RimWorld

RimWorld

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Vanilla Races Expanded - Archon
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Mod, 1.4, 1.5
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6.251 MB
31. říj. 2023 v 10.41
25. čvc. 2024 v 4.06
Poznámky ke změnám (13) – zobrazit
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Vanilla Races Expanded - Archon

V 2 kolekcích od uživatele Oskar Potocki
Vanilla Expanded
109 položek
Vanilla Expanded - Empire playthrough
148 položek
Popis
[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 of xenohumans, complete with their own unique genes, behaviors, mechanics and items.

Vanilla Races Expanded - Archon introduces a brand new, mysterious xenotype of dimension-travelling warriors. Inspired by the very similar race in Dungeons and Dragons universe, Archons inhabit the space between dimensions. Not much is known about them, as they are the first xenotype not actually created directly by humans. It is believed that Archons are a xenotype created by some Archotech from all the humans that remained on the transcendent worlds.

They excel in combat, and they despise everyone that isn’t part of their xenotype. They look different than humans, wear archotech gear and use powerful psycasts that are exclusive to them. They are incredibly psychically-sensitive and have new abilities that enhance their psychic prowess.

This mod will introduce new archite genes, considering how archite-focused the xenotype is.

Due to how this mod is focused on psycasting, it requires both Biotech DLC and Royalty DLC.



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





























Below content is only present if you’re using Vanilla Psycasts Expanded






[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: Why did you make this mod require Royalty DLC as well?
A: Most of the genes touch Royalty systems in one way or another. We have no intention of releasing a ‘stripped down’ version of this mod without most of the genes.

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!

Q: How do I get my own archons?
A: Same rules apply as with any prisoners. Down them and recruit them.

Q: How do transcendent pawns have immortality?
A: Well, it’s only ‘technically’ immortality. If they die, their bodies get skipped to another dimension. After some time has passed, they may return, completely healed. If they were your colonist, they will return and immediately join you back.

Q: How long do I need to wait for them to return?
A: After 30 days there is a chance for the special new event to trigger. Whether it triggers immediately or after more time depends on your storyteller. The event has the same chance to trigger as cargo pods.

Q: Archons kidnapped my pawn! What to do?
A: Don’t fret. That pawn is still stored, just like any normal kidnapping. They may reappear in prisoner rescue quest… but they may look different :)

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: Why do you rip off Githyanki? Did you run out of ideas for new races?
A: No. You’re looking at it wrong. I wanted to add specifically the Githyanki, but considering how VE works, I wanted them to become an integral part of the RimWorld universe, so we changed their lore and behaviors to fit.

Q: Are archons archotech?
A: Not really. They are what happens to human populations of transcended planets. Transcendence is a process in which an Archotech takes over a planet. Noone ever lives to tell what exactly happens in the process, but Archons are an echo of that.

Q: It’s a bit silly that archotech soldiers fight with swords.
A: They are NOT archotech soldiers. Noone knows what they are, I look at them more like Archotech fleas. They live alongside an Archotech, but they were still human once, and thus apply human ideas to archotechnology.

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 Sarg and Taranchuk.

XML help from xrushha.

Storyteller artwork by vitalii.

Xenotype description by Reann Shepard.

Inspired by work of Wizards of the Coast.

Rimworld is owned by Tynan Sylvester.

(CC BY-NC-ND 4.0)[creativecommons.org]
Počet komentářů: 644
Schadock [The Angeloids] 9. čvn. v 11.13 
when one ascends their weapon dissapears as well as intended but the sound of the weapon stays in the spot( its loud and no way to remove sound)
Katieclysm 7. čvn. v 20.23 
RNG sadness. Two years in and no archon events so far.
Sarg Bjornson  [autor] 28. kvě. v 23.10 
Yes
Nem 28. kvě. v 23.08 
is it intentional that archon weapons leave scars on bionic limbs?
Sarg Bjornson  [autor] 23. kvě. v 9.35 
No problems here
Inerael 23. kvě. v 9.14 
looks great ! Does it still works ? read some people having a raid issue below :(
ElysianEcho 17. kvě. v 7.59 
traps still work on them, in fact they are so hasty to chop you up they will happily charge over multiple, my tiny tribe just had one already wounded person bait and run them around till they bled out
SS5DEJAN 14. kvě. v 1.10 
I never have anything related to this mod pop up in my world
拉尼亚凯亚捍卫者 10. kvě. v 23.53 
最喜欢超凡智能的一集,传送到我基地里面立刻抓来当性奴)
тонилайфер 9. kvě. v 22.57 
Pointless. Got raided by this when my 5 colonists got only knifes and 1 blackpowder weapon. What's the reason and how the hell should I fight it