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
Nov 17 @ 6:41am
17 Change Notes ( view )
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Vanilla Races Expanded - Archon

In 2 collections by Oskar Potocki
Vanilla Expanded
111 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]
748 Comments
royallyTipsy Dec 5 @ 10:50am 
To people who look at this mod and can only think of BG3 - counterpoint. I would argue that gith can look out of place even in their own setting . Forgotten Realms presents itself as this fantasy landscape of magic and wonder, but suddenly you have this civilization that's got psionics and spaceships and comes from what can be variously interpreted as outer space. Even their design, they aren't haughty elves or funny halflings or whatever trope that happens to spring to mind whenever you think of "fantasy", they are karkin' Star Wars aliens.
I would say this crazy mix is exactly why they *do* fit in Rimworld. There are just some crossovers that make sense. But ngl I guess I also just like 'em lol
LarryLazerSkates Dec 2 @ 8:18am 
Just got my first Archon raid! I totally forgot I had this mod and it was definitely a shock. So much fun.
Annigilator Nov 29 @ 1:46am 
It would be cool if, upon reaching archonexus, the pawns could receive a transcendent gene instead of an ending. Actually, that's what I thought, and when I saw the goal of "achieving transcendence" for my pawns (this is also some kind of mod), I decided that this was some kind of mod that changed the ending of the archonexus and the goal was related to this.
Sarg Bjornson  [author] Nov 27 @ 11:38am 
Nah, we are OK
Altogolik Nov 27 @ 11:17am 
The mod is cool, but many people don't use it because of the Baldur's Gate character. If they looked a little different, it wouldn't seem so out of place in the game. It would be great if you could rework the design a little, then the mod would be used much more often (I myself don't really want to see the Baldur's Gate race).
BaguetteMan Nov 26 @ 11:47am 
My Archon cant use the leap ability anymore, why is that? I click on it but It doesn't give me the ability to actually use it.
Outdoor Nov 20 @ 7:20pm 
"I look at them more like Archotech fleas" is such an insane worldbuilding lore drop that i adore
Reestock Nov 20 @ 6:23pm 
I talk too much, but I gotta ask, why is the persona core symbol used for Transcendent? What does Mr. Potocki interpret the persona core symbol as to relate it to transcendent worlds and archons?
Heather Nov 18 @ 12:19pm 
I encountered a problem with the Transcendence gene and the Psycasts Expanded mod. My Transcendent Psionic Pawn died, and when she came back, she had a level 14 Psy-Link in her Health bar, but no Psionics bar. I tried giving her a Psy-Link once through Developer Mode (without deleting the existing Psy-Link). Then the Psionics bar returned, and ALL the Psionic abilities were in the Pawn's ability bar, but in the Psionics bar... the Pawn had level 1 and no abilities. The abilities were still there, but I had to level up Psionics again.
I think bro might've liked bg3