RimWorld

RimWorld

1,334 ratings
Vanilla Races Expanded - Lycanthrope
15
4
3
9
2
2
2
2
2
   
Award
Favorite
Favorited
Unfavorite
Mod, 1.4, 1.5, 1.6
File Size
Posted
Updated
5.514 MB
15 Dec, 2023 @ 5:02am
10 Jul @ 1:22am
10 Change Notes ( view )
You need DLC to use this item.

Subscribe to download
Vanilla Races Expanded - Lycanthrope

In 1 collection by Oskar Potocki
Vanilla Expanded
109 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 - Lycanthrope aims to bring a unique new archite-powered being into existence. Lycanthropes are seemingly simple baseliners with a unique ability to morph into a powerful lycan form. These lycans look similar to werewolves and excel in unarmed combat. Their rage and rapid regeneration allows them to sustain severe damage, while their claws and bites will shred even armored enemies to pieces.

The functionality of the morph gene is extended further, allowing the Morph gene to appear in any genepacks, and morph into any of the existing xenotypes.



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


































[forms.gle]



Current issues: the quest to recruit them is currently not working as intended, they won't offer to join. You can capture them and recruit them as usual.

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: Can we create ‘Morph’ genes for custom xenotypes we make in xenotype editor?
A: No, Morph genes are generated only for xenotypes added to the game via xml - it works for base game xenotypes and modded xenotypes, but won’t work for xenotypes you make yourself in the xenotype editor. You can use the Custom Xenotype Exporter mod to add your custom xenotypes in a way that our mod will recognize.

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 can I get my own Lycanthropes?
A: A new quest is added that will have you help a group of lycan refugees. Agreeing to help them will allow you to turn one of your colonists into a wolfman!

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

Q: CE compatible?
A: They say it is

Q: I have a Lycan that turns into a Wolfman at night, is this a bug?
A: Actually, no, that's working as intended. Wolfmen turn into Lycan at night, and Lycans turn into Wolfmen at night. Werewolves, and wolfweres.



Graphics are created by Oskar Potocki.

Code work by Sarg Bjornson.

Storyteller artwork by vitalii.

Xenotype description by Reann Shepard.

Rimworld is owned by Tynan Sylvester.

(CC BY-NC-ND 4.0)[creativecommons.org]
524 Comments
Alexander Zagirov 12 Jul @ 6:43am 
Also can confirm android patch throwing errors, and I don't have androids insstalled
Katudor 9 Jul @ 10:49pm 
Can also confirm the crash quest does not work as intended.

But, funny note, I started a new map, and one of the skeletons next to the monolith is a Wolfman, and though obviously dead, the skeleton keeps morphing between Lycan and Wolfman skeletons as if they were still alive, and that is very funny to me.
Ribera 9 Jul @ 8:40pm 
Same issue about Androids in Lycan mod
moo 9 Jul @ 2:29pm 
AndroidConvertableGenesDefs.xml is throwing this XML related error as it's directly trying to access VREAndroids and if it's not available in the modlist. Androids is not a dependency of the mod:

Type VREAndroids.AndroidConvertableGenesDef is not a Def type or could not be found, in file AndroidConvertableGenesDefs.xml.
BigGovernment 6 Jul @ 4:38pm 
Reference the crashing and gene, the VE team left it unfinished.
Spain sucks 4 Jul @ 11:45pm 
Same
Paprikahörnchen 4 Jul @ 11:40am 
The crashing quest never works for me, because they just leave :(
Is there no way to get the gene without making enemies?
Xean 3 Jul @ 11:06pm 
Regarding Photophobia and Light sensitivity, are either triggered by darklight?
Spain sucks 19 Jun @ 4:53am 
i got the crashlanding quest from the arrival of wolfmen. how long do i have to wait to get the xenogerm? right clicking the wolfmen does nothing to accept it.

edit: they just walked off the map... is the only option to capture and take the germ from them? Text says they can give it if you let them crash
Myphicbowser 14 Jun @ 8:51am 
Important question here
How will the Territorial Gene work with camps? Do those count as our land for the sake of the threshold change? Or no?