The Problem With Pants | RimWorld Royalty (Part 7)

The Problem With Pants | RimWorld Royalty (Part 7)

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Published on ● Video Link: https://www.youtube.com/watch?v=5FL2_3q3LW4



RimWorld
Game:
RimWorld (2018)
Duration: 24:21
232 views
29


RimWorld Royalty continues as our new colonist jumps right into work. Jacob is well equipped to help out our other RimWorld colonists, except for the problem of him needing pants. Quickly.

Meanwhile in RimWorld Royalty, a new royal quest turns up for our colonists to try. And the RimWorld animals are getting frisky.

RimWorld Royalty continues here.

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RimWorld is a sci-fi colony sim driven by an intelligent AI storyteller. Inspired by Dwarf Fortress, Firefly, and Dune.

You begin with three survivors of a shipwreck on a distant world.
Manage colonists' moods, needs, wounds, illnesses and addictions.
Build in the forest, desert, jungle, tundra, and more.
Watch colonists develop and break relationships with family members, lovers, and spouses.
Replace wounded limbs and organs with prosthetics, bionics, or biological parts harvested from others.
Fight pirates, tribes, mad animals, giant insects and ancient killing machines.
Craft structures, weapons, and apparel from metal, wood, stone, cloth, and futuristic materials.
Tame and train cute pets, productive farm animals, and deadly attack beasts.
Trade with passing ships and caravans.
Form caravans to complete quests, trade, attack other factions, or migrate your whole colony.
Dig through snow, weather storms, and fight fires.
Capture refugees or prisoners and turn them to your side or sell them into slavery.
Discover a new generated world each time you play.
Explore hundreds of wild and interesting mods on the Steam Workshop.
Learn to play easily with the help of an intelligent and unobtrusive AI tutor.

The Empire has arrived. Their honor-bound culture wields hyper-advanced technology, while bowing to the ancient traditions of kings and queens. Their grand empire was destroyed by an unknown enemy. Now their refugee fleet settles the rimworld, and seeks 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.

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.

Titles give the right to an Imperial psychic amplifier. Those who hold one can use their mind to manipulate and defeat their foes. Psycasters can blind enemies or mind-control them into taking wrong actions. They can block an ally's sensations of pain or confer deadly focus. Advanced psycasts induce mass vomiting in crowds of foes, teleport objects or people, drive crowds of enemies or herds of animals berserk, or render allies temporarily invisible for stealth attacks.

For those who wish to live as rebels against the Empire, there are other ways of acquiring psychic amplifiers as well.

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.

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.

The purpose of quests is to generate dramatic stories that couldn't happen otherwise. Quest challenges are grander and more exotic than day-to-day defense, but they only happen if you accept them.

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.







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