Rimworld 1.4 - 01 - Immortals Too (Everything 2 too) alpha modpack

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Published on ● Video Link: https://www.youtube.com/watch?v=UfeEKR09qR4



RimWorld
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RimWorld (2018)
Duration: 42:46
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Sayonara!

YOU WIN

0:00 Rambling
10:36 Neolithic
30:45 Medieval-industrial

This is the sucessor of the old pack
Everything 2 - https://steamcommunity.com/sharedfiles/filedetails/?id=2279365154
called _Immortals 2_

I am making a test-playthru, changing the mods periodically - I am at the fourth overhaul, one full restart with saved characters.

Strange points in the story are the results of mods, theme of the playthru comes from the new packname.

I am beginning as a slave, the slaveship is crashing down in pieces.
Semi-orchestrating this malfunction I take my prepared survival kit, like 20 prepackaged rations, a marine armor and a ray-carabine.
They explode and burn, I can only save one woman, accidentally the prettiest because of her traits and skills.

She (Red) gets better by careful tending, but she is a powerless spirit now.
This is interesting because I haven't recognised starting a spirit character makes her Spirit value 0 and she cannot collect that spirit without any spirit to begin with, no activateable powers.

We make a home in the southern part of a cave system, this temperate mountain range I've targeted with my escape pod is liveable year-round, and there are no bug infestations.
I'm also sure there is no problem with the seasons and biomes, so one less thing to test, and makes my life more comfortable. ;)

---

Some tribe attacks us, and we convert one of the prisoners, Buffy to our world view, the others we let loose to improve relations, after getting important scientific secrets of the neolithic age from them.
That actually happens via an interesting research mod, which gives bonuses from other places, not sticking the researcher to the table.

Buffy is a Gangrel vampire.
I edit recruits to have some magical trait - I'm the victim of testing - so she becomes a chaos mage too, always changing.
In the editor I usually add 3 to each skill, then rearrange points and flames.
I confide in the mood-handling via several mods, so I don't need to work with that.

By the way, my character is an Immortal from Highlander, "There can be only me.".
He had a magical aptitude, later became a Wanderer class, who can learn all the non class-specific abilities, and his magical skills are for buffing yourself and these "cantrips".
He also gets wanderlust, so that's why Normal69's skills are higher - he needs to go caravaneer, and live alone in camps, or ruins around.
Cities, other playerbases downloaded and ruinified.

In the last part of the video we were expanded into the beginning of the industrial age - which means later full restarts won't require me to start from the neolithoc, but a normal industrial level one will suffice.
Altought magical crafting and workbenches are in neolithic, so I'll see.

Right now our colonists are:
Normal69, Immortal Wanderer
Red, Spirit-SCP
Buffy, Gangrel Chaos mage
Xena, Golem Golemancer Ghoul
Josh, Undead Necromancer
Dwarf, Robot Technomancer Tunneler
three jolly zombies in tattered clothes from some attackers
minions for haul and cleaning, tame animals
the Death Labyrinth, a shoot thru maze with spikes and decomposing horror corpses

---

Also taking up the mantle and responsibility of a humanoid who considers himself clever, I'll teach the hobbitish Hungarians to common tongue, like the redheads beside the fae who like whiskey and bagpipes.

I also wonder how to change this literalistic part of this default video description to be more logistically usable for you, esteemed viewer.
So please teach me your theorems, and
YOU WIN my gratitude and respect, if information assimilation is possible in these dimensions of ours.

Beautiful game mechanics!
Thank you for being so careless you've left my aqueduct subscribed.
There is hope for my kind to pass on our memes then?

Live long, and prosper - or else...
Vulcan Inquisition







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