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[DEVBLOG#235] Vanilla Races Expanded - Highmates

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Before you proceed, please note that the following development blog contains information about mechanics that may or may not be of sexual nature. If you're offended by the design of this mod, take it somewhere else - as you are about to read, it was never our intention to offend anyone.

Vanilla Races Expanded - Highmates is one of those mods that's difficult to tackle without looking like a 'memster'. It took me quite some time to come up with a design that still plays on the strengths of highmates and fills out their niche even more, while at the same time being game fitting, unique and mature.

The idea of highmates is that they are genetically engineered concubines (male and female) greatly enhance whoever they bond with. They are not soldiers - as they cannot fight. They are not researchers - as Genies fill that slot. They are mediocre psycasters, but incapability of violence means they can't really unleash psychic wrath on their enemies.

They are, what I would define as, a support class. They enhance whoever they bond with. They do a lot of lovin'. They raise the mood of whoever they are with. This is what we had to work with.

There is a new xenotype being added by this mod, on top of the changes to Highmates.

Highmate

Designed companions and concubines with a unique ability to psychically bond with a mate, highmates are empathic, beautiful, cheerful, and talented in social matters. They are also inept at manual tasks, physically weak, and mentally incapable of violence.

On a few wealthy worlds, highmate xenogerms are commercially available and some people become highmates as a sort of career. However, many societies find them abhorrent, either because they distract people from forming natural families, or because they are humans shaped to serve the pleasures of another. On such worlds they are either reserved as playthings of the powerful, or banned entirely. This particular line of highmate fits the fashions of classical Novaroma, but many other variants exist.

Highmates have following genes guaranteed:

Lowmate

Derived from popular highmates with a greater focus on physical aspects of lovin’, lowmates are attractive companions for those looking for no-risk thrills without the risk of pregnancy. They also lack any violence inhibitors, both to defend themselves against people who won’t take “no” as an answer and for the client with more eclectic tastes.

Developed for the lower classes of urbworlds, lowmate xenogerms are tied with employment contracts for those willing to sell their bodies regularly. Numerous controversies surround its development, as the workers become physically dependent on their work and are almost always on the hunt for their next “meal”, however it’s also recognized that taking any legislative action would remove any protections they are legally guaranteed with their contracts. Lowmates typically are on the lookout for regulars, but some are actively deployed as social weapons in politics.

Lowmates have following genes guaranteed:

CHANGE TO PSYCHIC BOND

This mod introduces new mechanics related to Psychic Bond gene in vanilla game.

CHANGE DESCRIPTION

Old description:

Carriers of this gene have a special neural organ that makes them psychically bond with a lover for life. As long as the lovers are together, they will be happy. If they are physically separated, they will be disturbed by the distance. If one dies, the other's mind will be badly disrupted.

New description:

Carriers of this gene have a special neural organ that makes them psychically bond with a lover for life. Depending on the characteristics of the bonded individuals, they will receive unique effects as long as they are together. If they are physically separated, they will be disturbed by the distance. If one dies, the other's mind will be badly disrupted.

NEW PREGNANCY APPROACH

Psychic bond should allow for a new pregnancy approach. This is a unique pregnancy approach that only appears on pawns with Psychic bond gene.

Label: Psychic conception (pregnancy guaranteed)

Selecting this option guarantees pregnancy when lovin’. This works even if the partner is infertile. This guarantees that after lovin’, pregnancy occurs.

NEW PSYCHIC BOND CHANGES

This mod introduces a significant change to how psychic bond works, making it more impactful and appealing. It also has unique behaviors that depend on traits of the individuals.

PSYCHIC BOND

Bond description: This person has a psychic bond with another person based on the psychic bonding gene. The bond itself grants some limited psychic awareness, allowing it to connect even with the psychically deaf.

