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
A version? No.
Integration? Yes, planned.
HAR allows me to do more exciting things with Crystalloids rather than just making them a xenotype, and uprooting everything made before to utilize genes instead would of required so so so many changes.
I've previously made a bunch of genes and functionality for biotech for Crystalloids when Biotech came out, but it never came to be in a state that I really wanted. Some level of this still exists in the old code for 1.4.
HAR's compatibility with genes have gotten better since I last developed the mod, and I plan to still use HAR. I plan to come back to making xenotypes for Crystalloids (Shifting valkyries and maybe the Ekkrian Crystalloids to them, possibly new ones too!), as well as 'baseline' genes that you can take and use for editing.
Just to name a couple of the changes coming to the mod, its probably about ~15% ready as it stands:
Complete lore changes across the board...
Crysteel made objects ('Stuffable' buildings and items) will slowly regenerate now and will fit a different niche than the one Bioferrite kinda took over.
Psionic weapons are now -> Psibolt weapons that fire psychically contained plasma. They also deal more damage if a pawn has psychic sensitivity over 100%!
Currently working on a 'portal' feature that will send your pawns to extra-dimensional POIs for progression loot. Think dungeons.
from what i heard pawn rendering got overhauled in base game so anything related to it will take awhile to update. I will be waiting patiently for it, for sure. Just want some news from the creator.
https://gist.github.com/HugsLibRecordKeeper/93aa66a3e7451a9d62bac0fe54c73864 <--- Hugslib_log
It seems this mod conflicts with the VE Psycasts mod. With the Crystalloid race active, when you cast the Resurrect psycast from the Necropath psycast tree, instead of losing a finger the pawn casting it loses their life. It kills the caster, Crystalloid or human.
Removing this mod fixes the problem. I also left this in the HAR discord on the off chance you see that first.
you should declare this upload an open alpha test :/
Is there a way to change its race to crystalloid?
I agree with Master Lorian. I would absolutely loveeee xenotypes so I can roleplay custom(Gene) Cravers from the Endless space franchise. But this mod regardless is a pretty great addition.