Let's Play RimWorld Royalty | New RimWorld DLC | Shrubland Royalty | Ep. 30 | Raid From Above!
Welcome, Let's Play Rimworld Royalty! Rimworld's first DLC brings with it a slew of new features including royal titles, psychic powers, Quests, Mech Clusters, Imperial Tech, and New Music. In this series we check out these new features and try and survive in the Arid Shrublands of a new Imperial Rimworld!
In this video we pick up where we left off with a raid from above!
Enjoy! - Let's Play RimWorld Royalty | New RimWorld DLC | Shrubland Royalty | Ep. 30 | Raid From Above!
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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.
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.
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.
Earning royal titles means completing quests. Since RimWorld is a story-generation game, quests aren't fixed like in other games. Instead, the system procedural 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.
-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.
-World condition makers that poison the air, darken the sky, or create some other world condition.
-Shields to block bullets or mortar fire
-Factories to assemble new mechanoids over time.
-Beacons to call reinforcements.
-Turrets, mortars, and surrounding walls.
-Unstable power units which you can attack to create explosions, or steal.
-Alarm systems of various types.
-Mechanoid defenders including the new Pikeman sniper mech.
Imperial technology mixes ancient weapons and ultratechnology. They wield plasma swords, electrical zeushammers, and hypersharp monoswords.
Rimworld and it's DLC is developed by Ludeon Studios and you can download it here:
RimWorld's Official Website:
Rimworld on Steam:
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