RimWorld
1,467 valoraciones
Vanilla Races Expanded - Archon
15
3
2
3
5
4
6
5
4
2
2
   
Premiar
Favoritos
Favorito
Quitar
Mod, 1.4, 1.5, 1.6
Tamaño
Publicado el
Actualizado el
6.440 MB
31 OCT 2023 a las 10:41
22 JUL a las 13:05
15 notas sobre cambios ( ver )
Necesitas contenido descargable para poder utilizar este artículo.

Suscríbete para descargar
Vanilla Races Expanded - Archon

En 2 colecciones creadas por Oskar Potocki
Vanilla Expanded
109 artículos
Vanilla Expanded - Empire playthrough
148 artículos
Descripción
[www.patreon.com]



See change notes.



Vanilla Races Expanded is a brand new series of mods to enhance Biotech features, add to the storytelling and the world-building of RimWorld, and to introduce new, cool types of xenohumans, complete with their own unique genes, behaviors, mechanics and items.

Vanilla Races Expanded - Archon introduces a brand new, mysterious xenotype of dimension-travelling warriors. Inspired by the very similar race in Dungeons and Dragons universe, Archons inhabit the space between dimensions. Not much is known about them, as they are the first xenotype not actually created directly by humans. It is believed that Archons are a xenotype created by some Archotech from all the humans that remained on the transcendent worlds.

They excel in combat, and they despise everyone that isn’t part of their xenotype. They look different than humans, wear archotech gear and use powerful psycasts that are exclusive to them. They are incredibly psychically-sensitive and have new abilities that enhance their psychic prowess.

This mod will introduce new archite genes, considering how archite-focused the xenotype is.

Due to how this mod is focused on psycasting, it requires both Biotech DLC and Royalty DLC.



Vanilla Races Expanded - Archon adds following mechanics to the base game:





























Below content is only present if you’re using Vanilla Psycasts Expanded






[forms.gle]



Q: Will this mod work without Biotech DLC?
A: No. It uses the new gene system to work with Biotech.

Q: Will you make a HAR version of this race?
A: No, this is exclusively for the Biotech DLC.

Q: Why did you make this mod require Royalty DLC as well?
A: Most of the genes touch Royalty systems in one way or another. We have no intention of releasing a ‘stripped down’ version of this mod without most of the genes.

Q: Do these genes appear in genepacks in the game?
A: They do! You can find the individual genes and apply them to any pawn!

Q: How do I get my own archons?
A: Same rules apply as with any prisoners. Down them and recruit them.

Q: How do transcendent pawns have immortality?
A: Well, it’s only ‘technically’ immortality. If they die, their bodies get skipped to another dimension. After some time has passed, they may return, completely healed. If they were your colonist, they will return and immediately join you back.

Q: How long do I need to wait for them to return?
A: After 30 days there is a chance for the special new event to trigger. Whether it triggers immediately or after more time depends on your storyteller. The event has the same chance to trigger as cargo pods.

Q: Archons kidnapped my pawn! What to do?
A: Don’t fret. That pawn is still stored, just like any normal kidnapping. They may reappear in prisoner rescue quest… but they may look different :)

Q: Can I add it to an ongoing save?
A: Yes, but I don’t think you can safely remove xenotype mods, so don’t come crying when your game breaks if you remove mods!

Q: Why do you rip off Githyanki? Did you run out of ideas for new races?
A: No. You’re looking at it wrong. I wanted to add specifically the Githyanki, but considering how VE works, I wanted them to become an integral part of the RimWorld universe, so we changed their lore and behaviors to fit.

Q: Are archons archotech?
A: Not really. They are what happens to human populations of transcended planets. Transcendence is a process in which an Archotech takes over a planet. Noone ever lives to tell what exactly happens in the process, but Archons are an echo of that.

Q: It’s a bit silly that archotech soldiers fight with swords.
A: They are NOT archotech soldiers. Noone knows what they are, I look at them more like Archotech fleas. They live alongside an Archotech, but they were still human once, and thus apply human ideas to archotechnology.

Q: I have a suggestion!
A: Excellent! Pop it in the comments section.

Q: CE compatible?
A: No idea. If it is, I’d appreciate if someone from CE let me know.



Graphics are created by Oskar Potocki.

Code work by Sarg and Taranchuk.

XML help from xrushha.

Storyteller artwork by vitalii.

Xenotype description by Reann Shepard.

Inspired by work of Wizards of the Coast.

Rimworld is owned by Tynan Sylvester.

(CC BY-NC-ND 4.0)[creativecommons.org]
675 comentarios
Swolo 28 JUL a las 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 27 JUL a las 9:19 
if the Archon armor is broken, any chance to build one?
Sarg Bjornson  [autor] 25 JUL a las 23:21 
Randy is Random
Resident NATO Freedom Enjoyer 25 JUL a las 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  [autor] 23 JUL a las 10:24 
That means they weren't downed, but killed instead
Marvellix 23 JUL a las 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  [autor] 22 JUL a las 23:06 
It should all be working fine now
SeventhBeat 22 JUL a las 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] 22 JUL a las 12:45 
I got the same error. Thanks Sarg Bjornson for the fast response :)
Sarg Bjornson  [autor] 22 JUL a las 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