When on the same map, bonded colonists receive:

When on the same map, bonded colonists can use new social interactions between each other:

When on different maps, bonded colonists receive:

When one bonded character dies:

If any of the pawns in a bond has some sort of trait listed below, unique effects are applied in a form of a new hediff just like Psychic bond. There is no limit to these unique effects, however if both pawns have the same trait, the effect is only applied once.

Both pawns get the same effect.

Bloodlust or Psychopath

If either pawn in the relationship has Bloodlust or Psychopath trait, the following effect is further applied:

When on the same map, bonded colonists receive:

Fast Learner or Too Smart

If either pawn in the relationship has Fast Learner or Too Smart trait, the following effect is further applied:

When on the same map, bonded colonists receive:

Industrious or Hard Worker

If either pawn in the relationship has Industrious or Hard Worker trait, the following effect is further applied:

When on the same map, bonded colonists receive:

Sanguine or Optimist

If either pawn in the relationship has Sanguine or Optimist trait, the following effect is further applied:

When on the same map, bonded colonists receive:

Iron Willed or Steadfast

If either pawn in the relationship has Iron Willed or Steadfast trait, the following effect is further applied:

When on the same map, bonded colonists receive:

Careful Shooter

If either pawn in the relationship has Careful Shooter trait, the following effect is further applied:

When on the same map, bonded colonists receive:

Psychically Sensitive or Psychically Hypersensitive

If either pawn in the relationship has Psychically Sensitive or Psychically Hypersensitive trait, the following effect is further applied:

When on the same map, bonded colonists receive:

Great Memory

If either pawn in the relationship has Great Memory trait, the following effect is further applied:

When on the same map, bonded colonists receive:

Abrasive

If either pawn in the relationship has Abrasive trait, the following effect is further applied:

When on the same map, bonded colonists receive:


This system allows us to make bonded pawns much stronger depending on what traits they have. I like to think of it as the bonded partner magnifying our positive traits.


NEW GENES

A few new genes are available in this mod.

VERY HIGH LIBIDO

Carriers of this gene are very keen to engage in lovin’ with their partner, or with anyone else for that matter. They can initiate lovin’ anywhere and anytime.

ExcludeTag: Libido

Complexity: 1
Metabolism: -2

Pawns with this gene have MTB Lovin' Factor: 4.

Furthermore, they have a new gizmo:

Gizmo label: Initiate lovin’

Description: Approach the target and initiate lovin’ with them. If in relationship with anyone else, this will be considered cheating and will result in a break up.

Cooldown: 12 ingame hours.

It will of course trigger break ups if in a relationship with someone else. It will of course respect the age of the target. It won't appear on underage lowmates. It cannot be triggered on pawns with negative opinion of the caster - meaning you can't do lovin' to your rival to make them like you. It won't result in pregnancy, unless it's done to your partner, with whom you have a romance setting that allows pregnancy.

New lovin’ type: Lovin’ for pleasure

This type of lovin’ is available for pawns in relationship with a pawn with very high libido.

Label: Lovin’ for pleasure (pregnancy chance x0%)

Enabling lovin’ for pleasure completely removes the chance of becoming pregnant. Lovin’ for pleasure however takes 25% longer than normal lovin’.

FLIRTY

Carriers of this gene get emotional stimulation from playful flirting. They will offer kind, flirty words to brighten the moods of those around them. This helps in developing stronger bonds in the community, but may lead to romances and even break ups.

Complexity: 1
Metabolism: -1

Forces a ‘Flirty’ trait.

LOVIN’ DEPENDENCY

Carriers of this gene need to partake in lovin’ on a regular basis to survive. After 5 days without lovin’, carriers will suffer from lovin’ deficiency. After 30 days without lovin’, they may abandon the colony.

Complexity: 1
Metabolism: +3

Becomes active at the age of 16. Children under the age of 16 do not have any effects of lovin’ dependency.

DISTRESSED

Carriers of this gene take much longer to process hard, distressing memories. Negative thoughts related to human and animal suffering will last twice as long.

