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oskarpotocki
oskarpotocki

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[DEVBLOG#213] Genies, and how we plan to make the game harder.

Hey folks and welcome to a breakdown of what the Vanilla Races Expanded - Genies will bring to the table.

When I initially played with the genies, I hated the fact that they more or less look and play like 'skinny wimps that are good crafters'. It doesn't quite resonate with my vision for what xenotypes should be. 

When I first heard about genies, I expected them to be this complex race with many drawbacks to offset their high usability in every colony - I mean, to me at least, crafters are the most essential part of a mid to late game colony.

Now, I don't want to talk smack on the DLC - after all, I helped create it. However, genies were awfully disappointing. I don't know, maybe I just expected something different, especially after completing a playthrough of Mass Effect, maybe I expected genies to be a bit like the quarians - socially inept, with no immunity system to offset their practical skills.

Fortunately, I have a great team of modders who helped turn by dreams into a reality.

Now, please remember: this mod might not be for you. It's not a typical 'add more flavor' kind of mod. This mod is a bit like ordering a coffee from starbucks and receiving a coffee machine instead. You will have to learn how to play genies from the start, as they do force you to adapt your playstyle quite considerably.

Inspired by the Mass Effect series, I tried to bring the genies a bit closer to the quarians. We have included genes that make them absolutely worse than wimps - they will now bleed out twice as fast, and will take twice as long to regenerate their wounds. Their immune system is a thing of the past - any infection will now kill them without proper treatment with a brand new drug - antibiotics.

'Oskar', said a concerned fan, 'Why would you put something as important as antibiotics in a race expansion?'

Well, because without antibiotics, genies would be unplayable. Any illness or infection would be a game over for them. However, Vanilla Medical System Expanded is still on the table, and will definitely also feature antibiotics, so calm your jimmies.

I have prepared all the infographics and more or less have the mod ready for release, but I'd like to know your opinion about it before I upload it - in case there is any glaring issue, I'm sure you will point it out.



Comments

I don't think they'll ever make them. I've basically given up on ever seeing anything rimeffect related

Monsterman

You can amputate!

Oskar Potocki

Wait does this mean my genies are just fucked if i dont have a hospital/drug lab?

Jack Hazardous

Edit: rereading this was way more aggressive than I meant. fixing I hope these also help lay a lot of the groundwork for quarians when you eventually get back to doing the ME series. Because those are the mods I am most anticipating. I know they are on the back burner as they are a side project. I greatly anticipate them eventually coming out at some point.

Liam Swinn


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