RimWorld

RimWorld

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Entity Weapons
   
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Mod, 1.5, 1.6
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15 Jun @ 11:31am
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Entity Weapons

Description
Adds four anomalous weapons with unique effects, four associated incidents, a ritual, a serum, and a creepjoiner.

These weapons are entities and can be studied. While equipped, they apply Corruption on the wielder, which makes them more likely to suffer mental breaks, and will eventually cause them to go berserk. When they are dropped, they will cause a -10 moodlet for 2 days.


Despair (sword)

Can use an ability to apply a mark on a target at range. When the target's projectile would hit the wielder, the wielder instead teleports next to the target. The mark also doubles Despair's damage.

Suffering (spear)

Has increased melee range. Taking damage causes pain on other pawns nearby, proportional to the damage taken.

Betrayal (dagger)

Teleports to enemies within a certain distance when ordered to attack them. This has a per-target cooldown.

Oblivion (rifle)

Can switch between two modes. In the first mode, it fires multiple projectiles; the count increases with quality. In the second mode, it fires a gravity pulse, pushing enemies back in an area.


These weapons have associated incidents where a single cultist raids you with one of these weapons. The cultist has a unique buff that makes it hard to take down.


Summon Weapon (ritual)

A ritual to summon one of these weapons at random. The weapon's quality depends on the ritual's quality; the higher the ritual's quality, the better the odds you get a high quality weapon.
The design goal is to incentivize players to build proper ritual infrastructure and reward users of the Ritualist meme.

Purity Serum

A serum that makes the user immune to corruption for a day.

Paragon (creepjoiner)

A paragon is immune to most anomalous psychic influence, either from these weapons or other entities.




Weapons from Fire Emblem Heroes, other crudely drawn assets by me.
11 Comments
Deagroth 15 Aug @ 4:55am 
Awesome, thank you!
Metalocif  [author] 15 Aug @ 2:34am 
It's a hediff that removes a lot of negative effects. You could add it through Character Editor, yes.
Deagroth 14 Aug @ 7:26pm 
How does the Paragon's near-immunity work? And is it a trait that can be added by Character Editor?
Sedrido 16 Jul @ 9:53pm 
they look terraria weapons given to the lowly plebians on a rimworld
Metalocif  [author] 25 Jun @ 5:41pm 
Serum is craftable after Serum Synthesis.
Paragon is a creepjoiner, so you need to get lucky.
[ NimpHell ] 25 Jun @ 5:11pm 
By the way, how do I get the paragon and the serum? (trades are not usual for my storyteller) And is it possible to make these things creatable?
Ofc, it's funny to see when a single combat pawn (all bionics + moded) alone slaughters the entire settlement with a Betrayal.
GL ^^
Metalocif  [author] 25 Jun @ 4:36pm 
Yes, I fixed that issue on my end but never pushed it. It means the ritual summoned a weapon with quality above legendary, which the game hates, as you can see.
I'll make a 1.6 version and upload a fix.
[ NimpHell ] 25 Jun @ 4:01pm 
I summoned the weapon through a ritual, but I can't interact with it in any way other than automatically studying it. It has no description, the entire panel is empty, and the pawn that moves it has the following written on it:
GetInspectString exception on (pawn/mech name): System.ArgumentException: Value does not fall within the expected range. [Ref A36DAF83] Duplicate stacktrace, see ref for original.

Log:
https://pastebin.com/5CBUVa0K
Deggial 20 Jun @ 1:58am 
I'm glad to see that *somebody* adds content to the "Anomaly" DLC, as Oskar and his team are somehow reluctant. (It's getting better though.)

Due to the nature of "Anomaly", I won't use "Entity weapons" in every playthrough either.
But in some I will for sure.

Do the weapon effects affect sanity in Oskar's "VAE- Insanity" mod?
This might be interesting.
Or is this something, the vanilla expanded team would have to implement?
Ishchyaboi 19 Jun @ 7:55am 
This is a great idea. Hopefully, these do crazy damage to offset the eventual insanity.