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Yes. I'll know what needs changed when this mod's dependencies update.
Alas, that's the way the ClotCookie crumbles
----------------
-BUGFIX: Exsanguinate ability now works properly while Royalty is inactive
-BUGFIX: ArtVamps can no longer accept FREAK Chips or Holy Roman Nanomachines
-BUGFIX: TruVamps can no longer accept Bewitched Blood, FREAK Chips, or Holy Roman Nanomachines
-BUGFIX: Regenerators can no longer accept FREAK Chips
-Updated load order rules to avoid potential errors
-Changed starting items for The Tenth Crusade scenario
-Reduced base marketValue for ghouls
No - if I recall correctly, having the recipe enabled had the unfortunate consequence of causing certain types of ghoul gas shells to spawn in a way that didn't make sense. You can make ghoul gas (green) IEDs though.
@Grand
Glad you like it! I'll take a look, thanks for bringing it to my attention.
@DuckGoosebear PrairieDogLover
Thank you!
@rat
That's unfortunate, modding can be like that with the rabbit holes sometimes. Your comment lead me to see that the original BetterLoading has apparently vanished. I have used it a lot because it's helpful for debugging. However, I tried my testing mod list with the "archived" version that remains on the workshop and I found that it does still work with this mod. One thing - make sure Hellsing ARMS Ultimate is loaded after (under) Vanilla Expanded Framework. If it isn't, it creates problems. If that doesn't help post a log and maybe I can spot an issue.
Yeah, the ability orbs are basically enchanted soul orbs.
@Capter
Yes if I recall correctly the actual delineation is Fledgling up until 100 souls, then Level 1 until 200 souls, and so on until the max Level 10. By the way, whatever souls you expend through the vampire dying or using abilities aren't deducted from this background level accounting.
Yes, you can kill "pawns" which are human colonists/strangers/enemies. You can gain a soul if you kill any organic being with the ability (animals, humans, anomaly/hellsing ghouls, anomaly monsters (idk about shamblers though) ).
What are Soul Jaw Breakers? If you meant Congealed Soul Stone, Scarlet Soul Orb, or Ultimate Bloodbreaker, then yes. They give 5, 25, and 100 souls respectively.
@Baskerville
I also noticed that some vampire ability orbs also count towards TruVamp Lv and Soul count. Is this intentional?
Does it also work to give a True Vampire a Soul if you kill men with the Hellsing Drink Blood Ability, or just animals? Do Soul Jaw Breakers and such also give Souls? Does eating Soul Orbs give Souls?
Ah, yes, I forgot about the magical musket. The shot that never misses Rip Van Winkle killed several art vamps and TruVamps from inside the base this one time. (Yes, I captured her alive. Jan Valentine too)
About the TruVamp incident, I think that's a bug because I tried it again and failed
About the Iscariot raid, it was filled with those rifle and sword-wielding ones. They couldn't effectively kill my TruVamp, but it gets disarmed very quickly (set friendly pawn insta-death to 0% which is my bad) + it was in a storage room so the weapon dropped outside of the room + my TruVamp is still Lv 2 or 3. It doesn't help that Yumie was killed via decapitation, and most of my pawns were art vamps.
- Dirge of Decay, not Searing Sanctification
- Jackal works surprisingly well to down art vamps
How to make Yumie more survivable:
1. Get Biotech
2. Deathless gene
3. Deathless means Deathless (no decapitation)
More tips:
- If you spawn with modified AR, switch to anti-midian rifle ASAP
- Beatified bayonets are amazing early game
- Yumie Katana is the best melee weapon (OMAE WA MOU SHINDEIRU)
- Never let a pawn with Harkonnen II defend themselves. Manual controls only
See Lv120Akagi's comments.
@Lv120Akagi
Lol, your cheesy tips have me thinking, maybe ghouls should be soulless husks who don't award a soul. On the other hand, you could say what a vampire drinks is a spirit/demon which animates the ghoul's body. But you say killing TruVamps with Exsanguinate gets funky - in fact it shouldn't even be possible, that ability should not affect TruVamps. How are you doing that? Also if you want some category-5 dangerously cheesy cheeto cheese, you can just grab the magical musket and snipe targets from across the map even if there are walls or mountains in the way, lol
Good tips regarding souls and preparing for Dok's quest. Was that Iscariot drop pod raid consisting of the priests with special vests? Thanks for the write up. I do want to bring that river of death forward by the way, but I still have some things to figure out.
