MODDED RimWorld A12D - CANNIBALISM! - Ep.3 RimWorld Early Access Gameplay

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RimWorld
Game:
RimWorld (2018)
Category:
Let's Play
Duration: 24:24
133 views
9


This episode sees the colonists go feed on he flesh and blood of those unfortunate enough to challenge us!

A whole new season of RimWorld Alpha 12D where i tackle life on an ICE SHEET with my intrepid colonists. As requested by you beautiful subscribers i have added a bunch of mods which i will list below:

EDB Interface
Backstories Core
Medical Info
Hospitality 1.08
Norbal Viking Program
T's Mods - Expanded Crops, Corecroptweaks, and ConditionRed.

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https://www.patreon.com/redneckeinstein

Welcome to an exciting new playthrough of Rimworld! The Alpha 12 version of Rimworld. Rimworld was developed by Tynan Sylvester and Ludeon studios and is similar to prison architect which is what prompted me to start playing it. Apart from the fact it goes all sci-fi and tasks you with leading a bunch of colonists on an off-earth planet!

ABOUT THE GAME
A sci fi colony sim driven by an intelligent AI storyteller.
RimWorld follows three survivors from a crashed space liner as they build a colony on a frontier world at the rim of known space.

Manage colonists' moods, needs, thoughts, individual wounds, and illnesses. Engage in deeply-simulated small-team gunplay. Fashion structures, weapons, and apparel from metal, wood, stone, cloth, or exotic, futuristic materials. Fight pirate raiders, hostile tribes, rampaging animals and ancient killing machines. Discover a new generated world each time you play. Build colonies in biomes ranging from desert to jungle to tundra, each with unique flora and fauna. Manage and develop colonists with unique backstories, traits, and skills. Learn to play easily with the help of an intelligent and unobtrusive AI tutor.

Animal taming is here! You can now tame animals, milk them, eat them, and train them into whirling furry/scaly death machines!

Change list:
Animal taming
Colonists with the Animal Handler work type will now interact with animals.
Animal handling success rates are governed by the new Animals skill.
Handlers can tame animals. They approach designated wild animals with food and attempt to tame them to make them part of the colony.
Handlers can train animals as designated in tame animals’ Training tab. Animal training looks like taming, requires food, and trains one “trainable skill” at a time. Not all animals can learn anything; they need sufficient trainable intelligence.
Trainable skills:
Obedience: has master, follows master while master is drafted and defends him.
Release: master can release animal during combat to attack distant enemies, and call animal back.
Rescue: animal will rescue wounded colonists and take them to bed. Animal must be smart and large enough to do this.
Haul: animal will intermittently haul items like a colonist would. Animal must be smart enough to do this, and will haul an amount related to its body size.

EdB Prepare Carefully

Customize your RimWorld colonists, choose your gear and prepare carefully for your crash landing. The mod's point-based system tries to balance things out so that you don't overdo it, but spend your available points on additional colonists, skill points, passions, resources, weapons and apparel. Or disable the point system and gear up your starting colonists however you like. Save your setup as a preset so that you can start your game the same way later.

About the Latest Release(s)
Version 1.10.1 is the first release for Alpha 12. Please report any bugs that you may run into.

New features in this version:
You can now choose which animals are included in your starting colony.
I added a "No Extra Points" option that sets the number of available points to match the value of your initial three randomly generated colonists. This provides a little less flexibility for those of you who feel that extra points that you get are too "cheat-y". I'm not entirely convinced that I like it--but try it out and give me some feedback.

Official Site: http://rimworldgame.com/

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