RimWorld

RimWorld

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Vanilla Races Expanded - Archon
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Mod, 1.4, 1.5, 1.6
File Size
Posted
Updated
6.440 MB
31 Oct, 2023 @ 10:41am
22 Jul @ 1:05pm
15 Change Notes ( view )
You need DLC to use this item.

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Vanilla Races Expanded - Archon

In 2 collections by Oskar Potocki
Vanilla Expanded
109 items
Vanilla Expanded - Empire playthrough
148 items
Description
[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]
669 Comments
Sarg Bjornson  [author] 3 hours ago 
It should all be working fine now
SeventhBeat 3 hours ago 
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] 14 hours ago 
I got the same error. Thanks Sarg Bjornson for the fast response :)
Sarg Bjornson  [author] 14 hours ago 
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 14 hours ago 
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.
Lor 17 Jul @ 5:01pm 
Hey can anyone help me work out if / how I can acquire more archon armour and weapons? I have one on my team but his armour eventually became badly damaged and was scrapped.
jan-huenten 16 Jul @ 2:36am 
It would be appropriated if a spacewelling race like the gith had a natural vak-resistence or in their armour.
Plin 15 Jul @ 10:10am 
lol baldur's gate 3
Chad ThunderHog 14 Jul @ 10:00am 
Let's say I've just taken one prisoner, if I execute him will he return and attack us again? Or if I enslave him and he dies will he return as a slave?
DeepFakkas 12 Jul @ 8:31am 
The picture in the description that explains the "swift meditation" gene mentions "extreme meditation" instead in its text body