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WRelicK's Guide to the Ayameduki Bosses
By WRelicK
An English guide to the Japanese boss mods created by the illustrious Ayameduki.
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Introduction
This guide is a companion to Ayameduki’s boss mods (requeen, enforcer) as translated by my English translation pack. It’s the second English documentation guide I’ve made for the series. As such, you won't know what I’m talking about if you haven’t read the first one. Check it out here.

This guide is a thorough explanation of what you can expect from both of the boss mods. At the end, I’ll also discuss the final model of idearn. These are spoiler-heavy topics (particularly the idearn bit), so beware.

I try to document my translation decisions as thoroughly as I can through XML comments. If that’s interesting to you, I encourage you to take a look through the pack’s files for a deeper dive.


You're also welcome to discuss the series in my Discord server in the #ayameduki-series channel![discord.gg]
The Requeen


The requeen are enormous biomechanical creatures of the Creator’s making. They function as all-inclusive manufacturing plants with a basic, mechanical psyche. Overflowing with life energy, their main purpose is to churn out specialized lifeforms. The requeen were once used to populate distant worlds with ishmuti. For this reason, most ishmuti revere the requeen as the mothers of their clade.

During the Creator’s fall, it ordered the requeen to produce troops to defend against foreign invaders. These would prove to be the last orders the requeen were ever given. In time, their true enemies vanished and their allies became unrecognizable. By the year 5500, the uncontrollable requeen are nothing but a menace to civilizations everywhere.

With the mod active, requeen will sometimes crash near your colonies. They are usually accompanied by dozens of powerful biomechanical offspring. The mod includes two main variants of this event alongside several related incidents. I’ll first go over the requeen crashes themselves.

The first type of crash involves a requeen that will kill plants around herself and continually produce new offspring. The mechanics of this event are as follows:
  • Can only occur after 5 in-game years (300 days) have passed. Can occur multiple times per game, but only after 2 years (120 days) have passed since the previous occurrence.
  • Plant kill radius starts at 30 tiles. It seems that it’s supposed to expand over time, but doesn’t due a configuration error.
  • This requeen will fall from the sky alongside a variety of base game/modded mechanoids. Upon crashing, it spawns a swarm of humanoid biomechanical creatures. There are eight variants of these creatures, which I term “castes” in my translations (a localization of “種” meaning “race” or “species”). Note that requeen themselves are sometimes called Queen-castes.
    • A brief description of each caste is as follows:
      • Spearheader-castes: General-purpose melee units. DPS comparable to that of a wolf.
      • Sniper-castes: Relatively fragile long-range firing support units. Can fire strong bullets in bursts of two at a range slightly exceeding that of a sniper rifle.
      • Supressor-castes: Mid-range, high projectile count units. Can unleash a flurry of 25 weak bullets at a time, requiring a lengthy cooldown period after.
      • Contaminator-castes: Fragile melee units whose attacks inflict a capacity-reducing hediff. Consciousness, manipulation, hearing, movement and sight are all affected.
      • Bomber-castes: Mid-range explosive specialist units. Launches high-powered grenades and explodes on death.
      • Cutter-castes: Melee units with incredibly powerful yet slow strikes. One successful strike can deal up to 40 damage with 65% penetration, but requires a cooldown of 4 seconds.
      • Assaulter-caste: Generic mid-range gunner units. Sprays small bursts of weak bullets, but with a mere half second in between volleys.
      • Scouter-caste: Incredibly quick melee units with similarly fast (yet weak) strikes. Their textures are partially transparent, making them easy for players to miss.
    • For the initial swarm, my tests show that you can expect to see 10-16 individuals per caste, for a total of around 100 across the whole swarm. This is just as overwhelming as it sounds.
    • This type of requeen will spawn a smaller swarm of additional offspring every 2 days from an egg-like structure.
    • Internally, requeen act like structures. They can be damaged but not deconstructed.
    • Upon destruction, this variant of requeen drops 1000 steel, 200 plasteel and 10 standard components. Admittedly poor gains.
    • Requeen start off with 20,000 HP and constantly heal at a rate of 1,000 HP per day.
    • Requeen take no damage from standard bomb or flame damage. They receive half damage from bullets and 10-20% less damage from most other sources.
      • On top of this, requeen can only receive a maximum of 200 damage at one time from any source other than antigrain explosions.
      • The previous two points apply to requeen offspring as well, but with a much more restrictive damage limit of 20. They also ignore movement path costs and resist weapons with stopping power.

