RimWorld

RimWorld

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Vanilla Races Expanded - Archon
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Mod, 1.4, 1.5, 1.6
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6.441 MB
Oct 31, 2023 @ 10:41am
Aug 16 @ 11:40am
16 Change Notes ( view )
You need DLC to use this item.

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Vanilla Races Expanded - Archon

In 2 collections by Oskar Potocki
Vanilla Expanded
110 items
Vanilla Expanded - Empire playthrough
148 items
Description
[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]
727 Comments
Tauschung 2 hours ago 
Could we get the skipbarrier generated by an archoplate to not display when the colonist wearing it is undrafted? Like how shield belts behave.
ggfirst Sep 26 @ 3:06pm 
Pawns are too ugly. It reminds me of many things.
TyGently Sep 24 @ 11:21am 
Is it intended that Shortskip is exactly as long-range as regular Skip? It seems like a misnomer at the very least, and directly contradicts the ability description. Something that's a massive upgrade to Skip in every conceivable way (except 3 more neural heat) probably shouldn't be called "shortskip".
ElysianEcho Sep 14 @ 9:53am 
i always seem to get a psychic storm within the first quadrum, after that it varies as one would expect, is this intentional, a bug, or am i just getting some really strange rng?
Sarg Bjornson  [author] Sep 13 @ 2:35am 
I was being facetious :) What I mean is "if it isn't vanilla, there is no guaranteed compatibility"
弦木ケイン Sep 13 @ 1:48am 
its from another mod from Altered Carbon 2 : Resleeved
It preserve pawn information into that device which upon death, can be extracted and re-implant into another pawn to replicate/duplicate
Sarg Bjornson  [author] Sep 12 @ 10:46pm 
What is a neural stack?
anaris Sep 12 @ 5:13pm 
Oh, and my returned transcendent colonist thinks that her husband stayed with her "original", which suggests she thinks she's a clone of the original pawn rather than the actual pawn
anaris Sep 12 @ 1:40pm 
Colonist with Transcendent and a Neural Stack skipped away upon dying in childbirth, came back with different injuries and things which I assume is intended, but also acquired Brain Trauma, which I think is linked to neural stack editing?

if it's not a bug, not important obviously, I assume she got hit in the head in another dimension, but i'd love to know if there's a way to heal it
Sarg Bjornson  [author] Sep 1 @ 10:37pm 
That was not a change, it was a bug fix. It's the way it was supposed to be working from the start