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Kilhn Race

As the original author granted me the permission to update the mod, here it is. In a way, it's quite a rework really. And to all of the people who wanted more AwSW mods and were disappointed, well, sorry. But I do have a project being made. You'll just have to wait for a time, unfortunately. Kilhn v2.0 for 1.1 changelog: 1. New and changed graphics. Includes: - Gendered heads. - "Hair" styles with spikes, frills and crests. - Wings disappear individually when lost. - Visible tails... well, unless lost. - Red blood and meat. - More natural color variations. 2. More uniform bodyparts code allowing for more bodyparts mod interaction. - Includes compatibility patch for Evolved Organs. 3. Changes to functionality. - Tail is now a blunt weapon and negatively affects movement when damaged/lost. - - Craftable bionic tail now comes with "improved balancing" which is a fancy fluff way to justify it boosting movement speed. - - Bionic tail now comes with retractable spikes for more melee damage. With "Evolved Organs" can be installed on other humanoids and humans. - - Archotech tail with even better mobility and sharper spikes + poison damage. Only craftable with "Archotech Expanded" mod, else you need to buy it or get it from quests. With "Evolved Organs" can be installed on other humanoids. - - - Won't give non-Kilhn a visible tail tho. - Wings now are related to beauty. - - Bionic wings boost mobility tho. - Bionic and Archotech Kilhn arms, also bionic Kilhn hand. All come with claws and can be installed on any humanoids. - Greedy trait chance reduced 50% -> 15% - Kilhn are no longer bothered by fresh humanoid corpses. Kilhn v2.1 for 1.2 changelog: - Updated to 1.2; - Included new graphics, courtesy of CrackaJack; - 2 new hair styles, now with hair; - 1 new head style with a nose horn; - Increased base carry cap to 80; - Fixed over 100% body error (I hope). If you don't like the new graphics, no hard feelings. :P You can find the old graphics under \Steam\steamapps\workshop\content\294100\2025689796\Textures\Pawns\Kilhn_Simple Just rename the "Kilhn" folder to something else, and then rename Kilhn_Simple to Kilhn. They also have the new hairstyles and the head type, of course. Kilhn v2.2 for 1.3 update changes: - Updated to the latest version. Includes its own (lazily drawn) dragon-like meme for factions. It's based on transhumanist so it's kinda techy, but it has rather different priorities. -- Dragon faction would always use it, naturally. -- Eating mushrooms (fungus) is a crime against draconity. Really. - Dragon rage no longer increases pain. I kept forgetting to fix this one. - New feature. Beards. Well, mostly nose/chin spikes really. -- Because of change to the spikes, nose-spike head type has been retired. To keep compatibility with older saves, only graphics were changed to make room for proper stuff. - Dragons are stubborn and proud creatures, so even the saddest types of them are a handful if you want to convert or enslave them. Original description: ========================================================================== This mod about a Dragon / Draconic/ Dragoniod - like race and includes a new unique winged race and faction. REQUIRES ALIEN FRAMEWORK to be loaded BEFORE / ABOVE this mod. This race, known as the Kilhn, has quite a few advantages, but also some downsides. Perks of the Kilhn: - 2 x health! - Innate armor 20% blunt, 50% sharp, and 75% heat. - Natural fighters, strong melee capabilities. - They live a long time, around 1500 years. - Fire resistant so a little heat isn't bad but extreme temperatures are still deadly. - Adept at surviving cold weather by shutting down most bodily functions. - Dragon Rage when injured and bleeding, giving them an edge in survival. - Hunting Stealth doubled, meaing less likely to cause animal revenge when hunting. - Research 12% faster, as many sources of lore state dragons are vastly intellegent. - They tend wounds 20% better than most other races! - Innately 10% more resistant to toxins. - 10% more meat when butchering! - Eat about 10% less often and can eat more food before becoming full. - Don't care about nudity, sleeping outside, sleeping on the floor, corpses, eating raw meat, or butchering anything, however... Disadvantages of the Kilhn: - Carnivore animal diet, meaning only Meals, Kibble, Meat, and Corpses. ( // Edit by Chaos: They actually eat about everthing as far as I tested tbh.) - They move SLOWER than most humanoids. - They take 20% LONGER on any tasks with plants. - 20% SLOWER when mining! - 20% LONGER construction times. - They gather 20% LESS from animals, like wool or milk. - Anything less than 20 Celsius or 68 Fahrenheit is considered cold. - Animals are more likely to attack them when taming from the wild if they fail. - Social fights can be dangerous or even deadly. - Will always start with The Dragon trait, meaning they can have less individuality. - About 50% of the time will start with the trait Greedy. - Hard to kill when attacking. - Also very hard to recruit as they are proud creatures. - A special Dragon trait that gives the Kilhn another advantage over other races at a cost, it can be found on other races, but VERY RARE. The Dragon trait has 4 tiers, each less likely to be had than the last. The effects for tier 1: - Immunity gain + 0.5% - Melee Skill + 1 - Melee Dodge + 2 As Dragons tend to be lazy it also adds the following negatives: - more likely to start social fights - rest rate - 10% so they sleep longer - global work speed - 5% meaning they will always work slower Kilhn cannot gain the traits: - Ascetic - Jealous - Cannibal - Nimble The Kilhn do have a few different body parts: - Paws / Talons vs Hands / Fingers / Feet / Toes - Snout vs Nose / Jaw - Wings added - Horns added - Tails added Each tier adds more to the positives and negatives while also adding something more... but again it's rare to see tiers 2 tier 3 is extremely rare, and tier 4 is almost non-existant. - This mod should be compatible with most mods as I only added things and didn't touch any base code, starting fresh would be best as with most mods. * Changes for 1.0.1 * - Changed diet/hunger ratio as it was working in unintended ways. - Altered several %'s to make up for dietary restriction loss. Reflected above. - Added the ability to sleep outside/on ground. - Fixed a few spelling errors. - Cleaned up some code and spent several hours realizing how little I know about programming. * Changes for 1.0.2 * - Reworked Art a little. Tried adjusting face coloring. - Edited Side Wing graphic. * Changes for 1.0.3 * - Added replacement parts for Tails I would like to state my thanks for everyone who supports Rimworld, both Tynan Sylvester and all the modders out there. Seriously this is a great community and this game is one of the best I have ever had the pleasure to experience, both the original work and of course modded! This mod was cobbled together by myself and what little art has been a combined effort of my spouse and I. ========================================================================== End of the original description. Fix for odd refuges in quests/events can be found here [Real Faction Guests by YAYO]: [url=https://steamcommunity.com/sharedfiles/filedetails/?id=2263021260]https://steamcommunity.com/sharedfiles/filedetails/?id=2263021260[/url] I also heavily recommend using this mod along with any HAR races, including mine. It fixes alien hair which may randomly appear on normal boring human people: [url=https://steamcommunity.com/sharedfiles/filedetails/?id=2770999870]https://steamcommunity.com/sharedfiles/filedetails/?id=2770999870[/url]