RimWorld
Vanilla Races Expanded - Archon
714 megjegyzés
ECTM. lifeisneat69 20 órája 
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  [készítő] aug. 26., 13:45 
Nope
LisionPlays aug. 26., 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 aug. 25., 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  [készítő] aug. 24., 22:52 
Random, you can't force it
toetruckthetrain aug. 24., 15:28 
how long does it take for a transcendent pawn to return and how do i make that happen with dev mode?
infiniteclone7 aug. 24., 14:10 
Any way to delay the first archon raid event? ive had alot of naked brutality runs abruptly end due to insuffecient preparation for one of these guys haha
Sarg Bjornson  [készítő] aug. 16., 3:59 
huh, no idea, haven't tested that one
Gaeus aug. 16., 1:42 
Hey Sarg, quick question about transcendance and SPAAAACE now that's in an official feature.

Will the event about a transcendent pawn "resurrecting" trigger in orbit?
Goatmanpig aug. 14., 22:01 
Will a pawn with Deathless cause bugs with Transcendent?
John Helldiver aug. 13., 14:57 
so youre tryna convince me that the most advanced ancient alien race in the entire rim, capable of creating technologies beyond human comprehension.... are githyanki's??
plum aug. 13., 12:59 
is there anyway to force a phsycic storm? i havent gotten one in 4-5 ingame years and i want to recruit an archon for my colony
At least it looks like I'm not the only one who agrees, there's quite a history of the same posts in this comment thread. It's a shame because I've used solely the vanilla expanded mod list for my playthroughs and this one in particular is the problem child.
The whole 'Randy Random is the cause' excuse is a bit...well, lame. I feel like you could easily make the raid point cost higher for Archon raids but you just say it's our fault for choosing the storyteller that works perfectly fine outside of your flawed raiding balance.

Archons with energy swords raiding people with shortbows and spears is not a fun way to end a run. Hell, I haven't played with this mod installed enough to check, but I'd wager even the vanilla expanded start where you are a neolithic tribe could have them spawn. Is that kind of thing really a good fit for vanilla expanded? It certainly doesn't feel like it if it causes base game balance issues.
Sarg Bjornson  [készítő] aug. 11., 0:34 
No
mountainofcheezo aug. 10., 18:54 
The archon sound effect is a bit annoying... I've recruited one but is there a way to turn off the drone anytime they are on screen?
Neco arc (real) aug. 10., 12:34 
na'vi but human skin hats edition
Sarg Bjornson  [készítő] aug. 10., 7:30 
You got randy randomized
What the dog doin ♿♿ aug. 10., 3:16 
This mod is great don't get me wrong but I think there's something wrong with the raid points costs because I got an archon raid on my first raid and it had shields and a 25dps sword as well as a ranged ability. Completely overpowered obviously and no chance against that with starting weapons.

I presume they're meant to be super powerful as their theme but perhaps they shouldn't show up at the start of a run (if that's even possible).
SpacePoon aug. 9., 15:44 
Yeah would love a starting scenario if you ever find the time. Fun mod. What traits/passions would you people give Lae'zel if creating her in character editor?
No Mic Tweetus aug. 9., 2:20 
Are their shields meant to always be on?
Croaton aug. 8., 11:27 
Umm an archon just used a psycast on my 3 colonists that made them flee in panic... the 3 of them escaped the map and I got a game over, is this intended or am I running into some mod conflict?
Andreas aug. 8., 10:01 
If a pawn is hit by an archoblade even once in their life, they will be permanently crippled, and it can never be healed, even if the pawn is splattered and rebuilt from pieces? Wouldn't it be more fun, fair and lore-friendly (e.g. silver swords) if the archoblade simply kills whatever it touches? After all, there are ways to reverse death.
Sarg Bjornson  [készítő] aug. 8., 8:47 
Well, did he die on the colony map? Otherwise, no
KUMO aug. 8., 1:28 
A pawn of mine was kidnapped by an archon, but he died yet still had the trasncendent gene, does this mean he will come back after 30 days?
Legendary G aug. 7., 12:39 
i'd love to see a starting scenario added to this. Like a stranded raiding party or something. Could also be cool to see Archon raider gravships, outposts, or space bases.
Sarg Bjornson  [készítő] aug. 7., 0:36 
@Woojah: It's random. Might never happen

