Monday, December 25, 2023

A Look at the Enhanced ChiChi Norn

Merry Christmas! Alas, as I'm still relearning all the ropes (and can't actually upload anything to my download site right now) I don't have anything to release today as I once tried to make a tradition of doing. However, in lieu of releasing a mod I instead decided to release a gift of information. Namely, doing a genetic breakdown of one of the oldest attempts at improving the base C3/DS genome, the Enhanced ChiChi Norn, by Daikaze, Ratboy, and Silvak.

Well, I said I was thinking about it my last post. I'm thinking about it now, and more importantly I feel motivated enough to do it now. I'm gonna strike while the iron's hot.

As I just linked their Creatures Wiki article I'm not going to repeat what that says too much. I'll just quote what Daikaze wrote in their readme:

"I got tired of some of the major issues that developed over time with creatures so I fixed it."

Short, simple, and to the point. Well, actually they went into everything that was changed about the genome immediately after that, but I'll get to that in a minute.

In a lot of ways, the Enhanced ChiChi Norn feels very much like a proto-CFF. A lot of the problems the CFF would later go on to fix are addressed here, sometimes in almost the exact same way. That being said, the Enhanced ChiChi Norn also brings some new features of their own that later base genomes never sought to replicate, some of which I think would be nice to have in RAS.

So without further ado, let's take a look. As opposed to going through it by gene type like I did for the comparison between RAS 1.0 and the original 2017 genome, I'll instead go by the order each particular feature is listed in the Enhanced ChiChi Norn's readme.

The New Brain Lobes

"The major change is the addition of some brain genetics (thanks to Ratboy). These new genetics cause the norns to need other norns while young and during the teen years the norns will try and avoid other norns."

As Gene Compare continues to be very bad at showing brain differences, here's the update rules of the two new brain lobes. There's more to them than this (brain genes have multiple tabs), but I feel this is the most important part.

I think I somewhat understand this?

Each of these brain lobes has an emitter gene tied to it. The emitters in question look like this:

820 New in file 2  44   0 Emb B 128   0 Organ# = 21, Brain, Brain Lobe 15, Cell 0 - state 1, chem=Loneliness, thresh=77, samp=15, gain=26, features=Digital  (0) 

821 New in file 2  45   0 Ado B  128   0 Organ# = 21, Brain, Brain Lobe 16, Cell 0 - state 1, chem=Crowded, thresh=77, samp=20, gain=26, features=Digital  (0)

As a brain edit, it's more simplistic than the more advanced and elaborate brain edits that went into the CFE and beyond, but it's still a lot more than I'd ever be able to do with the brain. It's also a lot more complicated than the CFF's solution to the same problem of making young norns stick around their parents (or each other, as the case may be) while older norns strike out on their own. In the CFF, it's just a pair of instincts; no brain edits needed (granted, I'm not sure how well these instincts work if they work at all; I didn't seem to notice any real difference in young norn behavior in my 2017 feral run).

The Hunger Overwhelmsion Organ

"I've added a hunger > all organ. This organ functions like the fearly and painly organs. The purpose is simply to ensure that norns eat instead of breed."

 The organ in question looks like this:

824 New in file 2   2   0 Emb B Mut 128   0 Organ# = 22, Clockrate = 128, Life force repair rate = 20, Life force start value = 128, Biotick start = 238, ATP damage coefficient = 128

And here's all the genes within it:

Reactions

825 New in file 2   2   0 Emb B 128   0 Organ# = 22, 1*Coldness + 1*<NONE> => 1*Coldness backup + 1*<NONE>; half-life = 18
826 New in file 2   4   0 Emb B 128   0 Organ# = 22, 1*Hotness + 1*<NONE> => 1*Hotness backup + 1*<NONE>; half-life = 18
827 New in file 2  14   0 Emb B 128   0 Organ# = 22, 1*Tiredness + 1*<NONE> => 1*Tiredness backup + 1*<NONE>; half-life = 18
828 New in file 2  19   0 Emb B 128   0 Organ# = 22, 1*Loneliness + 1*<NONE> => 1*Loneliness backup + 1*<NONE>; half-life = 18
829 New in file 2  37   0 Emb B 128   0 Organ# = 22, 1*Crowded + 1*<NONE> => 1*Crowded backup + 1*<NONE>; half-life = 18
830 New in file 2  61   0 Emb B 128   0 Organ# = 22, 1*Boredom + 1*<NONE> => 1*Boredom backup + 1*<NONE>; half-life = 18
831 New in file 2  71   0 Emb B 128   0 Organ# = 22, 1*Sex drive + 1*<NONE> => 1*Sex drive backup + 1*<NONE>; half-life = 18