ExcludeTag:

Complexity: 1
Metabolism: +2

Forces the following trait: Distressed

BEAUTIFUL-HAIRED

Carriers of this gene have beautifully styled, long hair.

Carriers of this gene are guaranteed to use our new hairstyles added in this mod.

ExcludeTag: HairStyle

Complexity: 0
Metabolism: 0

PERFECT BODY

Carriers of this gene have perfect bodies with no flaws what-so-ever. Their bodies are symmetrical, with soft skin that feels like silk to the touch. People who get intimate with carriers of this gene will not be satisfied when lovin’ anyone without perfect body.

ExcludeTag:

Complexity: 1
Metabolism: -1

Changes the body texture to use one of our new perfect bodies textures.

If a pawn with perfect body does Lovin’ to another pawn, that another pawn will get a +5 opinion memory of the pawn with perfect body. That opinion is labelled ‘What a perfect body’. This lasts for two weeks.

If a pawn every made Lovin’ to a pawn with Perfect body, their Got some lovin’ mood thought will be nullified UNLESS they are making Lovin’ to a pawn with Perfect body gene.

HARMLESS

Carriers of this gene are not considered a threat by others, and will not be attacked unless they are holding a weapon or have been recently drafted. Carriers of this gene can still be hit by friendly fire and stray bullets, and will still be attacked by manhunting animals.

Prerequisite: Violence disabled

Complexity: 0
Metabolism: -1

Carriers of this gene do not always have to participate in combat. If they are unarmed and have not been drafted in 24 hours, they are very low priority targets for enemies. If harmless pawns aren't in the line of sight of enemy fighters, they won't be hunted down during an attack.

However, harmless pawns are still able to be targeted. This is in contrast to pen animals, who enemies will never attack intentionally. If a raider has no other targets available, a "noncombatant" harmless pawn will be attacked. Hungry predators have no regard for this mechanic, and will target harmless pawns if they are nearby.

DOMINANT GENOME

Carriers of this gene inherently pass on all their traits to offspring, as this gene overpowers the genetic contributions of the other parent during reproduction. If both partners have dominant genome gene, the genes passed down will be randomized.

ExclusionTag: GenomeDominance

Complexity: 0
Metabolism: -2

This gene makes it so a child born from the parent with dominant genome inherits all the genes (including Dominant genome) from the partner with dominant genome. This means both endogenes and xenogenes, and even archite genes.

If both pawns have dominant genome gene, the child will just be born normally with a mixture of both parents.

RECESSIVE GENOME

Carriers of this gene have a unique genetic makeup that recedes during reproduction, resulting in none of their traits being passed on to their offspring. If both partners have recessive genome gene, the genes passed down will be randomized.

ExclusionTag: GenomeDominance

Complexity: 0
Metabolism: +1

This gene makes it so a child born from a pawn with recessive gene and another pawn will inherit ALL the genes from the other partner. No genes will be passed down from a pawn with Recessive genome gene. If both pawns have recessive genome genes, the child will just be born normally with a mixture of both parents.

FELINE EARS

Carriers of this gene will have soft, furry, feline ears.

ExclusionTag: Ears

Complexity: 0
Metabolism: 0

Visual-only cat ears with a slight increase to market value. This graphic uses a mask to mask out the soft flesh from the actual furry bit. We might need to devise technology for it.

+5% of the market value

FELINE TAIL

Carriers of this gene grow a furry tail that does not have any purpose other than decorative.

ExclusionTag: Tail

Complexity: 0
Metabolism: 0

Adds a visual-only cat tail.

NEW TRAIT

This mod introduces 2 new traits.

FLIRTY

{PAWN_nameDef} is always ready with a flirtatious comment or a playful compliment, lifting the spirits of those around {PAWN_objective}. {PAWN_pronoun} has a knack for making others feel special and desired, however this may sometimes lead to complicated situations when {PAWN_pronoun}'s playful intentions are misinterpreted.

