Incredible Hulk
Hi. Bruce Banner here.
Well, mostly.
This mod adds the [b]Incredible Hulk[/b] to RimWorld, which is a sentence that should concern everyone involved.
A qualifying pawn can live in two very different states. In one, they are a more or less normal colonist trying to survive another day on the rim. In the other, they are a towering green disaster with the emotional regulation of a mortar shell and the problem-solving skills of a collapsing mountain.
You can transform manually, revert when things calm down, and generally pretend this is all under control.
It is not under control.
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What Hulk Brings To Your Colony
As Hulk, you get exactly the sort of subtle, measured abilities you would expect from a giant gamma-powered rage monster:
[b]Gamma Leap[/b]
Because walking is for people with patience and intact flooring.
[b]Hulk Clap[/b]
A thunderous shockwave for when the room, the furniture, the crops, and several nearby life choices all need to be rearranged at once.
[b]Boulder Throw[/b]
Sometimes diplomacy is a rock moving at extreme speed.
[b]Transform / Revert[/b]
Turn into Hulk when things get ugly. Turn back when they stop being ugly. Assuming anything is still standing.
[b]Raging Revenge[/b]
Kill the colonist carrying the Hulk ability, and you are not getting away clean. Hulk bursts out instantly, enters a murderous rage, locks onto the killer, and chases them down until there is nothing left to smash.
[b]Green Door Return[/b]
If a gamma host dies in a way that would normally remove them for good, they may still find their way back. When the body is gone, destroyed, or lost off-map, the Green Door can appear after a configurable delay, bringing them back in true Immortal Hulk fashion. The colony gets a warning, the storm rolls in, the Door opens, and Hulk returns first. After that, the host reverts to human form and collapses into a short recovery coma.
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Hulk Serum Injector
There is also a [b]Hulk Serum Injector[/b], craftable at the drug lab, for those of you who looked at your colonists and thought, [i]"What this colony really needs is a permanent, medically sanctioned catastrophe."[/i]
It can be used directly or administered through surgery, permanently bonding that pawn to the full gamma-host package.
No, it does not turn them into Bruce Banner.
One of me is enough.
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Healing, Regeneration, and Other Things That Should Not Be Possible
Because being Hulk is less about balance and more about refusing to accept reality, this mod includes heavy comic-book survivability.
Hulk can heal open wounds, recover from chronic conditions, optionally remove permanent injuries, regrow missing parts, shrug off a lot of things that should absolutely end a normal person, and under the right settings, come back from death because apparently death is more of a suggestion now.
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Rage Scaling
Hulk starts strong.
Then he gets stronger.
Then he gets to the point where the colony starts having very serious opinions about indoor fighting.
The more damage he takes, the more dangerous he becomes, which felt more honest than pretending Hulk has an "off" setting once the punching starts.
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Settings
There is a settings menu too, because even in a gamma-fueled nightmare, customization matters.
Customize how Hulk works in your game with quick options for healing, resurrection, appearance, combat balance, abilities, and transformation timers.
-Toggle gamma healing, disease curing, scar removal, missing-part regrowth, and pregnancy protection
-Enable auto-resurrection and configure Green Door behavior, delays, and recovery coma time
-Trigger Hulk rage on hostile carry or kidnap attempts
-Customize Hulk appearance with per-colonist color presets
-Adjust combat stats like move speed, carry capacity, melee damage, melee speed, dodge, toughness, and regeneration
-Tune Hulk abilities including Clap, Leap Slam, and Boulder Throw
-Enable forced Hulk revert and manual transformation time limits
-Use the healing filter to choose which conditions Hulk can automatically heal
-Reset everything back to default at any time
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Important Scientific Notes
This mod is [b]not[/b] balanced around vanilla colonists.
It is balanced around the ancient scientific principle of:
[b]"What if Hulk?"[/b]
So if you are looking for careful, restrained, lore-friendly moderation, I respectfully suggest you keep walking.
If you want a pawn who can leap across the map, smash into the ground, clap the air into violence, throw boulders like they are angry baseballs, heal through impossible damage, and get even worse when things go badly...
Hulk approves.
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Final Statement
[b]HULK SMASH.[/b]
Banner apologizes.