RimWorld

RimWorld

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Vanilla Storytellers Expanded - Winston Waves
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Mod, 1.3, 1.4, 1.5
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3.092 MB
Apr 7 @ 9:38am
Oct 6 @ 1:49am
6 Change Notes ( view )

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Vanilla Storytellers Expanded - Winston Waves

In 1 collection by Oskar Potocki
Vanilla Expanded
103 items
Description
[www.patreon.com]



See changes notes





This is a reuploaded Vanilla Storytellers Expanded - Winston Waves. It will only work on RimWorld versions 1.5 and up. If you're looking for Winston Waves for 1.4 or lower, check THIS.

Vanilla Storytellers Expanded is a brand new mod series featuring standalone storytellers, bringing new, unique mechanics to the game.

"Winston is a battle-hardened combat expert, and he believes that through combat, one can find themselves for whom they really are. Every day you will be attacked by enemy waves increasing in size, but you will be rewarded for each victory."

Winston Waves comes with the following traits:

Wave Survival
This storyteller does not scale with wealth. Instead, you will receive waves of increasing difficulty.

The time threshold between waves can be adjusted in mod options.

Waves utilise any hostile factions, and work with any modded factions. Every 5th wave is a boss wave which can utilise any raiding strategy.

Rewards
After defeating each wave, you will be given a choice between three or four rewards.

Rewards come in 5 tiers: Poor, Normal, Good, Excellent and Legendary, and vary from receiving weapons, armor and food to getting new colonists or packs of wargs joining you.

Modifiers
Boss waves, as well as higher normal waves receive modifiers that make them harder to defeat.

From all enemies exploding upon death, having their health doubled or carrying sniper rifles, to enemy receiving reinforcements or their forces being doubled, this will force you to adapt your strategy as the game goes on.



Authors:

Oskar Potocki, an artist responsible for Storyteller art and reward/modifier art.

Kikohi, a programmer responsible for the entirety of the code and design of the mod.

Rimworld is owned by Tynan Sylvester.

(CC BY-NC-ND 4.0)[creativecommons.org]



Q: How do I use this storyteller?
A: Simply change to this storyteller anytime you want to try wave survival.

Q: Can I change to this storyteller mid-save?
A: Absolutely. If you change back from Winston, the progress will be kept until you re-enable him again.

Q: Does it work with Combat Extended?
A: Yes!

Q: Will you keep updating the mod with new content?
A: This is a singular storyteller mod. Development work on it has been finished.

Q: Is it compatible with X mod?
A: It is compatible with the majority of mods. Although mod that touches raid might break Winston. Mods found incompatible:
- RimWar
- Multiplayer
- Faction Raid Cooldown
- Pawn Surrender

Q: How is this mod different from the old wave survival, or any other ‘wave survival’ storytellers?
A: This mod pretty much introduces a brand new gamemode, complete with custom UI, wave tracker, enemy tracker, reward system, modifier system and scaling system.

[forms.gle]
158 Comments
Sarg Bjornson  [author] Oct 23 @ 4:32am 
1 day
Quri1q Oct 23 @ 4:31am 
When does orbital bombardment end?
Drunk Skeleton Oct 18 @ 7:23pm 
The Death Super Acidifier is the biggest "f* you" in this mod. You see all those bionics, just ready for harvest, and the boom, all of the enemies die when you capture them

LOVE IT
Beetlenade Oct 16 @ 5:07am 
Do boss waves involving the Hive spawn boss insectoids from VFE:I2?
Sarg Bjornson  [author] Oct 14 @ 1:31am 
Will fix!
GoGaTio Oct 14 @ 1:29am 
The best VE storyteller in my opinion, gives new quick gameplay.
I also noticed that legendary mech drop reward has excellent category, not a big problem, to accept this reward you need tons of high tech mechanitor stuff, but anyway
Sarg Bjornson  [author] Oct 13 @ 10:29am 
Nice!
maulkye Oct 13 @ 9:04am 
I see. My settings were such that the reward was random and I didn't have a choice. I didn't realize what the setting did.

Works great.
Sarg Bjornson  [author] Oct 12 @ 11:05pm 
Just don't choose it, then
maulkye Oct 12 @ 2:31pm 
Can the colonist "reward" be disabled? I generally play with 1 or 2 pre-designed colonists max in very harsh environments scenarios.

Having to get rid of a self-invited colonist yields a mood hit. So it doesn't really work out as a "reward".