    The second type of crash involves a “fortified requeen” that will continuously spawn powerful turrets around herself. This event functions exactly as the previous variant does, but with the following changes:
    • Can only occur after 6 in-game years (360 days) have passed. In practice, it will only ever occur once per game, though Ayameduki does leave an ambiguous note that this may change depending on your modlist.
      • As a piece of trivia, it would take more than 150 billion in-game years for this event to be able to happen again naturally. Neat!
    • The fortified requeen will not kill plants around herself.
    • The fortified requeen will not spawn new offspring over time, though it will still land with a swarm of typical size.
    • Every 4 hours, the fortified requeen will spawn a Judgment. These machine gun turrets sport 18-shot bursts, high armor penetration, a mere 2 second cooldown, and enough range to out-compete a sniper rifle. A requeen will not spawn new Judgments if there are already more than 20 nearby.
    • Every 6 hours, the fortified requeen will spawn a Testament. These fire 3-burst missiles every 4 seconds at the same range as a Judgment. Each missile generates a large explosion with high armor penetration. Though they’re intended to be inaccurate, the size of the explosion tends to negate the significance of near-misses. As with Judgments, a requeen will not spawn new Testaments if there are already more than 20 nearby.
    • In addition to the usual requeen drops, a fortified requeen will drop a special art piece upon death: the “Queen’s Repose.” It shares a texture with the requeen themselves and has a beauty value of 20,000.
Requeen-related Events
As mentioned, there are several requeen-related events besides the crashes themselves. Though simple, they provide some interesting gameplay opportunities and worldbuilding flair.

QUEEN-CASTE REMNANT


This event sees the remains of a requeen crash near the colony accompanied by sleeping mechanoids. This event implies the requeen’s weakness while setting up an opportunity to exploit it. The remains will drop 20 plasteel, 100 steel, 1 component and 1 antimatter warhead when destroyed.

This event can only occur after one year has passed since the start of the game. It can only happen again after one year has passed since the previous occurrence.

ORPHANED QUEEN-CASTE


This event involves one or more neutral requeen offspring termed “archetype-castes.” They wander onto the map as a thrumbo might, hanging around for a few days before leaving. They can be tamed or killed, though the latter only rewards you with 5 steel and 3 plasteel at a machining bench.

Tamed archetype-castes are effective hauling animals. They have relatively low wildness, high movement speed, a resistance to disease, and a food consumption rate of 0. Archetype-castes cannot reproduce by any means, however.

This event can only occur after one year has passed since the start of the game. It can only happen again after two years have passed since the previous occurrence.

QUEEN-CASTE COMPONENT DROP


A simple event that sees a few separated components of a requeen crash near the colony. These can be destroyed for 5 steel, 1 plasteel and 1 component each… yay?

One variant of the crashed component structure will spawn special entities upon crashing. These “damaged requeen spawn” are hostile but easily dispatched. They can be shredded for 4 steel and 2 plasteel. Thrilling.

VICEROY CRASH


An event wherein a large storage crate crashes alongside some hostile mechs and requeen offspring. Destroying the storage crate will yield a very special minifiable structure – a viceroy-caste. These beings are juvenile forms of requeen. Apparently assigned to a different role prior to the Creator’s destruction, they aren’t hostile and can actually be quite useful to a colony.

