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:* Charges: 2
 
:* Charges: 2
 
:* AI Can Use: True
 
:* AI Can Use: True
| {{--|3}}
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| {{--|2}}
 
| {{Bad|1}}
 
| {{Bad|1}}
 
| [[File:Yttakin.png|32px|link=Yttakin]]
 
| [[File:Yttakin.png|32px|link=Yttakin]]
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== Drugs ==
 
== Drugs ==
 
{{Stub|section=1|reason=How does impervious eliminate tolerance build up - is it -100% or x0%. Both are listed}}
 
{{Stub|section=1|reason=How does impervious eliminate tolerance build up - is it -100% or x0%. Both are listed}}
{{Recode|section=1|reason=The patch notes for 1.5 say that drug-related genes no longer prevent overdose across all drugs. Verify if true, then edit this section to reflect the change}}
 
 
There are one of each of these for each drug, except for [[ambrosia]], [[luciferium]] and [[penoxycyline]].
 
There are one of each of these for each drug, except for [[ambrosia]], [[luciferium]] and [[penoxycyline]].
  
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* [[Version/1.4.3641|1.4.3641]] - Fix: Inactive sterile gene affects fertility.  
 
* [[Version/1.4.3641|1.4.3641]] - Fix: Inactive sterile gene affects fertility.  
 
* [[Version/1.4.3682|1.4.3682]] - [[Arrest]]ing dead calm pawns now never fails, to prevent them going berserk.
 
* [[Version/1.4.3682|1.4.3682]] - [[Arrest]]ing dead calm pawns now never fails, to prevent them going berserk.
* [[Version/1.5.4062|1.5.4062]] -
 
** Made psychic bond distance thought more permissive. As long as both pawns are on the same map and not suspended (cryptosleep casket) they get the positive thought.
 
** Remove reference to damage over time in acid spray gene description. ("...it will stick to enemies and burn them over time." to "...it will stick to enemies and burn them.")
 
** Added more acid filth texture options for acid spray so it never looks tiled.
 
** Attached helpful text to mouse when selected pawn is aiming animal warcall ability.
 
** Updated fire spew LOS highlighting.
 
** Updated psychic bonding hediff tooltip to factor in pawns contained in buildings.
 
** Clarify that pawns with no xenogenes cannot implant their xenogerm into another person. Show correct warning message on attempt.
 
** Fix: Pawns with genetic drug needs aren't getting mothballed. Can improve performance in late-game saves.
 
** Fix: Chemical genes affect tolerance buildup and addiction chance of all chemicals, not just the specified one.
 
** Fix: On colonist selection, wasters and hussars are currently generating without their drug dependencies.
 
** Fix: Small increments of pawn speed differences are lost due to integer calculations. Very quick and quick genes were effectively the same on an otherwise unmodified pawn.
 
** Fix: Drug dependency endogenes aren't properly being overridden by other drug-related xenogenes of the same chemical.
 
** Fix: Psychic bonds can form between two pawns that have the psychic bonding genes even if they are bonded to other people.
 
** Fix: Pawns still carry a weapon after getting incapable of violence gene.
 
** Fix: Pawns incapable of violence still can use combat gene abilities
 
  
 
{{Biotech navbox}}
 
{{Biotech navbox}}
 
[[Category:Game mechanics]]
 
[[Category:Game mechanics]]

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