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Honestly, I would recommend only using the mutant if you want custom xenotypes as spirits. The latest Revenant xenotype is functionally the same w/o the quirks (missing description overrides, blood splatter color, essence resource bar, etc.).
This mutant system is also how I'm building out the future shambler-like spirit summons.
I will 100% use it for my next run with transhumanist totemic shamans
- Fixed mod options
- Split out how the wolves are able to be summoned into two abilities.
- New xenotype "Revenant" for a more challenging experience.*
- Revamped resource utilities to use tick-interval instead of every tick.
- Fixed minor issues with the mutant version of the spirit.
WIP:
- Shambler-like spirit summon ability
- Rancor Call - Hunter drone ability
- Revenant's spirit spine's extended uses (implants, equipment, etc.)
Please let me know if you experience any bugs with this update.
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3537326604
Got updates coming this weekend:
- Fix mod options
- Standardize summoning function
- More/updated summons
- Anomaly stuff*
For anomaly stuff, I may need to break out in a separate add-on mod. Will keep the core mutant option here though. Trying to add the opt-in way hasn't been working.
@Rettile - This feature was intended. I've been on the fence with balancing, but with future updates the spirits should have a wider suite of spirit-exclusive abilities. Echos were added in case players didn't care for all the spirit shenanigans.
(awesome mod btw)
It seems that Dreamers can't psycast: ability get learned and are shown, but the focus bar is not there.
Echoes can actually psycast, the focus bar is shown.
Would it be possible to allow dreamers to psycast too? Thank you so much
@MorphingE - It should be a relatively easy update. I may include when I split out the spirit wolf into the permanent and temporary variants. Permanent being the normal RimWorld style. Temporary as a useful / consumable summon; draftable + 3 hour summon time.
I really want to look into the code for Odyssey's hunter drones and make a sort of "Rancor Call" inspired summon from Elden Ring.
No sweat if not, it'd just make them more immediately useful, cause mine is just drifting about aimlessly.
https://gist.github.com/HugsLibRecordKeeper/167a843c14e218425aa2d5e1ff74293b
@Rime Pendragon - These are patches for basegame RimWorld's ancients faction (cryptosleep people) and tribal factions. Unrelated to Vanilla Factions Expanded mods. Are you using a mod that might affect the vanilla factions?
Verse.PatchOperationAdd(xpath="Defs/FactionDef[defName="Ancients"]/xenotypeSet/xenotypeChances"): Failed to find a node with the given xpath
REDSpirit.REDS_Patch_ModOp_Ancients: Error
Verse.PatchOperationAdd(xpath="Defs/FactionDef[defName="TribeCannibal"]/xenotypeSet/xenotypeChances"): Failed to find a node with the given xpath
REDSpirit.REDS_Patch_ModOp_TribalCannibal: Error
There are more of each of these errors, but there is a char limit
But I'm not subscribed to Vanilla Factions Expanded: Ancients or Vanilla Factions Expanded: Tribal.
If I delete:
1.6\Patches\Vanilla_Factions_Ancient_Patch.xml
1.6\Patches\Vanilla_Factions_Tribal_Patch.xml
The errors go away.
Thank you for fix.
@Unlucky Colonist - Thank you for the details. Please try un-subbing and re-subbing to force the update. 1.5 shouldn't have any more missing texture errors.
(RimWorld 1.5)
・Log
https://gist.github.com/HugsLibRecordKeeper/c4e63f63d432b9b13aa189370036d9b6
・Used MOD List
Harmony
Biotech
HugsLib
Vanilla Expanded Framework
Spirits
Other users WITH Anomaly and 1.6 saves - this update may cause some errors regarding missing hediffs. Don't worry these are completely benign. It's expected and shouldn't impact anything. If you believe it has, then please let me know. Apologies for the trouble.
Thanks, Dishonest