Difference between revisions of "Sanguophages"

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(→‎Sanguophage needs: new math is correct, I thought bloodfeeding gave 45 hemogen. they store 100 hemogen w/o modifiers)
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{{Biotech}}
 
{{Biotech}}
{{Stub}}
 
 
{{Spoiler}}
 
{{Spoiler}}
 
'''Sanguophages''' are an exceptionally rare and powerful [[Xenotypes|xenotype]] with a deathly intolerance to heat and sunlight. They use their superhuman powers to satiate their genetic need for [[hemogen|human blood]].
 
'''Sanguophages''' are an exceptionally rare and powerful [[Xenotypes|xenotype]] with a deathly intolerance to heat and sunlight. They use their superhuman powers to satiate their genetic need for [[hemogen|human blood]].
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== Summary ==
 
== Summary ==
Sanguophages are a mysterious but powerful group of xenohumans. They have no distinguishing looks from other xenohumans, so they blend in at first glance. Once selected, their differences are immediately apparent, from their hemogen and deathrest trackers at the bottom of the screen, to their unique abilities and immense genetic differences. Sanguophages have a genetic complexity of 57 and their xenogerm contains 8 [[Archite capsule|archite capsules]], while other xenohumans have far less complexity and don't require any capsules. Sanguophage metabolic efficiency is 0, not affecting their hunger rate in any way.
+
Sanguophages are a mysterious but powerful group of xenohumans. They have no distinguishing looks from other xenohumans, so they blend in at first glance. Once selected, their differences are immediately apparent, from their hemogen and deathrest trackers at the bottom of the screen, to their unique abilities and immense genetic differences.  
  
 
=== Genes ===
 
=== Genes ===
Sanguophage genes are xenogenes and are only obtainable through genetic implantation, either through their gene implanter ability or through [[gene extractor]]s.
+
Sanguophages have a gene complexity of 57[[File:Complexity.png|20px|Complexity|link=Complexity]] [[complexity]] and an equivalent xenogerm contains 8[[File:Archite_capsule_required.png|20px|Archite capsule|link=Archite capsule]] [[Archite capsule|archite capsules]].  With a '''0'''[[File:Metabolism.png|20px|Metabolic efficiency|link=Metabolic efficiency]] [[metabolic efficiency]], they have a hunger rate of '''×100%'''. Note however that sanguophage genes can disable a pawn's native [[germline gene]]s (e.g. ''Fast Runner'' will negate a [[neanderthal]]'s ''Slow Runner''), which can change their metabolism.
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Click to <div class="mw-collapsible mw-collapsed">
 
<div class="mw-collapsible-content">
 
{| {{STDT| sortable c_17 }}
 
! Name
 
! Description
 
! [[File:Metabolism.png|20px|Metabolism]]
 
! [[File:Complexity.png|20px|Complexity]]
 
! Exclude
 
  
|- id="Bloodfeeder"
+
All sanguophages have these xenogenes:
! Bloodfeeder<br/>[[File:Gene Bloodfeeder.png|64px]]
 
| ''Carriers of this gene have small retractable fangs and an organ on the roof of the mouth which can extract hemogen from fresh warm blood. They can bite an unresisting person, suck the blood, and gain hemogen directly.''
 
----
 
* Adds ability: [[File:Gene Bloodfeeder.png|16px]] Bloodfeed
 
:''Bite the target and extract hemogen directly from their blood. The target will lose blood and will be horrified by the interaction, but will be otherwise unharmed. A fast-acting coagulant will seal the wound to prevent bleeding. Can only target non-hemogenic humans. Hemogen gain is affected by the target’s body size.''
 
:* Feed on a pawn to gain up to {{+|20}} [[Hemogen]], which scales with target body size, but not the user's.
 
:** Target will gain {{++|45%}} [[blood loss]] and the {{--|5}} ''Fed on'' [[mood]]let (5 days, doesn't stack, negated by [[Ideoligion#Bloodfeeders|Bloodfeeders]] precept.{{IdeologyIcon}}). Also gains a bloodfeeder mark on the neck (+1% [[pain]]).
 
:** If the target does not have enough blood, hemogen gain will be reduced accordingly.{{Check Tag|Detail}}
 
:** Bloodfeeder must have a non-0% [[Eating]] capacity.
 
:* Target: Single non-[[#Hemogenic|Hemogenic]]{{Check Tag|Verify|Description says hemogenic, xml says canTargetBloodfeeders. which is it?}} human target. Must be [[downed]] or a [[colonist]], [[slave]],{{IdeologyIcon}} or [[prisoner]] not on a [[mental break]].
 
:** A warning will be given if it would kill the target or render them unconscious, but it will not account for continuing blood loss.
 
*{{+|2}} [[mood]] when near a [[blood torch]].
 
----
 
* Interaction with [[Ideoligion#Bloodfeeders|Bloodfeeders]] precept.{{IdeologyIcon}}
 
** Bloodfeeders: Revered - Believers have a higher [[opinion]] towards bloodfeeders, negates moodlet for being fed on, mood bonus when bloodfeeders are in the colony or are the [[Ideoligion#Leader|Leader]],{{IdeologyIcon}} and mood penalty when they die.
 
** Bloodfeeders: Reviled. - Believers have a lower [[opinion]] towards bloodfeeders, mood penalty when bloodfeeders are in the colony or when they are bloodfeeder, and mood bonus when they die.
 
| {{--|1}}
 
| {{Bad|1}}
 
| -
 
 
 
|- id="Coagulate"
 
! Coagulate<br/>[[File:Gene Coagulate.png|64px]]
 
| ''Carriers of this gene have special glands on their hands and wrists, as well as a unique salivary compound that they can use to rapidly tend wounds.''
 
----
 
* Adds ability: [[File:Gene Coagulate.png|16px]] Coagulate
 
:''Use special glands in the wrists to quickly tend someone's wounds.''
 
:* ? {{Check Tag|Detail|CompProperties_AbilityCoagulate}}
 
:* Target: Single target in [[LoS]]
 
:* Range: 3.9 tiles
 
:* Warmup Time: {{Ticks|60}}
 
:* Hemogen Cost: 20
 
:* AI Can Use: ?
 
| {{--|1}}
 
| {{Bad|1}}
 
| -
 
 
 
|- id="Gene implanter"
 
! Gene implanter<br/>[[File:Gene XenogermReimplanter.png|64px]]
 
| ''Carriers of this gene can implant a copy of their xenogerm into another person through a somewhat gross-looking injector organ. Their own genetic material will then regrow very slowly. If they implant while their genes are regrowing, they will die. ''
 
----
 
* Adds ability: [[File:Gene XenogermReimplanter.png|16px]] Implant Genes
 
:''Implant this person's xenogenes into a willing subject using a special injector organ. If this person's genes are currently regrowing, they will implant their xenogerm and die in the process.\n\nWhen implanted, a xenogerm will overwrite the target's xenogenes. Germline genes will be unaffected.''
 