Characters with this trait often use a brand new interaction type called Flirty words. This interaction can either be Accepted or Rejected. The chance to accept is based on the opinion that the target has of the initiator. The chance to Accept is 0 if the opinion is negative.

If it’s accepted, the target gets +5 opinion about the initiator, and the initiator gets +5 opinion with the target. Opinion is labelled ‘Flirted with’.

DISTRESSED

{PAWN_nameDef} is exceptionally empathetic and sensitive to the suffering of others. Whenever {PAWN_pronoun} witnesses pain or hardship, it deeply affects {PAWN_objective}, resulting in memories of these events haunting {PAWN_nameDef} for a much longer time.

Following thoughts have their duration doubled:

So that's about it for this mod. I still have to design a few new social interactions between bonded mates, but the work on coding is already ongoing. I'm pretty happy with giving highmates some new niche.

Lowmates will very rarely appear in Pirate raids. Highmates still won't spawn in the world naturally, as we want to keep them extremely rare. I do however have plans for getting a highmate of your own upon reaching a certain Royal rank. Will see how it goes.

Let me know what you think about this mod. And if you don't like cat ears - keep it to yourself. You can patch it out or use Cherry Picker. No need to force your anti-cat ear ideology onto me :)

Excited?

Comments

Great mod. Low impact but adds some important gizmos and I like the lowmates idea. Perfect for a deserters playthrough. One question though... Considering what we see currently why aren't super fat bodies allowed in highmates. That would definitely be a thing in the future. Maybe with a muckbang gizmo. Instead of physical connection to another human being they just eat random shit in the fridge and other colonists watch and get a nice buff.

John Anderson

The mod will have mod options to remove the cat ears and tails since a lot of people asked me, but if people still have a problem with it and decide to review bomb or what-not: they should touch grass.

Oskar Potocki

Or people zero-bombing negative comments like what happened with Vanilla Chemfuel Expanded.

Vaculity

Not here, later on when its released in Steam. You can bet people "will make patches" to remove said accessory genes from the list.

Vaculity

Haven't seen any negative comments.

Silverskene

The anti draft thing makes sense and I didn't realize it was existing functionality. I wish I had a good suggestion but everything that comes to mind gets complicated fast. I was thinking they could have an automatic mental breakdown of 'hiding in room' when they suffer any wounds and have enemy pawns not attack anyone that has that breakdown.

Mathieu Lalonde

Isn't that the real reason we bought Biotech

Diana

Why do I get this feeling people are going to go ape crazy over this mod, And not in a good way? Not saying its bad and all, I quite liked this in fact, its just the people who hates these kind of themes, even if they can choose not to use it.

Vaculity

Also Dominant and Recessive genes sound fun to play around with.

DeeHasApples

Same, never even considered Highmates until that, and I actually really like the Lowmates as well. Both add cool elements to gameplay.

DeeHasApples

I think mechanically it's somehow possible. For example, this mod makes same-sex couples able to have children using a Ritual: https://steamcommunity.com/sharedfiles/filedetails/?id=2878376981

Kai

i was thinking that it would be less game breaking for the psychic conception to just spawn a fertilized embryo with the two parents

maskdcat

Fantastic work and great take on the race. Can't wait for it.

Fidel Carvalho

No. Sorry. As per the post, either disable it via cherry picker (which is very easy) or simply don’t use the mod. We never wanted to make cat people with cat behaviours. The genes are cosmetic only. If you want cat behaviours, Erin released some great cat mods

Oskar Potocki

I'm not sure what other people think, but could we have it so that the feline ears/tails Highmates are their own race separate from the traditional Highmates. Like "Felinemates" or something. Wanting to hump a cat person seems like a very unusual kink. Edit: You could also go a bit further by giving them Genomes that give them some cat behaviour qualities like being able to nuzzle, damage furniture (scratching), I dunno.

