This mod adds Viltrumites! Insanely strong, durable, fast, quickly healing and slow-aging!
For Viltrumites to fly, you need either Viltrumite Xenotype, Viltrumites in Rimworld, or Superhero Genes. You can use all 3 at once!
Vanilla Expanded Framework and Harmony are strict requirements.
Better Gene Inheritance is a soft requirement; without it, Viltrumite babies won't inherit genes properly.
Genetics
https://steamcommunity.com/workshop/filedetails/discussion/3658535403/802346043189642366/
Viltrumite DNA allows them to produce and use Smart Atoms for what is essentially telekinesis upon themselves, as well as develop super-dense bodies for durability, power and momentum.
The Faction(s)
Viltrum Empire
Ultratech. Has Viltrumites but mostly uses non-Viltrumite goons called Vilgrunts (elite, utterly insane) and Vilmercs (less elite and insane). Settlements are on the ground. Rough but can be befriended. Has royalty-esque system.
Viltrumite Empire
Ultratech. Only uses Viltrumites. Settlements are in space. Rough but can be befriended. Has royalty-esque system.
Angstrom's Army
Ultratech. Mainly uses Invincible Variants but evil Angstroms may show up as well. Has no settlements. Permanently hostile.
If using Viltrumites in Rimworld
https://steamcommunity.com/sharedfiles/filedetails/?id=3708277667
Viltrumites from ViR are made genetically similar to this mod's Viltrumites, and can be found in both this mod's factions.
Blood of Argall and Legendary Viltrumites have 7x strength and durability instead of 14x. They can be defeated through skill, numbers and tactics by lower Viltrumite tiers.
Legendary Viltrumites are extra-aggressive (it's Conquest's xenotype)
Battle Beast gets a makeover too.
If using Random Genes
https://steamcommunity.com/sharedfiles/filedetails/?id=3281684503
Viltrumite Hybrid xenotype. Viltrumite DNA, but with a lot of randomized genes. Usually weaker than Viltrumites, but could have special traits that make them better.
I know how, but am *not* adding the "Viltrumite DNA slowly erases the other half" thing because I think it's lame and stupid.
If using Super-Suits mods
https://steamcommunity.com/sharedfiles/filedetails/?id=3523927645 (+ their other mods)
Gain access to super-durable versions of the supersuits costing hyperweave and advanced components.
Future Goals
- Make genes from other mods only appear when Viltrumites get their powers.
- More Xenotypes and factions representing peoples and groups of the Invincible Universe
Of course, I more than welcome others to try their hand at making Invincible-related mods as well!
FAQ
I've encountered a bug!
Pop em in here.
https://steamcommunity.com/workshop/filedetails/discussion/3658535403/572668324079547952/
I'd prefer this or that!
Xenotype Exporter, Character Editor and Total Control let you reshape Viltrumites, their faction, and individuals however you want.
That said, feel free to comment any suggestions you have, so I can make this mod better for everyone.
Justify every little decision!
Either I think it's confirmed in lore, "unconfirmed but makes sense based on what we've seen", due to the limits of Rimworld modding, or I just prefer it that way.
Incompatibilities?
None thusfar.
Mods that go well with this or have integration-content can have incompatibilities, so be sure to use your eyes and read their descriptions before using them - they're optional for a reason!
Huh? Why are you leaning towards my ear?
*coughs blood* Mark. Watch my Youtube videos, Mark!
https://www.youtube.com/@jimothyworldbuilding3664
Note that this channel is *NOT* Rimworld related. It's a worldbuilding channel. That said, you might notice some Rimworld-esque stuff in the worldbuilding, such as organ harvesting, war crimes, morbid hilarity and widespread cannibalism.
Also I've got some Invincible-related videos planned.
Credits and Acknowledgements
Invincible is a comic series by Robert Kirkman, Cory Walker & Ryan Ottley.
The show is by Amazon.
Adds new list boxes for recipe bills, health bills, plant selection, architect menu, research menu, and a quick select menu for designators, making it easier to find things when lots of mods are running.
1.2.0 (17/05/2020): Fixed label length issue. 1.1.1 (29/02/2020): Beards now work perfectly fine! Thanks for your patience. We have all been there, with a colony of a hundred pawns where everyone looks somewhat the same. Starting colonists with no character to their looks. This m