RimWorld

RimWorld

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Steam Knight Armaments
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Mod, 1.5
File Size
Posted
Updated
6.870 MB
26 Dec, 2024 @ 5:26pm
6 Apr @ 1:44pm
3 Change Notes ( view )
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Steam Knight Armaments

Description




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THIS MOD IS STILL WIP!
It's mostly finished, but the thermal lance weapon is in need of a rework. Bear with me! At the very least, you've got a powerful exosuit and melee weapon to bash some foes with.

Not CE Compatible.
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This mod aims to add a set of mechanized armor from a game called Arknights. Steam knight armor is a powerful weapon piloted by nobles and esteemed knights in service of their territories.

Mod includes 2 weapons and an exosuit.

Steam Knight Armor:
“A steam driven set of armor utilized by a certain faction within the Empire. Wearers of this armor are usually esteemed title holders appointed to serve their lords and protect their people. Included with its functions is a Steam Burst ability, providing a temporary increase in speed and melee combat, and a Steam Thruster, allowing for a short jump.

Steam Piledriver:
“A slow hitting, ultra heavy, steam powered dual piston wielded by Steam Knights. While extremely heavy, it penetrates armor with ease.”

Thermal Lance:
“An internal steam supercondenser results in this weapon’s ability to discharge a line of heated plasma. The intense pressures on the lance from within may limit the range of the beam, but its cutting effectiveness is not to be doubted.”
(This weapon currently acts like an altered Biotech beam graser which I chose to mimic the Steam Knights' laser attacks in his arknights boss fight, but I feel it just isn't as effective as it should be. While it is fully functional, I think I'm going to change how it works at some point.)

I'd love suggestions for additions and balance changes, enjoy!


Credits
Commissioned DeathTomato
Code: Taranchuk
Art: Ogam
Exosuit Framework: AOBA
[discord.gg]
[boosty.to]
40 Comments
sewnutty 2 Aug @ 8:46am 
Yay!! but i still get the :Framework needs downloadurl: message
Latex Santa 1 Aug @ 5:09am 
@DeathTomato
Exosuit Framework has been updated to 1.6 on July 31st.
DeathTomato  [author] 27 Jul @ 12:16pm 
Thanks! and making a medieval variant would be pretty difficult I think. All of the exosuit stuff is high tech, not to mention that techprints are required. If you want to try and make a patch yourself or comission someone to do so, feel free to.
Oopee 27 Jul @ 11:55am 
This thing looks awesome! I would love to stick it in a Medieval fantasy run someday. How difficult would it be to make a medieval variant?
Mr. Bob 18 Jul @ 10:03pm 
No worries, patiently waiting here ^_^
DeathTomato  [author] 17 Jul @ 10:25pm 
still waiting on exosuit framework, but don't pester aoba of course
Mr. Bob 11 Jul @ 3:57am 
aughh
DeathTomato  [author] 11 Jun @ 11:02pm 
Will get this mod updated to 1.6 once the dependencies are updated and once Taranchuk has the time.
DeathTomato  [author] 9 May @ 10:27am 
You need to buy the techprint from the empire, you can research it after cataphract armor.
The Beast 9 May @ 7:21am 
How do I get the knights ?