "super fast wound healing" when insured by silver weapons might be too complicated to code and not worth the effort. But certainly increase the damage dealt!

Choppytehbear

I'm assuming it's not possible for silver weapons to deal extra damage to Lycans?

gb

I love the idea of seasonal morphing. Even just cosmetically, it'd be neat to have furskin creatures that change between winter and summer coats. But the way it's specified here, "Saurid that turns into Yttakin in winter" is going to break for games where the southern hemisphere is in play. Possible alternatives: reverse the dates for southern hemisphere, or make the transformation depend on actual game season for the pawn's location, or make it temperature-dependent. Probably don't want pawns morphing every time they walk into the freezer for five seconds, but could use something like a hypothermia/heatstroke mechanic that requires sustained cold/heat over a period of time to trigger a change? Photophobia should probably be incompatible with Pyrophobia since it's essentially doubling up - any fire will be creating light. Further edge cases to consider: - Morphing interactions with pregnancy: as well as "what xenotype", also interactions with genes like Sterile, Saplingbirth, Oviparous, fast/slow gestation - Genotype doesn't completely define genes - e.g. things like Gene Syphon and the Xenogenefier from Alpha Genes allow pawns to acquire new xenogenes without changing xenotype, and Hybrid xenotype can be just about anything. If the morph logic is just to overwrite the current xenogenes with the standard package for the other xenotype, that may not preserve those acquired genes? Rather than defining morphing as two separate xenotypes, I wonder if it'd be any easier to have a single xenotype but add an activation/deactivation mechanic that allows specific genes to be flagged as dependent on one particular morph state? There's already a deactivation mechanic in the game for cases where pawns have two incompatible genes (e.g. different wing types) so maybe that couple be adapted, IDK.

Spoder

Very interesting. A lot of creative potential with the morph genes. Will there be any new ideology additions to go with these skinwalkers? Would it be possible to add multiple morphs to a xenotype?

Ian Napier

I'm slightly confused by the age morph gene, it feels like it should be something passed down to children so that pawns can go through a sort of metamorphosis but the parents wouldn't have the original genotype to pass down to the children so wouldn't it just disappear?

John Anderson

I can't wait to have some soldiers who can shift to Peace Mode in combat to really show raiders and tribals the benefits of civilization in my new Peace Empire playthrough!

Happycam

the idea that one could morph into something else is really cool gameplay and lore wise.