Mutations: Gifts from Ruinous Powers(Chaos, Beastmen, Norsca)

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Author: stiginge-oy

Last revision: 18 Mar, 2021 at 16:11 UTC

File size: 21.8 MB

On Steam Workshop

Description:


Did you ever worshiped Slaanesh or Nurgle in your daily life and never get nothing in return? Do you feel your own body is not enough? Fear no. The Gifts from Ruinous Powers are coming. You might grow a thorns, or an extra limb. Or Parasitic twin. Possibilities are endless. But be warn – one who plays with the Dark Gods, can find himself/herself in rotting, pulsating, shifting "body" of Chaos Spawn.
How it works: This mod adds mutation mechanic for Chaos, Norsca and Beastmen using traits and dilemmas. By spending skill point on selected skills, you will be presented with random dilemma: with choice of 3 mutations and refusing the Gift. By refusing you might be punish by Gods. But everytime when you choose the Gift , there is a small chance that your lord/hero will become chaos spawn.

This is vanilla version. For SFO look here. Don’t use both!

Implemented Mods: here.
Russian translation

  • Over 50 mutations – Some of them powerful enough to change lord’s playstyle. Some debilitating. For Chaos, Beastmen and Norsca.
  • Separate mutations for melee and magic characters.
  • Mutations for all generic Beastmen, Chaos and Norsca characters (including Mixu’s Tabletop Lords, Mixu’s Legendary Lords 1, Mixu’s Legendary Lords 2 & OvN Lost Factions). More info here.
  • Small chance for rare Gift of one of four Dark Gods.
  • Small chance to become Chaos Spawn – changing role of all agents and lord touched by this Gift.
  • Around 10 new abilities.
  • AI will also get the new mutations (starting one and during leveling up), Making fighting against Ruinous Powers more challenging.
  • If you want to add limited mutation mechanic to skaven: Mutations: Gifts from Ruinous Powers-Skaven Supplement.

  • Known issues:

    Chaos Spawn animation on campaign is jittery. Just think that spawn fazes in and out of warp.
    Beastmen lords spawned at beginning of campaign won’t have starting mutation. Just replace them.

  • Why not mutations for LL?

    I think LL have their own playstyle going. It would interfere with that too much. Also partially I wanted to make generic agents more varied and interesting.

  • "I don’t like this mutation/I have an idea for mutation".

    Write your suggestions down in the comments. I’m always open for feedback.

  • Is it working with mod X/Y/Z?

    There shouldn’t be any incompatibility with most mods. But if you know mod that would benefit from mutations – let me know.

  • Compatibility with most popular chaos mods?

    SFO/CTT/End Times are coming in couple of weeks. Not sure about Ultimate Chaos as it’s adds a tone of agents. Mod will work with Ultimate Chaos and Extended Roaster – Beastmen , but agents added by those mods won’t get the mutations.

  • Plans for future?

Yes, if there is enough demand.

  • More unique models for spawns.
  • More outcomes of overdoing mutations ( Becoming Forsaken, Skinwolf, Mourngul ).
  • More mutations !!!
  • Disabling some mutations when mounted ( leg ones ). Doable but time consuming.
  • Quests and mutations for all human factions – more on Patreon
Please help me creating more and support me, if possible:

Patreon

[www.patreon.com]

Paypal

[paypal.me]

If you have question, sugestion, or want to see mod progress join me on discord:

Stiginge-oy Mods Discord[discord.gg]

Check my others mods:

Clan Vrrtkin-Faction Overhaul-Minor Clans Rising.
Flayerkin – Moulder’s Units
Malal’s Vengance-Resurrected
Deathvermins and Mors Clawpacks
Pestilens Units: Lustria expansion – The Bubonic Court of Nurglitch.
and my collaboration with Thom:
Clan Grudge-Faction Overhaul-Minor Clans Rising.

Thanks:

All Modding Den discord, especially Mixu and Buns for saving me with scripts.