RimWorld

RimWorld

Vanilla Races Expanded - Archon
678 Comments
Rain 12 minutes ago 
@Swolo, you can always disable in scenario editor the archon raids and the psychic storm.
Sarg Bjornson  [author] Aug 1 @ 1:11am 
Not a bug
Greyfolden Jul 31 @ 7:45pm 
if you set an a weapon as your relic in ideaology (mine was an archon blade if thats important) and the archon carrying it dies, when it dissappears it counts as 'relic destroyed'. not sure if this is a bug persay but the pawn does end up returning will all their gear from what i read, meaning it should return right?
Swolo Jul 28 @ 1:34pm 
i will just going to comment my personal thoughts about this mod . I used every race expanded mod and this one probably one of the most unbalanced and annoying one .
Big Plus :
-Roleplaying as a strong githyanki faction is really cool
Big Cons :
-Archon raids can happen in early stages and they spawn with powerful archoplates and archoblades . Your save can end really quickly and early especially if you are tribal start .

-Psychic storm is possibly most annoying weather effect i have ever seen . Lighting frequently destroys everything ; Your house , ancient dangers , farms , animals , pawns ... and it can take days to finish .

i can deal with raids but im not activating this mod like others just because of the weather effect . I am only activating it if i want to play with archons .
a1fzz Jul 27 @ 9:19am 
if the Archon armor is broken, any chance to build one?
Sarg Bjornson  [author] Jul 25 @ 11:21pm 
Randy is Random
Annoyingly, these spawn on fairly normal settings way before normal bandits are even brandishing decent firearms. Losing a colony still using primitive weapons to someone with an energy sword and shield is a bit unfun unfortunately.
Sarg Bjornson  [author] Jul 23 @ 10:24am 
That means they weren't downed, but killed instead
Marvellix Jul 23 @ 7:48am 
can u even recruit them? i was atacked by 3, downed them and they just teleported away instantly upon touching ground taking droped weapons with them
Sarg Bjornson  [author] Jul 22 @ 11:06pm 
It should all be working fine now
SeventhBeat Jul 22 @ 10:59pm 
Thanks for the update on that! Was wondering what mod was doing the VEF_EnergyShield error - but good to know it's known. You're all the best!
Vandorr [R] Jul 22 @ 12:45pm 
I got the same error. Thanks Sarg Bjornson for the fast response :)
Sarg Bjornson  [author] Jul 22 @ 12:14pm 
Nothing to do with the recent update, Oskar just needs to push an update for this mod, it will come as soon as he's able
Anubis Jul 22 @ 12:13pm 
Since vanilla's recent update I've been getting red errors on startup that I was able to pinpoint to this mod.

They're all related to "VEF_EnergyShield" and either null stat or Shield Field.

One of them specifies VREA_Apparel_Archopolate as having their statbase being defined more than once.