Receptors

 832 New in file 2 138   0 Emb B 128   0 Organ# = 22, Organ, Organ, Clock Rate, chem=Hunger for protein, thresh=30, nom=0, gain=255, features=Analogue  (0)
 833 New in file 2 199   0 Emb B 128   0 Organ# = 22, Organ, Organ, Clock Rate, chem=Hunger for carbohydrate, thresh=30, nom=0, gain=255, features=Analogue  (0)
 834 New in file 2 202   0 Emb B 128   0 Organ# = 22, Organ, Organ, Clock Rate, chem=Hunger for fat, thresh=30, nom=0, gain=255, features=Analogue  (0)
 835 New in file 2 203   0 Emb B MutDupCut 128   0 Organ# = 22, Organ, Organ, Repair Rate, chem=Prostaglandin, thresh=0, nom=0, gain=143, features=Analogue  (0)
 836 New in file 2 204   0 Emb B MutDupCut 128   0 Organ# = 22, Organ, Organ, Injury, chem=Antigen 1, thresh=0, nom=0, gain=53, features=Analogue  (0)
 837 New in file 2 205   0 Emb B MutDupCut 128   0 Organ# = 22, Organ, Organ, Injury, chem=Antigen 3, thresh=0, nom=0, gain=53, features=Analogue  (0)

If you're unfamiliar with the way the overwhelmsion organs work, they're normally inactive unless their corresponding drive(s) are high, as determined by the clock rate receptors. Then they work to convert other drives into "backup" drives that the creature doesn't feel, leaving them feeling only the corresponding drives. Once they've dealt with it, another organ known as Constitutive Drive Maintenance works to convert the backups back into their original drives.

There's also a receptor to make Prostaglandin heal the organ and Antigens 1 and 3 damage it. Most organs in any given C3/DS genome have genes like this, as do the other two new organs in the Enhanced ChiChi genome. There's not much to say about them, so I won't mention them for the other two organs.

The Enhanced ChiChi Norns' using an organ like this predates the CFF's usage of it by eight years, and as such it's not entirely identical to the CFF's version (notably, the receptors that fire the organ up when the hunger drives get high are analogue, meaning that the organ gradually ramps up its speed as the hunger drives increase. In the CFF these receptors are digital, making the organ work in an on/off fashion). Nevertheless, it goes to show what a good idea it was to have made two separate appearances.

The Enhancement Gland

"There is an organ labeled "new organ" and it is simply an all-round organ. I use the "new organ" to store various genes that don't need a completely new organ."

This organ isn't actually called the "Enhancement Gland" in the Enhanced ChiChi Norns; as the readme says, it's just called the "New Organ." I'm giving it the name I gave its counterpart in RAS 2.0, as that's a little more fitting as to what it's meant to do.

The organ itself looks like this:

838 New in file 2   3   0 Emb B Mut 128   0 Organ# = 23, Clockrate = 128, Life force repair rate = 20, Life force start value = 128, Biotick start = 62, ATP damage coefficient = 128

It's placed underneath the Hunger Overwhelmsion organ, as I've done in RAS 2.0. Its rough equivalent in the CFF genome would be the miscellaneous reactions, receptors, etc. that the Genetics Kit lists as being part of the brain (though they're actually part of the Muscles, as the brain organ effectively doesn't exist).

As for what the Enhancement Gland does in the Enhanced ChiChi Norns....

Go Up When Drowning

839 New in file 2 213   0 Chi B MutDupCut 128   0 Organ# = 23, Creature, Drives, Up, chem=Air, thresh=78, nom=255, gain=255, features=Inverted Digital  (0)

A change that only needed one gene to implement. In short: when air gets low, the norn feels a desire to go up (use an elevator).

I should note that doing it this way is not the same thing as using the actual Up drive chemical (as an equivalent gene in the 2017 genome does). The actual drive chemical has some nuances that aren't replicated here (particularly related to how the brain handles the hierarchy of drives), though the norn still feels the desire to go up and will express as such if asked.

Fear of Death

840 New in file 2 214   0 Emb B MutDupCut 128   0 Organ# = 23, Creature, Drives, Fear, chem=ATP, thresh=26, nom=255, gain=255, features=Inverted Digital  (0)
841 New in file 2 215   0 Emb B MutDupCut 128   0 Organ# = 23, Creature, Drives, Fear, chem=Energy, thresh=45, nom=255, gain=255, features=Inverted Digital  (0)

These are similar to the Go Up When Drowning gene; when ATP or Energy get low, the norn will feel scared, will have a scared facial expression, and will express as such if asked.

Also like the Go Up When Drowning gene, this isn't the same as using the actual Fear drive chemical. A norn scared this way won't be using the special gait associated with fear, the Fearly Overwhelmsion organ won't start backing up drives, and so on.

