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Welcome to Hell

[A challenge scenario on a toxic world. Intended for use with various mods, but I've tried to keep it fair for vanilla rimworld gameplay, too. The challenge revolves, for the most part, around surviving an unending toxic fallout while contending with constant attacks from wild animals and raids consisting of frighteningly violent aggressors. Plant yield is poor due to the contamination of the world's soil. Butchering is even worse, as untainted flesh is a startling rarity. Even what's edible may still well make you sick. The ultimate goal, of course, is to escape from the planet with as many of your colonists as possible. Because of the nature of the planet and its inhabitants, you won't be able to replace anyone you lose. A single death might spell the end of your struggle. Best of luck, though! Please share any feedback you can on difficulty, exploits, or whatever else! ] It's not clear what went wrong between the blaring sirens, the violent turbulence, and the electrical sparks flying through the air. All that you know is that you need to survive. In the brief space between the dormitories and the escape pods your worst fears are confirmed. The planet below is a barren place. Toxic fumes from long-fought wars coat the surface in its entirety, and what little life remains is both savage and tenacious... You were sent to this planet before its termination, to scan for signs of life and intelligence from orbit. Without your response, the destruction of this place will resume its schedule without delay. If you can't leave this place, you will die. But first, you'll have to survive. Your faction will be a New Arrivals. Start with 4 people. Arrive in drop pods. Non-player characters have a 100% chance to start with trait: Bloodlust Non-player characters have a 100% chance to start with trait: Psychopath Non-player characters have a 100% chance to start with trait: Jogger Non-player characters have a 100% chance to start with trait: Masochist Player starting characters have a 100% chance to start with cryptosleep sickness. Non-player characters have a 100% chance to start with luciferium. Non-player characters have a 100% chance to start with luciferium need. Player starting characters have a 100% chance to have their joy set between 100% and 100%. Player starting characters have a 100% chance to have their mood set between 100% and 100%. Player starting characters have a 100% chance to have their food set between 100% and 100%. Player starting characters have a 100% chance to have their rest set between 100% and 100%. Planetkiller: An interstellar planetkiller weapon is approaching this planet. When it hits, it will destroy all life. (300.0 days) The stat "recruit prisoner chance" will be universally multiplied by 0%. The stat "diplomatic gift impact" will be universally multiplied by 0%. The stat "toxic sensitivity" will be universally multiplied by 200%. The stat "tame animal chance" will be universally multiplied by 30%. The stat "beauty" will be universally multiplied by 125%. The stat "food poison chance" will be universally multiplied by 600%. The stat "meat amount" will be universally multiplied by 5%. The stat "leather amount" will be universally multiplied by 10%. The stat "butchery speed" will be universally multiplied by 50%. Incident created: -Manhunter pack Incident(s) disabled: -Self-tame -Farm animals wander in -Wanderer join -Refugee pod crash -Caravan request -Chased refugee -Visitor group -Traveler group -Trader caravan arrival -Friendly raid -Short circuit -Bandit camp opportunity -Item stash opportunity Permanent game condition(s): -Toxic fallout: A plume of toxic dust from some distant source is slowly settling over this entire region of the planet. Anyone not under a roof will be slowly poisoned. Start with: -Silver x800 -Packaged survival meal x60 -Medicine x30 -Chicken x3 -Wood x400 Map is scattered with: -Component x20 -Ship chunk x5 -Steel x300

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