边缘世界 RimWorld

边缘世界 RimWorld

Slothborne - Nocturne
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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

更新于:10 月 18 日 下午 7:36
作者:FlyingSloth

Updated version number

更新于:10 月 18 日 下午 7:29
作者:FlyingSloth

Added:
- Option to create ability sets in Vampire tab (similar to and inspired by Vanilla Psycasts Expanded psysets)

Changes:
- Hostile feeding penalty now 20% instead of 66% (same for bloodloss)
- Split second now applies 0.75x consciousness multiplier for one hour on end, instead of a coma, has 4 hour cooldown
- Vampires waking up from daysleep no longer spam messages
- Downed vampires, that still have the ability to crawl can use Blood Heal
- Removed duplicate force feed icon, when Lingering Kiss or Brutal Feed ability is unlocked
- Kiss addiction now sightly harder to get, less punishing overall
- Added new levels to Blood Heal and Blood Surge, making them more responsive to Blood Potency changes, and overall buffing them, especially at higher levels. Blood Surge has the same duration at BP 1, but an extra 500 ticks per BP now
- Further bed-finding logic fix for vampires
- Multiple translation fixes

更新于:10 月 16 日 下午 5:21
作者:FlyingSloth

Only vampires can consume elixirs now.
Implants that increase max hemogen capacity now persists when Blood Potency changes
Implants that increase hemogen gain now apply their effect correctly
Minor performance updates

更新于:10 月 16 日 上午 6:26
作者:FlyingSloth

Fixed Blood Thickening Serum gold cost

更新于:10 月 16 日 上午 5:25
作者:FlyingSloth

Changed Potent Hemogen Pack flag socialPropernessMatters to false, so it is never reserved for prisoners.

更新于:10 月 15 日 下午 5:35
作者:FlyingSloth

Adjust Blood Thickening Serum to cost Potent Hemogen Pack instead of normal Hemogen Packs

更新于:10 月 15 日 下午 4:25
作者:FlyingSloth

Fixed Sunlight Damage not applying even when enabled when Day/Night system was disabled

更新于:10 月 15 日 下午 4:03
作者:FlyingSloth

Added:
- Research for Blood Potency serums
- Added Blood Thickening serum. Doubles Blood Potency gain for 15 days. Costs 5 hemogen packs and 50 gold.
- Added Blood Thinning serum. Completely stops Blood Potency gain for 15 days. Costs 2 hemogen packs and 100 silver.
- Added setting to increase night duration. On by default at 15% increase
- There are two different methods for making nights longer (switch in mod settings). Default: Accurate Sun, sun reaches 100%, in extreme polar regions on some days of the year there is a slight jump in light level at midnight. Alternative: Dimmer Sun, sun never reaches 100% brightness, making the game visually darker, and solar generators less efficient, works well in polar regions too.
- Extract Potent Hemogen Pack for hemogenic pawns/prisoners. Costs 25 Hemogen and can only be used on pawns with at least 50 hemogen. Doesn't require research

Changes:
- Bed finding behaviour now ignores cribs and beds for small body sizes
- custom genes added by the mod are now unextractable
- reduced hemogen gained and bloodloss caused to 1/3 when using Feed on hostiles (prisoners excluded from this)
- Hemogenic prisoners can now be toggled on/off for Bloodfeeding and Hemogen Farm
- Feeding System now respects prisoners Bloodfeeding toggle
- Lethal Body now scales with PB (dmg and duration)
- Fluent Strength cost increased to 35 hemogen
- Brutal Feed now costs 1 hemogen, gains 40 hemogen instead of 25 and has 1 hour cooldown
- Spark of Rage duration increased to 30 seconds, no longer scales with Blood Potency. Cooldown increased to 2 hours
- Fist of Caine cooldown reduced to 20 seconds, hemogen cost decreased to 25
- Fluent Swiftness duration increased to 12 hours, no longer scales with Blood Potency, cost increased to 35 hemogen
- Fleetness duration increased to 25 seconds (still scales with Blood Potency), cost increased to 20 hemogen, move speed buff strength increased at all levels (minor: 1.5x->2x, moderate 2x->3x, major: 3x->4x, extreme: 4x->5x)
- Blink cost reduced to 15 hemogen, range reduced to 14 tiles
- Split Second duration increased to 1 hour. Causes 2 hour coma once ended. Hemogen cost reduced to 30
- Majesty cooldown increased to 3 hours, base stun duration increased to 8 seconds (scales), base radius increased to 12 (from 5), but scaling reduced to 10% per blood potency (from 50)
- Bone spurs warmup time increased to 2.5 seconds, cooldown increased to 1 hour
- Warp body range reduced to touch, cooldown decreased to 2 hours, duration increased to 30 seconds
- Colony fleshbeasts created through Vicissitude now always spawn as age 0
- VRE Lycanthropes can now safely be embraced. Their morphing gene is removed on embrace
- Vampire faction pawns are now worth less combat points, meaning raids will be harder
- Vampire faction raids that occur during day-time are now always forced to use center-drop arrival method
- Vampire faction pawn raid weights modified, so at least about half of the attacking pawns are always ghouls
- Minor performance improvements

更新于:10 月 12 日 上午 5:13
作者:FlyingSloth

- Famulus bond on animals now reduces wildness

- Famulus bond now allows the domitor to be the master of an animal even if they don't have the required Animals skill

- Auto-feeding now respects allowed areas

- Tzimisce now correctly apply their curse in caravans

- Tzimisce can now take their Dirt Mound with them in a caravan, and use it to stop their curse. They automatically select an appropriate Dirt Mound if available during caravan formation. Dirt Mounds are now listed on separate lines based on their homeland coordinates

- Ravnos curse now correctly increased/decreased during caravaning

- Brujah and Toreador compulsion should trigger less frequently. Fixed issue where their frequency was tied to performance related mod setting

- Brujah instead of always entering Berserk mental state now choose between Berserk, Tantrum and Targeted Tantrum

- Pre-embrace chronic illnesses (Organ Decay, Alzheimer's, etc.) now properly stop gaining severity (oops...)