:* Passes on a copy of all xenogenes to a target. Causes genes to regrow for 2 years afterwards.
 
:* Using this ability while genes are regrowing kills the pawn.
 
:** If using this ability is lethal, then the caster will lose all of their xenogenes upon death.
 
| '''0'''
 
| {{Bad|3}}
 
| -
 
 
 
|- id="Longjump legs"
 
! Longjump legs<br/>[[File:Gene LongJumpLegs.png|64px]]
 
| ''Carriers have special hemogen-powered muscle fibers in their legs which allow them to jump great distances.''
 
----
 
* Adds ability: [[File:Longjump.png|16px]] Longjump
 
:''Jump to a distant location using super-strong hemogen-powered legs.''
 
:* Jump to the selected location, over non-LoS blocking objects, quickly but not instantly. Immune to all damage during the jump.
 
:* Target: Location in [[LoS]]
 
:* Range: 19.9 tiles
 
:* Warmup Time: {{Ticks|30}}
 
:* Hemogen Cost: 5
 
:* AI Can Use: False
 
| {{--|2}}
 
| {{Bad|1}}
 
| -
 
 
 
|- id="Piercing spine"
 
! Piercing Spine<br/>[[File:Gene PiercingSpine.png|64px]]
 
| ''Carriers grow an opening in their upper chest along with a quiver of keratin spines. Using a hemogen-powered chemical reaction, they can fire these spines at high speed at nearby targets with surprising accuracy.''
 
----
 
* Adds ability: [[File:PiercingSpine.png|16px]] Piercing spine
 
:''Use a hemogenic chemical reaction to launch a bony spine at the target. The spine exits through the skin from an opening between the collarbones. Given the method of launch, it is surprisingly easy to aim.''
 
:* Launches an unerring spine at the target, dealing 30 [[Damage Types#RangedStab|RangedStab]] damage, with an {{AP}} of 100% and a [[stopping power]] of 1.
 
:* Target: Single target in [[LoS]]
 
:* Range: 3.9 tiles
 
:* Warmup Time: {{Ticks|30}}
 
:* Cooldown Time: {{Ticks|60}}
 
:* Hemogen Cost: 20
 
:* AI Can Use: True
 
* Market value of [[genepack]]s containing this gene: ×150%
 
| {{--|1}}
 
| {{Bad|1}}
 
| -
 
 
 
|- id="Ageless"
 
! Ageless<br/>[[File:Gene Ageless.png|64px]]
 
| ''Carriers of this gene have archites in the bloodstream which continuously reverse the process of aging. Starting at the age of 13, carriers begin to biologically age slower. By 18, the aging process stops completely.''
 
----
 
* Aging ×1 at age 13. Rate linearly slows as the pawn gets older.
 
* Aging ×0 at age 18.
 
| '''0'''
 
| {{Bad|3}}
 
| -
 
 
 
|- id="Archite metabolism"
 
! Archite metabolism<br/>[[File:Gene ArchiteMetabolism.png|64px]]
 
| ''Carriers of this gene have special archites in their cells that facilitate and optimize metabolism. This improves overall genetic and metabolic quality.''
 
----
 
* Increases metabolic efficiency. No other effect.
 
* Market value of [[genepack]]s containing this gene: ×150% (also multiplied by ×700% for 2 Archite capsules)
 
| {{+|6}}
 
| {{Bad|6}}
 
| -
 
 
 
|- id="Deathless"
 
! Deathless<br/>[[File:Gene Deathless.png|64px]]
 
| ''Carriers of this gene have archites in the blood which will sustain their life processes no matter what. As long as the brain remains intact, a carrier of this gene will never die.''
 
----
 
* If a pawn would've died, but the brain (or head/neck) is not directly destroyed, they enter into a regenerative coma. This coma lasts until otherwise fatal conditions are removed, then 7 days after that.
 
** Does not regenerate limbs or organs, except for the torso.
 
** Pawns with the Deathrest gene too instead enter [[deathrest]], and lose all [[Hemogen]]. After lethality is removed, the usual deathrest mechanics take place.
 
* Market value of [[genepack]]s containing this gene: ×200% (also multiplied by the usual ×400% for 1 Archite capsule)
 
| '''0'''
 
| {{Bad|7}}
 
| -
 
 
 
|- id="Non-senescent"
 
! Non-senescent<br/>[[File:Gene NonSenescent.png|64px]]
 
| ''Carriers of this gene do not go through senescence in the normal way. They never get chronic age-related diseases like cancer, bad back, cataracts, or dementia.''
 
----
 
* Total immunity to [[carcinoma]], [[heart attack]], and chronic conditions ([[Alzheimer's]], [[Asthma]], [[Artery blockage]], [[Cataract]]s, [[Dementia]], [[Frail]], but not [[Hearing loss|Hearing Loss]]).
 
** Prevents these conditions from any source, not just aging. (e.g. [[nuclear stomach]]{{RoyaltyIcon}}, [[toxic buildup]])
 
** Does ''not'' affect pre-existing conditions.
 
| ''' 0'''
 
| {{Bad|3}}
 
| -
 
 
 
|- id="Perfect immunity"
 
! Perfect immunity<br/>[[File:Gene PerfectImmunity.png|64px]]
 
| ''Carriers of this gene have archite-enhanced immune systems which intelligently destroy invaders. They are totally immune to most normal illnesses.''
 
----
 
* Immune to [[Flu]], [[Malaria]], [[Sleeping sickness]], [[Plague]], [[Infection]], and [[Lung rot]]. These are all the [[disease]]s that are fatal and that adult colonists can acquire.
 
** Does ''not'' affect pre-existing conditions. Only prevents new illnesses.
 
| '''0'''
 