The Elderly Become Weak

842 New in file 2 105   0 Sen B MutDupCut 128   0 Organ# = 23, 1*<NONE> + 1*<NONE> => 1*Pain + 1*<NONE>; half-life = 79
843 New in file 2 106   0 Sen B MutDupCut 128   0 Organ# = 23, 1*<NONE> + 1*<NONE> => 1*Crowded + 1*<NONE>; half-life = 58
844 New in file 2 107   0 Sen B MutDupCut 128   0 Organ# = 23, 1*Loneliness + 1*<NONE> => 1*<NONE> + 1*<NONE>; half-life = 58
845 New in file 2 108   0 Old B MutDupCut 128   0 Organ# = 23, 1*Prostaglandin + 1*<NONE> => 1*<NONE> + 1*<NONE>; half-life = 58
846 New in file 2 109   0 Old B MutDupCut 128   0 Organ# = 23, 1*<NONE> + 1*<NONE> => 1*Tiredness + 1*<NONE>; half-life = 72

All of these chemical reactions amount to the same thing: older norns find living more difficult, and also prefer to be alone when they die.

This is a feature I've strongly considered putting in RAS, not just for the realism but also for a more interesting way to help make generations move faster. I'd probably do it in a manner that feels more streamlined and takes less new genes if I could think of a way to do so, though.

The Sick Are Exiled

847 New in file 2 110   0 Emb B 128   0 Organ# = 23, 1*Antigen 0 + 1*<NONE> => 1*Antigen 0 + 1*Crowded; half-life = 38
848 New in file 2 111   0 Emb B 128   0 Organ# = 23, 1*Antigen 1 + 1*<NONE> => 1*Antigen 1 + 1*Crowded; half-life = 38
849 New in file 2 112   0 Emb B 128   0 Organ# = 23, 1*Antigen 2 + 1*<NONE> => 1*Antigen 2 + 1*Crowded; half-life = 38
850 New in file 2 113   0 Emb B 128   0 Organ# = 23, 1*Antigen 3 + 1*<NONE> => 1*Antigen 3 + 1*Crowded; half-life = 38
851 New in file 2 114   0 Emb B 128   0 Organ# = 23, 1*Antigen 4 + 1*<NONE> => 1*Antigen 4 + 1*Crowded; half-life = 38
852 New in file 2 115   0 Emb B 128   0 Organ# = 23, 1*Antigen 5 + 1*<NONE> => 1*Antigen 5 + 1*Crowded; half-life = 38
853 New in file 2 116   0 Emb B 128   0 Organ# = 23, 1*Antigen 6 + 1*<NONE> => 1*Antigen 6 + 1*Crowded; half-life = 38
854 New in file 2 117   0 Emb B 128   0 Organ# = 23, 1*Antigen 7 + 1*<NONE> => 1*Antigen 7 + 1*Crowded; half-life = 38

Another batch of chemical reactions that make norns infected with the antigens feel crowded, hopefully to encourage them to leave the herd and thus lower the risk they'll spread the bacteria around via coughing/sneezing.

Don't have much commentary to add here, really.

The Breeding Enhanced Organ

"There is also a new breeding organ. This organ reduces thew(sic) ability for older norns to breed."

The organ itself:

858 New in file 2   4   0 Emb B Mut 128   0 Organ# = 24, Clockrate = 128, Life force repair rate = 20, Life force start value = 128, Biotick start = 119, ATP damage coefficient = 128

And all the genes in it (barring the Prostaglandin/Antigen receptors that I'm not showing):

859 New in file 2 118   0 Old M MutDupCut 128   0 Organ# = 24, 1*Testosterone + 1*<NONE> => 1*<NONE> + 1*<NONE>; half-life = 74
860 New in file 2 119   0 Old F MutDupCut 128   0 Organ# = 24, 1*Oestrogen + 1*<NONE> => 1*<NONE> + 1*<NONE>; half-life = 74
861 New in file 2 120   0 Sen B MutDupCut 128   0 Organ# = 24, 1*Sex drive + 1*<NONE> => 1*<NONE> + 1*<NONE>; half-life = 74
862 New in file 2 121   0 Sen B MutDupCut 128   0 Organ# = 24, 1*Arousal Potential + 1*<NONE> => 1*<NONE> + 1*<NONE>; half-life = 74

863 New in file 2 209   0 Emb B MutDupCut 128   0 Organ# = 24, Organ, Organ, Injury, chem=Heavy Metals, thresh=0, nom=0, gain=25, features=Analogue  (0)

In a similar vein to the "Elderly Become Weak" reactions in the Enhancement Gland, these new reactions greatly reduce the fertility of older norns.

Also present is a receptor that makes the organ take damage from Heavy Metals, lining it up with the Gonad/Uterus's similar receptors.

I'm not quite sure why this needed to be an entirely new organ as opposed to just being part of the Enhancement Gland. Organizational purposes? To better line it up with the Gonad/Uterus?

New Instincts and Stimuli

"I've included a few stimulus and instinct genes as well. These genes are responsible for some interesting things."