Once installed, it provides 800 beauty to its surroundings and produces two very special items for free over time. Once per year, they will produce a techprof persona core. Once per season, they produce a unique material called a quantum foam extraction core. These can be used to produce vanometric power cells at a machining bench. Crafting one cell requires 3 cores, 20 components, 500 plasteel and 1000 steel.

This event can only occur after three years have passed since the start of the game. Just as with the fortified requeen crash, it can’t practically reoccur.

BEAST OF MOURNING


Added by the Silkiera Race mod and not the Requeen Boss mod. This event sees an enormous creature called the Beast of Mourning land near the colony alongside a destroyed requeen. These Beasts are terrifying bioweapons created by Ajin Company for the sole purpose of hunting requeen.

Left to its own devices, the Beast will leave the map peacefully within a few days. This allows the player to break down the requeen remains for 50 plasteel, 200 steel and 5 advanced components. If the Beast is approached or the requeen remains are damaged for any reason, it will instead proceed to rampage through the colony. Note that Beasts of Mourning are nearly invulnerable, move at 30 c/s, and boast 200 melee DPS.

Beasts of Mourning are actually silkiera distorted into monsters by bioengineering and cybernetics. It’s even implied that they retain their capacity for emotion. Yet another allusion to the underlying depraved nature of Ajin Company.
Enforcers


Enforcers are inorganic creatures of varied form boasting enormous size and weight. Encountered near the crash sites of special meteorites, their true origins are unknown. They rampage through their environment, dripping explosive fluid and projecting harmful psychic auras.

Large Enforcers come in 5 main variants. Each has a different name, graphic and special ability.

All large Enforcers deal upwards of 100 damage per attack, penetrating as much as 169% of armor. They also have short-range firing capabilities and massive amounts of health. In addition, large Enforcers periodically drop Flare Glycerin, an item that explodes when damaged. Lastly, they inflict capacity-reducing hediffs on every enemy pawn on the map as long as they’re alive.

Nonetheless, Enforcers are slow and susceptible to long-ranged fire. They’re also unstable under terrestrial conditions, outright vanishing 24 hours after spawning. It’s thus possible to outlast Enforcers should the colony lack the means to destroy them.

Surviving an Enforcer event rewards the player with Enforcer’s meteorite. It’s a strong and inflammable material, best suited for armor and structures. Beware, though, as Enforcer’s meteorite has an 800% work multiplier.

Enforcer crashes can only occur after at least one year has passed. After, it will not reoccur until at least one more year has passed.

As a piece of trivia, Enforcer lore never once references concepts from the rest of the Ayameduki series.

Below you’ll find a short description on each type of Enforcer. Be aware that these names are simply my best attempts at transliteration. They may change once I get the chance to speak with Ayameduki personally.

WINONAKURA



Winonakura project the status ailment Kagome Kagome. This caps the sight and hearing capacities of all pawns at 40%.

GRANERNE



Granerne project the status ailment Onigokko. This caps the moving and manipulation capacities of all pawns at 40%.

KOOLIRAKE


Koolirake project the status ailment Hana Ichimonme. This offsets the mental break threshold of all pawns by 35%.

AENREET


Aenreet project the status ailment Kami Hikouki. Arguably the worst of all Enforcer ailments, this caps the consciousness of all pawns at 50%.

ORGEWRAITH


Orgewraith project the status ailment Kakurenbo. This caps the moving and sight capacities of all pawns at 40%.

MORIT


Morit are the weaker, smaller variety of Enforcer. Though still massive and dangerous at close range, they are comparatively easy to dispatch. Each meteorite contains a single large Enforcer along with a swarm of morit.

The Final Idearn Model
Now’s your last opportunity to get outta here before I spoil something crucial to the plot of the entire series.




















