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Dombie's Gene Ability Buffs

Dombie's Gene Ability Buffs mod preview for RimWorld

These are my patches for Biotech's gene abilities.

These are my patches for Biotech's gene abilities. I wanted to keep the cooldowns high enough as to not be spammed by players or AI but low enough to forgive misfire.


Sanguophages:


These are quality of life changes to the vampire of the Rim.

Coagulate can be used on yourself. I do not understand why self-targeting was disabled. It doesn't necessarily overshadow the Superclotting gene due to that gene's automated process with no cast time or resource cost attached.

Piercing Spine now has a 8-tile range, up from 3 tiles. It now costs 5 Hemogen instead of 10. This ability was very underwhelming, especially in comparison to the Sanguophages other hemogen abilities or even compared to the Spew/Spray gene abilities.


Sprays/Spews:


The problem I have with the gene abilities' long cooldowns is the balancing logic. Each one has a good effect with an overblown cooldown. It means that, while raider spitters can be very dangerous, player spitters are one-trick ponies that face consistant metabolic struggles. This is something the AI does not have to deal with. It feels unfair that player Impids are not nearly as "useful" as raider Impids are "dangerous".


Fire Spew's cooldown reduced to 3 hours.

Foam Spray's cooldown reduced to 3 hours per charge. The cooldown is now applied per charge rather than needing to expend all charges at once.

Acid Spray's cooldown reduced to 3 hours.

Animal Warcall's cooldown per charge reduced to 1 Day. Gaining a meatshield is pretty nice once and a while.