| {{Bad|3}}
 
| -
 
  
|- id="Scarless"
+
'''Archite:'''
! Scarless<br/>[[File:Gene TotalHealing.png|64px]]
+
{| class="wikitable" style="text-align: center;"
| ''Carriers of this gene have a special type of regenerator cell which can heal old wounds and chronic illnesses like bad back.''
+
|- align="center"  
----
+
| width=100px height=50px | {{Stacked image|GeneBackground ArchiteGene.png|Gene XenogermReimplanter.png|64|Gene implanter|Genes#Gene implanter}}
* Heals 1 scar, permanent injury, or chronic condition ([[Alzheimer's]], [[Asthma]], [[Cataract]]s, [[Carcinoma]], [[Dementia]], [[Frail]], [[Hearing loss|Hearing Loss]] and Blindness) every 15-30 days, akin to (and alongside) [[luciferium]].
+
| width=100px height=50px | {{Stacked image|GeneBackground ArchiteGene.png|Gene Ageless.png|64|Ageless|Ageless}}
| '''0'''
+
| width=100px height=50px | {{Stacked image|GeneBackground ArchiteGene.png|Gene ArchiteMetabolism.png|64|Archite metabolism|Genes#Archite metabolism}}
| {{Bad|4}}
+
| width=100px height=50px | {{Stacked image|GeneBackground ArchiteGene.png|Gene Deathless.png|64|Deathless|Deathless}}
| -
+
| width=100px height=50px | {{Stacked image|GeneBackground ArchiteGene.png|Gene NonSenescent.png|64|Non-senescent|Genes#Non-senescent}}
 +
| width=100px height=50px | {{Stacked image|GeneBackground ArchiteGene.png|Gene PerfectImmunity.png|64|Perfect immunity|Genes#Perfect immunity}}
 +
| width=100px height=50px | {{Stacked image|GeneBackground ArchiteGene.png|Gene TotalHealing.png|64| Scarless|Scarless}}
 +
|-  
 +
| <small>[[Genes#Gene implanter|Gene implanter]]</small>
 +
| <small>[[Ageless]]</small>
 +
| <small>[[Genes#Archite metabolism|Archite metabolism]]</small>
 +
| <small>[[Deathless]]</small>
 +
| <small>[[Genes#Non-senescent|Non-senescent]]</small>
 +
| <small>[[Genes#Perfect immunity|Perfect immunity]]</small>
 +
| <small>[[Scarless]]</small>
 +
|}
  
|- id="Hemogenic"
+
'''Hemogenic:'''
! Hemogenic<br/>[[File:Gene Hemogenic.png|64px]]
+
{| class="wikitable" style="text-align: center;"
| ''Carriers of this gene have a reserve of biological strength powered by a resource called hemogen. The resource can be gained and spent in various ways, all of which are unlocked by other genes. Carriers lose 2 hemogen per day from biological entropy.''
+
|- align="center"  
----
+
| width=100px height=50px | {{Stacked image|GeneBackground Xenogene.png|Gene Bloodfeeder.png|64|Bloodfeeder|Genes#Bloodfeeder}}
* Creates a [[Hemogen]] need, which decreases by {{--|2}} per day.
+
| width=100px height=50px | {{Stacked image|GeneBackground Xenogene.png|Gene Coagulate.png|64|Coagulate|Genes#Coagulate}}
** Increases by {{+|20}} per [[hemogen pack]] or Bloodfeed.
+
| width=100px height=50px | {{Stacked image|GeneBackground Xenogene.png|Gene LongJumpLegs.png|64|Longjump legs|Longjump legs}}
** Receive {{--|20}} [[mood]] penalty if Hemogen hits 0.
+
| width=100px height=50px | {{Stacked image|GeneBackground Xenogene.png|Gene PiercingSpine.png|64|Piercing spine|Genes#Piercing spine}}
| {{+|1}}
+
| width=100px height=50px | {{Stacked image|GeneBackground Xenogene.png|Gene Hemogenic.png|64|Hemogenic|Hemogenic}}
| {{Bad|1}}
+
| width=100px height=50px | {{Stacked image|GeneBackground Xenogene.png|Gene HemogenDrain.png|64|Hemogen drain|Genes#Hemogen drain}}
| -
+
| width=100px height=50px | {{Stacked image|GeneBackground Xenogene.png|Gene Deathrest.png|64|Deathrest|Genes#Deathrest}}
 +
|-  
 +
| <small>[[Genes#Bloodfeeder|Bloodfeeder]]</small>
 +
| <small>[[Genes#Coagulate|Coagulate]]</small>
 +
| <small>[[Longjump legs]]</small>
 +
| <small>[[Genes#Piercing spine|Piercing spine]]</small>
 +
| <small>[[Hemogenic]]</small>
 +
| <small>[[Genes#Hemogen drain|Hemogen drain]]</small>
 +
| <small>[[Genes#Deathrest|Deathrest]]</small>
 +
|} 
  
|- id="Hemogen drain"
+
'''Assorted:'''
! Hemogen drain<br/>[[File:Gene HemogenDrain.png|64px]]
+
{| class="wikitable" style="text-align: center;"
| ''Carriers lose an additional 8 hemogen per day from biological entropy.''
+
|- align="center"  
----
+
| width=100px height=50px | {{Stacked image|GeneBackground Xenogene.png|Gene WoundHealingRateSuperfast.png|64|Superfast wound healing|Genes#Superfast wound healing}}  
* {{--|8}} Hemogen per day.
+
| width=100px height=50px | {{Stacked image|GeneBackground Xenogene.png|Gene EnhancedPsychicAbility.png|64|Psy-sensitive|Genes#Psy-sensitive}}  
| {{+|6}}
+
| width=100px height=50px | {{Stacked image|GeneBackground Xenogene.png|Gene QuickMovespeed.png|64|Fast runner|Genes#Fast runner}}  
| {{Bad|1}}
+
| width=100px height=50px | {{Stacked image|GeneBackground Xenogene.png|Gene TotalToxicityResistance.png|64|Tox immunity|Genes#Tox immunity}}
| -
+
| width=100px height=50px | {{Stacked image|GeneBackground Xenogene.png|Gene MildUVSensitivity.png|64|Mild UV sensitivity|Genes#Mild UV sensitivity}}  
 
+
| width=100px height=50px | {{Stacked image|GeneBackground Xenogene.png|Gene FireWeakness.png|64|Tinderskin|Tinderskin}}  
|- id="Deathrest"
+
| width=100px height=50px | {{Stacked image|GeneBackground Xenogene.png|Gene FireTerror.png|64|Pyrophobia|Pyrophobia}}
! Deathrest<br/>[[File:Gene Deathrest.png|64px]]
+
|-
| ''Carriers of this gene must periodically regenerate themselves in a special coma called deathrest. Deathrest takes days, but can confer substantial bonuses. Deathrest can be accelerated and its effects enhanced by the use of a variety of special buildings and technologies. Those who put off deathresting will suffer from deathrest exhaustion.''
+
| <small>[[Genes#Superfast wound healing|Superfast wound healing]]</small>
----
+
| <small>[[Genes#Psy-sensitive|Psy-sensitive]]</small>
* Creates a need for [[deathrest]] roughly every 30 days.
+
| <small>[[Genes#Fast runner|Fast runner]]</small>
** Deathrest is initated at a [[bed]] or [[deathrest casket]] and prevents action. It lasts for 4 days by default (3.6 days in casket), which can be interrupted for a stat penalty.
+
| <small>[[Genes#Tox immunity|Tox immunity]]</small>
** If need hits 0, maximum [[Consciousness]] set to 50% and [[Psychic Sensitivity]] {{--|100}}%.
+
| <small>[[Genes#Mild UV sensitivity|Mild UV sensitivity]]</small>
** See the [[deathrest|deathrest article]] for more details.
+
| <small>[[Tinderskin]]</small>
| {{+|6}}
+
| <small>[[Pyrophobia]]</small>
| {{Bad|1}}
+
|- align="center"  
| -
+
| width=100px height=50px | {{Stacked image|GeneBackground Xenogene.png|Gene Aggressive.png|64|Aggressive|Genes#Aggressive}}  
 