The Idearn Critias represent Idea's successors - a humanoid recreation of the Critias superweapon that destroyed the Creator in an age past. In so few words, Critias are powerful beyond reason. Creating one marks a soft game end, similar to VE Genetic’s archocentipede. This process involves a series of nigh-impossible research and crafting steps. Researching the recipe alone will require a grand total of 5,010,000 research points. The manufacturing process is even more intensive, as I outlined in a post on the idearn mod page:

“If my calculations are correct, you'll require the following totals of basic materials to manufacture the final model:
97,000 Nomos cells
400,000 plasteel
1,000,000 steel
9,000 components
1,000 advanced components
43,000,000 ticks of work (almost 200 real-time hours at 1x speed with 100% pawn crafting speed)

These numbers assume you craft all relevant idearn components yourself from Nomos cells.

For reference, the actual crafting recipe requires 2,000 Nomos cells, 1,000 Technerelics, 50 Ideasensors and 10 Genesis reactors.

Ideasensors are by far the biggest bottleneck in the whole manufacturing process. Crafting 50 Ideasensors requires more Nomos cells, plasteel, steel, components, and work than the 1000 Technerelics and 10 Genesis reactors combined.

All of the idearn components should be obtainable as quest rewards, which would likely be the most efficient means of accumulating Ideasensors and Genesis reactors.

But even if you get lucky with quest rewards, you should still expect an unparalleled grind. There are no alternatives for obtaining Nomos cells other than shredding mechanoids and destroying related structures. Obtaining 2,000 Nomos cells alone would require one to shred 1,000 scythers or lancers.”

Now for a classical description of the Idearn Critias’ gameplay mechanics:
  • Idearn Critias share all common idearn attributes. They require Arche cartridges, gain the Reborn Race hediff, and share similar general strengths.
  • Idearn Critias possess six special abilities:
    • (Active) Other Side: Increases movement speed and temporarily reduces 100% of incoming damage. 1 day cooldown.
    • (Active) Telos Basilea: Generates a mechanite blast with a radius of 20 tiles. Those caught in the blast will experience a permanent state of psychotic wandering. 1 day cooldown.
    • (Active) Trela Basilea: Generates a mechanite blast with a radius of 20 tiles. Those caught in the blast will experience a permanent state of berserk rage. 1 day cooldown.
    • (Active) Gehenna Basilea: Generates an enormous explosion with a radius of 40 tiles. Essentially a nuke. Requires 1 season to recharge.
    • (Passive) Stasis Basilea: A time pause ability of a sort. Causes any enemies within a 10-tile radius of a Critias to experience the following:
      • 30% cap on moving, sight and hearing. 10% cap on manipulation
      • Effectively zero movement speed.
      • Ranged aiming and cooldown times are multiplied by a factor of 10
      • Melee dodge chance drops to its minimum
      • Immunity gain speed drops to its minimum
    • (Passive) Clino Basilea: A general weakening aura. Causes any enemies within a 50 tile radius of a Critias to experience the following:
      • Bleeding at 3 times the normal rate
      • 80% reduced manipulation
      • 80% reduced sight
      • 1.5x multiplier to all received damage
      • Constant random infliction of carcinomas, hypothermia and Crtias-specific “voided remains” damage
  • A Critias’ unarmed melee attacks have 100 power with a cooldown of 0.1 second. The game displays this melee DPS as 900. The actual value is actually several times higher, as each attack also deals:
    • 50 flame damage
    • 50 frostbite damage
    • 50 toxic damage
    • 25 crushing damage
    • 20 stun damage (not certain how this translates into stun time)
  • Compared to humans, Idearn Critias:
    • Have all the usual shared advantages of idearn models, such as total temperature tolerance, toxic immunity and forced traits
    • Have an absurd market value of 600,000
    • Move at 18 c/s
    • Receive only 20% of all incoming damage in addition to any other damage modifiers
    • Have natural 200% sharp, blunt and heat damage protection (heat technically set at 300%)
    • Have 0% damage modifiers to the following damage types, nullifying them outright:
      • All special damage types from other idearn models’ abilities
      • All special damage types from requeen weapons
      • All special damage types from qualeelan weapons
      • The special damage type dealt by nearmarian Shefet railguns
      • Stun damage
      • Flame damage
      • Bomb damage
      • Antimatter damage (antigrain warheads, solark abilities)
    • Have 10% damage modifiers to the following damage types:
      • Bullet
      • Blunt
      • Scratch
      • Crush
      • Cut
      • Stab damage is supposed to be included, but has an effective modifier of 100% due to a configuration error
    • Have the highest possible pain shock threshold (a multiplier of 3, capping the value at 99% pain to down)
    • Have a base mental break threshold of 10%
    • Experience halved ranged aiming and cooldown periods
    • Are 300% more accurate with ranged weapons
    • +5 to both melee hit and dodge chance
    • Naturally penetrate through 200% of armor
    • Heal from injuries at 500% of the normal rate
    • Have 4000% more base health

