RimWorld

RimWorld

187 ratings
Destiny - The Vex
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Mod, 1.3, 1.4, 1.5
File Size
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24.593 MB
10 Aug, 2021 @ 7:40am
15 Feb @ 2:37pm
26 Change Notes ( view )

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Destiny - The Vex

Description
Introduction
"When the world does not match their eternal pattern, they alter the world to suit it. There is no difference between reality and simulation to them. Inside is the same as outside, and the two must be made to correspond."

Features
Adds to your game the Vex, a cyber-organic species from the Destiny franchise. They are a hostile hidden faction akin to mechanoids, and they're functionally similar. Please enjoy this mod and feel free to leave feedback, suggestions and errors down below. If you have the Biotech DLC, Vex Minotaur's and Hydra's will spawn with shields!

There are currently 6 types of Vex units that you'll face off against, possibly more will be added in the future.

Each vex unit and their weapons have sound effects directly from the game.

First set of custom armour has been completed, craft the armour from alloys made by dismantling vex.

One custom music piece, Chronologies, that has a chance of playing during combat.

Vex Forces
• Harpy - Harpies are a fast attack unit that utilise a slap rifle like the goblins do, but doing less damage. They are also one of the weakest vex you'll fight against, but are dangerous in groups.

• Goblin - Standard vex infantry, they utilise the slap rifle and will be one of the most common units you'll face.

• Hobgoblin - Almost the same as goblins, but instead they hang back and utilise the line rifle to pick off your colonists at range.

• Fanatic - Glitched vex that charge towards your colonists, explode upon death akin to that of a boomalope.

• Minotaur - Tougher than standard vex units, but a little slower, they utilise the torch hammer that fire 4 explosive burst shots, and hit harder in melee.

• Hydra - The toughest and probably the most dangerous vex unit to encounter. They utilise the aeon maul, similar to the torch hammer, but firing 6 shots instead. Almost defenceless in melee range however.

Armour
• Prime Zealot Helm - Requires 50 vex alloys and 1 spacer component, has an inherent +5 shooting accuracy.

• Prime Zealot Armour - Requires 140 vex alloys and 4 space components, slightly less speed penalty compared to marine armour.

Potential Plans for Future
Specially named Vex Axis Minds that when defeated, drop powerful gear.
Learn some C# so that I'm able to add things like custom events and abilities.

Compatibility
Should be compatible with most mods, except CE. Feel free to make a CE patch instead.

Additional Notes
Check out Kegarr's Vault of Glass weapons here if you fancy some appropriate weapons to fight with.
90 Comments
Craftcoat 18 Feb @ 10:53am 
Are the gateways still broken?
Fighting Pirate 7 Oct, 2023 @ 6:31pm 
Follow up: The gateways are essentially broken. They are spawning new enemies every few seconds for what appears to be an unlimited number of times.

These are more of a danger to breaking your game than even the threat they pose to a colony.
Fighting Pirate 7 Oct, 2023 @ 6:01pm 
The gateways are a bit much. A caravan triggered one of the waiting clusters right when I had a solar flare. In the short period during the solar flare, those gateways spawned an estimated 600 Vex units.
G0D0FG4M1NG 24 Mar, 2023 @ 12:23pm 
Cool idea, but unbalanced. Even my most heavily armored pawns with the tough perk can get one shot by torch hammers. :(
XoleyZum 11 Feb, 2023 @ 5:13pm 
only wish there was a CE patch :c
Looks beautiful
kojak 12 Jan, 2023 @ 6:58am 
They need to leave more components behind , i dont mind them crushing my poor guys and being an immense challenge because hey, we aren't guardians and don't have space magic. threw them into a medieval world just for some hilarity and it went exactly as you'd think it would.
Crazzlo 29 Dec, 2022 @ 7:33am 
Do you think there is a change to play as the mechanoids by modding I can never find something that actully works.
Doomer Man 20 Dec, 2022 @ 9:18pm 
This was on a single spawn of it btw after awakening for less than 1 in game day
Doomer Man 20 Dec, 2022 @ 9:17pm 
how many units are supposed to be produced by the "gate" on a mech cluster? Cause I just had a cluster awaken and it produced 34 mechs on a 80000 Wealth and 80 day colony. I had 4 colonists with not even flak yet
Deathwing  [author] 20 Dec, 2022 @ 8:27am 
Apologies for the weird commonality, it was something that I found a little difficult to grasp, but I changed it so it should be more balanced now :)