Sidenote - I am aware of the team's requirements for bug reports, however, I'd prefer getting confirmation from other users that this is not an issue on my end before making an actual bug report, and since VE has no free discord and/or forum (or similar), this is the remaining way.
Lor Jul 17 @ 5:01pm 
Hey can anyone help me work out if / how I can acquire more archon armour and weapons? I have one on my team but his armour eventually became badly damaged and was scrapped.
Tolarian Jul 16 @ 2:36am 
It would be appropriated if a spacewelling race like the gith had a natural vak-resistence or in their armour.
Plin Jul 15 @ 10:10am 
lol baldur's gate 3
Chad ThunderHog Jul 14 @ 10:00am 
Let's say I've just taken one prisoner, if I execute him will he return and attack us again? Or if I enslave him and he dies will he return as a slave?
DeepFakkas Jul 12 @ 8:31am 
The picture in the description that explains the "swift meditation" gene mentions "extreme meditation" instead in its text body
I love books 1 Jul 8 @ 3:44am 
How do i meet them?
Wyvrius Jul 6 @ 7:36pm 
I'm sick of 'em puttin' chemicals in the water to turn the frogs GHAIK!
aj Jul 6 @ 1:08pm 
what's the chance on an archon pawn returning? in my game it's been nearly an ingame year and my archon hasn't returned
Karnakas Jul 6 @ 12:13pm 
I have eventually made a pawn with ancients powers and transcendent gene. An anomaly made a hostile clone of this pawn. Do clones get the ancients powers (they do get genes and traits) and does a transcendent gene work on hostile pawns (will it eventually re spawn in my base)?
Hammer Goblin Jul 3 @ 7:33am 
Never trust one with no nose.
PennTanker Jun 30 @ 5:52pm 
Tsk'va!
Oskar Potocki  [author] Jun 30 @ 4:08am 
Your builder may return in some time, turned into an Archon :)
Bro tp-ed to my base, invulnerable to bullers, one-shots my main builder, steals him and run away wtf
It’s like the first winter of the playthrough I have like a rifle and a revolver tf am I supposed to do against it?
Naucetaaq Jun 24 @ 12:01pm 
I am making a custom Ideo for the Archons and I noticed that the blade and armour are not relic options. Could they be added? I supposed it would be "overpowered" but this is for an npc ideo and it's mostly going to be for flavour or if you go through the long process of making it your primary ideo for some reason. Mostly for flavour text and lore building for myself though.
JazzimoX Jun 22 @ 2:55pm 
I wonder, what happens to a pawn with Deathless + Transcendent genes. Do they skip the regeneration coma and skip out right away? Or do they enter a coma and then skip out if they properly die via head removal?
JazzimoX Jun 22 @ 2:52pm 
@ThcGM some runs I get none, one run I got three or four over the span of a few years. I'm guessing the psychic storm + raid is scripted to appear according to regular raid schedules, albeit rarer. Using Cassandra > Randy helps with consistent chances of archon raids.
ThcGM Jun 19 @ 11:59am 
How often do these guys raid you? I recall they would appear at some point but this is like my fifth colony and never encountered one
Nonsense Poopypants Jun 18 @ 2:45pm 
Quick question! The 'Regrow Limbs' psycast seems to have no effect on body parts which have been removed and have the "Seared Off" status. Honestly it's kind of cool and I don't mind it, like they've been severed at the soul. Just wondering if it's intentional.
Nonsense Poopypants Jun 16 @ 3:35am 
I'm so curious if the Archoblades were inspired at all by Rosharan Shard-weapons. Great mod, btw. Just came here to nerd out when I saw/found/read my first Archoblade :p
ButterGard Jun 15 @ 3:54pm 
is the archoplate's shield meant to stay on even out of combat? cause it just caused one of the archons i have to die, because automorters' shells hit the shield while they slept
Schadock [The Angeloids] Jun 9 @ 11:13am 
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 Jun 7 @ 8:23pm 
RNG sadness. Two years in and no archon events so far.
Sarg Bjornson  [author] May 28 @ 11:10pm 
Yes
Nem May 28 @ 11:08pm 
is it intentional that archon weapons leave scars on bionic limbs?
Sarg Bjornson  [author] May 23 @ 9:35am 
No problems here
Inerael May 23 @ 9:14am 
looks great ! Does it still works ? read some people having a raid issue below :(
ElysianEcho May 17 @ 7:59am 
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 May 14 @ 1:10am 
I never have anything related to this mod pop up in my world
拉尼亚凯亚捍卫者 May 10 @ 11:53pm 
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 May 9 @ 10:57pm 
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
GabNess May 8 @ 6:43pm 
literally a githyanki
Crazy Daisy May 1 @ 9:06am 
same here @LoneKnight667
LoneKnight667 Apr 17 @ 6:03pm 
Anyone else having an issue with all almost all raids being called Archon Raids, even if they are tribals or something? Its just a name change from what I can see, nothing about the raids are different, but it is annoying.
Quadraxis Apr 12 @ 3:16am 
Is there a way to trigger the returning via scenario editor so they can come back after a fixed time.
Jackmino Apr 11 @ 7:13am 
Is there a way to trigger the transcended colonist returning using the dev mode? So I can have a dead colonist return when I want rather than having to wait
PopeSlayer Apr 9 @ 11:25am 
@Killahbob agreed. I didn’t even know it would kill my colonists. There are also just an insane amount of strikes you can’t even really go outside. And it could last a quadrum???