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Vanilla Races Expanded - Hussar
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26 ноя. 2022 г. в 5:05
27 апр в 15:17
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Vanilla Races Expanded - Hussar

В 2 коллекциях, созданных Oskar Potocki
Vanilla Expanded
Предметов: 109
Vanilla Expanded - Empire playthrough
Предметов: 148
Описание
[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]
Комментариев: 265
Sarg Bjornson  [создатель] 26 апр в 23:18 
Found the culprit! Will be fixed on next push
LayZboy 26 апр в 8:49 
The problem with giant is that it sets some body parts to decimal values, which when below .5 causes them to be counted as "weakened" and apply negative effects. This effects the Brain, Tongue & Eyes lowering consciousness, talking, eating & sight. They never heal the last few decimals of HP.

Inversely, some body-parts that are above .5 count as "enhanced" such as the heart, lungs, sternum, kidney, liver & stomach, which affects breathing, blood filtration/pumping & digestion.

Compared to ever-growing from VRE: pigs which seems to never set a body part to a decimal value and thus suffers no negative effects from their increased body part HP (well food but that's not relevant).

The only mods installed were the dependencies, harmony and Vanilla Expanded Framework.
Sarg Bjornson  [создатель] 23 апр в 14:38 
Not as far as I can see
Windows 95 23 апр в 14:34 
giant gene is still bugged
MuSHrooM 10 янв в 5:26 
I have a strange question, but why uhlans is uhlans? Like in real history uhlans are light cavalry and hussars are heavy cavalry. So, i think name them "dragoon", "reiter" or "cuirassier" would be logically. Yes, that's stupid.
Professional Pro 17 дек. 2024 г. в 22:29 
Is it true that if bulletproof skin turns sharp damage into blunt it is resisted by the pawns blunt resist instead of sharp resist on the body part hit? Because if that's the case, that's actually pretty terrible, sharp resistance is way more available than blunt resist and in armor, a low penetration sharp attack can easily be given a 100% chance to be grazed, turning to blunt and being halved, while bulletproof skin gene could allow it to do full damage.
haunzter1 19 окт. 2024 г. в 6:53 
pls pls PLSS make it so that glidewings double/triple the amount of jumpack distance you can go
Gamma 1 окт. 2024 г. в 10:17 
Are others having a bug where the Luciferium ticks don't actually start till the first time you have them luciferium?
VeryPog 24 сен. 2024 г. в 9:29 
@haunzter1 @Mizaria Bulletproof Skin works as written, although yes, words like kevlar and deflection are confusing. All this gene does is prevent bleeding from small wounds, and has no effect on damage taken at all. So if a pawn without this gene takes 14 damage with bleeding, a pawn with it will take 14 damage but without bleeding.
@haunzter1 "it makes it so that blunt damage that your armor would otherwise tank is instead tanked by the body." - You are stating a simple assumption as a fact, and yes, this assumption is incorrect.
Egoist 24 сен. 2024 г. в 5:57 
There's been several complaints going around since last year for misleading infographic, might want to fix that