RimWorld Mods

Vanilla Races Expanded – Hussar Mod

Authors of the Vanilla Races Expanded – Hussar Mod: Oskar Potocki, Sarg Bjornson, Reann Shepard, xrushha, Taranchuk

Vanilla Races Expanded is a brand new series of mods to enhance Biotech features, add to the storytelling and the world-building of RimWorld, and to introduce new, cool types ofxenohumans, complete with their own unique genes, behaviors, mechanics and items.

Vanilla Races Expanded – Hussar Mod features

This mod expands on a xenotype of Hussars with brand new genes that are aimed at making this xenotype feel more fleshed out, rather than just ‘good combat pawns’. It also adds a brand new xenotype of Uhlans, rare and strong soldiers fueled with luciferium.

Uhlans are a side-development from captured hussars, turned by certain elements to become a counter to the military-developed supersoldier programs. Their genetic dependence on luciferium is both a deterrent against capturing and an improvement to long-term usefulness.

Appropriately named demons for their permanently flushed skin and intense bloodthirst, uhlans are incredibly resilient and specialized in certain styles of combat. Quite often they are decked out in heavy armor, in which they can charge full tilt at their intended target.

Extremely specialized and on a permanent hair-trigger, there has been much speculation that their development was sponsored by megacorporations as part of the latest arms race. No substantial evidence has been presented to support these claims.

Vanilla Races Expanded – Hussars adds following mechanics to the base game:











FAQ

Q: Will this mod work without Biotech DLC?
A: No. It uses the new gene system to work with Biotech.

Q: Will you make a HAR version of this race?
A: No, this is exclusively for the Biotech DLC.

Q: Do these genes appear in genepacks in the game?
A: They do! You can find the individual genes and apply them to any pawn! Except for the weapon aptitude genes – since they are autogenerated, and there is so many of them, they will not populate the genepacks.

Q: Can I find this race in the game?
A: We made sure that each of our newly added races appears either in their own new faction, patched into an existing faction, or both! Simply add this mod and sooner or later you will see the xenotype pop up!

Q: Can I add it to an ongoing save?
A: Yes, but I don’t think you can safely remove xenotype mods, so don’t come crying when your game breaks if you remove mods!

Q: Will this mod affect existing hussars?
A: No, it will only affect newly generated hussars.

Q: I have a suggestion!
A: Excellent! Pop it in the comments section.

Q: CE compatible?
A: No idea. If it is, I’d appreciate if someone from CE let me know.

Additional credits:

  • Graphics are created by Oskar Potocki.
  • Code work by Taranchuk and Sarg.
  • Xenotype description by Reann Shepard.
  • XML by xrushha.
  • Storyteller artwork by vitalii, with tweaks by Visandar.

(CC BY-NC-ND 4.0)

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