@Jhon-K-Peta: No

@Luminous Dark: yes
Luminous Dark aug. 6., 20:12 
Are cuts from archoblades unhealable? I captured and converted an archon, and she got into a fight with another pawn, cutting off half her arm and leaving a number of other scars. I've hit her three times now with the Regrow Limbs psycast, and it's doing nothing. I even cut off her whole arm to try to regrow it from scratch, and still nothing.
Jhon-K-Peta aug. 6., 19:35 
Do Archons spawn in every psychic storm or not? Because in my last playthrough, I had three storms, but no Archons spawned. Just curious. thx !
Woojah aug. 6., 18:16 
How long does it take for them to respawn when they die? My leader of my colony was an archon and it's been over a year and no return. Is there something I need to trigger or do?
Jane Austen aug. 5., 22:21 
God I love these guys. Pop 3 of them on a gravship for the best space pirate playthrough in existence.
sho aug. 5., 18:09 
gith are beautiful just the way they are :)
Chairsbane aug. 4., 17:53 
dropkick a gith into a biosolids composter:steamthumbsup:
Sarg Bjornson  [készítő] aug. 2., 10:52 
Report properly
Darmanarnar aug. 2., 9:59 
i dont think the transcendent restriction apply to the archoblades, i can still equip it on normal pawns and i tested it without other mods only vre archons. its bugged
Darmanarnar aug. 2., 9:49 
is it bugged if i can still equip archoblades on normal pawns?
Rain aug. 2., 8:44 
@Swolo, you can always disable in scenario editor the archon raids and the psychic storm.
Sarg Bjornson  [készítő] aug. 1., 1:11 
Not a bug
Greyfolden júl. 31., 19:45 
if you set an a weapon as your relic in ideaology (mine was an archon blade if thats important) and the archon carrying it dies, when it dissappears it counts as 'relic destroyed'. not sure if this is a bug persay but the pawn does end up returning will all their gear from what i read, meaning it should return right?
Swolo júl. 28., 13:34 
i will just going to comment my personal thoughts about this mod . I used every race expanded mod and this one probably one of the most unbalanced and annoying one .
Big Plus :
-Roleplaying as a strong githyanki faction is really cool
Big Cons :
-Archon raids can happen in early stages and they spawn with powerful archoplates and archoblades . Your save can end really quickly and early especially if you are tribal start .

-Psychic storm is possibly most annoying weather effect i have ever seen . Lighting frequently destroys everything ; Your house , ancient dangers , farms , animals , pawns ... and it can take days to finish .

i can deal with raids but im not activating this mod like others just because of the weather effect . I am only activating it if i want to play with archons .
a1fzz júl. 27., 9:19 
if the Archon armor is broken, any chance to build one?
Sarg Bjornson  [készítő] júl. 25., 23:21 
Randy is Random
Resident NATO Freedom Enjoyer júl. 25., 17:25 
Annoyingly, these spawn on fairly normal settings way before normal bandits are even brandishing decent firearms. Losing a colony still using primitive weapons to someone with an energy sword and shield is a bit unfun unfortunately.
Sarg Bjornson  [készítő] júl. 23., 10:24 
That means they weren't downed, but killed instead
Marvellix júl. 23., 7:48 
can u even recruit them? i was atacked by 3, downed them and they just teleported away instantly upon touching ground taking droped weapons with them
Sarg Bjornson  [készítő] júl. 22., 23:06 
It should all be working fine now
SeventhBeat júl. 22., 22:59 
Thanks for the update on that! Was wondering what mod was doing the VEF_EnergyShield error - but good to know it's known. You're all the best!
Vandorr [R] júl. 22., 12:45 
I got the same error. Thanks Sarg Bjornson for the fast response :)
Sarg Bjornson  [készítő] júl. 22., 12:14 
Nothing to do with the recent update, Oskar just needs to push an update for this mod, it will come as soon as he's able
Anubis júl. 22., 12:13 
Since vanilla's recent update I've been getting red errors on startup that I was able to pinpoint to this mod.

They're all related to "VEF_EnergyShield" and either null stat or Shield Field.

One of them specifies VREA_Apparel_Archopolate as having their statbase being defined more than once.



Sidenote - I am aware of the team's requirements for bug reports, however, I'd prefer getting confirmation from other users that this is not an issue on my end before making an actual bug report, and since VE has no free discord and/or forum (or similar), this is the remaining way.