Difference between revisions of "Royalty (DLC)"

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[[Psycasts]] are ''psionic'' abilities, manipulating reality beyond human understanding. They are "psychic" like how [[psychic drone]]s and [[psychic soothe]]s are psychic.
 
[[Psycasts]] are ''psionic'' abilities, manipulating reality beyond human understanding. They are "psychic" like how [[psychic drone]]s and [[psychic soothe]]s are psychic.
  
The vast majority of psycasts are ''not'' direct, damage-dealing abilities. Instead, they focus on new ways to inhibit enemies or change the flow of combat. [[Psycasts#Blinding pulse|Blinding pulse]] lowers enemies' sight. [[Skip]] allows you to move a pawn - friend or enemy - anywhere within range. No enemy in the game will ever use any form of psycast, even if they have the requisite psylink.
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The vast majority of psycasts are ''not'' direct, damage-dealing abilities. Instead, they focus on new ways to inhibit enemies or change the flow of combat. [[Psycasts#Blinding pulse|Blinding pulse]] lowers enemies' sight. [[Skip]] allows you to move a pawn - friend or enemy - anywhere within range. Other psycasts are useful outside of combat. Word of love creates romantic attraction, while word of serenity ends social fights and [[mental break]]s. No enemy in the game will ever use any form of psycast, even if they have the requisite psylink.
  
 
In combat, psycasts are limited by [[neural heat]]. You can overload on neural heat, at the cost of [[Psycasts#Psychic_breakdown|gimping]] your caster for a few days afterward.  
 
In combat, psycasts are limited by [[neural heat]]. You can overload on neural heat, at the cost of [[Psycasts#Psychic_breakdown|gimping]] your caster for a few days afterward.  
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You can split mech clusters into 2 parts.
 
You can split mech clusters into 2 parts.
 
* The first part is the [[condition causer]]. These can range from [[toxic spewer]]s, which create an everlasting [[toxic fallout]], to [[EMI dynamo]]s, which disable all electric devices. These serve as incentive for you to destroy the cluster. But you don't ''have'' to. In any case, not all mech clusters come with a condition causer.
 
* The first part is the [[condition causer]]. These can range from [[toxic spewer]]s, which create an everlasting [[toxic fallout]], to [[EMI dynamo]]s, which disable all electric devices. These serve as incentive for you to destroy the cluster. But you don't ''have'' to. In any case, not all mech clusters come with a condition causer.
* The second part is the structure of the cluster itself. Mech clusters can come with [[wall]]s, explosive [[unstable power cell]]s, and [[turret]]s. They can be protected by [[mech low-shield]]s or [[mech-high shield]]s, preventing gunfire or mortar fire until disabled (respectively).  
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* The second part is the structure of the cluster itself. Mech clusters can come with [[wall]]s, explosive [[unstable power cell]]s, and [[turret]]s. They can be protected by [[mech low-shield]]s or [[mech high-shield]]s, preventing gunfire or mortar fire until disabled (respectively).  
 
And, of course, clusters come with [[mechanoid]]s. They can come sleeping, hidden in a [[mech capsule]], or produced by a [[mech assembler]].
 
And, of course, clusters come with [[mechanoid]]s. They can come sleeping, hidden in a [[mech capsule]], or produced by a [[mech assembler]].
  
Mech clusters start dormant. Unless you shoot at a mech or build near the cluster, they won't wake up. [[Count-down activator]]s can wake mechs after a certain period of time. [[Proximity activator]]s will wake mechs if you enter its radius. Without a proximity activator, you can safely walk over mechs.
+
Mech clusters start dormant. Unless you shoot at a mech or build near the cluster, they won't wake up. [[Count-down activator]]s can wake mechs after a certain period of time. [[Proximity activator]]s will wake mechs if you enter its radius. Without a proximity activator, you can safely walk over a dormant cluster.
 +
 
 +
Due to their unique structures, mech clusters offer a wide variety of tactical engagement. Sometimes, [[mortar]]s are the best option. If a [[mech high-shield]] is in place, a different sort of strategy is in order. A few can be defeated with a key sniper shot to a critical structure. And who says ''you'' need to deal with the cluster? With the right set up, [[raider]]s can be lured to fight the cluster or you.
  
 
==Quests==
 
==Quests==
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* New ultratech melee weapons. Royalty introduces the [[monosword]], [[zeushammer]], and [[plasmasword]], and their [[persona weapon|persona]] variants. Persona weapons come with unique traits that can hinder or help their wielder.  
 