+
| width=100px height=50px | {{Stacked image|GeneBackground Xenogene.png|Gene StrongMeleeDamage.png|64|Strong melee damage|Genes#Strong melee damage}}  
|- id="Superfast wound healing"
+
| width=100px height=50px | {{Stacked image|GeneBackground Xenogene.png|Gene QuickSleeper.png|64|Low sleep|Genes#Low sleep}}  
! Superfast wound healing<br/>[[File:Gene WoundHealingRateSuperfast.png|64px]]
+
| width=100px height=50px | {{Stacked image|GeneBackground Xenogene.png|Gene Tough.png|64|Robust|Robust}}
|''Carriers of this gene heal from wounds four times as fast as normal.''
+
| width=100px height=50px | {{Stacked image|GeneBackground Xenogene.png|Gene Pretty.png|64|Attractive|Genes#Attractive}}  
----
+
| width=100px height=50px | {{Stacked image|GeneBackground Xenogene.png|Gene Darkvision.png|64|Dark vision|Dark vision}}  
* Injury healing factor {{Good|×400%}}
+
|-  
* Market value of [[genepack]]s containing this gene: ×125%
+
| <small>[[Genes#Aggressive|Aggressive]]</small>
| {{--|3}}
+
| <small>[[Genes#Strong melee damage|Strong melee damage]]</small>
| {{Bad|1}}
+
| <small>[[Genes#Low sleep|Low sleep]]</small>
| WoundHealingRate
+
| <small>[[Robust]]</small>
 
+
| <small>[[Genes#Attractive|Attractive]]</small>
|- id="Psy-sensitive"
+
| <small>[[Dark vision]]</small>
! Psy-sensitive<br/>[[File:Gene EnhancedPsychicAbility.png|64px]]
+
|}
| ''Carriers of this gene are more psychically-sensitive than average.''
 
----
 
* [[Psychic Sensitivity]] +20%
 
* Meditation psyfocus gain {{+|10% / day}} {{Check Tag|Verify|Verify and explain exact mechanic, order of operations, math etc}}
 
* {{+|0.1}} Neural Heat Recovery per second base. Effectively {{#expr:0.1*1.625 round 3}} Heat/s recovery at Level 6 psylink.
 
| {{--|2}}
 
| {{Bad|1}}
 
| PsychicAbility
 
 
 
|- id="Fast runner"
 
! Fast runner<br/>[[File:Gene QuickMovespeed.png|64px]]
 
| ''Carriers of this gene move more quickly than normal.''
 
----
 
* [[Move Speed]]: {{+|0.2}} {{CS}}
 
| {{--|3}}
 
| {{Bad|1}}
 
| MoveSpeed
 
 
 
|- id="Tox immunity"
 
! Tox immunity<br/>[[File:Gene TotalToxicityResistance.png|64px]]
 
| ''Carriers of this gene are totally immune to toxic buildup from all sources including polluted terrain, toxic fallout, tox gas, and direct attacks with venom or injected poison. They are also not bothered by acidic smog. The carrier's biochemical pathways are modified to route around interference from nearly all known toxins. Along with enhancements to the kidneys and liver, this keeps carriers comfortable in even the most toxic of environments.
 
----
 
* [[Toxic Resistance]]: {{+|100%}}
 
* [[Tox gas]] immunity
 
* Removes mood: Toxic fallout: -5
 
* Removes mood: Acidic smog: -5
 
| {{--|4}}
 
| {{Bad|2}}
 
| ToxResistance
 
 
 
|- id="Mild UV sensitivity"
 
! Mild UV sensitivity<br/>[[File:Gene MildUVSensitivity.png|64px]]
 
| ''Carriers of this gene have biological compounds in their skin that react painfully to UV radiation. They are unusually sensitive to sunlight.
 
----
 
* When in sunlight (when on an unroofed tile while [[light]] levels from <abbr title="Sunlamps and other artificial light sources don't count">natural sunlight</abbr> are 11% or more):
 
** [[Move Speed]] {{Bad|×90%}}
 
** Mood: ''Sunlight Sensitivity'': {{--|6}}
 
* Does not cause [[pain]], despite the description.
 
| {{+|3}}
 
| {{Bad|1}}
 
| UVSensitivity
 
 
 
|- id="Tinderskin"
 
! Tinderskin<br/>[[File:Gene FireWeakness.png|64px]]
 
| ''Carriers have dry, thin skin which burns easily from fire, and their immune systems react very poorly to this kind of threat. Damage from fire is multiplied by 4.
 
----
 
* [[Damage Type#Flame|Flame]] damage {{Bad|x400%}}{{Check Tag|Heat/vaporize?|Like above does this affect heat and vaporize damage?}}
 
| {{+|2}}
 
| {{Bad|1}}
 
| FireDamage
 
 
 
|- id="Pyrophobia"
 
! Pyrophobia<br/>[[File:Gene FireTerror.png|64px]]
 
| ''Carriers of this gene have an intense fear of fire. When fires are close, there is a chance they will have a mental breakdown at any moment.
 
----
 
* {{--|10}} ''Afraid of fire'' [[mood]]let when within 20.9{{Check Tag|?}} tiles of fire
 
* 0.1 day mtb chance of "Fleeing fire" mental break, presumably{{Check Tag|?}} also when within 20.9 tiles of fire
 
* Suppresses [[Pyromaniac]] trait
 
| {{+|4}}
 
| {{Bad|1}}
 
| -
 
 
 
|- id="Aggressive"
 
! Aggressive<br/>[[File:Gene Aggressive.png|64px]]
 
| Carriers of this gene are quick to anger. They are twice as likely to start social fights. When they have mental breaks, they are twice as likely to choose an aggressive kind of break.
 
----
 
* Effects:
 
** Social fight chance factor ×200%
 
** Chance mental break is violent ×200%
 
** Prison break interval factor ×60%
 
| {{+|2}}
 
| {{Bad|1}}
 
| Aggression<br/>Aggressive
 
 
 
|- id="Strong melee damage"
 
! Strong melee damage<br/>[[File:Gene StrongMeleeDamage.png|64px]]
 
| Carriers of this gene do more damage in close-quarters combat. Extra-strong fast-twitch muscle fibers make their strikes accurate and powerful.
 