The Idearn Critias represent Idea's resurrection as a race of ishmuti. However, they are not the same entities as the superweapon from which Idearn Critias take their name:

The Big Boss
Requeen Critias


The de facto final boss of the Ayameduki series, often simply called the Hatchling. It's an entity of mass destruction, born from a requeen corrupted by an Idearn Critias' heart. It hops from world to world, gathering the souls of any who attempt to stop it.

True to its title, the Hatchling is still immature. Its infantile mind can only defend itself with instinctive telekinetic counterattacks. Yet it’s already nigh indestructible and endlessly powerful.

The Hatchling represents more of a narrative opportunity than a practical one. It appears very late into the game, and its defeat provides few rewards. But within the scope of the Ayameduki canon, its defeat is of paramount importance. As it continues to travel and pluck out souls, it will grow into a calamity.

The gameplay mechanics of the Requeen Critias are as follows:
  • Spawns during a crash event alongside some mechanoids akin to other requeen incidents. This can only occur after 15 years have passed since game start. It cannot practically reoccur.
  • Leaves the planet on its own after one year. It has 400,000 HP, and any means of damaging it will also damage your colonists. Destroying it is an ultimate battle of attrition with a hard time limit.
  • Is only damaged by melee damage. This includes damage types with the isRanged parameter set to false.
    • Though most ranged weapons respect this parameter’s exclusivity, it’s simply a flag. There’s nothing actually preventing a ranged weapon from using a non-ranged damage type. For example, the qualeelan Tsemakkidon’s projectiles don’t actually deal ranged damage.
  • Only a threat when under active assault. Melee attacks and ranged attacks both provoke different reactions:
    • Each melee attack dealt to Requeen Critias contributes to two counters. The first is a decrementing counter I’ll call the “Melee Countdown.” The second is an incrementing counter I’ll call the “Super Counter.”
      • The Melee Countdown begins at 0. When melee attacked while the Melee Countdown is at 0, Requeen Critias generates an AOE “Hatchling’s chirping” shockwave centered on itself. This deals a small amount of initial damage and inflicts a unique hediff.
      • The Hatchling’s chirping hediff increases bleeding by 10%. It also continuously inflicts cut wounds every few seconds during its multi-hour effect period. It effectively limits the amount of time your pawns can spend attacking Requeen Critias at once.
      • Each trigger of the Hatchling’s chirping shockwave sets the melee countdown back to 10. Each melee attack made decrements the Melee Countdown by 1. Thus, every ten melee attacks produce a shockwave.
      • The Super Countdown begins at 0, incrementing by 1 with each melee attack dealt. When melee attacked while the Super Countdown is at 60, Requeen Critias generates a large “Hatchling’s flapping” shockwave centered on itself. This deals heavy damage and inflicts a unique hediff.
      • The Hatchling’s flapping hediff sets a pawn’s moving to 0% for half a day, downing them. After a short time, they’ll take instant and invariably lethal damage. It acts as a punishment to avoid at all costs, which brings us to the importance of ranged support.
    • Any ranged attack on Requeen Critias resets the Super Counter to 0, suppressing the Hatchling’s flapping. Ranged attacks also contribute to a second counter, which I’ll call the “Ranged Countdown.”
      • The Ranged Countdown begins at 0. When Requeen Critias receives ranged OR melee attacks while the Ranged Countdown is at 0, a smaller Hatchling’s chirping shockwave will generate. The smaller shockwave will always be centered on the attacker who triggered it.
      • The Ranged Countdown decrements once with each ranged projectile received. Each trigger of the smaller shockwave sets the Ranged Countdown’s value back to 20.
      • This mechanic means that even your ranged units will take damage. Since the ​shockwave is still an AOE effect, it encourages you to spread out your fire support.
    • Upon reaching 50% HP, Requeen Critias gains a new attack. It triggers every 40 received hits, ranged or melee.
      • When triggered, fires off 8 slow-moving eye-shaped projectiles in random directions. It’s possible to avoid them altogether.
      • Pawns struck by the projectiles receive the “Hatchling’s gazing” hediff. This decreases sight and hearing by 10% each and dispels in a few hours.
    • Upon reaching 25% HP, Requeen Critias gains yet another attack. This one triggers every 60 received hits, ranged or melee.
      • When triggered, fires off 8 tear-shaped projectiles in random directions. They explode into an AOE effect that inflicts the “Hatchling’s bloody tears” hediff.
      • Hatchling’s bloody tears cause a +100% increase to all damage received for several hours.
  • Those near Requeen Critias experience a hediff with the following effects:
    • -50% injury healing factor
    • -150% blunt and sharp armor
    • +50% increase to all incoming damage
    • -50% ranged aiming delay and ranged cooldown factor
      • This makes ranged weapons fire faster. It appears to be an incentive for player to place their ranged units within Requeen Critias’ attack range.
  • Upon defeat, Requeen Critias drops two items:
    • An installable trophy with an exceptionally high beauty value.
    • An item which can be activated for a unique win condition. It simply provides a one-time visual effect and a unique ending string.
Final Words
To quote my first guide, "keep in mind that all of this is simply my understanding of the Ayameduki race lore. The information presented here is bound to include some mistakes. Of course, many thanks to Ayameduki for the fantastic source material."

