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(Obsolete and unsupported) Xenotype - Murlok
   
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Mod, 1.4, 1.5
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10 Feb, 2024 @ 7:08am
8 Apr, 2024 @ 12:56am
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(Obsolete and unsupported) Xenotype - Murlok

In 1 collection by Graf
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25 items
Description
The mod is obsolete, its support is discontinued, it will be removed after a while. If you need this mod for something, create a copy in advance.

The updated mods are here:
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3523100213



This is the third and final bonus mod that expands the race of creatures featured in my artwork in the Steam Workshop. The mod itself does not add any new genes, the xenotype uses materials from the Vanilla Races Expanded series.

Brief description

Murloks are a mentally gifted subspecies of the Kotik race, an artificially created race of warriors. The genotype is shown in the screenshot.

If you have the Vanilla Factions Expanded - Pirates mod installed, the Murloks will be added to the mercenary faction (as well as the rest of the Kotiks).

Artistic description
(it is recommended to read the descriptions of the Kotiks and Murks first to understand what we are talking about - https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3136816410 https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3148098486)

The Murloks are the pinnacle of genetic experimentation by the ancient creators of the Kotik race. Increased psychosensitivity has greatly enhanced the Murloks' combat capabilities. Their cold-bloodedness has made them invisible to thermal imaging. Murloks are excellent at navigating in the dark. And being born psychopaths, they have no doubts, no remorse and can follow any order. And they are as unpretentious and hardy as the rest of the Kotiks. Perfect soldiers.

However, they do have some disadvantages. Murloks do not live long (like the rest of their race). Also, their bodies require a lot of resources to function. Genetic engineers solved this problem creatively and endowed the Murloks with a very practical ability to get the necessary substances from the blood of defeated enemies.

Murloks specialized in sabotage operations. As a rule, they sneak up to the enemy under the cover of night (being cold-blooded they were invisible to the enemy's thermal imaging cameras, while they themselves were perfectly oriented in the dark and could exchange commands by telepathy), quickly destroy it, actively using their psionic abilities, drink the defeated enemies dry and retreat, leaving a picture of a terrible massacre. While the regular Kotiks are all-purpose infantry and the Murks are brutal stormtroopers, the Murloks are special forces.

Being psychopaths, the Murloks do not value family ties and clan foundations as highly. They are ambitious and wouldn't mind taking power in Kotik communities into their own hands. The Murloks often have an eerie dream. In it, they live in the dungeons of some post-apocalyptic world and virtually dominate it indiscriminately. Dirty, desperate Kotiks do hard work, maintaining the functioning of ancient mechanisms. And the cruel, lost their nobility Murkas hunt for feral humans living on the surface. It's a strange dream. Fortunately, so far none of the Murloks have managed to realize it (the reason for this is the vigilance of the Murks, who are immune to the Murloks' mental tricks).


There is support for the "Vanilla Psycast Expanded - Biotech Integration" mod.


(As a reminder, all images are generated by the "Kandinsky"neural network. All I do is set the description of the image and choose the best variant from the provided ones).
8 Comments
Gerry 3 Sep @ 2:44am 
That's the point
viperro 2 Sep @ 5:42pm 
tommy its ai art bruh
Gerry 4 May @ 9:29am 
Cool artwork
Comrade_Atticus 15 Feb, 2024 @ 8:59am 
Thanks!
Graf  [author] 14 Feb, 2024 @ 7:38am 
@Im_Just_Atticus
Added support for the "Vanilla Psycast Expanded - Biotech Integration" mod.
Kotik received the "Warlord" gene.
Murlok got “Warlord”, “Nightstalker” and “Hemosage” genes.
Murk didn't get anything, he's already insanely strong.
Comrade_Atticus 11 Feb, 2024 @ 9:31am 
that sounds like the right genes for them and I agree with not giving the murk any as it would be VERY powerful.
Graf  [author] 11 Feb, 2024 @ 2:07am 
@ Im_Just_Atticus
Thank you! Technically it is possible. I've looked at the files of this mod and I could write patches based on their sample. The question is how to balance everything. "Vanilla Psycast Expanded - Biotech Integration" poses some very tough choices. What psy abilities should the Kotiks specialize in? Only one option comes to my mind so far. Give everyone (Kotiks, Murkas and Murloks) the "Warlord" gene. And give Murloks the Nightstalker and Hemosage genes in addition. I'm also hesitant about Murk - maybe I shouldn't give him any psy abilities at all? It's already a very strong xenotype (stronger than Hussar), I didn't accidentally prescribe mental deafness for him. With Warlord, he would be... Too strong. I'm in doubt. Perhaps you have some ideas?
Comrade_Atticus 10 Feb, 2024 @ 9:03pm 
awesome I love your mods!

Have you considered adding patches for these mods for vanilla psycasts expanded-biotech integration? I have no idea how hard that would be but it would be super cool to have my murks, kotiks and now murloks doing psycasts with the genes in that mod.

Thank you for all these great mods Graf!