边缘世界 RimWorld

边缘世界 RimWorld

Slothborne - Nocturne
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更新于:10 月 25 日 下午 1:32
作者:FlyingSloth

Vampiric Psychic rituals now possible to perform in orbit (except Beckon Vampire)

更新于:10 月 25 日 下午 1:20
作者:FlyingSloth

Changed:
- Schematic removed as reward from Star Magnetism. Was spawning without attached research, might readd later
- Slightly adjusted Blood Thrall hediff (becoming ghoul hediff). Now it loses 0.05 severity (up from 0.03) per day, allowing more frequent use of "Give Blood" without ghouling a pawn. Also, "(strong bond)" stage threshold reduced to 0.64 from 0.65, so now a pawn will only ever be ghouled if fed blood while in the "(strong bond)" stage of the hediff

更新于:10 月 25 日 上午 7:28
作者:FlyingSloth

Changed:
- Fixes to Sanguine Covenant raid logic
- Consciousness Transfer ritual better at handling which disciplines to transfer (see wiki)
- Pre-embrace chronic illnesses are now tracked and restored properly
- Removed unnecessary messages to the player about NPC vampires/ghouls in some cases
- Added missing language key

更新于:10 月 23 日 下午 5:15
作者:FlyingSloth

Added custom graphic for Sanguine Circle
Minor changes to rituals

更新于:10 月 22 日 下午 3:05
作者:FlyingSloth

Fixed NPC vampire faction not spawning for new games. (Turns out Dev Quickstart and normal New Game set up the game differently. Sorry if I caused you to have to start a new save)

更新于:10 月 22 日 上午 10:19
作者:FlyingSloth

Added static constructor to Sanguine Rituals background, so it doesn't throw a warning on startup

更新于:10 月 22 日 上午 10:09
作者:FlyingSloth

Added mod options to turn off the Feeding ITab on pawns and the Feeding MainTab on the bottom bar

更新于:10 月 22 日 上午 9:49
作者:FlyingSloth

Added:
- Consciousness Transfer ritual. Invoker's consciousness is transferred into the target. Invoker takes all their traits, social relationships, etc with them. Target's clan, generation and unlocked abilities remain the same. Invoker takes some of their unlocked abilities with them depending on ritual quality
- Blood Divination ritual. Sacrifice 10 hemogen to get a vampire lair/vampire camp/downed refugee/item stash quest. Quality makes better quest generate with higher chance

Changed:
- Fixed some abilities being able to target mechanoids, that really shouldn't be able to target mechanoids. (No more Theft of Vitae on robots, sorry)

更新于:10 月 22 日 上午 1:02
作者:FlyingSloth

Separated rituals into 3 research projects

更新于:10 月 21 日 下午 12:20
作者:FlyingSloth

Added:
- Psychic rituals, available after research at anomaly ritual spot or new "Sanguine Circle" Ritual quality scales with attached Sanguine Sculptures, Blood Potency of invoker and chanters, in some cases victim:
-- Blood Atonement ritual. Removes 1 or 2 diablerie taint depending on ritual quality. Unlocked by research, requires sacrificing vampire prisoner
-- Blood Potency Theft ritual. Sacrifice a vampire prisoner to steal Blood Potency progress from them. At normal quality increase invoker's Blood Potency progress by 50% (can overflow for next level. BP 1 75% progress -> BP 2 25% progress), or increase Blood Potency by 1 at high quality
-- Discipline Theft ritual. Removes 1 unlocked ability from victim, grants invoker 1 discipline point. Victim has between 0-75% chance of not dying based on ritual quality.
-- Beckon Vampire ritual. Sacrifice a human or vampire pawn to summon a neutral vampire to your map. Generation of summoned vampire scales with ritual quality, between 13-5. Blood Potency of sacrifice (if vampire) contributes to ritual quality
-- Sanguine Feast ritual. Sacrifice a human or vampire pawn to completely fill the hemogen of the invoker, and a number of other participating vampires depending on ritual quality (just invoker - invoker + 7). Blood Potency of the sacrifice (if any) counts towards ritual quality
-- False Night ritual. Sacrifice a human or vampire pawn to create a false night, during which the sun will not rise. Light level will be 0% and vampires won't go to daysleep. The invoker will fall into a psychic coma for half of the duration of this false night. Duration scales with ritual quality 1-5 days. Sacrifice Blood Potency affects ritual quality
- Added research project to unlock rituals
- "Sanguine Circle" building. Similar to ritual spot for anomaly. Only difference is it uses new "Sanguine Sculptures" for ritual quality offset instead of void sculptures and shard beacons.
- Added "Sanguine Sculptures". Require usual resources plus hemogen packs. Same as normal sculptures, except they increase the ritual quality if placed near Sanguine Circle
- Sanguine Covenant npc faction now has 3 custom base designs, instead of the base game auto-generated. Warning, they are insanely overpowered, and attacking them is *probably* not worth it
- Added 3 custom designs for Vampire Lairs, instead of random generation. Old random vampires lairs will no longer be randomly created, but are left in the mod for save compatibility. This means that they can still be spawned though dev mode if desired
- Added new opportunity site "Vampire Camp", which features a single mid-power vampire with some ghouls. 4 custom designs

Changed:
- NPC vampire faction "Sanguine Covenant" now medieval instead of industrial to make them compatible with medieval playthroughs
- Sanguine Covenant when attacking during the day, instead of always using drop pods now summon an eclipse and vampires arrive with "Roused from daysleep" hediff applied
- Sanguine Covenant pawns no longer use weapons/armor/implants higher than medieval in tech-level. They can now spawn with fleshcrafted implants
- Lethal Body bug fixed. Now it no longer gets more powerful each time it's used. Was fun while it lasted
- NPC vampires can now use beds belonging to their faction when bed-seeking for daysleep
- Reduced base chance of random vampire joiner event from 1 to 0.5, increased cooldown from 40 day to 60. This doesn't affect the early guaranteed firing of the event, that still happens as before
- NPC vampire now spend their newly earned discipline points. This is mostly done to support the Discipline Theft ritual with long-term vampire prisoners of the colony