Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
I am aware that gene-seed aren't gene but i thought i'd go for a different approach with the new dlc as implants exists all already, so i won't be changing them to or making any implants anytime soon - but you're completely right - Ill probably go change metabolism to reflect the eating issue (Havn't thought about that tbh).
I had forgotten about the whole different tiers of psyker thing, i remember now that you reminded me, and blanks i've heard of but never really explored. I think your take on both could be a nice feature, but as i am a novice at mod making it'll probably be a while before they or anything near that gets implemented. I will however write it down in my little document for later on.
I have thought about ratlings, orgryns ans so on but decided not to do anything about them right now.
If you have any suggestion for balance or what the genes might posses of stat increases or abilities on your mind, i'd be happy to hear :)
Otherwise thanks for your suggestion i have noted some of the stuff that i think is a good addition. :D
Psykers:
As a rule, installing any psyker gene on a non-psyker pawn should carry with it dire consequences or not be allowed at all, in fact, if possible it would be best to be able to be implanted and "stay dormant" until reproduction, with the children actually acquiring that gene and developing it, because this gene basically messes with the anima (a part of the brain) when the embryo is gestated, and makes him have a "bigger door" to the warp and a stronger soul.. It's very difficult (per lore) to strengthen a soul, which is why most psykers will always stay in their respective range, even if they train their whole life.. Only a couple exceptions to this have been made manifest in lore and its usually in ♥♥♥♥ written by mister ♥♥♥♥ lore and ♥♥♥♥ all matt ward...
Id also make it so that no psyker trait except for Pi is compatible with rimworld powers, they reject the implant or something.. This is because usually when the mechanicus tries to mess with psykers, ♥♥♥♥ goes bad, very bad...
Also, psykers can use their stuff all they want.. So give them a trait so they have their psy-focus always at max.. This obviously comes with an issue of, they may use it too much and as said before, you dont want your psykers to exert too much (this is called pushing in lore and while it lets you do some more warp-shenanigans, it comes with a risk of warp phenomena)... This would be the main difference with psy-casts.. They are safe to use and cant be used all the time, requiring meditation.. Psykers can use their power all the time, but mental breaks are an issue and neural heat can lead to some game changing warp phenomena.. psykers should only meditate as a way of training their ability and not to access it...
PI: Baseline human, almost all pawns should have this gene.. No bonus at all and should spawn around 85% of the time (again, considering balance, if we went lore wise, we would never see a psyker on rimworld), is incompatible with the others...
Omicron: 3% spawn chance.. Your first step in psyker evolution, usually they are a tad bit sensitive but its not a risk and they cant really harness any power.. Id give them a +10% psy sensitivity and access to a random vanilla expanded (ve from now on) tree, and 1 point to spend with no way of getting any more (meditation disabled).. Just a bonus.. Also a +5% break risk.
Iota: 2% spawn chance.. now we get to the meat.. this is your run off the mill psyker, quite powerful and on the level of rimworld base powers, but all natural... Full access to VE stuff, access to meditation, unlimited psy-focus.. but only 80% neural heat.. Which can be pushed (clicking on the thingy so that the pawn keeps casting outside of their safe zone) with the possibility of dire consequences (ill talk about this after classification)... +20% psy sensitivity, +10% break risk..
Epsilon: 1.5% spawn, getting to the dangerous guys here.. unlimited psy focus, 50% neural heat, +50% psy sensitivity, +25% break risk..-10% work speed (they have a bit of trouble concentrating), a bunch of little buffs to melee and shooting because they are better atbasically everything related to perception and their physique, even with psykers that do nothing with biomancy, ends up being stronger as a reflection of their stronger soul..
The next levels are quite dangerous... (and their market value should be immense so they never spawn until very late game colonies and when players use higher difficulty settings..)
Delta: 0.9% spawn, last level in which there is mental stability, unlimited focus, 50% neural heat, +100% psy sensitivity, +50% break risk...(keep this guys happy or else..), work speed -50% (this guys have lotsa trouble concentrating), healing speed +15% (their psychic powers do actually help them heal faster, its some sort of unconscious thing..), immunity speed +50% (very rarely a psyker of this level will get sick because their individual cells are "aware" in a way no one elses are), +10 max hit points (same reason as before), bunch of a bit better melee and shooting buffs because of their increased perception and physical ability, at this point they should be able to one hit an unarmored pawn with their fist without using any power at all, because delta levels imbue their warp might in basically everything they do without even realizing it, which is also a problem for even the most basic things, which is why they are hunted for their danger. Also they should have a shield at this point.. A minor one.. But fast recharging.. sterile, 15% penalty to talking
Beta: 0.09% Almost game ending stuff... 200% psy sensitivity, +75% break risk... can't work (everything disabled) except for combat stuff, +100% healing, 75% immunity speed, +25 hit points, combat bonuses high enough for them to one punch man a power armor pawn into oblivion.. better shield.. +.5 movement speed, Non-Senescent included, bonuses to blood filtration, pumping, metabolism and consciousness, 30% penalty to talking, pessimist and alzheimers... If they are an enemy, they will spawn berserk, not permanent, but with that break risk it will happen soon enough even if they calm down... Need to train them to get rid of this..
Alpha: 0.01% Game ending unless you have a null powerful enough.. There is no reason at all to give such a creature stats, just max them out however u like, an alpha psyker is almost godlike and at the technological level rimworld is, one could easily take down a whole planet if preparations are not made... We are talking about guys who could wave their hands and make someone just non-existent.. mute, depressive, alzheimers and dementia. Killing one should be the preparation of a campaign, recruiting one should be insanity itself... Dont even put any mental break stuff on him, this kind of guys should always be in a permanent state of berserk unless properly trained...