871 New in file 2  63   0 Emb B MutDupCut 128   0 I am travelling (periodic) (23) causes sig=26 GS neu=0 int=0, ,,,0 => 1*Hunger for protein + 1*Hunger for carbohydrate + 1*Hunger for fat + 0*<NONE>
 872 New in file 2  64   0 Emb B MutDupCut 128   0 I am travelling (periodic) (23) causes sig=26 GS neu=0 int=0, ,,,112 => -1*Hunger for protein + -1*Hunger for carbohydrate + -1*Hunger for fat + 0*<NONE>

These two new stimuli genes are supposed to work in tandem by lowering the norn's hunger when it travels while also silently increasing it for no overall change, hopefully encouraging the Enhanced ChiChi to move more.

The base idea isn't bad, if maybe a little flawed (it could lead to norns starving to death because they think they're getting less hungry simply by moving). However...they don't actually work the way they're intended. If there's multiple stimulus genes for the same stimulus, the gene with the highest number takes priority and overrides the rest. So effectively, Enhanced ChiChi Norns just get hungrier from traveling, though as the increases are silent they won't recognize that.

I should also note that the Travelling stim almost never fires. You'd think it'd fire as creatures make their way across the world to things like food sources, but nope. It's just for moving left/right with no target in mind, which creatures do a lot less than you'd think.

869 New in file 2  61   0 You B MutDupCut        128   0 I have mated (45) causes sig=0 GS neu=9 int=30, ,,,16 => -62*Testosterone + 0*<NONE> + 0*<NONE> + 0*<NONE>
870 New in file 2  62   0 You B MutDupCut        128   0 I have mated (45) causes sig=0 GS neu=0 int=30, ,,,16 => -62*Oestrogen + 0*<NONE> + 0*<NONE> + 0*<NONE>

This pair of stimulus genes is meant to help tank the Enhanced ChiChi's fertility after mating. This is meant to work in tandem with an edit to the original "I've mated" stimulus (vanilla ChiChi on top; Enhanced ChiChi on bottom):

412 Different in file 1  24   0 You B MutDupCut        128   0 I have mated (45) causes sig=0 GS neu=9 int=30, ,,,192 => -50*Sex drive + 62*Libido lowerer + -7*Loneliness + 7*Tiredness
412 Different in file 2  24   0 You B MutDupCut        128   0 I have mated (45) causes sig=0 GS neu=9 int=30, ,,,192 => -50*Sex drive + 124*Libido lowerer + -7*Loneliness + 7*Tiredness

Alas, it runs into the exact same issue the traveling stimuli did in that only one of them actually does anything. In this case, it's only the one that reduces Oestrogen (the female fertility chemical). If that was set to female while the one that reduces Testosterone was set to male they'd both work for their respective genders, but as it is female Enhanced ChiChis get a slight fertility hit while males don't even have their sex drive lowered.

867 New in file 2  59   0 Emb B MutDupCut 128   0 Creature slaps me (4) causes sig=0 GS neu=0 int=0, ,,,16 => 70*Punishment + 0*<NONE> + 0*<NONE> + 0*<NONE>
868 New in file 2  60   0 Emb B MutDupCut 128   0 Creature pats me (2) causes sig=0 GS neu=0 int=0, ,,,16 => 0*Reward + 37*<NONE> + 0*<NONE> + 0*<NONE>

These two stimuli are meant to make Enhanced ChiChis feel punished or rewarded when slapped or patted by other creatures, respectively. I think I understand the idea behind this change; my guess is that it's meant to discourage taking actions that would lead to other creatures slapping them and encourage actions that lead to pats from other creatures. Alas, I don't think creatures are sophisicated enough to understand that kind of cause and effect.

And yet again, we run into the issue where there can only be one stimulus gene for each stimuli. These two genes overwrite the vanilla "I've been slapped" and "I've been patted" stimuli, so Enhanced ChiChi Norns only get punishment from being slapped by other creatures and reward from being patted.

873 New in file 2  30   0 You B MutDupCut 128   0 [03: stim] [Cell 23 (Dispenser)] + [Brain Lobe 255] [Cell 0] + [Brain Lobe 255] [Cell 0] and [Hunger for protein] => Cell 1 (push); unknown = 90.
874 New in file 2  35   0 You B MutDupCut 128   0 [03: stim] [Cell 23 (Dispenser)] + [Brain Lobe 255] [Cell 0] + [Brain Lobe 255] [Cell 0] and [Hunger for carbohydrate] => Cell 1 (push); unknown = 90.

A pair of new instincts to encourage Enhanced ChiChi Norns to use vendors when hungry for anything, not just for fat like how it is in vanilla ChiChi Norns.

