RimWorld

RimWorld

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Rimhammer - The End Times - Beastmen
   
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Mod, 1.0
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14.788 MB
Jan 18, 2020 @ 9:36am
Jan 31, 2020 @ 6:30pm
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Rimhammer - The End Times - Beastmen

Description
THE 1.2 VERSION OF THIS MOD CAN BE FOUND HERE: https://steamcommunity.com/sharedfiles/filedetails/?edit=true&id=2020384947

This is the second extension of the base 'Rimhammer - The End Times' mod, and is intended to be used with the base mod; however, that isn't required.

This mod requires that Jec's Tools, Humanoid Alien Races 2.0, and Rimhammer - The End Times - Magic mods be loaded before it. If you're using the base Rimhammer - The End Times mod, you should load that after the previously mentioned two mods, and before this one. The Rimhammer mods should be placed at the bottom of your mod list. Place the base Rimhammer - The End Times mod at the bottom, then the Rimhammer - The End Times - Magic mod, followed by the race/faction mods under it (order doesn't matter for the race faction mods, as long as they are loaded after the base Rimhammer mod and the Rimhammer Magic mod).

This mod adds Warhammer Beastmen into Rimworld, and it changes the RimWorld experience quite a bit. There are Gors, Bullgors, Bray Shamans, Cygor, and Ungors; and some variations such as Bestigor, Pestigor, Khorngor, Slaangor, Tzaangor, and Gorebulls.

The herd has arrived on the RimWorld. The big violent gors have come to raid your bases, and sack your caravans. They favor close combat, and they'll madly charge you while their lesser kind, the ungors, join the fray. Ungors have the only ranged weapon in the faction, other than the devastating Cygor boulders. The unruly gors and bullgors can be sustained by eating the corpses of your enemies. Let the ungors perfrom the menial tasks, and feed them with whatever is left. Bullgors are larger than gors, and they spread devastation across the battlefield. Cygors are bigger yet, and function with devastating effect as they are capable of bombing enemies with giant boulders.

A detailed list of things this extension adds are as follows:
-Warhammer Beastmen. Unique bodies, horns as body addons, and several body and head types. New races: gor, ungor, cygor, bray shamans, and bullgor.
-Apparel specific to beastmen. Armor, loincloths, fur mantles, shaman garb, and more.
-Magic. Bray Shamans and Great Bray Shamans can weild the lores of magic availbe during the end times: Lores of: The Wild, Beasts, Death, Shadow, and Tzeentch.
-Tons of themed Beastman weapons! Shields too.
-Unique backstories, names, and other themed things along these lines. The beastman mentality is very different from a standard RimWorld pawn!
-Themed beds, and hide/fabric walls/doors. Themed shaman meditiaton/commune spots so shamans can regain magic ability.
-All other factions start hostile to beastman factions, so trading is nonexistant (unless you make friendly with the ones that will befriend you).
-Unique themed animals: Harpies.
-A fighting pit for beastmen to have fights amongst themselves for much recreation.
-A giant herdstone that accepts offerings and sacrifices, and upgrades as your favor with the dark gods grows. There are many excellent rewards to be gained from making offerings of bodies, rotten bodies, food, animals, and humans. These include resources, food, weapons, armor, and even unique pawns!
-Runestone art sculptures.
-A beastman specific research tree.
-Unique events: Nearby Homestead, and Nearby Caravan. Go raid them!
-New biome: Old Growth Forest. Tons of huge and ancient trees, vanilla sized trees, and fallen trees; very fitting for the fluff of the deep forests in the Olde World! Wood will not be in short supply.

This series will likely not be released fast. I'm one person, and the amount of work involved is significant. This mod took hundreds hours of work, no joke. You can see from the dev notes below that this mod took over 6 months of work, and I work on them every single day.

If you'd like to speed up the process of release, please consider supporting me on Patreon or Ko-Fi. The more support I get, the more motivated I will be to create more races/factions. https://www.patreon.com/SickBoyWI

Buy me a coffee: https://ko-fi.com/sickboywi

Join the Discord channel: https://discord.gg/UCmQbCT

Discuss this at Ludeon: XXXXXXXXXXXXXXXXXXXXXXXXXXXX

Current known issues:
-If you have a shield equipped, and you try to force equip a different one, there's an error that will destroy the shield you're attempting to equip. You have to manually unequip the first shield, then you can equip the new shield. I believe this is an error with JecsTools, I have an issue open regarding it on his GitHub.

Special thanks to Kompad for creating the original Gor mod, which I started with to create this mod. Also, super special thanks to @Dino's Bar and Grill on Discord for the amazing textures and graphics you'll see in this mod; without his skills at making images, this mod would not be what it is. Thank you to @Rebelrot for the massive herdstone image. Last, but not least, a very special nod to Jecrell's Cults Mod, The Jedi Mod, and RimMagic for some amazing examples on how to implement the sacrifice and magic stuff on the herdstone.

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Changelog
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0.0.1.0 2020-01-11
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Final development version released for testing. So close to actually being done now!

0.0.0.1 2019-07-02
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Development started.

59 Comments
SickBoyWi  [author] May 31, 2022 @ 5:32pm 
@Brother - Change the Vanilla Expanded Framework mod setting related to Image Caching. It'll fix that right away.
Brother Captain ARNOS May 20, 2022 @ 1:43am 
Hey, having any issue with the sizes of my beastman pawns. Bulgors are small while gors and others are big, and occasionally the sizes of all my pawns (normally after a save) will suddenly grow. Is it potentially an issue with this mod or?
SickBoyWi  [author] Oct 16, 2020 @ 6:22pm 
Any one can do the research, you just need a beastman to build the research bench itself. You could use dev mode and build one, then any one can do the research.
TropicalRenegade Sep 29, 2020 @ 4:56am 
Normal factions can research beast man technology???Thanks!!
SickBoyWi  [author] Mar 12, 2020 @ 10:44am 
SickBoyWi  [author] Mar 12, 2020 @ 10:43am 
@KingHobo - Today!
King Hobo Mar 11, 2020 @ 1:12pm 
give it too me straight man whats the time frame on this mod andthe magic ones updates, like can i start a new save or should i wait a little longer...
SickBoyWi  [author] Feb 29, 2020 @ 8:15am 
This will be released as a new mod when it does get updated. There's too much mucking around with the source code to try and make it work with both versions. Plus it'll isolate any one with ongoing games going from not being able to finish them.
SickBoyWi  [author] Feb 29, 2020 @ 8:15am 
It's on the list! I have to wait for JecsTools to be updated and stable before I can get this updated. I have the same issue with the Dwarfs. It will happen!
The Friendly Sheepsquatch Feb 29, 2020 @ 7:53am 
update please! my dream race