Alpha +: This should work only as a game ending event.. "An alpha + psyker has woken up in this planet, you have 2 years to prepare and capture him, if you do, the black ships will give you a ride off this wretched rock when they come get him, if you don't, you will all be annihilated ", a spot appears on the map and the way to win this is to get an omega null and send him there... To facilitate this, the map will also spawn a faction with high technology and one omega null that you can raid and try to kidnap him.. If you fail to complete this quest, the whole mpa should be just mercilessly destroyed in any flavor you like, from a gateway to the warp getting some daemons in to the planet actually setting itself on fire.. Just make it fantastic :p alpha + are gods, they can do almost anything they want via sheer force of will and natural talent
Now for the training mentioned
In lore, they get protection from the emperor in a grueling process, the psykers that survive this are put into the inquisitorial care, those who do not, are fed to the emperor as life force.. This is called sanctioning and in game could require:
Make a golden throne (yeah I know, cheesy) that has a bill for sanctioning, it works as a surgery with a high chance of failure but if complete, it gives a new trait, or implant or gene or however you want to make it so that they get their break risk lowered in case of betas, and alphas lose their permanent berserker status.. (still with a +50% break risk, because they are still unstable as ♥♥♥♥)
As for what happens with breaks.. Well, if a psyker has a break there should be some warp phenomena, minor break has a 10% of triggering it, major break has a 25% chance of triggering it.. Warp phenomena is a random event, ill just give you the dark heresy table for inspiration as to what these events could be:
https://extraheresy.fandom.com/wiki/Perils_of_the_Warp
Then do something similar for nulls, but going the other way around:
Sigma: 4% spawn Less sensitivity, less break risk, more stable dude
Upsilon: 2% Much less sensitivities, lesser break risk, psycopath, disturbing voice, penalties for social
Omega: 1% No sensitivity at all, never breaks, psyco, incapable of social, whatever you want to put on him so that everyone hates him, should have an aura in which any psycast casted fails automatically... but also everyone close to him feels nausea and has a penalty to work and stuff cause they cant concentrate and should make them feel pain (seriously, having this guys close to you will make you physically and mentally suffer both).. This aura should be around half a map of normal size (250x250)
Omega -: Event... Gotta raid a single dude, in the middle of nowhere.. He disables all psychic powers on the whole map and gives very strong debuffs to whoever is in that map.. A lot of pain and a lot of consciousness loss... Damages the brain just to be near him so its a race against time to kill him or capture him before all pawns faint in his presence... If you succeed, you can trade him/his body for an off planet ticket.. If you fail, the eldar basically nuke the planet with you included just to make sure that the imperium has no access to such an asset (aeldari in general are VERY scared of omega - people...)
When I have more time ill try to stat out the other mutations in 40k, even the weird ones (there are some very fun mutations), and if you make a github with your stuff, I wouldnt mind doing this stuff there as a contributor so you dont have to read and then rewrite everything, that way you can just change what you dont like of my contribution and be done with it :p
Ogryns are far more than their hulking physique.. They are like big children and hulking doesnt even get close to the size of them.. In fact, ogryns can be one of the most wholesome kind creatures in 40k... which is weird and I find it fun as ♥♥♥♥
<defName>40KPSY_Doombolt</defName>
To translate this, I have to write:
<40KPSY_Doombolt.label>
But this contradicts the rules of XML - "Names cannot start with a number or punctuation character". I may be wrong - I'm not an expert in XML, but it seems to me that because of this, it will not be possible to translate your mod into any other language, unfortunately.
@mewn goddess I was actually not aware of this problem, thanks you for bringing this to my attention, did you try and test to see if you were able? I’ve no experience in translating mods but I was able to apply a patch with patchOperations myself just fine. If it is a problem I might just rewrite the defs to not start with numbers and adhere to xml standards. :)
If you mean this line:
<xpath>Defs/GeneDef[defName = "40KPSY_Ossmodula"]/statOffsets</xpath>
since the tags themselves are <xpath>, there are no problems.
As long as 40KPSY is mentioned in between tags, everything works correctly, but as soon as it gets into the tag itself (as in my case), an error appears.
In Notepad++, I use the XML tools plugin with the syntax auto-check function, and when I save my file with tags like <40KPSY...>, Notepad++ gives me an error with something like "The name starts with an invalid character." (I don't know how exactly it would be written in English, I have a Russian version of the program.)
If it's not very time-consuming for you, rewriting these names would be great! I really like the idea of your mod and it would be a pity if there was no way to translate it for a comfortable gaming.
Also did you know that you have a typo in GeneDef.xml line 39: instead of "secondaryheart" it says "secondayheart"? :)
I will keep an eye on your xmls :D
In 1.4\Mods\VanillaPsycastsExpanded\Defs\ThingsDef\Projectiles.xml in line 87 should be Lightning instead of Lighting. Although I didn't find where the text from Projectiles.xml is found in the game ¯\_(ツ)_/¯
1.4\Mods\VanillaPsycastsExpanded\Defs\AbilityDefs\ChaosPsyker.xml in line 279 should be "of the Plague God" instead of "of he Plague God".
And in 1.4\Mods\VanillaPsycastsExpanded\Defs\ThoughtDefs\Thoughts.xml in line 25 should be <label>Mindscourge</label> instead of Acquiescence.