503 Different in file 1  27   0 Emb B MutDupCut 128   0 [03: stim] [Cell 34 (Something34)] + [Brain Lobe 255] [Cell 0] + [Brain Lobe 255] [Cell 0] and [Boredom] => Cell 1 (push); unknown = 86.
503 Different in file 2  27   0 Emb B MutDupCut 128   0 [03: stim] [Cell 27 (Teleporter)] + [Brain Lobe 255] [Cell 0] + [Brain Lobe 255] [Cell 0] and [Boredom] => Cell 1 (push); unknown = 86.
504 Different in file 1  28   0 Emb B MutDupCut 128   0 [03: stim] [Cell 34 (Something34)] + [Brain Lobe 255] [Cell 0] + [Brain Lobe 255] [Cell 0] and [Crowded] => Cell 1 (push); unknown = 86.
504 Different in file 2  28   0 Emb B MutDupCut 128   0 [03: stim] [Cell 27 (Teleporter)] + [Brain Lobe 255] [Cell 0] + [Brain Lobe 255] [Cell 0] and [Crowded] => Cell 1 (push); unknown = 86.
505 Different in file 1  29   0 Emb B MutDupCut 128   0 [03: stim] [Cell 34 (Something34)] + [Brain Lobe 255] [Cell 0] + [Brain Lobe 255] [Cell 0] and [Pain] => Cell 1 (push); unknown = 86.
505 Different in file 2  29   0 Emb B MutDupCut 128   0 [03: stim] [Cell 27 (Teleporter)] + [Brain Lobe 255] [Cell 0] + [Brain Lobe 255] [Cell 0] and [Pain] => Cell 1 (push); unknown = 86.

875 New in file 2  36   0 Emb B MutDupCut 128   0 [03: stim] [Cell 34 (Something34)] + [Brain Lobe 255] [Cell 0] + [Brain Lobe 255] [Cell 0] and [Boredom] => Cell 1 (push); unknown = 86.
876 New in file 2  37   0 Emb B MutDupCut 128   0 [03: stim] [Cell 34 (Something34)] + [Brain Lobe 255] [Cell 0] + [Brain Lobe 255] [Cell 0] and [Crowded] => Cell 1 (push); unknown = 86.
877 New in file 2  38   0 Emb B MutDupCut 128   0 [03: stim] [Cell 34 (Something34)] + [Brain Lobe 255] [Cell 0] + [Brain Lobe 255] [Cell 0] and [Pain] => Cell 1 (push); unknown = 86.

The vanilla ChiChi instincts to push portals has been changed to instead be about teleporters (there is a distinction between the two; in vanilla, the difference seems to be that teleporters are for getting around one world while portals are for warping creatures. Of course, the line gets a lot blurrier when third-party agents are thrown into the mix), not that it matters since the old portal instincts are now in new instincts.

The vanilla caption for these genes is very confusing (they're labeled "push teleporter when X" when they actually refer to portals), so presumably that's why the portal genes are new while the teleporter instincts are edited and not the other way around.

This is a change that went on to be featured in the 2017 genome and that I'm planning on adding to RAS 2.0. Alas, the vanilla teleporters don't actually provide the same stim that the Warp Portals do, but it's still great to encourage creatures to actually move around the Shee Ark/Capillata more.

878 New in file 2  39   0 Chi B MutDupCut 128   0 [03: stim] [Cell 36 (Norn)] + [Brain Lobe 255] [Cell 0] + [Brain Lobe 255] [Cell 0] and [Anger] => Cell 13 (Hit); unknown = 0.
879 New in file 2  40   0 Chi B MutDupCut 128   0 [03: stim] [Cell 38 (Ettin)] + [Brain Lobe 255] [Cell 0] + [Brain Lobe 255] [Cell 0] and [Anger] => Cell 13 (Hit); unknown = 0.

Enhanced ChiChis have extra instincts to lash out at other norns and ettins as opposed to just grendels. Makes them a little more volatile than vanilla ChiChis, not that they're any more prone to getting angry than vanilla ChiChis are.

518 Different in file 1  48   0 Emb B MutDupCut 128   0 Activate machine (90) causes sig=0 GS neu=0 int=0, ,,,0 => -12*Boredom + 2*Hunger for fat + 0*<NONE> + 0*<NONE>
518 Different in file 2  48   0 Emb B MutDupCut 128   0 Activate machine (90) causes sig=0 GS neu=0 int=0, ,,,0 => -12*Boredom + 2*Hunger for fat + -3*Fear + 0*<NONE>
519 Different in file 1  49   0 Chi B MutDupCut 128   0 Got machine (91) causes sig=0 GS neu=0 int=0, ,,,0 => -12*Boredom + 2*Hunger for fat + 0*<NONE> + 0*<NONE>
519 Different in file 2  49   0 Chi B MutDupCut 128   0 Got machine (91) causes sig=0 GS neu=0 int=0, ,,,96 => -12*Boredom + 2*Hunger for fat + -5*Crowded + 0*<NONE>
520 Different in file 1  50   0 Chi B MutDupCut 128   0 Got creature egg (93) causes sig=0 GS neu=0 int=0, ,,,0 => -12*Boredom + 0*<NONE> + 0*<NONE> + 0*<NONE>
520 Different in file 2  50   0 Chi B MutDupCut        128   0 Got creature egg (93) causes sig=0 GS neu=0 int=0, ,,,0 => -12*Boredom + 1*Punishment + 0*<NONE> + 0*<NONE>

Not mentioned in the readme are these small adjustments to certain stimuli genes. Enhanced ChiChis get a little more out of interacting with machines than vanillas (pushing them drops fear while grabbing them drops crowded), while they're very slightly punished for picking up creature eggs.