* New ultratech melee weapons. Royalty introduces the [[monosword]], [[zeushammer]], and [[plasmasword]], and their [[persona weapon|persona]] variants. Persona weapons come with unique traits that can hinder or help their wielder.  
 
* New armor. [[Cataphract armor]] is the heaviest [[power armor]] in the game. Royalty introduces 3 variants of existing power armor - the [[locust armor]], [[grenadier armor]], and [[phoenix armor]], each providing a unique ability for a small stat penalty. [[Prestige armor]] is another variant of power armor - mostly identical to their base variant, but pleases [[noble]]s.
 
* New armor. [[Cataphract armor]] is the heaviest [[power armor]] in the game. Royalty introduces 3 variants of existing power armor - the [[locust armor]], [[grenadier armor]], and [[phoenix armor]], each providing a unique ability for a small stat penalty. [[Prestige armor]] is another variant of power armor - mostly identical to their base variant, but pleases [[noble]]s.
* A large amount of [[artificial body part]]s. [[Drill arm]]s and [[field hand]]s improve their associated work speed drastically. [[Circadian half-cycler]]s will make your pawns never sleep again - though at a steep [[Consciousness]] penalty.  
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* A large amount of [[artificial body part]]s. [[Drill arm]]s and [[field hand]]s improve their associated work speed drastically. [[Neurocalculator]]s and [[learning assistant]]s help with mental tasks. [[Circadian half-cycler]]s will make your pawns never sleep again - though at a steep [[Consciousness]] penalty.
 +
* [[Utility]] items. [[Low-shield pack]]s protect against ''all'' bullets for its duration, unless it is hit by [[EMP]]. [[Jump pack]]s allowa user to fly across a battlefield.
  
Many items introduced in Royalty, like cataphract armor, requires a [[techprint]] before you can make them yourself. The ultratech melee weapons cannot be created by your colony at all, only traded.
+
Many items introduced in Royalty, like cataphract armor, requires a [[techprint]] before you can research and create them yourself. The ultratech melee weapons cannot be created by your colony at all, only traded.
  
 
==Royal Ascent==
 
==Royal Ascent==
 
{{Main|Royal Ascent}}
 
{{Main|Royal Ascent}}
The [[Royal Ascent]] quest is a new endgame quest provided by the Royalty DLC. You can ask
+
The [[Royal Ascent]] quest is a new endgame quest provided by the Royalty DLC. The High Stellarch - the de-facto leader of the empire - can offer your colony a way off the planet, if their royal demands are met.
  
Once you have a pawn with the Count [[title]], you can  
+
Once you have a pawn with the Count [[title]], you can request a customary visit from the High Stellarch, along with 4 imperial guards. This visit lasts for 12 days. Like the [[ship launch]], you'll have to contend with constant [[raid]]s, from those who want to dethrone the stellarch. An additional challenge is the stellarch themselves - you must keep them happy enough throughout the stay.
  
 
=== Music ===
 
=== Music ===
 
This expansion includes a new full album worth of new music by Alistair Lindsay, composer of the original RimWorld soundtrack.
 
This expansion includes a new full album worth of new music by Alistair Lindsay, composer of the original RimWorld soundtrack.
 +
 +
There are 13 new tracks totaling 1:04:14 in length.
  
 
{{Royalty navbox}}
 
{{Royalty navbox}}

Revision as of 05:25, 10 February 2023

"The Empire has arrived."

— Royalty DLC quote

Royalty is a paid DLC that was released alongside update 1.1.

Description

The Empire has arrived. Their refugee fleet settles the rimworld, and seeks allies. Their honor-bound culture wields hyper-advanced technology, while bowing to the ancient traditions of kings and queens.

The Empire & Nobility

The empire is a new ultratech faction - the main headline of the Royalty DLC. They make for powerful allies, or if you choose to betray them, powerful enemies. All empire soldiers are implanted with a death acidifier, preventing players from (easily) looting their high-tech gear.

Titles

Titles are bestowed by the empire as a sign of nobility. Having a higher title gives you many privileges with the empire, but comes with increasing demands.

In order to rise up the noble ranks, your colonists must gain honor, a new currency entirely separate from goodwill. The primary way to get honor is to do quests for the empire. You can also get honor by selling gold or prisoners to a royal tribute collector.