----
 
* Melee damage factor ×150%
 
** This also affects melee {{AP}} when calculated from damage. It does not affect weapons whose AP has been set independently of damage. Examples include: [[Spear]]s, [[Monosword]]s,{{RoyaltyIcon}} [[Persona monosword]]s,{{RoyaltyIcon}} [[Knee spike]]s,{{RoyaltyIcon}} [[Hand talon]]s,{{RoyaltyIcon}} and [[Venom talon]]s.{{RoyaltyIcon}}
 
| {{--|2}}
 
| {{Bad|1}}
 
| MeleeDamage
 
 
 
|- id="Low sleep"
 
! Low sleep<br/>[[File:Gene QuickSleeper.png|64px]]
 
| Carriers of this gene get tired less quickly than others.
 
----
 
* Sleep fall rate ×40%
 
| {{--|4}}
 
| {{Bad|2}}
 
| Sleep
 
 
 
|- id="Robust"
 
! Robust<br/>[[File:Gene Tough.png|64px]]
 
| Carriers of this gene take less injuries than others from the same damage. They have thickened, densified bones, nearly-solid ribcages, and strengthened binding factors in joints and flesh.
 
----
 
* Incoming damage multiplier ×75%
 
| {{--|2}}
 
| {{Bad|1}}
 
| Toughness
 
 
 
|- id="Attractive"
 
! Attractive<br/>[[File:Gene Pretty.png|64px]]
 
| ''Carriers of this gene have unusually symmetrical, balanced facial features and extra-clear skin which gives them a pleasing appearance.''
 
----
 
* [[Beauty (Pawn)]]: {{+|1}}
 
* [[Market Value]]: {{+|350}}
 
| {{--|1}}
 
|{{Bad|1}}
 
| Beauty
 
 
 
|- id="Dark vision"
 
! Dark vision<br/>[[File:Gene Darkvision.png|64px]]
 
| ''Carriers of this gene see well in low light and are unaffected by mood penalties related to darkness. They have a reflective layer behind the retina that amplifies their ability to see in the dark.''
 
----
 
* Work speed is unaffected by darkness.
 
** Movement speed is also unaffected by darkness (not mentioned by the in-game description).
 
* Removes mood: Darkness: -5
 
| {{--|1}}
 
| {{Bad|1}}
 
| -
 
 
 
|- id="Strong melee"
 
! Strong Melee<br/>[[File:Gene StrongMelee.png|64px]]
 
| ''The carrier's aptitude in Melee is increased by 4. Aptitude acts like an offset on skill level.''
 
----
 
* [[Melee]]: {{+|4}}. Note: Experience gain and decay applies as if this offset did not exist.
 
| {{--|1}}
 
|{{Bad|2}}
 
| -
 
 
 
|- id="Strong social"
 
! Strong Social<br/>[[File:Gene StrongSocial.png|64px]]
 
| ''The carrier's aptitude in Social is increased by 4. Aptitude acts like an offset on skill level.''
 
----
 
* [[Skills#Social|Social]]: {{+|4}}. Note: Experience gain and decay applies as if this offset did not exist.
 
| {{--|1}}
 
| {{Bad|2}}
 
| -
 
 
 
|- id="Great intellectual"
 
! Great Intellectual<br/>[[File:Gene GreatIntellectual.png|64px]]
 
| ''The carrier's aptitude in Intellectual is increased by 8. Aptitude acts like an offset on skill level. Additionally, one level of passion is added to Intellectual.''
 
----
 
* [[Intellectual]]: {{+|8}}. Note: Experience gain and decay applies as if this offset did not exist.
 
* Adds one additional [[passion]] for [[Intellectual]]
 
| {{+|2}}
 
|{{Bad|1}}
 
| -
 
  
 +
'''Skills:'''
 +
{| class="wikitable" style="text-align: center;"
 +
|- align="center"
 +
| width=100px height=50px | {{Stacked image|GeneBackground Xenogene.png|Gene StrongMelee.png|64|Strong melee|Genes#Strong melee}}
 +
| width=100px height=50px | {{Stacked image|GeneBackground Xenogene.png|Gene StrongSocial.png|64|Strong social|Genes#Strong social}}
 +
| width=100px height=50px | {{Stacked image|GeneBackground Xenogene.png|Gene StrongIntellectual.png|64|Strong intellectual|Genes#Strong intellectual}}
 +
|-
 +
| <small>[[Genes#Strong melee|Strong melee]]</small>
 +
| <small>[[Genes#Strong social|Strong social]]</small>
 +
| <small>[[Genes#Strong intellectual|Strong intellectual]]</small>
 
|}
 
|}
</div>
 
</div>
 
</li></div>
 
  
== Origins ==
+
== Obtaining ==
Sanguophages can be obtained in multiple ways.
+
{{stub|section=1|reason=More detail on the quests}}
 +
Sanguophages can be found in several ways.
 
* Sanguophage scenario : You start the game with a Sanguophage.
 
* Sanguophage scenario : You start the game with a Sanguophage.
 
* Recruitment: You capture and recruit a Sanguophage, or one joins as a wanderer.
 
* Recruitment: You capture and recruit a Sanguophage, or one joins as a wanderer.
 
* Gene implant : You can force Sanguophages to use their gene implant ability on one of your pawns if they are captured or downed. Select the desired pawn to gain these abilities, and then right-click on the sanguophage and choose the "Absorb xenogerm" option. If the sanguophage's genes are currently regrowing, this will kill them.
 
* Gene implant : You can force Sanguophages to use their gene implant ability on one of your pawns if they are captured or downed. Select the desired pawn to gain these abilities, and then right-click on the sanguophage and choose the "Absorb xenogerm" option. If the sanguophage's genes are currently regrowing, this will kill them.
* Quest : You allow 2 or more Sanguophages hold a meeting at your colony. One of the quest rewards will allow you to choose a pawn to be implanted with Sanguophage genes.
+
* Quest : You allow 2 or more Sanguophages hold a meeting at your colony. They will start the ceremony by placing a [[blood torch]], which gives {{+|2}} mood buff to all sanguophages in its radius, and a red mist, with red eyes appearing in it, will appear for a few hours. The torch will remain once the quest is complete. One of the quest rewards will allow you to choose a pawn to be implanted with Sanguophage genes. There's also a small chance that some of those sanguophages will give you a join offer, similar to refugees.
 
* Quest : You get word that a sanguophage and his thralls are about to crash, and you can signal them to land at your colony (or nearby). You are advised that if you capture the sanguophage you can force them to implant a xenogerm in one of your colonists.
 
* Quest : You get word that a sanguophage and his thralls are about to crash, and you can signal them to land at your colony (or nearby). You are advised that if you capture the sanguophage you can force them to implant a xenogerm in one of your colonists.
  
Line 384: Line 117:
 
However, being a blood drinker does come with costs - a need for [[hemogen]] and a need for [[deathrest]]. While they are not deal-breakers, you should consider them whenever playing with a sanguophage. These are detailed below.  
 