466 Different in file 1  18   0 Emb B MutDupCut 128   0 [03: stim] [Cell 0 (Myself - norn)] + [Brain Lobe 255] [Cell 0] + [Brain Lobe 255] [Cell 0] and [Pain] => Cell 0 (Quiescent); unknown = 0.
466 Different in file 2  18   0 Emb B MutDupCut 128   0 [03: stim] [Cell 0 (Myself - norn)] + [Brain Lobe 255] [Cell 0] + [Brain Lobe 255] [Cell 0] and [Pain] => Cell 5 (run); unknown = 0.
483 Different in file 1   8   0 Emb B MutDupCut 128   0 [03: stim] [Cell 12 (Button)] + [Brain Lobe 255] [Cell 0] + [Brain Lobe 255] [Cell 0] and [Boredom] => Cell 1 (push); unknown = 62.
483 Different in file 2   8   0 Emb B MutDupCut 128   0 [03: stim] [Cell 12 (Button)] + [Brain Lobe 255] [Cell 0] + [Brain Lobe 255] [Cell 0] and [Boredom] => Cell 1 (push); unknown = 122.
501 Different in file 1  10   0 Ado B MutDupCut 128   0 [03: stim] [Cell 24 (Tool)] + [Brain Lobe 255] [Cell 0] + [Brain Lobe 255] [Cell 0] and [Boredom] => Cell 1 (push); unknown = 105.
501 Different in file 2  10   0 Ado B MutDupCut 128   0 [03: stim] [Cell 24 (Tool)] + [Brain Lobe 255] [Cell 0] + [Brain Lobe 255] [Cell 0] and [Boredom] => Cell 1 (push); unknown = 0.

Also not mentioned in the readme are these changed instincts from vanilla ChiChis. Specifically, Enhanced ChiChis are encouraged to run when in pain, have a strongly weakened instinct to push buttons when bored, and a stronger instinct to push tools (like the powerups in C3 standalone).

The idea behind the pain instinct is sound, though pain is a little context sensitive (running from a grendel makes sense, but running when you've just eaten garbage not so much) and the instinct is "Run self" rather than something like "Run grendel." The other two instincts aren't super notable in comparison, though it should be noted DS doesn't have powerups regardless of whether you're playing undocked or docked. I guess it does encourage Enhanced ChiChis to use the Knowledge Stones around the Shee Ark in docked worlds.

Enhanced Immunities

"The norns also have enhanced immunities."

This edit takes the form of two edits. Two changed reaction genes:

 345 Different in file 1  85   0 Emb B MutDupCut 128   0 Organ# = 18, 2*Antigen 0 + 1*<NONE> => 12*Antibody 0 + 1*Histamine B; half-life = 40
 345 Different in file 2  85   0 Emb B MutDupCut 128   0 Organ# = 18, 2*Antigen 0 + 1*<NONE> => 2*Antibody 0 + 1*Histamine B; half-life = 40
 347 Different in file 1  86   0 Emb B MutDupCut 128   0 Organ# = 18, 2*Antigen 1 + 1*<NONE> => 12*Antibody 1 + 1*Histamine A; half-life = 41
 347 Different in file 2  86   0 Emb B MutDupCut 128   0 Organ# = 18, 2*Antigen 1 + 1*<NONE> => 2*Antibody 1 + 1*Histamine A; half-life = 41

And some changed initial concentrations:

122 Different in file 1  17   0 Emb B MutDupCut 128   0 Initial concentration of Antibody 1 is 56.
122 Different in file 2  17   0 Emb B MutDupCut 128   0 Initial concentration of Antibody 1 is 100.
123 Different in file 1  18   0 Emb B MutDupCut 128   0 Initial concentration of Antibody 2 is 49.
123 Different in file 2  18   0 Emb B MutDupCut 128   0 Initial concentration of Antibody 2 is 64.
124 Different in file 1  19   0 Emb B MutDupCut 128   0 Initial concentration of Antibody 3 is 52.
124 Different in file 2  19   0 Emb B MutDupCut 128   0 Initial concentration of Antibody 3 is 68.
125 Different in file 1  20   0 Emb B MutDupCut 128   0 Initial concentration of Antibody 4 is 50.
125 Different in file 2  20   0 Emb B MutDupCut 128   0 Initial concentration of Antibody 4 is 66.
126 Different in file 1  21   0 Emb B MutDupCut 128   0 Initial concentration of Antibody 5 is 57.
126 Different in file 2  21   0 Emb B MutDupCut 128   0 Initial concentration of Antibody 5 is 73.
127 Different in file 1  22   0 Emb B MutDupCut 128   0 Initial concentration of Antibody 6 is 29.
127 Different in file 2  22   0 Emb B MutDupCut 128   0 Initial concentration of Antibody 6 is 45.
128 Different in file 1  23   0 Emb B MutDupCut 128   0 Initial concentration of Antibody 7 is 49.
128 Different in file 2  23   0 Emb B MutDupCut 128   0 Initial concentration of Antibody 7 is 65.
135 Different in file 1  25   0 Emb B MutDupCut 128   0 Initial concentration of Antibody 0 is 96.
135 Different in file 2  25   0 Emb B MutDupCut 128   0 Initial concentration of Antibody 0 is 102.

