Dombie’s Gene Balance Changes

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Author: Dombie The Zombie

Last revision: 1 Apr, 2025 at 13:23 UTC

File size: 35.32 KB

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Description:

These are my patches for the vanilla game. This includes several balance changes to genes. The main goal is to create a more balanced experience that removes some frustrating/underwhelming aspects whilest nerfing overtuned ones. I tried to not make any metabolism changes, as there are many xenotype mods out there that would get destroyed by such changes.

These are the following changes for genes:

-Piercing Spine has been reworked. It now has the range of a sniper rifle whilest costing only 10 Hemogen per shot. This gene was severely underwhelming in the mid- and late-game raids. While its penetration is unchanged, this ability does allow for precision shots on weaker targets.

-All spew/spray genes have had their cooldowns SLASHED. Fire Spew can be used every 1 hour, Foam Spray every 0.25 hours, Acid Spray every 0.5 hours. Fire Spew is okay, but mostly as a crowd control ability. Foam Spray takes 2 points to get, really? By the time you get to use it again, your entire base is burnt to ash. Acid Spray feels like a weaker version of Fire Spew. Granted, the ability doesn’t burn down your base, but it also severely lacked the crowd control that Fire Spew had. I think Acid Spray deserved a buff.

-Animal Warcall can be used once per day. This abilities, in particular, relies on there being strong animals nearby to be effective.

-Both Toxic Resist and Anti-Tox Lungs now reduce toxic buildup by 90%. While not immune, it does substantially help survive these effects. Toxic as a damage type isn’t very common, so I really felt these genes needed a substantial buff.

-Slow Runner now reduces movement speed by roughly 10%. For 3 metabolism, this gene’s effect was minor. Now, this gene takes a big hit to your speed even before bionics.

-Both Quick and Very Quick Runner are increased to 10%/20% movement speed, respectively. For the amount of points these genes take, the effect should’ve been much greater for non-bionic pawns. Beware of Impids!

-Naked Speed now reduces speed by 10% with clothing and increases speed by 20% without it. It is still a raw deal, hence the metabolism it gives, but now it can be an interesting choice for your xenohumans!

-Slow Learner now reduces learning speed by only 25%. Come on! This affects ALL skills, including combat ones. There was no reason this gene had to be this terrible for a minor 2 metabolism.

-Fast Learner now only increases learning speed by 35%. This is an arguably small nerf to the gene, but combined with my changes to the skill genes, every percent is going to matter.

-Addiction Resistant genes now reduces the chance of addiction by 20%. Compared to dependencies, this gene is still terrible.

-The Strong Aptitude genes have been reworked, and Great Aptitude has been nerfed. Strong aptitude now gives passion, but only gives 2 points towards the skill.

-Great Aptitude genes now only give 6 points. Given that you can’t have both Strong and Great Aptitude genes, I feel this is a fair trade.

-Poor Aptitude genes now only reduce the skill by 2 points. This is make up for the fact that Awful Aptitude genes are far better than poor and that the gene only gives 1 metabolism.

-Awful Aptitude genes now only reduces a skill by 6 points. This is simply to match the new Great Aptitude genes.

-Strong Melee Damage has been nerfed to 25% melee damage increase. This gene felt more significant than the Melee skill, itself. Plus, xenohuman raids that included this gene basically curb-stomp melee formations of other xenotypes far too easily.

-Weak Melee Damage has been buffed. It is still 50% less melee damage, but the pawn now attacks 25% faster. For only 1 metabolism, this gene needed something to compensate. With a nerf this significant, you might as well just dump the melee skill entirely. Plus, with the random nature of melee attacks, these pawns will still take longer to incapacitate their enemies.

-Sleepy and Very Sleepy now only makes you 15%/30% sleepier. These genes were just terrible in vanilla. Less work and less competent fighters.

-Temperature Resistant genes have been buffed to 15/25 Comfortable Temperature to their respective genes. You still may as well just well wear clothes.

-Slow Wound Healing now only reduces healing to 75% of base. This gene only giving 2 metabolism for something that could render a pawn perpetually bedridden just rubs salt in the wound.

-Strong Immunity now grants 25% immunity gain speed to compare itself to its much stronger cousin. Is it too powerful? Probably, but 10% really didn’t matter when you have a good doctor. Having a good doctor still matters far more than this gene does in the overall game.

-Trotter hands now reduces work speed by 10% rather than take a sledge to your manipulation. For only 1 metabolism, this gene felt horrible.

-On the other hand, Elongated Fingers giving 10% Manipulation for everything felt a little too strong for 1 metabolism. The gene now gives 15% Global Workspeed. Enjoy!

-Violence Disabled is entirely reworked. The carrier works and moves 10% faster, and is far more competent at Psycasting. This gene REALLY needed a buff. Even a 0 skill pawn can throw a grenade….

-Both Psychic sensitivity genes have been given massive buffs to their meditation psyfocus gain and neural heat recovery. These genes took a substantial amount of metabolism to get, so they better be good.

Feel free to let me know how these changes work out for you.

Edit: This mod is built around my other related mods:

Dombie’s Trait Balance Changes
https://steamcommunity.com/sharedfiles/filedetails/?id=3450871780

Combat Skills Matter More
https://steamcommunity.com/sharedfiles/filedetails/?id=3450754289

Strong Melee Damage Gene Nerf
https://steamcommunity.com/sharedfiles/filedetails/?id=3452324590

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RimWorld - Biotech