If you've read this far, thank you for your time! I hope you find this a useful resource as your colonies struggle against the ancient forces of a dead god.

I encourage you to make corrections, ask questions and point out mistakes in the comments below!
57 Comments
WRelicK  [author] Nov 19, 2024 @ 2:39pm 
Hello there! Indeed, at the time that those bosses were added, I frankly just didn't feel like having to dissect their convoluted shield mechanics. For the sake of completion, though, it would probably be wise to write sections on them.

I've been pretty focused on finishing Aya Tweaks 2.0, but I'll try to find some time to get those bosses documented!
Nox Advena Nov 19, 2024 @ 9:16am 
I notice two bosses from Littluna that aren't mentioned here or in the other guide; will you be adding them in too at some point?
WRelicK  [author] Nov 11, 2024 @ 7:01pm 
Check out the main guide linked at the top! It's a better introduction to the series than this one.
Morty Smith Nov 9, 2024 @ 6:39pm 
wtf?
WiseArkAngel Sep 26, 2024 @ 9:06pm 
I didn't say that.
WRelicK  [author] Sep 26, 2024 @ 8:42pm 
Sorry you didn't like it.
WiseArkAngel Sep 26, 2024 @ 8:15pm 
One of the guides of all time.
WRelicK  [author] Sep 13, 2024 @ 12:10pm 
Thank you so much! I have to wonder why the boss guide is trending over the main guide, but I'm always happy to reach more people.
bread Sep 12, 2024 @ 9:58pm 
This guide is trending now and even though I don't use this mod, I can appreciate the massive amounts of effort that went into this

Take my steam points
blue Sep 12, 2024 @ 12:56am 
what in the call of duty zombies easter egg boss fight is this