Initial concentration genes determine what chemicals a creature is born with and serve no further purpose past that point (they can also be set to kick on at a later life stage and have a similar effect then, though I haven't seen many breeds take advantage of this). As you can see, Enhanced ChiChi Norns are born with more antibodies than vanilla ChiChis.

The reactions to produce Antibodies 0 and 1 are also changed...but to me it looks like they're actually weaker than vanilla ChiChis, rather than stronger. Either it's a mistake or I'm just misunderstanding how chemical reactions work; either possibility feels likely to me.

Other Miscellaneous Changes

188 Different in file 1  60   0 Emb B MutDupCut 128   0 Organ# = 10, Creature, Somatic, Become a child, chem=Life, thresh=229, nom=119, gain=255, features=Inverted Digital  (0)
188 Different in file 2  60   0 Emb B                  128   0 Organ# = 10, Creature, Somatic, Become a child, chem=Life, thresh=229, nom=119, gain=255, features=Inverted Digital  (0)
189 Different in file 1  62   0 Chi B MutDupCut 128   0 Organ# = 10, Creature, Somatic, Become an adolescent, chem=Life, thresh=194, nom=116, gain=255, features=Inverted Digital  (0)
189 Different in file 2  62   0 Chi B                  128   0 Organ# = 10, Creature, Somatic, Become an adolescent, chem=Life, thresh=194, nom=116, gain=255, features=Inverted Digital  (0)
190 Different in file 1  63   0 Ado B MutDupCut 128   0 Organ# = 10, Creature, Somatic, Become a youth, chem=Life, thresh=165, nom=128, gain=255, features=Inverted Digital  (0)
190 Different in file 2  63   0 Ado B                  128   0 Organ# = 10, Creature, Somatic, Become a youth, chem=Life, thresh=165, nom=128, gain=255, features=Inverted Digital  (0)
191 Different in file 1  64   0 You B MutDupCut 128   0 Organ# = 10, Creature, Somatic, Become an adult, chem=Life, thresh=136, nom=128, gain=255, features=Inverted Digital  (0)
191 Different in file 2  64   0 You B                  128   0 Organ# = 10, Creature, Somatic, Become an adult, chem=Life, thresh=136, nom=128, gain=255, features=Inverted Digital  (0)
192 Different in file 1  65   0 Adu B MutDupCut 128   0 Organ# = 10, Creature, Somatic, Become old, chem=Life, thresh=19, nom=128, gain=255, features=Inverted Digital  (0)
192 Different in file 2  65   0 Adu B                  128   0 Organ# = 10, Creature, Somatic, Become old, chem=Life, thresh=19, nom=128, gain=255, features=Inverted Digital  (0)
193 Different in file 1  66   0 Old B MutDupCut 128   0 Organ# = 10, Creature, Somatic, Become senile, chem=Life, thresh=10, nom=128, gain=255, features=Inverted Digital  (0)
193 Different in file 2  66   0 Old B                  128   0 Organ# = 10, Creature, Somatic, Become senile, chem=Life, thresh=10, nom=128, gain=255, features=Inverted Digital  (0)
194 Different in file 1  67   0 Sen B MutDupCut 128   0 Organ# = 10, Creature, Somatic, Die of old age, chem=Life, thresh=5, nom=112, gain=255, features=Inverted Digital  (0)
194 Different in file 2  67   0 Sen B                  128   0 Organ# = 10, Creature, Somatic, Die of old age, chem=Life, thresh=5, nom=112, gain=255, features=Inverted Digital  (0)
197 Different in file 1  70   0 Emb B MutDupCut 128   0 Organ# = 10, Creature, Immune, Die if non-zero, chem=Energy, thresh=13, nom=255, gain=255, features=Inverted Digital  (0)
197 Different in file 2  70   0 Emb B                  128   0 Organ# = 10, Creature, Immune, Die if non-zero, chem=Energy, thresh=13, nom=255, gain=255, features=Inverted Digital  (0)
196 Different in file 1 163   0 Emb B MutDup           128   0 Organ# = 10, Creature, Immune, Die if non-zero, chem=ATP, thresh=19, nom=255, gain=255, features=Inverted Digital  (0)
196 Different in file 2 163   0 Emb B                  128   0 Organ# = 10, Creature, Immune, Die if non-zero, chem=ATP, thresh=19, nom=255, gain=255, features=Inverted Digital  (0)
198 Different in file 1 158   0 Emb B MutDupCut 128   0 Organ# = 10, Creature, Immune, Die if non-zero, chem=90, thresh=236, nom=0, gain=255, features=Digital  (0)
198 Different in file 2 158   0 Emb B                  128   0 Organ# = 10, Creature, Immune, Die if non-zero, chem=90, thresh=236, nom=0, gain=255, features=Digital  (0)

These are all of the receptors in the Time Line organ. Namely, the receptors that control the rate the creature ages, as well as death from low energy, low ATP, or high Wounded (chemical 90 in Gene Compare). In the Enhanced ChiChi Norns, these are set to not be able to mutate.

