RimWorld
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A Rim Reborn - Classes and Jobs
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Mod, 1.4, 1.5
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30.282 MB
17 ABR 2023 a las 11:51 a. m.
26 ABR 2024 a las 4:22 p. m.
11 notas sobre cambios ( ver )

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A Rim Reborn - Classes and Jobs

En 1 colección creada por Aelanna
A Rim Reborn
9 artículos
Descripción
Adds classes and jobs from Final Fantasy XIV to RimWorld!



Mod Features

  • Adds class and job learning capability to Eorzean races.
  • Adds the Marauder, Gladiator, Lancer, Pugilist, Rogue, Archer, Arcanist, Thaumaturge, and Conjurer base classes.
  • Adds the Warrior, Paladin, Dark Knight, Dragoon, Monk, Ninja, Bard, Machinist, Scholar, Summoner, Black Mage, and White Mage advanced jobs.
  • Adds craftable weapons that allow races with Flowing Aether to learn base classes.
  • Adds quest reward soul crystals that can be used to learn advanced jobs, as well as a soul crystal coffer that will grant a soul crystal for the opener's active class.
  • Adds quest reward relic weapons.
  • Adds 4 new traits that affect class learning and spellcasting potency.
  • Adds 3 new crafting recipes for Ether, an alchemical potion that can restore MP.
  • Adds a crafting recipe for a Potion of Unlearning, which can be used to unlearn a colonist's current class and/or job.
  • Adds Aetherial Robes, a Middle layer apparel that enhances spellcasting power.
  • Adds a new starting scenario: Light Party - An easy start with 4 lost adventurers, ample supplies, and a set of basic class weapon coffers.



Learn and utilize unique Eorzean attacks and abilities in combat!

  • Disciple of War classes will use their attack combos automatically in lieu of standard melee and ranged attacks.
  • Disciple of Magic classes will use their basic attack spells automatically as a special ranged attack.
  • Utilize powerful attack, defense, and mobility skill sets condensed down and balanced against vanilla power levels.
  • Instantly tend grievous injures or completely reverse lighter ones with healing magic! Healing magic only works up to a point, however; once tended, a wound must heal naturally.
  • Get downed allies back on their feet with Raise! Note that while Raise is capable of getting an unconscious ally back on their feet, dead colonists are beyond your ability to revive.



Basic class weapons can be crafted at the Aetheric Crafting Table with the appropriate A Rim Reborn research projects:

  • Aetheric Carpentry - Lancer's Spear, Archer's Bow, Conjurer's Cane
  • Aetheric Blacksmithing - Marauder's Axe, Paladin's Arms, Dark Knight's Claymore, Pugilist's Fists, Rogue's Daggers, Thaumaturge's Staff
  • Advanced Alchemy - Arcanist's Grimoire
  • Aetheric Firearms - Machinist's Pistol

Powerful relic weapons can also be obtained as quest rewards from Eorzean factions!

Mod Compatibility



  • This mod requires A Rim Reborn - Core to function.
  • This mod is currently not Combat Extended compatible, but support is planned for the near future.

Known Issues

  • (2024-04-23) If a spellcaster is assigned to hunt and runs out of MP while hunting, then a hard crash may occur.

Credits and Links
Many thanks to the r/Rimworld and Humanoid Alien Races Discord servers for their help!

Hairstyles used in mod preview can be found in this mod collection.
Discusiones populares Ver todo (1)
3
23 ABR a las 7:24 p. m.
Minor UI bug
Shadowwake
328 comentarios
神说万岁 24 ABR a las 9:16 p. m. 
Is it still in beta testing? I hope to see version 1.0 soon, the mod is excellent
神说万岁 24 ABR a las 9:16 p. m. 
The Character Editor appeared because I used the weapon it added during testing, and when I first encountered the problem, it was a randomly refreshed character holding a ranged weapon of this mod for melee combat
Aelanna  [autor] 24 ABR a las 9:13 p. m. 
@神说万岁 - This is a beta mod series, a lot of features are actively being worked on and design decisions may drastically change. I am perfectly aware of what HAR is capable of and the weapons not being race-locked is intentional.
神说万岁 24 ABR a las 9:12 p. m. 
The first problem I encountered was when there was a person in the merchant team who owned this weapon. He would make mistakes when using the ranged weapon of this mod for melee attacks, but I tested and found that using this mod's melee weapon was normal
神说万岁 24 ABR a las 9:10 p. m. 
You can learn other har races and set the weapons and equipment of the mod to only be used by the har race of this mod
Aelanna  [autor] 24 ABR a las 9:09 p. m. 
@神说万岁 - The only thing I can recommend is to try removing Character Editor and see if that fixes it, as Character Editor has functions that can interfere with modded content. If that doesn't do anything then there isn't much to be done other than to avoid putting class weapons on non-ARR races as classes do not work on non-ARR races even if you put flowing aether on them and I cannot release any hotfixes while a dev cycle is in progress.
神说万岁 24 ABR a las 8:49 p. m. 
I have uploaded the error log through HugsLib @Ros[É]
Ros[É] 24 ABR a las 8:01 p. m. 
@神说万岁 She is asking for the Ctrl+F12 log from the HugsLib mod. It will help her find out what the errors are, she can not help without it.
神说万岁 24 ABR a las 6:39 p. m. 
Brother, I tested it and found that using only your series mod and "Harmony" with 4 DLC still makes mistakes. I am using the original game's race, not your mod race. When they use ranged weapons from "Classes and Jobs" for close combat, there will be a large number of errors