RimWorld

RimWorld

1,268 ratings
Vanilla Races Expanded - Lycanthrope
15
4
3
9
2
2
2
2
2
   
Award
Favorite
Favorited
Unfavorite
Mod, 1.4, 1.5
File Size
Posted
Updated
2.913 MB
Dec 15, 2023 @ 5:02am
Apr 30, 2024 @ 10:27am
8 Change Notes ( view )
You need DLC to use this item.

Subscribe to download
Vanilla Races Expanded - Lycanthrope

In 1 collection by Oskar Potocki
Vanilla Expanded
109 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 - Lycanthrope aims to bring a unique new archite-powered being into existence. Lycanthropes are seemingly simple baseliners with a unique ability to morph into a powerful lycan form. These lycans look similar to werewolves and excel in unarmed combat. Their rage and rapid regeneration allows them to sustain severe damage, while their claws and bites will shred even armored enemies to pieces.

The functionality of the morph gene is extended further, allowing the Morph gene to appear in any genepacks, and morph into any of the existing xenotypes.



Vanilla Races Expanded - Lycanthrope adds following mechanics to the base game:


































[forms.gle]



Current issues: the quest to recruit them is currently not working as intended, they won't offer to join. You can capture them and recruit them as usual.

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: Can we create ‘Morph’ genes for custom xenotypes we make in xenotype editor?
A: No, Morph genes are generated only for xenotypes added to the game via xml - it works for base game xenotypes and modded xenotypes, but won’t work for xenotypes you make yourself in the xenotype editor. You can use the Custom Xenotype Exporter mod to add your custom xenotypes in a way that our mod will recognize.

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 can I get my own Lycanthropes?
A: A new quest is added that will have you help a group of lycan refugees. Agreeing to help them will allow you to turn one of your colonists into a wolfman!

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: I have a suggestion!
A: Excellent! Pop it in the comments section.

Q: CE compatible?
A: They say it is

Q: I have a Lycan that turns into a Wolfman at night, is this a bug?
A: Actually, no, that's working as intended. Wolfmen turn into Lycan at night, and Lycans turn into Wolfmen at night. Werewolves, and wolfweres.



Graphics are created by Oskar Potocki.

Code work by Sarg Bjornson.

Storyteller artwork by vitalii.

Xenotype description by Reann Shepard.

Rimworld is owned by Tynan Sylvester.

(CC BY-NC-ND 4.0)[creativecommons.org]
515 Comments
Myphicbowser Jun 14 @ 8:51am 
Important question here
How will the Territorial Gene work with camps? Do those count as our land for the sake of the threshold change? Or no?
hekmo May 27 @ 1:39am 
I made a custom morph where the daytime morph has a psylink gene and the nighttime doesn't. I get a notification "Psylink Gained" for each pawn every morning. Is it possible to disable that?

Loving the genes here btw. Made a horny territorial night wolf with a psychic fragile daytime human.
ElysianEcho May 17 @ 10:46am 
now i kinda wanna make a xenotype that turns into a useless but highly regenerative form when badly wounded
Pandathan May 9 @ 10:35am 
My Lycan turns into a werewolf during the day and a regular dude at night it's hilarious the little *plip*
Tenty May 1 @ 9:37pm 
@theotherperson late to the party, but are they gaining access to psycasts through a gene or through an installed psylink? I ask because the psylink (and mechlink) genes note that if they lose the gene, the system wigs out and clears everything that the link qualified them for even if those things were gained through normal means (psylink levels, mechlink upgrades, etc).
Viciousbunny Apr 15 @ 5:51pm 
Love this mod, thank you for it!

I have a question about the warhowl gene though. In my game, enemy pawns with the gene aren't using warhowl, but the gene does have the tag "aiCanUse" set to true. Should they be using warhowl and they just aren't for me, or do they just not use it?
Wintermute Apr 6 @ 8:53am 
If it's unfinished could you either put it in the FAQ or in the quest text? Kinda frustrating that it doesn't say it anywhere and the only way we can find out that it's not actually broken is to find some forum thread of you saying that.
Sarg Bjornson  [author] Apr 2 @ 1:10pm 
<3
Spaceboix24 Apr 2 @ 1:09pm 
Hey, you, Mod-author, thank you for everything that you do. I truly appreciate it.
Sarg Bjornson  [author] Mar 31 @ 11:14pm 
It isn't broken, it's unfinished. I have only said it in public like 600 times.