Last update: 13.03.23.
Reason: Update mod to version: 13.03.23
Ever wanted to be a mad scientist with a stocked shelf of various mutagens to unleash upon the world? Or perhaps a cheery farmer with a large herd of barnyard livestock...wait, did that sheep just talk?
With Pawnmorpher, you can bring an array of mutagenic items to bear against raiders, visitors or even your own colonists. Discover rare mutations, deal with body purists, deploy the mutagenic mortar shells, quaff stabilisers before going out to mine that glowing green meteor that just crashed near your base...and more!
It's high-risk, yes -- but the mad scientist in you will revel in launching mortar shells into a crowded raid and watching as cows, wargs, alpacas, hares and assorted humanoid mutants stumble out of the green fog. Augment your pawns with beneficial mutations that improve their crafting or social stats, create a prison to exploit cowmorphs for mutagenic milk, grow fields of chaobulbs and scream in horror at the monstrosities you'll inevitably make.
This is Pawnmorpher, and you're not going to get out entirely human.
SERUMS: Craft mutagens to give various mutations to whomever you wish, which appear in the health tab and can change rapidly, fortunately accompanied by a puff of green science whenever a new development occurs. Prisoners, colonists, you name it. Many mutations have visuals which appear for parts such as horns, wings, ears, muzzles, tails -- with more on the way. Some are beneficial, others not so much. It's up to you how much risk you want to absorb.
WEAPONS: Go melee with Mutanite weapons, or share the metamorphosis love from afar with new rifles, mortar shells, and IED traps. Mortar shells support the SRTS mod, make of that what you will.
PREVENTION: We get it. Sometimes something bad happens and your best researcher is stuck as a dog. Happens to the best of us. Craft stabilisers and reverters for risk management, but don't leave it too late. Mutagenic mechanites don't keep their memory forever.
SAPIENCE: Even if you lose a pawn to the animal life, fear not. Often, they'll still retain most of their human mind. Keep them happy and they'll still be draftable and can perform work depending on the animal.
CHIMERAS: Not all mutation is cut-and-dry. Various chimeric creatures are often left behind, mishmashes of various creatures that are usually quite powerful. Discover their uses or make some yourself.
MENTALITY: Some pawns take it better than others. We add a new trait to represent this: Mutation Affinity -- they will enjoy becoming an abomination. Body Purists will definitely, most assuredly not.
ASPECTS: Along the way, pawns can pick up Aspects, a custom system we use to avoid adding trait bloat. Paragon, Afflicted, Natural Hunter, discover them all and find uses for pawns with them.
Version 19.02.23 for Rimworld (v1.0 - 1.4)
Version 02.02.23 for Rimworld (v1.0 - 1.4)
Version 13.12.22 for Rimworld (v1.0 - 1.4)