However, being a blood drinker does come with costs - a need for [[hemogen]] and a need for [[deathrest]]. While they are not deal-breakers, you should consider them whenever playing with a sanguophage. These are detailed below.  
  
 +
----
 
===Sanguophage needs===
 
===Sanguophage needs===
 
*'''Hemogen'''
 
*'''Hemogen'''
 
Sanguophages can store 100 hemogen, which can be increased by deathresting with attached [[hemopump]]s. A sanguophage consumes 10 of their stored hemogen per day, equivalent to a bloodfeed every 2 days. Hemogen reaching 0 is not fatal, but will inflict a gradually increasing penalty that eventually reaches {{Bad|x50%}} [[Consciousness]], {{++|15%}} [[pain]] and a {{--|20}} [[mood]]let. Hemogen is also required, and consumed by, the Longjump, Piercing spine, and Coagulate abilities.
 
Sanguophages can store 100 hemogen, which can be increased by deathresting with attached [[hemopump]]s. A sanguophage consumes 10 of their stored hemogen per day, equivalent to a bloodfeed every 2 days. Hemogen reaching 0 is not fatal, but will inflict a gradually increasing penalty that eventually reaches {{Bad|x50%}} [[Consciousness]], {{++|15%}} [[pain]] and a {{--|20}} [[mood]]let. Hemogen is also required, and consumed by, the Longjump, Piercing spine, and Coagulate abilities.
  
As a rough measure, each regular humans can meet {{#expr: (20/10) <!--Days of hemogen from 1 feed-->/(45/33.3)<!--Days to recover from blood loss from 1 feed-->}} sanguophages' needs for blood indefinitely, assuming no hemogenic abilities are used. Extracting [[hemogen pack]]s and consuming them is exactly as efficient as blood feeding in terms of hemogen per prisoner per day. Packs require storage space and additional pawn work, but do not inflict a painful bite or a {{--|5}} moodlet, and extracting them slowly trains the [[medical]] skill.
+
As a rough measure, each regular human can meet {{#expr: (20/10) <!--Days of hemogen from 1 feed-->/(45/33.3)<!--Days to recover from blood loss from 1 feed-->}} sanguophages' needs for blood indefinitely, assuming no hemogenic abilities are used. Extracting [[hemogen pack]]s and consuming them is exactly as efficient as blood feeding in terms of hemogen per prisoner per day. Packs require storage space and additional pawn work, but do not inflict a painful bite or a {{--|5}} moodlet, and extracting them slowly trains the [[medical]] skill. Note that the moodlet is avoided when feeding on [[masochist]]s or those with the [[Ideoligion#Bloodfeeders|Bloodfeeders: Revered]] precept.{{IdeologyIcon}}
  
[[Prisoner]]s are preferred over colonists because the [[blood loss]] will reduce the ability to work for a short time. You can give prisoners the [[Genes#Dead calm|Dead calm]] gene to make sure they don't escape while still remaining able to feed themselves from [[nutrient paste dispenser]]s or meals left in their prison. Alternatively, the [[Peg leg#Analysis|leg treatment]] will also prevent escapes and reduce their [[Market Value]], but they will need to be manually fed by colonists. You can also give them negative genes like [[Genes#Very unattractive|Very unattractive]] to reduce food upkeep.
+
[[Prisoner]]s are preferred as hemogen sources over colonists because the [[blood loss]] will reduce the ability to work for a short time. The mood impact of bloodfeeding is also less important on prisoners. You can give prisoners the [[Genes#Dead calm|Dead calm]] gene to make sure they don't escape while still remaining able to feed themselves from [[nutrient paste dispenser]]s or meals left in their prison. Alternatively, the [[Peg leg#Analysis|leg treatment]] will also prevent escapes and reduce their [[Market Value]], but they will need to be manually fed by colonists or [[paramedic]] mechanoids. You can also give them negative genes like [[Genes#Very unattractive|Very unattractive]] to reduce food upkeep.
  
 
*'''Deathrest'''
 
*'''Deathrest'''
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The main cost of deathrest is that your sanguophage might be stuck sleeping whenever a [[raid]] arrives. [[Cassandra Classic]] and [[Phoebe Chillax]] both have defined cooldowns between sets of raids, but [[Randy Random]] won't give you that mercy. They ''can'' wake up at will, but this results in the [[Deathrest#Summary|Interrupted deathrest]] hediff, reducing their stats for 5 days.  
 
The main cost of deathrest is that your sanguophage might be stuck sleeping whenever a [[raid]] arrives. [[Cassandra Classic]] and [[Phoebe Chillax]] both have defined cooldowns between sets of raids, but [[Randy Random]] won't give you that mercy. They ''can'' wake up at will, but this results in the [[Deathrest#Summary|Interrupted deathrest]] hediff, reducing their stats for 5 days.  
  
Note that deathrest comes with some benefit. You can connect with [[deathrest building]]s like the [[glucosoid pump]] to improve post-deathrest condition. [[Psycast]]ers{{RoyaltyIcon}} will appreciate using [[psychofluid pump]]s to improve their psychic abilities. However, deathrest building capacity is limited. It must be increased one at a time by the expensive and somewhat rare [[deathrest capacity serum]].
+
Note that deathrest comes with some benefit. You can connect with [[deathrest building]]s like the [[glucosoid pump]] to improve post-deathrest condition. [[Psycast]]ers{{RoyaltyIcon}} will appreciate using [[psychofluid pump]]s to improve their psychic abilities. However, deathrest building capacity is limited. It must be increased one at a time by the expensive and somewhat rare [[deathrest capacity serum]]. Further, unlike a [[Cryptosleep casket]], deathrest does not suspend [[Addiction]], and can be used to mitigate withdrawal symptoms.
  
 
*'''Miscellaneous'''
 
*'''Miscellaneous'''
Sanguophages have Pyrophobia, which can cause Fleeing Fire [[mental break]] if near [[fire]]. This makes it more difficult when fighting fire-based enemies like the [[tesseron]] and [[diabolus]]. In addition, they are damaged more by fire. A [[firefoam pop pack]] can be handy.
+
Sanguophages have Pyrophobia, which can cause Fleeing Fire [[mental break]] if near [[fire]]. This makes it more difficult when fighting fire-based enemies like the [[tesseron]] and [[diabolus]]. In addition, they are damaged more by fire. A [[firefoam pop pack]] can be handy. However, Sanguophages are not completely unable to deal with fire: when drafted, they will still beat out flames adjacent to the tile they are standing on. However, given their vulnerabiltiy to fire and the risk of the mental break leading them into danger, this should only be attempted in emergencies. 
  