This is a change that went on to be included in the CFE and beyond, and it's one I highly approve of. As nice as it could've been to allow a creature's lifespan to change via mutation, all too often a mutation to one of these genes just results in an immortal creature (particularly if one of the aging genes gets mutated to affect a different lifestage; if, for example, the gene that tells creatures to age to child from baby gets mutated to age to adolescence instead, the creature gets stuck in the baby lifestage as it needs to be a child to become an adolescent but there's no gene that tells it to become a child).

880 New in file 2   2   0 You F MutDupCut 128   0 [02: noun] [Cell 29 (Creature egg)] + [07: detl] [Cell 1] + [Brain Lobe 255] [Cell 0] => 255*Anger + 0*<NONE> + 0*<NONE> + 0*<NONE>; Rate = 1.

This is a new neuroemitter in the Enhanced ChiChis, meant to make them extremely angry whenever they see another creature pick up a creature egg. Presumably, this is meant to work in tandem with the previously mentioned stimulus gene that punishes them for picking up eggs. Sure is a funny contrast to how Gizmos, 2017s, and TWBs/TCBs all have genes to encourage egg gathering, huh?

Alas, neuroemitters don't actually work. So this gene does nothing.

262 Different in file 1  20   0 Emb B MutDupCut        128   0 Organ# = 15, 1*Pain + 1*<NONE> => 1*Hunger for protein backup + 1*<NONE>; half-life = 18
262 Different in file 2  20   0 Emb B MutDupCut        128   0 Organ# = 15, 1*Hunger for protein + 1*<NONE> => 1*Hunger for protein backup + 1*<NONE>; half-life = 18

This was a bug with the vanilla genomes that pretty much every improved genome has corrected. Namely, the first gene in the painly overwhelmsion organ overwrote pain instead of hunger for protein, resulting in pained creatures getting their pain overwritten by hunger for protein (kind of counterproductive to what the painly overwhelmsion organ's meant to do). So in the Enhanced ChiChi Norn, it's been fixed to now have hunger for protein backed up when the norn is in pain, as with the other reactions in the painly overwhelmsion organ.

114 Different in file 1   1   0 Emb B MutDupCut        128   0 Initial concentration of Muscle Tissue is 32.
114 Different in file 2   1   0 Emb B MutDupCut        128   0 Initial concentration of Muscle Tissue is 64.

195 Different in file 1  12   0 Emb B MutDupCut 128   0 Initial concentration of Life is 255.
195 Different in file 2  12   0 Emb B Mut              128   0 Initial concentration of Life is 255.

Last, but not least, are these Initial Concentration genes. Enhanced ChiChi Norns are born with twice as much muscle tissue, while their Initial Concentration of life can't be duplicated or cut.

The former, presumably, is meant to help make for a more robust baby (muscle tissue is broken down into amino acid, which is used to make prostaglandin), and also somewhat makes up for the fact Enhanced ChiChis can't produce muscle tissue on their own as is also the case with vanilla ChiChis. And the latter's just to further prevent unwanted aging-related mutations, particularly where the gene gets cut and the creature ages all the way to death by old age upon birth.

Conclusion

As you can see, the majority of the Enhanced ChiChi Norns' changes were done via adding new genes, with very little edits made to the original genes. I wouldn't say this is a bad thing, per say, though it does mean that some of the problems with vanilla ChiChis weren't actually addressed properly (for example, Enhanced ChiChis still have the tendency to push elevators when bored).

All in all, it goes to show that a lot of the issues the CFF and beyond would later go on to correct had been noticed long before, with attempts to fix them. Alas, the Enhanced ChiChi never took off the same way the CFE and later would (presumably, mostly because almost all of them came out with all the official breeds, including grendels and ettins, converted, while the Enhanced ChiChi Norns are just...well, ChiChi Norns).

They definitely have their flaws (particularly in regards to how the stimuli genes were handled), but nevertheless the Enhanced ChiChi Norn was an admirable attempt at fixing all the flaws in the vanilla norn genome. And in a lot of ways, they're my biggest inspiration for RAS.

If you want to check them out for yourself, you can pick them up at EemFoo. I don't remember where they were initially released at, though it was likely at the Gameware Forums before those went down.

Happy holidays, y'all! I'll see you at the next one.