RimWorld

RimWorld

123 ratings
Advanced raiders
   
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Mod, 1.3
File Size
Posted
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7.361 MB
15 Oct, 2021 @ 5:21am
27 Jan, 2022 @ 2:51pm
7 Change Notes ( view )

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Advanced raiders

Description
Adds 7 (3 tribesman and 4 mercenary) new raider types and some related items.

-Hey Ron, those tribespeople are trying to raid us again.

-Nah, whatever, they won't pass through our killbox.

-One of them just resurrected his buddy.

-What?

-They also brought a warg and two bears with them. And a pack of boomrats.

-Oh, okay. We just have to kill or down about half of them and they will back off, right?

-We already did. Looks like this guy in red shouting out weird words keeps them fighting.

-Damn... But turrets will handle them anyway.

-They won't. Broken by some guy during previous raid. Some even turned against us.

-Why haven't anyone repaired them?

-A sadistic merc beat up our only builder and it looks like he got PTSD. He is smashing walls in his room right now.

-Use the doomsday rocket then!

-I wasted it on some really tough guy with minigun during the same raid.

-Well, at least you've put it to the right use.

-How to say... he was just downed and his friend injected him some red fluid. He just became stronger and angrier.

Raider types

Mercenary medic- equipped with 3-4 doses of quite effective combat stimulant, they can make downed allies a serious threat.

Technician - their bluescreen belts make them invisible for turrets which they can break down or even make hostile towards you

Pacifier - armed with shock baton, they arent much of a threat for ranged fighters. However, should your pawn get downed, they will gently beat them till they pass away, terrifying all your colonists in some radius. Even if victim survives, they will suffer a PTSD.

Bulldozer - a human centipede. No, not that one. Quite bad as shooter, but quite tough. They also can taunt your colonists forcing them to attack dozer for some time.

Tribal medic - will resurrect downed allies. Resurrected pawn are fast, tenacious, dont bleed, but suffer accuracy debuffs.

Beastmaster - while they have no special behaviour or abilities (yet), they come with their pet battle animals. Downing beastmaster will force beasts to flee and/or evacuate master, and killing one will cause animal mental breaks (which can come in handy)

Commander chief - do you know what the difference between vanilla chiefs and regular raiders? Equipment. Thats all. Commanders can buff their allies. Also, raiders won't run away while they have one.

After proper research you can use medic's medicine to create something useful for your colony.


I strongly recommend dont drop items mod to use with this one. Or without, it is cool by itself.
Also you shold set enemy death on downed chance for about 50% or less. Merc medics need someone to "heal" after all.

Should be compatible with any mod that doesn't alter the way npc groups work. And even if it does, it probably wont cause any troubles. Probably. As for CE, I havent tested it, but 99% no since this mod adds new weapon.

Please leave your suggestions and report any bugs (I bet there is ton of them) and grammar mistakes you find.

GitHub[github.com]
58 Comments
robmarquez583 28 Dec, 2022 @ 6:07pm 
ty mlie
Mlie 27 Nov, 2022 @ 1:13pm 
Made an update of this:
https://steamproxy.net/sharedfiles/filedetails/?id=2894402265
Hope it helps anyone!
mkvltra 21 Oct, 2022 @ 6:32pm 
Please update to 1.4?
odaswifteye 24 Aug, 2022 @ 7:50am 
The description implies that the mod will simply revive downed enemies. It doesn't mention that revived enemies are almost objectively stronger than what they were before.
I did not anticipate that and got wiped.
I had to nerf that using another mod but man was that ridiculous.
Gilgamesh 27 Jul, 2022 @ 11:02pm 
Quick question, and I think I know the answer based on the description, just wanted to double-check: This mod only adds in new raider types, correct? So it will add new raiders to the vanilla raid pool, but won't edit modded pawns in any way? I'd love to see the hediffs applied randomly to new raiders since I rarely use vanilla factions.
大爆肝术 3 Jun, 2022 @ 12:40am 
中中中中
Kopp 29 Mar, 2022 @ 9:42am 
Hey saloid,
seems like your mod is interferring with the raid spawn system in a way it should not.
If your mod is loaded and I try: Dev mode -> Execute raid with specifics -> e.g. Outlander rough -> 10k points -> StageThenAttack -> EdgeWalkInGroups
it spawns the raids differently to vanilla or the raids behave differently to vanilla.
E.g. the groups spawn on different spots but there is only one arrow (vanilla: a arrow per group) while hovering over the letter and then they all are grouping up at the same spot. (vanilla: every group has its own spot to "wait")
Screenshots:
With mod: Two of the groups walk past the whole map to group with the third group.
https://imgur.com/cOZtn7w
Without mod: Every group has its own place to group.
https://imgur.com/L6KkTYd
Greetings!
yutheboxer 8 Mar, 2022 @ 7:50am 
Is this compatible with mods that affect the way raiders work? Such as Sometimes Raids go wrong and Careful Raids,etc?
Feng Xinzi 7 Feb, 2022 @ 7:18pm 
I tested it and found that it was exactly what you said. Thanks.
saloid  [author] 7 Feb, 2022 @ 7:03am 
a583032732
As far as I know, no. Ive commented uku's resurrection comp code on purpose, it seemed useless to have a one-day resurrection serum for player. Mb I'll rework it if I got time.
As for tribal medics, they dont need this comp to resurrect. As for them not using it, in my playthroughs they were doing their job right, so my bet is that they couldnt find a safe path to the corpse (heavy fire can spook them off). But if they wont resurrect anyone at all in couple of more or less large raids, please let me know.