 
Sanguophages also have minor UV sensitivity, giving {{--|6}} [[mood]] and {{Bad|x90%}} move speed during the sunlight. Ultimately, this is a minor penalty, but one worth noting. A sanguophage is slightly slower than a base human in the day, but faster at night.
 
Sanguophages also have minor UV sensitivity, giving {{--|6}} [[mood]] and {{Bad|x90%}} move speed during the sunlight. Ultimately, this is a minor penalty, but one worth noting. A sanguophage is slightly slower than a base human in the day, but faster at night.
Line 410: Line 144:
 
Because each xenogerm implantation has a cooldown of 2 years, not all your colonists can become a sanguophage right away. There are 2 types of colonist that deserve special mention:
 
Because each xenogerm implantation has a cooldown of 2 years, not all your colonists can become a sanguophage right away. There are 2 types of colonist that deserve special mention:
  
* Colonists with brain damage, or colonists with [[Ailments#Chronic|chronic conditions]] like [[frail]]. These conditions would otherwise require [[luciferium]], [[healer mech serum]], or the [[biosculpter pod]]{{IdeologyIcon}} to treat. In a similar vein, older colonists are vulnerable to disease and said chronic conditions. Being a sanguophage renders full proactive immunity to both issues.
+
* Colonists with brain damage, or colonists with [[Ailments#Chronic|chronic conditions]] like [[frail]]. These conditions are cured by the Scarless gene, and would otherwise require [[luciferium]], [[healer mech serum]], or the [[biosculpter pod]]{{IdeologyIcon}} to treat. In a similar vein, older colonists are vulnerable to disease and said chronic conditions. Being a sanguophage renders full immunity to disease and aging, and will retroactively cure any existing conditions over time.
 +
 
 +
* Colonists who would appreciate access to the various genes. Melee fighters will gain access to many good vampire genes, like Strong melee (skill), Strong melee damage, Robust, and Longjump, as well as all the Archite genes. Any colonist will appreciate the powers of Deathless and Scarless.
  
* Colonists who would appreciate access to the various genes. Melee fighters will gain access to many good vampire genes, like Strong melee (skill), Strong melee damage, Robust, and Longjump, as well as all the Archite genes. Any colonist will appreciate the powers of Deathless and Scarless. Also, their pyrophobia will negate the [[Pyromaniac]] trait. Pawns with [[Transhumanist]] ideologies{{IdeologyIcon}} can also go without mandatory age reversals.  
+
:Their pyrophobia will negate the [[Pyromaniac]] trait. Pawns with [[Transhumanist]] ideologies{{IdeologyIcon}} can also go without mandatory age reversals.  
  
Remember that Sanguophage implantation replaces ''all'' xenogenes. Your [[genie]]s, [[hussar]]s, and [[highmates]] will lose all of their respective genes, while any [[xenogerm]]s you've implanted will be replaced. In addition, '''placing any xenogerm will erase all the Sanguophage genes'''. Don't give them Great Melee thinking it'll just improve your sanguophage abilities.
+
Remember that Sanguophage implantation replaces ''all'' xenogenes. Your [[genie]]s, [[hussar]]s, and [[highmates]] will lose all of their respective genes. Any [[xenogerm]]s you've implanted will be replaced completely. In addition, '''placing any xenogerm will erase all the Sanguophage genes'''. Don't give them Great Melee thinking it'll just improve your sanguophage's melee skill, it'll also remove their archite genes and need for blood.
  
 
== Version history ==
 
== Version history ==
 +
* [[Version/1.4.3531|1.4.3531]] - Fix: AI sanguophages can use longjump without any remaining hemogen.
 
* [[Version/1.4.3534|1.4.3534]] - Fix: Error on drafting pawn with hemogenic ability gene with no hemogen gene.
 
* [[Version/1.4.3534|1.4.3534]] - Fix: Error on drafting pawn with hemogenic ability gene with no hemogen gene.
  
 
{{Biotech navbox}}
 
{{Biotech navbox}}
 
[[Category:Xenotypes]]
 
[[Category:Xenotypes]]
 +
{{#set:Image = [[File:Sanguophage.png]]}}

Revision as of 10:44, 21 April 2024

Sanguophages are an exceptionally rare and powerful xenotype with a deathly intolerance to heat and sunlight. They use their superhuman powers to satiate their genetic need for human blood.

Lore

"The first sanguophage appeared thousands of years ago when the lord-explorer Varan-Dur sought to control a hyperintelligent archotech and found himself transformed by it instead. Every sanguophage is descended from him. Since then, sanguophages have often been hunted because of their destabilizing power and their need for blood. Since they can pass for baseliners, many live in hiding among typical humans.
Their numbers are unknown. Some think they are legends or rare irrelevancies. Some believe sanguophages secretly direct entire human civilizations. The stories speak of eternal lords ruling billions from slate-black space stations, or directing blood sacrifices at conferences in the underlayers of the deepest urbworlds."

— Biotech preview #4: Xenotypes, world factions, and the dark blood-drinkers

Summary

Sanguophages are a mysterious but powerful group of xenohumans. They have no distinguishing looks from other xenohumans, so they blend in at first glance. Once selected, their differences are immediately apparent, from their hemogen and deathrest trackers at the bottom of the screen, to their unique abilities and immense genetic differences.

Genes

Sanguophages have a gene complexity of 57Complexity complexity and an equivalent xenogerm contains 8Archite capsule archite capsules. With a 0Metabolic efficiency metabolic efficiency, they have a hunger rate of ×100%. Note however that sanguophage genes can disable a pawn's native germline genes (e.g. Fast Runner will negate a neanderthal's Slow Runner), which can change their metabolism.

All sanguophages have these xenogenes:

Archite:

Gene implanter
Gene implanter
Ageless
Ageless
Archite metabolism
Archite metabolism
Deathless
Deathless
Non-senescent
Non-senescent
Perfect immunity
Perfect immunity
Scarless
Scarless
Gene implanter Ageless Archite metabolism Deathless Non-senescent Perfect immunity Scarless

Hemogenic:

Bloodfeeder
Bloodfeeder
Coagulate
Coagulate
Longjump legs
Longjump legs
Piercing spine
Piercing spine
Hemogenic
Hemogenic
Hemogen drain
Hemogen drain
Deathrest
Deathrest
Bloodfeeder Coagulate Longjump legs Piercing spine Hemogenic Hemogen drain Deathrest

Assorted:

Superfast wound healing
Superfast wound healing
Psy-sensitive
Psy-sensitive
Fast runner
Fast runner
Tox immunity
Tox immunity
Mild UV sensitivity
Mild UV sensitivity
Tinderskin
Tinderskin
Pyrophobia
Pyrophobia
Superfast wound healing Psy-sensitive Fast runner Tox immunity Mild UV sensitivity Tinderskin Pyrophobia
Aggressive
Aggressive
Strong melee damage
Strong melee damage
Low sleep
Low sleep
Robust
Robust
Attractive
Attractive
Dark vision
Dark vision
Aggressive Strong melee damage Low sleep Robust Attractive Dark vision

Skills:

Strong melee
Strong melee
Strong social
Strong social
Strong intellectual
Strong intellectual
Strong melee Strong social Strong intellectual

Obtaining

Sanguophages can be found in several ways.

