hey everyone. The next release will be out tomorrow or the day after tomorrow. I'm posting to fill you guys up on what I've been doing these last few days:
-the infectory, the lab, the grower and the new mutation lab will all use reagents from the new Fleshwarper's lab. that means no reaction uses souls anymore, but making organic weapons and mutations will be a bit more complex. Also, waspen players should now care about their agriculture since some reagents need plants to be created
-instead of the exploding Hive Thrall, we will now have two kinds of hive thralls, red wasp hive thrall and stinger hive thrall. the former will be the original exploding dude, and the latter will be a close combat oriented variant which, along with the praetorian, will be able to receive unique mutations(venom and claws, hard armor and strength, size and claws, or speed and claws)
-the red wasp hive will receive an overhaul. it will still be useful as fodder, but aside from that, players will now be able to slaughter it when it matures after 6 months (in a manner similar to growing organic weapons) to receive honey, wax, royal jelly (for a unique waspen drink) and a part of the materials required for another hive
-the new animals will be the Great Stag Beetle and the Great Cockroack: the former will be cow sized and the latter a bit larger than a dog. they will both be able to reproduce without eggs and their purpose will be to be used in the meat industry. the cockroach will also have large litters, but a very short lifespan
-there will be many new mutations available for both wasps and waspen animals, and several of the old ones can now be given on animals too. among them will be the options to: give an animal the CAN_THINK tag, an interaction to paralyze or nauseate people in combat, an interaction to grant a temporary but significant boost in strength or toughness in combat, the ability to trance and to reinforce their chitin or enlarge them
-waspen sieges will now carry organic weapons and armor as well as the new creatures (all should fear the sight of colossal praetorians approaching)
another thing I'd like to discuss, and since we have pretty much finalized our features I think it's the perfect time to talk about, is how we would go on porting the mod to 40.xx. I sure hope the minion scripts live on, because if they don't we might have a problem...