- Femboy Genes, for male pawns with Vaginas @jaaldabaoth
- Udder Gene @jaaldabaoth , Fixes #57
- Some other Genitalia Sets (Crocodilian, Racoon, ...) thanks to @jaaldabaoth, Closes #57
- LitteredBirthsGene thanks to @jaaldabaoth
- OvaryAgitator that allows for a cyclic fertility. Thanks @jaaldabaoth. See [its description](./Common/Defs/ThingDefs/OvaryAgitator.xml)
- LimbicStimulator / Scrambler thanks to @jaaldabaoth. See [Scrambler Description](Common/Defs/ThingDefs/Scrambler.xml) and [Limbic Stimulator](./Common/Defs/ThingDefs/LimbicStimulator.xml)
- Bioscaffold that allows for faster pregnancies. thanks to @jaaldabaoth. See [its description](./Common/Defs/ThingDefs/Bioscaffold.xml)
- Multi-Pregnancy Gene thanks to @jaaldabaoth
**Changes**:
- Modularised many "change gentialia sets"-genes into a XML configurations. Thanks to @flock-of-birds
- **Removed** Hive Logic for now! This might break some of your save-games.
- New Gene for Genderfluid Pawns - daily chance to change sex. Futas just change "display" and keep genitalia, other pawns switch genitalia. XML configurable times & chances.
There are 3 genes revolting around a new, hopefully flexible insect-caste system. Queens, Drones and Workers. These reproduce either through normal sex, or can utilize the insect birth once [this PR](https://gitgud.io/Ed86/rjw/-/merge_requests/266) has been merged in.
- For workers, every queen can have a set of genes for their workers defined in [a special def](./Common/Defs/QueenWorkerMappingDefs/QueenWorkerMappingDefs_base.xml). These will be added as endogenes, so that pawns can still become xenotypes.
- There is a default gene-set for workers, making dumb, sterile and servile pawns.
- Chances for Offsprings (Drone, Queen, Worker) is defined in an [XML-Def](./Common/Defs/HiveOffspringChanceDef/HiveOffspringChanceDefs.xml). They are set per Queen.
*And what the fuck is a halamyr?* Well I had to name my little ants somehow. But I didn't want to call them `myr` as I maybe want to make some [TiTs](https://www.fenoxo.com/play-games/) xenotypes separately.
And I am aware that the TiTs-Myr work different than the things I made now.
Big news ! We got a system similar to hemogen running, labelled *Fertilin*.
Pawns gain Fertilin through various sources, and can spend them on various abilities and loose it over time.
Fertilin-Sources:
- Vaginal & Anal Absorption (Through sex in respective types)
- Cum-Eater (through oral sex, eating cum from Sexperience, or cunnilinguing (?) cumflated pawns)
- Sex Drain, after Sex apply a debuff to the fucked pawn
- Cock-Eater, bite off the wiener of downed enemies, own colonists, animals, slaves, not sure about visitors but let me know what you think.
Animals give less Fertilin as a source, configurable in the Mod Settings.
The Vaginal, Anal and CumEater interactions *empty* the pawns balls and the pawn needs to *recharge*. Gain and recharge are based on cum-production.
The drainer is a flag - undrained pawns can be drained, drained pawns will not get any debuff and will not give any fertilin.
Fertilin-Abilities:
- Heal Pussy; Rape someone to tend their wounds.
- Seduce; Target Pawn needs to follow the caster, engaging in sex on collision.
- Paralysing Kiss; Stun someone in meele range.
- Naked Prowess; When the pawn is naked, get a 3h buff on meele stats and armor.
Other than that, the Xenotypes tend to have other buffs from base-game to make up for their insatiable hunger.
Xenotypes:
**Succubi** absorb Fertilin through sex and can use it for paralyzing kiss and seduce.
**Incubi** are their male parallels, but gaining fertilin through draining.
**Cumazones** are female only martial fighters, that can only gain fertilin through biting cocks. Be sure to have enough supply before you hire one of these bad bitches.
We realized that it's not nice if the Succubi Babies do not have all Succubi Genes, and have Fertilin with no use for it or look like wookies instead. Hence, we changed the Fertilin Xenotypes to be Xenogenes (non-inheritable) *BUT* we recommend using the [dominant-gene](https://steamcommunity.com/sharedfiles/filedetails/?id=2884110898) mod.
If the dominant-gene mod is loaded, our xenotypes will spawn with it, making Succubus Babies Succubi.
In case you do not want that behaviour, look for the Patch `Patch_Dominant_Gene.xml` and delete it.
**_On Making your own Succubi_:**
Currently Succubi and Incubi only spawn through a special event determined by their xenotype def name. So if you make your own, they will not spawn with this event. Make sure that you have a way to get your custom xenotypes appear. You might want to "just alter" the xenotype xml provided by us, then they will spawn with the event.