Rimworld Medieval Melee Modded | Let's Play Episode 5 | Build A Wall

Rimworld Medieval Melee Modded | Let's Play Episode 5 | Build A Wall

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Published on ● Video Link: https://www.youtube.com/watch?v=WT-5KDLRU9Y



RimWorld
Game:
RimWorld (2018)
Category:
Let's Play
Duration: 25:06
1,277 views
34


After actually launching a spaceship and winning, if you want to call it that and I totally do, a game of Rimworld I want to try more difficult scenarios. If this also means I get to try out stuff I haven't before, then that's an added bonus.

This time we are going medieval! The entire planet is medieval, that means no guns, no pulse weapons, no lasers and no pewpewpew except for bows, crossbows and very late a musket or two (which are technically guns but you shut your mouth).

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▶️Rimworld Royalty playlist: https://www.youtube.com/playlist?list=PLuml8KkuMe0fVoB6U9nJiot6meJIGZTD7▶️

⚡Modlist: https://steamcommunity.com/sharedfiles/filedetails/?id=2024695740⚡

The Empire has arrived. Their honor-bound culture wields hyper-advanced technology, while bowing to the ancient traditions of kings and queens. Now they settle the rimworld, and seek allies.

Colonists can gain royal titles bestowed by the Empire. A Knight or Count can call upon the Empire's elite troops in times of need, bond with unique bladelink weapons, and wield psychic abilities.

Earning royal titles means completing quests. Since RimWorld is a story-generation game, quests aren't fixed like in other games. Instead, the system procedurally generates unique quests with every new game. Different goals, foes, guests, rewards, helpers, special threats, and world conditions combine to create endless varied stories and challenges.

Those who hold titles become haughty and demanding. They'll need luxurious bedrooms and grand throne rooms. They'll issue wild decrees that must be carried out. They'll make inspiring or demoralizing speeches from the throne. They'll play piano, harp, and harpsichord. They'll demand royal clothes and crowns.

Quests:

Quests will reward you with new allies, unique implants, archotechnological artifacts, gear, royal titles, faction goodwill, and more. Quest givers may even provide special helpers during the quest - for example, a quest may ask you to fight a huge mechanoid cluster, but also include help from elite Imperial cataphracts to make the battle winnable.

Hosting quests ask the player to host a group of dangerous prisoners, haughty royals, derpy pets, hunted refugees, or other guests. The guests may be injured or healthy, useful allies or helpless burdens, single or numerous. They may be hunted by mercenaries, pirates, mechanoids, or more. You might need to get the guests to an escape shuttle under fire.
Construction quests ask the player to build something special, and sometimes, to protect it from attacks.
Assistance quests ask you to send some of your colonists to help an ally for a time.
Site quests open nearby sites that present opportunities, threats, and mysteries.
Threat quests present special combinations of mechanoid clusters, raids, animal attacks, atmospheric effects, weather, and more, in exchange for rewards.

The final quest comes after you have climbed the ranks of Imperial nobility. Host the Imperial High Stellarch and his elite Stellic Guards in your luxurious court, protect them from their enemies, and be invited to leave the rimworld as an honored royal guest.

Mech clusters:

Mechanoids can now create mechanoid clusters - groups of new mechanoid buildings which work together to present a unique tactical challenge.

Each mech cluster generates with a unique layout, presenting a unique tactical puzzle. Some of them will require a frontal assault. Others may be susceptible to mortar bombardment. You may be able to plant explosives inside the cluster before waking it up. A few can be defeated with a key sniper shot to a critical structure. There are many other tactics. Mech clusters can even be used to your advantage if you can lure foes or undesired allies into them.

Imperial tech:

Imperial technology mixes ancient weapons and ultratechnology. They wield plasma swords, electrical zeushammers, and hypersharp monoswords. Some of their weapons can speak directly to the wielder through a psychic link. These bladelink weapons are frighteningly effective, but bonding to one is a lifelong commitment. Imperials also have a rich tradition of body implants - neurocalculators, drill arms, gastro-analyzers, skin hardening glands, under-skin weapons, poison attacks, aesthetic enhancements, nuclear stomachs, and love enhancers. You can acquire their techprints and craft all of these.

New Music:

This expansion includes a new full album worth of new music by Alistair Lindsay, composer of the original RimWorld soundtrack.

#Rimworld




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