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Sanguophage: The Overhaul
   
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Mod, 1.4, 1.5
File Size
Posted
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3.355 MB
Dec 28, 2022 @ 2:41pm
Apr 1 @ 11:18am
6 Change Notes ( view )
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Sanguophage: The Overhaul

Description
Description
Adjusts Sanguophage genome, changes the way deathrest capacity is increasesed and makes hemogenpacks spoil and less nourishing.

The format of the mod's name is a cheeky reference to Vampire: The Masquerade and Vampire: The Requiem TTRPGs from which I drew inspiration.

Genome
The basic idea is to make the Sanguophage xenotype benefits mostly confined to general resilience, with benefits like move speed and psychic aptitude being relegated to player's choice in the form of deathrest buildings. Also vampires having children was removed.
In order to give Sanguophages a clearer identity following changes to their genome are made.

Psy sensitivity and Move speed genes are removed.
Aggressive gene is increased to hyper-aggressive.
Sterile, strong stomach, reduced pain, heat super-tolerant, cold super-tolerant, and strong shooting genes are added.

Sterility can be removed with a mod option.

There is no cure
With the option of disabling it this mod removes the ability to "cure" a sanguophage by implanting them with any other xenogerm.

Deathrest Capacity
Traders and factions no longer offer Deathrest Capacity Serum, the item only usable by the reviled Sanguophages. The Sanguophages Host quest can still offer it as a reward. They can however be crafted from archite capsules.

Another way of increasing deathrest capacity is vampiric cannibalism, wherein a Sanguophage consumes another Sanguophage's brain adding the victim's deathrest capacity to their own. The victim needs to be downed and of a different faction, or a prisoner.

Ready Sanguophage may implant their xenogerm into a prisoner before cannibalizing them, increasing their deathrest capacity without the need to find and contend with a hostile Sanguophage.

Not just sanguophages
Optionally, any xenotype with deathless and deathrest genes can be considered a vampire for the purposes of cannibalism and xenotype overriding.

Hemogen Packs
With extraction of hemogen packs being free there is no good reason to opt for direct feeding in any circumstances aside from combat, for that reason hemogen packs are made half as filling as taking blood directly.
Additionally hemogen packs are now rottable, and will be destroyed after 3 days if not refrigerated.

Compatibility
With xenotype validation option, mods that add genes directly with have those changes reset with gene validation option.

Savefile safety
Sanguophages generated before adding the mod will have their genes reset, retaining their deathrest capacity.
Removing the mod will not restore their genes. It can be done manually with dev mode.

Known issues
None as of now.

Source
GitHub[github.com]
27 Comments
notbuddhanuff Nov 5, 2023 @ 9:08pm 
+1 from another Whitewolf fan
The Lady of Succubussian Affairs Jun 22, 2023 @ 10:13am 
@EldritchPotato Cherry picker mod, possibly?

Also, the gif that involves your avatar soothes my soul. Purple plant monster face. <3
EldritchPotato Jun 21, 2023 @ 5:34pm 
Would it be possible to add a setting to only enable the Diablerie and leave everything else normal?
[JdG] Pejman Jun 19, 2023 @ 4:03pm 
getting a couple of erros :

Config error in Sanguophage: Hyperlink to Sterile more than once on Sanguophage description

Config error in Sanguophage: Hyperlink to Pain_Reduced more than once on Sanguophage description
RedPine Jun 17, 2023 @ 12:51am 
I appreciate the slim design of this mod. Since "cannibalize" shows up on valid targets, like prisoners, it doesn't clog up the ability bar of my colonists.
[JdG] Pejman Jun 4, 2023 @ 1:29pm 
I wonder if there is a way to make a balanced consumable that refills some deathrest need
ec#2718 on Discord May 17, 2023 @ 7:43pm 
I'd love to see this tweaked to fit around the VE version!

I like your "vision", but I also like their "variety." Perhaps you could tweak their three subxenotypes in the same fashion as you already have for the base-game one?

Anyway, a specific and hopefully-simpler request: could you nerfVRE-Sang's additional types of bloodpacks the same way you did for the basegame ones? =)
Azuraal  [author] Apr 17, 2023 @ 5:46am 
@morpheusak I don't think there will be any mechanical incompatibility. The added vampire xenotypes all have Deathrest and Deathless genes, so if you enable dynamic undeath option they will be treated the same way as Sanguophages. I see however that one of the xenotypes doesn't have a standard bloodfeeder gene, so you'd need to disable the "only bloodfeeders can canibalise" to allow them to do so.

Another point is however design compatibility. Most notably the 3 new vampire xenotypes will lack temperature super-tolerance, low pain etc, but have psy-sensitivity and fast runner and be fertile.
morpheusak Apr 17, 2023 @ 4:07am 
Any idea how this interacts with the new Expanded Sanguophage mod?
Azuraal  [author] Mar 26, 2023 @ 12:09pm 
I have decided against any further buffs to Sanguophage such as regenerating organs.
With the addition of the option to make sanguophages fertile I am considering this mod to be more or less feature complete.