Noble colonists become haughty and demanding. In order to receive a noble rank at all, you must have a throne room that meets the royal requirements. While most noble colonists remain willing to do all types of jobs, they'll demand royal clothes and luxurious bedrooms. In constrast, the empire's nobles are conceited. They'll refuse to work or eat commoner food. Colonists with the greedy, jealous, or abrasive traits will also become conceited, and come with the same demands.

In exchange, a title comes with various perks. The first is a psylink given by the empire, allowing access to special psycast powers. With permits, you can call in the empire for direct help - this can range aerial bombardment, to a transport shuttle, to a direct drop of glitterworld medicine. Only pawns of a sufficient title (Knight / Dame) will be able to trade with the empire's faction bases, and only pawns of at least Baron rank can interact with the empire's trade ships.

Psycasting

Psycasts are psionic abilities, manipulating reality beyond human understanding. They are "psychic" like how psychic drones and psychic soothes are psychic.

The vast majority of psycasts are not direct, damage-dealing abilities. Instead, they focus on new ways to inhibit enemies or change the flow of combat. Blinding pulse lowers enemies' sight. Skip allows you to move a pawn - friend or enemy - anywhere within range. Other psycasts are useful outside of combat. Word of love creates romantic attraction, while word of serenity ends social fights and mental breaks. No enemy in the game will ever use any form of psycast, even if they have the requisite psylink.

In combat, psycasts are limited by neural heat. You can overload on neural heat, at the cost of gimping your caster for a few days afterward.

Outside of combat, psycasts are limited by psyfocus. In order to replenish psyfocus, your casters must meditate. Higher-level psycasters will have to meditate for hours every day. Thankfully, mediation counts as Recreation - though colonists quickly get bored of it.

The empire is one way to get psylinks, though they can be obtained through a few other ways. Most tribal pawns - those with Natural meditation - have a special connection with the anima tree. If they meditate at the tree for enough time, they can undergo a linking ritual.

You can also get psylink neuroformers from quests. The Deserter quest will allow you to betray the empire for an opportunity to gain 2 psylink neuroformers. Note that there is no special "betray the empire" questline or mechanic, beyond this quest. The empire can be re-allied with enough gifts or peace talks.

Mechanoid clusters

Mechanoids have evolved. Mech clusters are a new type of major threat - stationary encampments which present a new tactical challenge. Like crashed ship parts, mech clusters always start dormant, but you may have to deal with them immediately.

You can split mech clusters into 2 parts.

And, of course, clusters come with mechanoids. They can come sleeping, hidden in a mech capsule, or produced by a mech assembler.

Mech clusters start dormant. Unless you shoot at a mech or build near the cluster, they won't wake up. Count-down activators can wake mechs after a certain period of time. Proximity activators will wake mechs if you enter its radius. Without a proximity activator, you can safely walk over a dormant cluster.

Due to their unique structures, mech clusters offer a wide variety of tactical engagement. Sometimes, mortars are the best option. If a mech high-shield is in place, a different sort of strategy is in order. A few can be defeated with a key sniper shot to a critical structure. And who says you need to deal with the cluster? With the right set up, raiders can be lured to fight the cluster or you.

Quests

The Royalty DLC adds a lot of quests - more quests than what the game already had.

Some are simple. Accept a raid for a reward. Build a structure, for a reward. Others are more intrinsically complex. Host a noble, derpy animals, or desperate refugees. A quest may ask you to fight a huge mechanoid cluster, but also include help from elite Imperial cataphracts to make the battle winnable.

Items

The Royalty DLC comes with a variety of high-tech gear, implants, and other items.

Many items introduced in Royalty, like cataphract armor, requires a techprint before you can research and create them yourself. The ultratech melee weapons cannot be created by your colony at all, only traded.

Royal Ascent

The Royal Ascent quest is a new endgame quest provided by the Royalty DLC. The High Stellarch - the de-facto leader of the empire - can offer your colony a way off the planet, if their royal demands are met.

Once you have a pawn with the Count title, you can request a customary visit from the High Stellarch, along with 4 imperial guards. This visit lasts for 12 days. Like the ship launch, you'll have to contend with constant raids, from those who want to dethrone the stellarch. An additional challenge is the stellarch themselves - you must keep them happy enough throughout the stay.

Music

This expansion includes a new full album worth of new music by Alistair Lindsay, composer of the original RimWorld soundtrack.

There are 13 new tracks totaling 1:04:14 in length.