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== New stuff: Royalty expansion ==
 
== New stuff: Royalty expansion ==
* Major [[quest]] - [[Shuttle]] defense: An Imperial shuttle has been damaged and needs a place to land. They're being hunted by [[raiders]]! If you accept the quest, the shuttle crash-lands on your colony map. Some civilians, plus a some Imperial soldiers, will get out and defend themselves at the shuttle as a raid comes after them. You have to help defend them until a rescue shuttle arrives to pick them up. Get to tha shuttle! Go!
 
  
* Major quest - Bandit camp mission: The quest giver wants troops to help assault a bandit camp. He will provide a shuttle to bring you to and from the camp. A specific number of people must be provided. This creates a self-contained combat challenge without the fiddliness and time commitment of full travel.
 
  
* Major quest *- Refugee hospitality: A ragged group of travelers arrives. They ask to stay at your colony for a while. They have no rewards to offer, but there are other reasons to take them in. They will work for you during their time at the colony. If you keep their mood high, some of them may offer to join you permanently. After they leave, there is a chance they will pay you back later. One new aspect of this quest is that the travelers aren't part of any major faction, which means you can choose to capture them, harvest them, or sell them * though they may rebel or flee if you try. There is also chance they will betray and attack you, and a chance that some other party will contact you and offer a reward to betray and kill the travelers. Overall, this quest is designed to break out of the predictable challenge/reward structure of traditional quests and create more of a fluid, unpredictable situation with many options and outcomes.
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* Major quest * Shuttle defense: An Imperial shuttle has been damaged and needs a place to land. They're being hunted by raiders! If you accept the quest, the shuttle crash-lands on your colony map. Some civilians, plus a some Imperial soldiers, will get out and defend themselves at the shuttle as a raid comes after them. You have to help defend them until a rescue shuttle arrives to pick them up. Get to tha shuttle! Go!
 +
 
 +
* Major quest * Bandit camp mission: The quest giver wants troops to help assault a bandit camp. He will provide a shuttle to bring you to and from the camp. A specific number of people must be provided. This creates a self-contained combat challenge without the fiddliness and time commitment of full travel.
 +
 
 +
* Major quest * Refugee hospitality: A ragged group of travelers arrives. They ask to stay at your colony for a while. They have no rewards to offer, but there are other reasons to take them in. They will work for you during their time at the colony. If you keep their mood high, some of them may offer to join you permanently. After they leave, there is a chance they will pay you back later. One new aspect of this quest is that the travelers aren't part of any major faction, which means you can choose to capture them, harvest them, or sell them * though they may rebel or flee if you try. There is also chance they will betray and attack you, and a chance that some other party will contact you and offer a reward to betray and kill the travelers. Overall, this quest is designed to break out of the predictable challenge/reward structure of traditional quests and create more of a fluid, unpredictable situation with many options and outcomes.
  
 
* Bestower: Titles are no longer given instantly when enough honor has been acquired, and psylink neuroformers are no longer sent to you by drop pods. Instead, a colonist with enough honor for a new title can invoke the bestower, a ceremonial priest-like figure who arrives by shuttle with a retinue of guards. He goes to the colonist's throne room, confirming that it satisfies the title requirements, and does the bestowing ceremony there. The ceremony itself gives the psylink upgrade and title. You can also betray the bestower to steal psylink neuroformers if you wish.
 
* Bestower: Titles are no longer given instantly when enough honor has been acquired, and psylink neuroformers are no longer sent to you by drop pods. Instead, a colonist with enough honor for a new title can invoke the bestower, a ceremonial priest-like figure who arrives by shuttle with a retinue of guards. He goes to the colonist's throne room, confirming that it satisfies the title requirements, and does the bestowing ceremony there. The ceremony itself gives the psylink upgrade and title. You can also betray the bestower to steal psylink neuroformers if you wish.
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* Gear:
 
* Gear:
** [[Broadshield pack]]: A single-use man-portable bullet shield projector. Deployed on the ground, it generates a circular shield that allows bullets out but not in. The unit is designed to last only a short time before burning out. These can be crafted, but doing so requires a special broadshield unit that can be harvested from mechanoid shields.
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** Broadshield pack: A single-use man-portable bullet shield projector. Deployed on the ground, it generates a circular shield that allows bullets out but not in. The unit is designed to last only a short time before burning out. These can be crafted, but doing so requires a special broadshield unit that can be harvested from mechanoid shields.
** [[Jump pack]]: A single-person burst rocket for short-ranged flight. The jump pack allows anyone to leap long distances at high speed, even over obstacles. It must be recharged after several uses.
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** Jump pack: A single-person burst rocket for short-ranged flight. The jump pack allows anyone to leap long distances at high speed, even over obstacles. It must be recharged after several uses.
** [[Locust armor]]: [[Recon armor]] with a built-in jump pack.
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** Locust armor: Recon armor with a built-in jump pack.
** [[Grenadier armor]]: [[Marine armor]] with a built-in grenade launcher.
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** Grenadier armor: Marine armor with a built-in grenade launcher.
** [[Phoenix armor]]: [[Cataphract armor]] with a built-in flame launcher and extreme heat resistance.
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** Phoenix armor: Cataphract armor with a built-in flame launcher and extreme heat resistance.
  
 
* Persona weapon traits: Now persona weapons have individual traits to reflect their individual personalities. Each weapon will have one or two traits. Some traits are good, some are bad, some are just different. Traits affect the weapon's market value, so a weapon with a negative trait will be cheaper. The traits are:
 
* Persona weapon traits: Now persona weapons have individual traits to reflect their individual personalities. Each weapon will have one or two traits. Some traits are good, some are bad, some are just different. Traits affect the weapon's market value, so a weapon with a negative trait will be cheaper. The traits are:
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* Meditation enhancers: Meditation focus objects can now be enhanced by other objects placed nearby. This gives a reason to construct more integrated and expansive meditation temples instead of just a single object.
 
* Meditation enhancers: Meditation focus objects can now be enhanced by other objects placed nearby. This gives a reason to construct more integrated and expansive meditation temples instead of just a single object.
** [[Anima tree]] and [[animus stone]] are enhanced by nearby animus stones.
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** Anima tree and animus stone are enhanced by nearby animus stones.
** [[Sculptures]] are enhanced by nearby sculptures.
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** Sculptures are enhanced by nearby sculptures.
** [[Grave]] is enhanced by nearby graves.
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** Grave is enhanced by nearby graves.
  
 
* Flame meditation focus: This is usable by pyromaniacs. They can focus on torches, campfires, or braziers. These are enhanced by nearby torches, campfires, or braziers.
 
* Flame meditation focus: This is usable by pyromaniacs. They can focus on torches, campfires, or braziers. These are enhanced by nearby torches, campfires, or braziers.
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* Throne rooms in Empire bases:
 
* Throne rooms in Empire bases:
  
* Speech inspirations: When your noble gives an inspiring speech, each listener has a 5% chance of getting an [[inspiration]] in addition to the [[mood]] bonus.
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* Speech inspirations: When your noble gives an inspiring speech, each listener has a 5% chance of getting an inspiration in addition to the mood bonus.
  
 
* Abasia disease incident: This random incident makes someone in the colony get paralytic abasia, which paralyzes them for a while.
 
* Abasia disease incident: This random incident makes someone in the colony get paralytic abasia, which paralyzes them for a while.

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