RimWorld

RimWorld

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Vanilla Races Expanded - Hussar
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Mod, 1.4, 1.5, 1.6
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654.967 KB
Nov 26, 2022 @ 5:05am
Jul 8 @ 8:21am
12 Change Notes ( view )
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Vanilla Races Expanded - Hussar

In 2 collections by Oskar Potocki
Vanilla Expanded
109 items
Vanilla Expanded - Empire playthrough
148 items
Description
[www.patreon.com]




See change notes



Vanilla Races Expanded is a brand new series of mods to enhance Biotech features, add to the storytelling and the world-building of RimWorld, and to introduce new, cool types ofxenohumans, complete with their own unique genes, behaviors, mechanics and items.

This mod expands on a xenotype of Hussars with brand new genes that are aimed at making this xenotype feel more fleshed out, rather than just 'good combat pawns'. It also adds a brand new xenotype of Uhlans, rare and strong soldiers fueled with luciferium.

Uhlans are a side-development from captured hussars, turned by certain elements to become a counter to the military-developed supersoldier programs. Their genetic dependence on luciferium is both a deterrent against capturing and an improvement to long-term usefulness.

Appropriately named demons for their permanently flushed skin and intense bloodthirst, uhlans are incredibly resilient and specialized in certain styles of combat. Quite often they are decked out in heavy armor, in which they can charge full tilt at their intended target.

Extremely specialized and on a permanent hair-trigger, there has been much speculation that their development was sponsored by megacorporations as part of the latest arms race. No substantial evidence has been presented to support these claims.




Vanilla Races Expanded - Hussars adds following mechanics to the base game:















[forms.gle]



Q: Will this mod work without Biotech DLC?
A: No. It uses the new gene system to work with Biotech.

Q: Will you make a HAR version of this race?
A: No, this is exclusively for the Biotech DLC.

Q: Do these genes appear in genepacks in the game?
A: They do! You can find the individual genes and apply them to any pawn! Except for the weapon aptitude genes - since they are autogenerated, and there is so many of them, they will not populate the genepacks.

Q: Can I find this race in the game?
A: We made sure that each of our newly added races appears either in their own new faction, patched into an existing faction, or both! Simply add this mod and sooner or later you will see the xenotype pop up!

Q: Can I add it to an ongoing save?
A: Yes, but I don’t think you can safely remove xenotype mods, so don’t come crying when your game breaks if you remove mods!

Q: Will this mod affect existing hussars?
A: No, it will only affect newly generated hussars.

Q: I have a suggestion!
A: Excellent! Pop it in the comments section.

Q: CE compatible?
A: No idea. If it is, I’d appreciate if someone from CE let me know.




Graphics are created by Oskar Potocki.

Code work by Taranchuk and Sarg.

Xenotype description by Reann Shepard.

XML by xrushha.

Storyteller artwork by vitalii, with tweaks by Visandar.

Rimworld is owned by Tynan Sylvester.

(CC BY-NC-ND 4.0)[creativecommons.org]
277 Comments
Dr. Watson Jul 30 @ 2:51pm 
Is it no longer possible to have Robust + Toughness anymore, or did I mess up my mods?
Xodus Jul 29 @ 4:50pm 
so pretty much, the luciferium dependancy gene is a straight upgrade over normal luciferium usage. As opposed to needing about 12 per year to sustain a single colonist you only need 6? and for a huge buff of 6 metabolic efficiency? insane.
FEMBOYCONNOISSEUR Jul 27 @ 7:08am 
My pawns don't take luciferium even when they have a deficiency. I have it on take luciferium for addictions, Is this because it's not technically an addiction? I'm not sure how to make them take it automatically instead of me manually doing it.
Eclair Jul 26 @ 5:24am 
@Jiven That's vanilla bug, not this mod. In order to make the dependency appear, you have to force them to use the drug at least one time. But this is unbalanced because you can force them not to use it instead. The bug have been existing since long time ago. Maybe you'd better report that to the official devs, Idk whether they would fix though. Because there's so many reports already there.
Jiven Jul 20 @ 10:45pm 
I saved a Uhlan child and let him grow in my colony. When he reached adulthood, the Luciferium Dependency didn't activate: my stack of 14 Luciferium stood untouched for over a year and he didn't have any problem functionning.
How do I help you to resolve this bug ?
Xannie Jul 19 @ 3:40am 
I know it's a request made years late, but I don't suppose there is any chance of being able to toggle off the wings in the mod menu, much like ears/tales for Highmates? I love getting a new Hussar or Uhlan pawn, but the wings just feel tonally off to me personally.
DragonSkeld Jul 9 @ 3:17pm 
I'm dumb, I fixed the problem just had to update my game. Apologies for the confusion
Sarg Bjornson  [author] Jul 9 @ 2:31am 
Sorry, cannot reproduce that bug, it loads fine for me
DragonSkeld Jul 9 @ 2:16am 
It appears this mod is making it so no factions spawn on the map when generating the world in a new game. I've taken all my mods out 1 by 1 and have narrowed it down to this mod, not sure why its doing that. Also used the bug report form to report this
Wolfette Jul 8 @ 7:15pm 
One major gripe I've had with VE: Hussars for awhile, the infographic is not accurate for Hussars. They actually have a metabolic efficiency of -3 due to the fact the Random Weapon Aptitude is added after generation, without it they have 0 but with it they have -3.

Honestly I think the Random Weapon Aptitude should just be dropped entirely, it's a gimmick lets be real. I always remove it from all my Hussars because needing 75% more food just to be bawler with what could be a pointy stick, isn't worth it.