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
31 okt, 2023 @ 10:41
16 aug @ 11:40
16 ändringsnotiser ( visa )
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Vanilla Races Expanded - Archon

I 2 samlingar av Oskar Potocki
Vanilla Expanded
110 artiklar
Vanilla Expanded - Empire playthrough
148 artiklar
Beskrivning
[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]
718 kommentarer
Sarg Bjornson  [skapare] 1 sep @ 22:37 
That was not a change, it was a bug fix. It's the way it was supposed to be working from the start
mr.alyxandyr 1 sep @ 13:18 
Not gonna lie; the recent change to tether archoblades (and probably other weapons I have not explored the full changes yet) to the Transcendent gene?

Terrible addition to the mod. No request or suggestion, just quick review on change.
Sarg Bjornson  [skapare] 30 aug @ 22:55 
Read the genes
Gamdy 30 aug @ 13:28 
Bug ?
Can you make it so when a Archon gets in to a social fight they don't use the archoblade to instantly cripple the other party and just use their hands like they are suppose to?
ECTM. lifeisneat69 27 aug @ 3:59 
The mod is CE compatible (source, the mod patches folder in CE and https://github.com/CombatExtended-Continued/CombatExtended/blob/Development/SupportedThirdPartyMods.md search for "Vanilla Races Expanded - Archon" without quotation marks).
Sarg Bjornson  [skapare] 26 aug @ 13:45 
Nope
LisionPlays 26 aug @ 13:26 
I'm playing with the new Odyssey DLC and a pawn I gave the Transcendent gene died on an orbital platform. We had to abandon the map because of mechanoids. Will the pawn still return after some time even if I'm on a different map?
jayers09 25 aug @ 3:47 
@infiniteclone7
there is a mod that allows you to designate what tech levels the players has to be at to be raided by higher tech leveled factions https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2554423472
Sarg Bjornson  [skapare] 24 aug @ 22:52 
Random, you can't force it
toetruckthetrain 24 aug @ 15:28 
how long does it take for a transcendent pawn to return and how do i make that happen with dev mode?