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Oh. Right.
So anyways that was a good run! Shame about that colony falling apart. I enjoyed the time I spent with them though. I was a little worried about their cooking ability at first but then realized they couldn't get food poisoning. They just happily munched on anything they could find. Our prisoners weren't so happy about constant food poisoning but being stuck in bed all the time just kept them from going berserk!
Good race. Subtle but effectively changed the nuance of gameplay. I'll look forward to having them come along in another colony later to help with Anomaly research...when I have enough neutroamine for them.
Now these are TRUE MUTANTS, fallen so far from the Emperor's Light, as to be irredeemable.
Ending their miserable existence would truly be a blessing for all. PURGE THEM, BROTHERS!
Great art!
If I may add a suggestion if at all possible; would a ritual that adds the genes of this xenotype to the Target pawn of the ritual be a new and flavorful addition to this mod?
Or a gene that gives a random 'Creep' power? :)
Great mod overall, and I can't wait to see what else you have in store!
However I do disagree with how exactly the Aberrites were handled, personally I would've leaned more into psychic sensitivity, and rituals, rather than just being (genetically) wacky dirtmoles. Maybe work it into their lore with them originally being created by a horaxian archotech to act as their psychically enslaved servants, who were only freed on accident after their world got glassed by the imperials, and are now on a crusade across the galaxy against the horaxians with the goal of freeing their kin.
As for gruesome, it uses the exact same scaling that vanilla uses, and having horribly ugly colonists, especially without the kindness gene, can lead to lots of unnecessary social fights, as well as missing out on the mood buffs from relationships.