Rimesis
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О материале
«Rimesis» — материал мастерской RimWorld. Моды для колонии: новые возможности, предметы и удобство игры. Данные Steam, описание автора и ссылка для установки через подписку. Совместимость редакцией не проверена.
Описание автора
Rimesis turns otherwise anonymous enemy raiders into recurring characters with a personal history against the colony. They remember defeats, killers, equipment, wounds, captivity, escape, betrayal, and settlements destroyed by the player. When they return, they are still the same pawn, but stronger, better equipped, and more dangerous.
They remember who killed them, which weapon was used, where they were wounded, which body parts they lost, whether they escaped or were extracted, time spent in captivity, betrayal, successful raids, and settlements destroyed by the player. When they return, they are still the same pawn but stronger, better equipped, and more dangerous.
Dragoon class - A Rimesis who specializes in combat with an Exoframe from "Exosuit Framework" Shamblermancer - An Rimesis that brings dead pawns or executes slaves and summons a death pall to continuously assault your colony.
Cheating death or surviving a later encounter increases progression. Tribal and medieval enemies remain low-tech; industrial and spacer enemies advance through appropriate equipment.
Weapons, special traits, animal kind, mount kind, Warcasket identity, vehicles, genes, and other signature faction features are retained when possible so the character remains recognizable. Optional DLC and modded equipment, genes, mechs, mounts, and utilities are used only when their content is loaded and valid.
Default limits are five Rimesis per faction and 25 globally.
Karma System: The Karma system only effects Rimesis Raids.
Breakdown: Escaping Rimesis raiders let go: -0.5% up to -20% Downed Raiders tended: -3% Each, capped at -15% Released prisoners: −5% each, capped at −20%. Executed raiders: +1% each, capped at +10%. Currently held prisoners: +3% each, capped at +15%. Enslavements: +5% each, capped at +25%. Harvested organs: +5% each, capped at +25%.
The cap is per-raid and any left-over Karma will be held until future raids. Karma adjustment to Raid Points are mentioned in Rimesis raid tickets. Values can be modified in the Karma config tab, including disabling the Karma system.
Raids and retaliation:
Vanilla continues to own pathing, combat jobs, fleeing, kidnapping, stealing, and map exit. Rimesis changes only a few encounter-level decisions:
- Rimesis sieges assault after 20% violent losses; other waiting attacks react after 10% instead of vanilla's 30%.
- A capable Commander raises the shared retreat threshold to 90%. Other Rimesis-led raids use 70%. If every Rimesis is disabled or killed, it falls to 50%.
- Destroying a faction settlement marks that faction's next raid as retaliation. An established Rimesis will lead it, and its threat multiplier defaults to 1.5×.
End-game style raid of "A final retaliation" system when a player destroys the last settlement of a faction. Rimesis (when available) will retaliate against the player with 4 escalating raids.
There is a small starting scenario for 1 Bright Pawn and 4 Rimesis to jump start the mod's features, along with the tools to modify your own Bright/Rimesis playthrough.
Chronicle:
The Chronicle preserves current and permanently dead Rimesis characters. It records known events such as kills, wounds, destroyed and repaired body parts, escape, extraction, capture, recruitment, betrayal, raid outcomes, kidnapping, theft, and permanent death.
In the Chronicle you can pay a fee to send scouts to look for where a Rimesis is currently hiding. If they locate the Rimesis you can go hunt them down at either a settlement or campsite where they are located.
Mood hediffs against Rimesis raids: Losing a raid, losing colonists, them escaping, defeating one in combat, permanently killing one.
No DLC is required.
Royalty, Biotech, Anomaly, and Odyssey add appropriate classes, equipment, genes, implants, mechs, utilities, and special weapons only when installed.
Compatibility patches for: Trauma and Integrity (Replaces "unwaveringly loyal" and gives the player a chance to recruit the Rimesis, albeit with low integrity 20-50%) Fantasy Biotech (Mechanitor Rimesis become Artificers) Giddy-Up 2 (Raiders own mounts) Vehicle Raid Framework (Engineer Class) Vanilla Factions Expanded - Pirates (Warcasket classes) Exosuit Framework (Dragoon Class) Isekai RPG Leveling - Levels with progression are optional and activate only when available. Combat Extended and Yayo's Combat 3 ammo systems. Legendary Boss
Other Compatibility: Eternal Pawns - Rimesis do not trigger intake and recall. World Domination 2.0 - All raids injectable.
Incompatible: Anything that adjusts Raid behavior may or may not be disabled by or disable a raid feature of this mod
Other modded faction equipment, weapons, apparel, genes, animals, and combat mechs are used dynamically when their definitions provide enough information.
There is a blacklist to remove anything from Rimesis you don't think they should have.
Preview art by Immortalus! Gizmo and page art by Lycan9034!
Warcasket assets are owned by the Vanilla Expanded team and are no way related to or owned by this mod
Feedback or bug reports? Report them to me on discord.
Как установить и запустить
Откройте оригинальную страницу в Steam Workshop, проверьте версию игры, зависимости и порядок загрузки в описании автора. Нажмите «Подписаться» и дождитесь загрузки Steam. Включите материал в меню модификаций или контента игры, если это требуется. Совместимость и запуск редакцией не проверены.