Rupert Kemsley

Good to know. Men definitely can’t get pregnant cause they cannot lactate ingame at all. We will consider allowing women to get pregnant with other women via psychic conception tho if that doesn’t break too many systems

Oskar Potocki

Same-sex couples in vanilla get a greyed-out heart with the text "Pregnancy is not possible: X and Y are the same gender". (Or at least, I assume that's from vanilla; I'm running plenty of mods but nothing that would be likely to add that restriction.)

gb

Only women can get pregnant. We’re considering allowing lesbian relationships to form babies through it. How does it work in vanilla game? Can you set their lovin mode to anything when they’re in relationship together?

Oskar Potocki

Yes

Oskar Potocki

Highmates in vanilla game already are forced to use long hair. The naming is just naming and doesn’t appear anywhere important. These hairstyles work quite well on male pawns with beards too. They look stylish and glam as hell and I love it! :) Lowmates will use long hair gene but won’t have beautiful hair like highmates.

Oskar Potocki

Noting that all the "beautiful-haired" hairstyles have female-looking names, is it the intention that these will also be the options for male highmates? And similarly that all male lowmates will be long-haired? As a long-haired guy I'm delighted that Novaroma appreciates long hair in men, just not sure if this is a design choice or an oversight.

gb

Is the Perfect Body effect permanent?

Scott Dockery

Having more race mods shouldn't reduce the number of highmates you get; it subtracts from the number of baseliners instead.

Scott Dockery

could the psychic conception work on gay relationships? also will it work with RJW?

maskdcat

Lovin dependency kicks in at 16. Initiate lovin kicks in at 16. You cannot target pawns younger than 16 with initiate lovin. I’d personally make it 18 but apparently in RW pawns need to only be 16 to do lovin so here we are.

Oskar Potocki

Wait a second, "initiate loving" won't appear for underage pawns but lovin' dependency starts at age 16?

Juta Mae

It's a new gene for the highmates that they didn't previously have before. It's just a reminder for Sarg to patch it in, otherwise he'd forget. Psychic bond is still formed by romance, no changes there.

Oskar Potocki

I really like this, i was curious how you would deal with the kind of triple-X nature of the highmates, and this seems really good, both from a narrative and a mechanical standpoint. I appreciate that you didn't just shy away from it (and even show the potentially more dubious side of it with the lowmates). I know it gets hard with all the inevitable internet and Rimworld memeing about it, but love makes for a VERY potent story-element. I'm glad it gets some attention. Some questions though, if you happen to have time: "Strong Cooking" on the highmates is marked as a new gene, did you by that mean that it is a newly created gene like the others or that it is the existing gene just new to the highmates? Also, is there any changes to how a psychic bond is formed?

Amayomi

Male pawns cannot become pregnant no matter of their romance rhythm mode.

Oskar Potocki

foribben mod lite ahaha.

Ordred

How does psychic conception work on same sex pawn? Specially on male pawns

Aludis

That's one helluva gizmo.

Jason McGinn

Does Psychic Conception work if both partners are female? If it's all the same to the VE team I think it'd be great if it did, that + dominant genome sounds like a starter-pack to make Asari-like xenotypes.

Steven

You should have pawns with cat ears and a tail be able to scratch.

Frank Cotton

Lol, cat ear shaming? I think at this point I have more furries than baseliners on my planet. Man I am going to create some interesting races with this + sanguophages expanded.

Alissa DeWitt

Nope.

Oskar Potocki

Will 'initiate lovin' still cause breakups of existing relationships if all involved people share an ideoligion that allows polyamory (and/or has the Love: Free and Approved precept)?

Scott Salisbury

I imagine so, but I'm not 100% on that; I've had bonds break harmlessly due to swapping out xenotypes and they re-bond just fine after that.

Phraxius

I have all the VE mods. Between them all I don’t see them and sangrophages ever. I might have to find a way for more events or quests to appear or something.

