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Made gene-modding more viable: Quest rewards come with more genepack options and are available earlier in the game.Xenotypes breed true: Gene-modded humans will pass down their genes completely and reliably.
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#Rimworld update video Patch
In addition to the new belief issues introduced with RimWorld's new cross-expansion integration, the following additions have been made in Patch 1.4: They will also try to refuse becoming a non-preferred xenotype and be quite bothered if they end up as one. However, if any xenotypes are preferred, believers will be happier with a colony of their preferred xenotypes and have a higher opinion of them, but a lower opinion of others. If there are no preferred xenotypes, there is no effect. Belief issue - Preferred xenotypes: An Ideoligion can have up to three preferred xenotypes.Luddites who see growth vats as prohibited refuse to build them and will be unhappy having them around, and especially having kids inside. Belief issue - Growth vats: Those who see growth vats as essential will grow quicker in the vats, but be unhappy with natural reproduction.Belief issue - Mechanoid labor: When an Ideoligion has mechanoid labor enhanced, mechanoids controlled by its mechanitors will work faster, but colonists will work slower.Those who disapprove of child labor will have children who learn faster, but adults won’t be happy if children are assigned to work. Belief issue - Child labor: Those who encourage child labor will have children who work faster and do not like assigning children to recreation.Those who revile bloodfeeders will hate having them around, despise them, love killing them, refuse to become them, and hate themselves if they are one. Those who revere bloodfeeders will want them around, love them, and be fine with being fed upon. Belief issue - Bloodfeeders: This precept changes peoples’ attitudes towards people with the bloodfeeder gene.The following new belief issues have been added in RimWorld 1.4 with cross-expansion integration:
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This cross-integration will chiefly affect the Ideology expansion by adding new belief issues in reference to content other RimWorld expansions added, such as xenohumans, sanguophages, and children. This will integrate content across the Biotech, Royalty, and Ideology expansion packs. Update 1.By far the biggest change Patch 1.4 brings to RimWorld is the introduction of cross-expansion integration. Ancient mechanoid technology can be harvested from attacking mechanoids, which means you will be welcoming war on your borders to loot the battlefield. In a similar process to collecting genetic traits for humans, the technology needed for the best mechanitor capabilities will need to be collected. Handling the wastage will be a challenge in itself. As always there is a downside, creating these awesome machines will pollute your land and left unmanaged poison your people and pets. You can grow a highly efficient workforce or a fearsome army to protect your colony and destroy your foes. Mechanoids don't get sick, or suffer nervous breakdowns when worked for long hours. Mechanoids can be created for labor or combat by using a high-tech gestation tank, and controlled by a mechanitor colonist. Previously a fearsome end-game enemy, mechanoids can now be controlled by a colonist with an implant in their brain which allows them the ability to control the machines. Colonists can now be turned into a mechanitor.
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