RimWorld

RimWorld

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Medieval Overhaul: Arcane Archaeologists (Continued)
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Mod, 1.6
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12.907 MB
23 Sep @ 5:23am
5 Oct @ 9:15am
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Medieval Overhaul: Arcane Archaeologists (Continued)

In 1 collection by JoeOwnage
Joe 1.6 Medieval Fantasy
481 items
Description
Description
This is a 1.6 update of Arcane Archaeologists, done with permission from Ogam, the original mod author. Special thanks to Airo, who provided the revised code to get layering working properly, as well as correcting the issues with the runic weapons.

[ko-fi.com]

Original mod page: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2931612599

Original Mod Description:
Step into the world of Arcane Archaeologists!

This mod adds a variety of new magical weapons, including swords, staffs, spears, and handgonnes that will give you an edge in battle.

Additionally, new armor types that can be recolored at the dye station, to match your colony's aesthetic.

But that's not all, this mod also introduces a new house faction of powerful magic wielders.

Join the ranks of the prestigious explorers guild, and master the art of magic in RimWorld with the 'Arcane Archaeologists' mod!















Styling station lets you set a custom accent color, while keeping the stuff color of the apparel! Create a custom faction color!



26 Comments
The_Gaminator_ 19 Oct @ 12:57am 
Yeah same with me as noble mace seems odd for a gun, even if I made a suggestion why it would have it. Also I checked and there doesn't seem to be an amber wand, what i was trying to suggest is a amber wand to fit in with the others
Maal 17 Oct @ 1:59pm 
The gunpowder look fine to me, or at least logical for MO since it is medieval and these are still... "gun". It's the noble mace requirement that puzzle me. This mod doesn't add it and how many mods would patch this one specifically with MO only tech?!

Did a mod folder wide search for DankPyon_NobleMaces and I've found the issue. It is ViralReaction's Medieval Overhaul Patches. It add a "noble research" to each to each base weapon from Rimfantasy, the guns are based on the wands, which get Noble Mace.

Dunno if it possible to "patch the patch" for these weapon only without affecting the regular arcane wands, or you could copy/create a new arcane gun base that only require arcane+gunpowder. (so all arcane weapon would be Arcane Weapons + 1 other research, not 2).

But that's just how I see it, you're the one managing it, do as you will. :steamthumbsup:
JoeOwnage  [author] 17 Oct @ 7:47am 
@The_Gaminator_ rimfantasy is a pre req for this mod, it has wands
JoeOwnage  [author] 17 Oct @ 7:44am 
Yep it's this mod: <researchPrerequisite>DankPyon_Gunpowder</researchPrerequisite>

I'll change it to arcane crafting or something
JoeOwnage  [author] 17 Oct @ 7:43am 
I'll check the research requirement, gunpowder doesn't seem right
The_Gaminator_ 16 Oct @ 9:46pm 
@Maal , tho i think the placement of gunpowder in some mods vary, i have seen it in industrial in some packs and medieval in others, so i would check what other mods adds gunpowder or gunpowder research. other then that, in part it make since for noble maces which should be called noble weapons and is in some mods, but i can guess it's meant to make them harder to get and/or do to only really nobles can afford them? other then that i would check your mods/list and if it's not that, should be changed to gunpowder and arcane weapons to make better since
The_Gaminator_ 16 Oct @ 9:38pm 
If you are open to suggestions, how would you feel about adding a wand
Maal 16 Oct @ 9:27pm 
Might be my massive mod list. But the Rune firearms are locked behind Gunpowder, Arcane Weapons .... and Noble Maces. If it ends up not being my modlist fault, I assume that it might be a copy pasting oversight!
The_Gaminator_ 5 Oct @ 2:01pm 
Thank you, fire mages everywhere appreciate this
JoeOwnage  [author] 5 Oct @ 9:17am 
https://imgur.com/a/c8VJSWj I believe I have corrected the issue. Unsubscribe and resubscribe to force the mod to update and it should be the right color