  • Sanguophage scenario : You start the game with a Sanguophage.
  • Recruitment: You capture and recruit a Sanguophage, or one joins as a wanderer.
  • Gene implant : You can force Sanguophages to use their gene implant ability on one of your pawns if they are captured or downed. Select the desired pawn to gain these abilities, and then right-click on the sanguophage and choose the "Absorb xenogerm" option. If the sanguophage's genes are currently regrowing, this will kill them.
  • Quest : You allow 2 or more Sanguophages hold a meeting at your colony. They will start the ceremony by placing a blood torch, which gives +2 mood buff to all sanguophages in its radius, and a red mist, with red eyes appearing in it, will appear for a few hours. The torch will remain once the quest is complete. One of the quest rewards will allow you to choose a pawn to be implanted with Sanguophage genes. There's also a small chance that some of those sanguophages will give you a join offer, similar to refugees.
  • Quest : You get word that a sanguophage and his thralls are about to crash, and you can signal them to land at your colony (or nearby). You are advised that if you capture the sanguophage you can force them to implant a xenogerm in one of your colonists.

Analysis

Becoming a sanguophage has a variety of pros and cons, that are generally worth the implantation.

Access to Low Sleep means that, even when considering deathrest, a sanguophage will have more hours of work every day. The archite genes provide eternal youth and health, and cure scars akin to luciferium. Fast walker and Robust are useful to just about any colonist. Finally, their hemogen abilities are all useful in their own way.

However, being a blood drinker does come with costs - a need for hemogen and a need for deathrest. While they are not deal-breakers, you should consider them whenever playing with a sanguophage. These are detailed below.


Sanguophage needs

  • Hemogen

Sanguophages can store 100 hemogen, which can be increased by deathresting with attached hemopumps. A sanguophage consumes 10 of their stored hemogen per day, equivalent to a bloodfeed every 2 days. Hemogen reaching 0 is not fatal, but will inflict a gradually increasing penalty that eventually reaches ×50% Consciousness, +15% pain and a −20 moodlet. Hemogen is also required, and consumed by, the Longjump, Piercing spine, and Coagulate abilities.

As a rough measure, each regular human can meet 1.48 sanguophages' needs for blood indefinitely, assuming no hemogenic abilities are used. Extracting hemogen packs and consuming them is exactly as efficient as blood feeding in terms of hemogen per prisoner per day. Packs require storage space and additional pawn work, but do not inflict a painful bite or a −5 moodlet, and extracting them slowly trains the medical skill. Note that the moodlet is avoided when feeding on masochists or those with the Bloodfeeders: Revered precept.Content added by the Ideology DLC

Prisoners are preferred as hemogen sources over colonists because the blood loss will reduce the ability to work for a short time. The mood impact of bloodfeeding is also less important on prisoners. You can give prisoners the Dead calm gene to make sure they don't escape while still remaining able to feed themselves from nutrient paste dispensers or meals left in their prison. Alternatively, the leg treatment will also prevent escapes and reduce their Market Value, but they will need to be manually fed by colonists or paramedic mechanoids. You can also give them negative genes like Very unattractive to reduce food upkeep.

  • Deathrest

Sanguophages need to deathrest once every ~30 days. This will last from 4 days (regular bed) to 2.5 days (deathrest casket + 2 deathrest accelerators). During this time, the pawn will have their needs frozen. Lacking deathrest is like lacking hemogen - it isn't fatal, but comes with major Consciousness and mood penalties.

The main cost of deathrest is that your sanguophage might be stuck sleeping whenever a raid arrives. Cassandra Classic and Phoebe Chillax both have defined cooldowns between sets of raids, but Randy Random won't give you that mercy. They can wake up at will, but this results in the Interrupted deathrest hediff, reducing their stats for 5 days.

Note that deathrest comes with some benefit. You can connect with deathrest buildings like the glucosoid pump to improve post-deathrest condition. PsycastersContent added by the Royalty DLC will appreciate using psychofluid pumps to improve their psychic abilities. However, deathrest building capacity is limited. It must be increased one at a time by the expensive and somewhat rare deathrest capacity serum. Further, unlike a Cryptosleep casket, deathrest does not suspend Addiction, and can be used to mitigate withdrawal symptoms.

  • Miscellaneous

Sanguophages have Pyrophobia, which can cause Fleeing Fire mental break if near fire. This makes it more difficult when fighting fire-based enemies like the tesseron and diabolus. In addition, they are damaged more by fire. A firefoam pop pack can be handy. However, Sanguophages are not completely unable to deal with fire: when drafted, they will still beat out flames adjacent to the tile they are standing on. However, given their vulnerabiltiy to fire and the risk of the mental break leading them into danger, this should only be attempted in emergencies.

Sanguophages also have minor UV sensitivity, giving −6 mood and ×90% move speed during the sunlight. Ultimately, this is a minor penalty, but one worth noting. A sanguophage is slightly slower than a base human in the day, but faster at night.


Choosing a host

Because each xenogerm implantation has a cooldown of 2 years, not all your colonists can become a sanguophage right away. There are 2 types of colonist that deserve special mention:

  • Colonists with brain damage, or colonists with chronic conditions like frail. These conditions are cured by the Scarless gene, and would otherwise require luciferium, healer mech serum, or the biosculpter podContent added by the Ideology DLC to treat. In a similar vein, older colonists are vulnerable to disease and said chronic conditions. Being a sanguophage renders full immunity to disease and aging, and will retroactively cure any existing conditions over time.
  • Colonists who would appreciate access to the various genes. Melee fighters will gain access to many good vampire genes, like Strong melee (skill), Strong melee damage, Robust, and Longjump, as well as all the Archite genes. Any colonist will appreciate the powers of Deathless and Scarless.
Their pyrophobia will negate the Pyromaniac trait. Pawns with Transhumanist ideologiesContent added by the Ideology DLC can also go without mandatory age reversals.

Remember that Sanguophage implantation replaces all xenogenes. Your genies, hussars, and highmates will lose all of their respective genes. Any xenogerms you've implanted will be replaced completely. In addition, placing any xenogerm will erase all the Sanguophage genes. Don't give them Great Melee thinking it'll just improve your sanguophage's melee skill, it'll also remove their archite genes and need for blood.

Version history

  • 1.4.3531 - Fix: AI sanguophages can use longjump without any remaining hemogen.
  • 1.4.3534 - Fix: Error on drafting pawn with hemogenic ability gene with no hemogen gene.