RimWorld

RimWorld

503 ratings
Beliar Xenotype
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Mod, 1.5, 1.6
File Size
Posted
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1.298 MB
1 May, 2024 @ 12:10pm
26 Sep @ 11:37am
17 Change Notes ( view )
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Beliar Xenotype

Description
This mod adds the Beliar, a hemogenic xenotype which lives to kill and kills to live. Revel in exquisite carnage and paint the Rim red alongside your infernal host, or battle against the demonic armies, and send them back to the hells that spawned them.

The xenotype naturally spawns as part of the impid tribe, pirates and if you have Vanilla Factions Expanded: Empire, the deserters.

This mod requires Expanded Biotech Style Genes framework to function.





















The mod also adds the Bloodletter Blade, a powerful sword made out of anomalous materials.





Nephilim Xenotype: Enhanced integration. When both mods are active, both xenotypes gain a new gene representing their rivalry.




Furthermore if you play with ReSplice Charmweavers their genes such as wings and tail will also be discriminated against by the Nephilim. They are bastards like that.



Russian by дюрекс
Chinese by CHOUGH
Brazilian Portuguese by MarcusLeao
German by Daedalus



Sovereign: Concept, xml and sound

Visandar the Unliving: Hero art

DetVisor: Bloodletter blade and xenotype icon, showcase screenshots

Elseud: Background art of the preview, gene and ability icons, body graphics, infographics, xml

Special thanks to alite for creating the EBSG framework and making this mod possible, Sir Van for the initial south graphic for profane head and horns, Zomuro for proofreading, and ThatBartGuy for playtesting.

This mod is distributed under Creative Commons Attribution 4.0 International which means that you can use and modify this mod as long as you credit me and others who worked on it.

RimWorld is owned by Ludeon Studios
180 Comments
Naru-Naru 3 hours ago 
I would like to report an issue. The Beliar doesn't recognize Nephilim added from the new Nephilim Xenotype Reborn for Angelic Enmity. Probably unintended since the currently linked Nephilim mod is now outdated and the modder for Nephilim already made a new one for it.
Valachnon 20 Oct @ 3:54am 
Definitely one of my favourite xenotypes, visually and functionally great!
Btw, I just noticed something in a medieval playthrough (pretty sure it won't matter in high tech one). The "bloodbath" gene doesn't work when using a melee weapon that strikes from more than one tile away, such as a spear. Felt like something worth mentioning to other medieval players, don't give your beliar melee weapons that have more than one range, or you'll miss out on the bloodbath value (and maybe think the mod is bugged and file a needless bug report that causes everyone trying to figure it out a headache).
Streenty 7 Oct @ 6:55pm 
hey this mod is super cool, but im curious, is 50/50 impid/beliar for impid tribes intentional? with beliar being more or less a direct upgrade of impids it seems a bit op to make them so easy to get
holytoast625 26 Sep @ 5:39pm 
this is peak
Moka 2 Sep @ 11:49pm 
had a blast with some beliar vikings, cool mod.
Husked Captain 25 Aug @ 2:06am 
Hello! I have updated the Russian localization to version 1.6, here is a link to the current version. Can you include it in the description instead of the outdated version? https://gtm.steamproxy.vip/sharedfiles/filedetails/?edit=true&id=3555700508
Gerewoatle 24 Aug @ 10:14am 
@Dj0z - Statements to take out of context.
Dj0z 24 Aug @ 9:26am 
Homicidal Urges works fine on animals
Dj0z 24 Aug @ 8:43am 
This one is fukin awesome. I just wish Infernal Heart's Blazing Fists effect was more obvious, like maybe a small flame icon or mini explosion; also I don't think Homicidal Urges is triggering on animal kills for me, but I'll test some more to make sure.
This bad boy caught Gut Worms with 175% metabolism and nearly bankrupted my colony. 10/10, would free from slavery again.
「 Friheill 」 18 Aug @ 3:24am 
Spawned few pawns, killed them with sword, fists, bow, "blood bath" gene works fine same with "bloodlust" trait but nothing makes "homicidal urges" need go up, nothing in the log too.
I have a decently big modpack(370 mods) maybe something interfiring there.