Alternatives are:
Congealed Soul Stone: 5 souls - craftable in soul forge
Scarlet Soul Orb: 25 souls - craftable in soul forge
Ultimate Bloodbreaker: 100 souls - craftable in Hellsing circle
Early game tip:
Build a second layer of wall around your base and leave a gap between them to prepare for Dok's arrival. Only accept Dok's quest when you have a trade caravan or two, and at least get 20-ish souls in your TruVamp.
1. Get Soul Forge ASAP
2. Get Spirit Resonator
3. Get Exsanguinate ability orb
4. Enemy death on downed 0%
5. Exsanguinate all downed enemies
6. "The Bird of Hermes is my name, eating my wings to make me tame"
7. Please add Alucard's River of Death
Quicker way to get souls:
Perry persistent. (Good luck with centre drop pod raid though)
One of my runs may or may not have been ended by an Iscariot centre drop pod raid that killed all but my TruVamp
Good news is that you can turn drop pod raids off
Killing ghouls and art vampires via the drink blood / Exsanguinate ability will give you 1 soul without compromising their drops. (Killing TruVamps via Exsanguinate gets kinda funky)
Kill normal pawns via the drink blood ability, and while they're turning into a ghoul, suck thier blood again. This kills them and nets you 2 souls + a dead ghoul.
Killing pawns that are already infected by orange/purple ghoul also works. 2 souls + dead ghoul for you.
Extremely Cheesy tips:
Un-limited Reborn + Yavis's Vanilla Skill Power Up + EndlessGrowth
Void pawns and monsters follow the same rules as pawns do. 2x to down, 3x to kill
Do not attempt a void base until your TruVamp is at least Lv. 8 + full count set + double Jackal. I am not liable for any broken monitors or failed runs
I hope this message finds you well, Baskerville.
And for all who bothered reading, do with this information what you will.
That's nice, I am glad to hear you're doing good, especially in these times. Regarding that path; that's where I looked with no luck sadly and I confirmed I had the latest version but unsubbing and resubbing just in case even if I started fresh without seeing it sadly.
It's just a toggle for True Vampires to walk slowly. When they gather a huge amount of souls their movement speed can get extreme, so it's a tool to temper that.
Well to be more precise most of the docket is more of a wishlist rather than urgent issues, so it's not a big problem. I appreciate the sentiment to help, but I really prefer solo projects.
@Wolf Renegade
Hey Wolf, I've been pretty busy but good. Same to you man. You mean the mod settings like preference toggles and dust threshold sliders? That's still in, you get there through Options > Mod Options > Hellsing Arms Ultimate. Make sure you have the latest mod version by unsubbing/resubbing, Steam can be weird about that sometimes.
Okay, well you reported this as an error, but it is not. In the context of your patch it is a feature which makes sense, but in the context of this base mod it does not. These vampires do not natively require hemogen unless they are also sanguophages or another hemogen-drinking xenotype. I'm unfamiliar with whatever processes cause a hemogen-drinker to auto-target hemogen-supplying items. My docket is already a mile long so if it's something that isn't too complicated, best I can do is possibly advise.
@animetexan
Hmm. I don't know what you mean by missing a research bench. That scenario could probably use some more starter research projects though. Is that what you meant?
I made a Patch that caused a Hellsing Blood Pack to restore Hemogen by ten percent, and allow them to eat more than one. It worked, but the Pawns don't drink it automatically like they do with the Vanilla rendition's Hemogen Packs.
After testing it out, I see no difference with the oversized weapon scaling in this [Dev] version. By the way, this Hellsing mod used to require another mod just to scale the weapons to be extra large, but since then RimWorld can do that by itself. Should be good to go.
@TurtleShroom
Regarding the errors - check your load order and make sure that Hellsing is loaded after Vanilla Expanded Framework. I'll be flagging this important load order in the next update. If it isn't that, please post a log. As far as the blood, assuming you're talking about a sanguophage's special thirst bar, only the "adreno blood" would replenish that, not the regular blood pouches. The blood pouches are so trivial to hoard, and the adreno blood is primarily used as a drug, so I don't think it works in either case to automate that. Maybe that would work for the blood candy though.
thank you
Thank you, that's very kind. Yeah Akagi is right. You can take it from me to save you the time, you just do not want anyone to drink Schrodinger's blood under any circumstance lol.
Yeah, artificial vampires still keep that hediff even after leveling up to true vampires. Its an extra bonus for those pawns.
The dental floss is uncraftable - you have to either buy it from an exotic trader or pry it from Walter's cold undead fingers. If you take him on, I highly recommend attacking from a distance and staying outside of his moderate attack range. By the way Walter can be found either through his randomly generated quest or through the Millennium Soul Provoker as Akagi said.