RimWorld

RimWorld

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Vanilla Races Expanded - Lycanthrope
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Mod, 1.4, 1.5, 1.6
File Size
Posted
Updated
5.514 MB
Dec 15, 2023 @ 5:02am
Jul 15 @ 3:26am
11 Change Notes ( view )
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Vanilla Races Expanded - Lycanthrope

In 1 collection by Oskar Potocki
Vanilla Expanded
110 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]
570 Comments
Careless Squirrel 6 hours ago 
does the cool down of 24 hours for the morph still apply with the nocturnal morphing?
Northward Bound 23 hours ago 
@sarg bjornson have a good time! man i need a two week vacation too...
Ionasphero Jul 31 @ 1:18pm 
have a good time
Ser_hiRo Jul 31 @ 10:32am 
Nooooo, my tanned wolf-waifu turned white at night! T_T
Sarg Bjornson  [author] Jul 31 @ 2:36am 
On vacation, back on the 15th
BlackOkamie Jul 31 @ 12:47am 
@Lacke I put my play trough on halt since it was the main mod for it this time. hopefully they get the time to fix this issue soon.
Must be hectic for them after a big patch like this to update all the mods they support.
Katudor Jul 30 @ 5:26pm 
after loading a save with these in it, the transformations are entirely reversed (lycan in the morning, wolfman at night). They do not appear to transform in space, either. Also, and granted it may also be on the sanguophage end, but turning a lycan/wolfman into a sanguophage works fine... until you load back into a save. It was an expanded 'phage (ekkiman I think? the sleepless one), but still.
Northward Bound Jul 30 @ 2:46pm 
Thanks @lacke, i didnt think too much about it afterwards and just played my newly bearded colonists lol i had fun regardless
Lacke Jul 30 @ 9:31am 
@Northward Bound I actually got the same problem and added a gene for the beard... but yeah it seems something is wrong as skin is also affected sometimes if you read other comments.

After a while, on my side, my wolfmen don't even transform at night anymore too. They just go "poof" and nothing else. :c (well sometimes a beard haha)
Grunt Jul 30 @ 2:40am 
thanks for the great work! I have so much fun and will wait patiently for the next fix