JQ

This anti-draft thing exists for a reason, whether you like it or not. Without it, you will be able to draft a pawn, send them into the middle of enemy condition causer, decostruct it and leave without being attacked. This drafting rule precents players from cheesing the game. Most actions in the game can be cancelled with a cancel gizmo, or by changing work priorities. I'm not sure a pawn can be psychically bonded to several colonists. Boot up your game and find out, as this remains unchanged from the DLC. If two highmates bond together, they still get a bond. Nothing odd here. The bond is the same for both parties anyway. These are the only two types of mates coming. Highmates with slight tweaks, and lowmates.

Oskar Potocki

So from what I understood, we'll get changed highmates, lowmates, and some other -mates types, correct? Or are these the only 2?

Oleg Oleg

What happens if I make a pawn bond with multiple highmates/xenotypes with the psychic bonding? And what happens if I bond two high mates together?

Oleg Oleg

Tbh I think I'd be better to have them do their own thing rather than inherit from children in this regard as amongst other things, there is no "cancel what you are doing" command (except draft) and because some actions (tend here) draft the pawn. Just my opinion tho, but I think others may (or may not) share it

Oleg Oleg

That's how it is in vanilla game though. We're simply extending the functionality onto people with that gene.

Oskar Potocki

That's a good point, without a weapon there should be no way of an enemy knowing that that specific pawn stood there in an edgy masculine sort of way in the past 24 hours

stifledyawn

No idea!

Oskar Potocki

I think they mostly come from quests currently. I've had a couple Highmates join some of my recent colonies through various quests, either as quest rewards or with those quests where a pawn is fleeing some danger.

Steven

But that's literally how children work in the game already. You draft them, and they will be attacked by raiders for 24 hours.

Oskar Potocki

If a pawns dies, and you use a resurrection serum, will they bond again?

Choppytehbear

Beautifully handled. Gives a lot of the mechanical/RP benefits associated with the fantasy of the xenotype without being immature or too prudish either. The focus on the bond system and benifits sharing between it makes it an interesting risk/reward gameplay. A highmate in the colony isn't just 'tee hee, sexy catgirl'....who they bond with has consqeuence. Just getting your abrasive hard to manage warrior a highmate to 'calm them down' is an interesting idea.

Garkitty

I'm not sure the 'cannot have been drafted in the last 24 h' thing is a great idea. First, drafting isn't always for combat. Second, it's really easy to accidently draft a pawn you didn't want to draft. it's also going to be tedious to keep a pawn safe in combat without drafting them. I think in practical terms this trait as written just wont do anything 99% of the time.

Mathieu Lalonde

This is everything I could’ve ever wanted out of a highmate expansion. The only other thing I would be interested in is some kind of synergy with imperials so that having a highmate spouse assists in honor generation or rituals

Samuel Adelman

I'd be shocked if sexual content is the thing that disturbs Rimworld players

stifledyawn

Understood, after this I'm really looking forward tho this mod i think it will add a lot of new ways for stories to happen and that's what I'm always looking for in Rimworld.

Red Lizard

I think this was handled well; maturely. I really appreciate mods that add to the depth of relationships and... things associated with them.

PunkyRoo

Nope. But these are unique ears and tails, not previously available in the game.

Oskar Potocki

You degenerate monsters...how long do I have to wait?

Brian Lang

You should add special apparel to go with them.

Colin Lehr

So no variation in the Ears and Tail?

Red Lizard

Interesting, using recessive you could make clones now. Thats cool! I definitely did not immediately think of breeding a clone army of my best warrior using highmates. Nosiree

John Labuda

Have to say, was worried about how this would be handled and wasnt interested in this xeno or mod at all but I actually really like the new bond system.

CheshireSavant

Didn’t even realize that highmates don’t spawn naturally. I will have to look into how they appear. That being said. The xenotypes is one of my favorite type of content you provide. Adds so much flavor to the pawns and this one’s no exception. I can’t wait for the others as well.

JQ

Dungeon master…

ParaNautic


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