边缘世界 RimWorld

边缘世界 RimWorld

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Slothborne - Nocturne
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Mod, 1.6
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5.714 MB
9 月 6 日 下午 2:04
11 月 15 日 下午 2:36
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Slothborne - Nocturne

在 FlyingSloth 的 2 个合集中
🦇 Slothborne: Nocturne - Complete Collection 🦇
4 件物品
🦇 Slothborne: Nocturne - Recommended Setup 🦇
32 件物品
描述

🩸 Vampires of the Rim 🩸
Embrace the darkness. Rule the night. Build an eternal colony.




1.2 Update Out Now! Vampiric Rituals!
Cast new powerful rituals! NPC vampire faction medieval for low-tech playthrough compatibility! Wiki will be updated once I'm done playing Bloodlines 2

1.1.2 Longer Nights and QoL+Balance changes!
Embrace the dark with Longer Nights! Enabled by default (+15%), choose between 'Accurate Sun' (default) or 'Dimmer Sun' (lower maximum brightness, gloomier atmosphere) in settings.
Choose the 'Dimmer Sun' setting if you play in polar regions and want to avoid a rare visual lighting glitch, otherwise, the default 'Accurate Sun' is recommended for the best visual experience.
  • Blood Potency Serums: Research new ways to control your power gain.
  • Potent Hemogen: Extract concentrated hemogen packs from vampires.

1.1 All Clans Finally Arrived To The Rim!




The Curse of Immortality Comes to RimWorld

Transform colonists into creatures of the night with deep vampiric mechanics. Create covens of immortal predators, maintain symbiotic colonies, or keep stables of blood dolls to feed your dark hunger.




⚰️ Core Features

🌙 The Embrace
  • No food, no sleep - Only blood sustains them
  • Immortal unless the brain is destroyed - Regular wounds mean nothing
  • Immutable genetics - Frozen in time
  • Pre-embrace injuries become permanent - The curse preserves them

🩸 Blood & Generation System
  • Generation determines potential - Lower generation = more powerful
  • Blood Potency increases over time - Growing stronger through years
  • Selective feeding - High potency vampires become pickier
  • Voluntary torpor - Reduce blood potency through long slumber

☀️ Day/Night Cycle
  • Day coma - Unconscious during daylight (based on sun position)
  • Sunrise panic - Mental breaks forcing shelter
  • Sun damage - Direct sunlight burns
  • Forced awakening - Wake during day at great cost




🦇 Vampire Clans

Fourteen distinct vampire clans, each with unique traits and curses:

Banu Haqim - The Judges
Warriors with dangerous addiction - feeding on vampires risks frenzy and forced diablerie

Brujah - The Rebels
Passionate warriors prone to violent outbursts

Gangrel - The Beasts
Lose humanity with each frenzy, gaining animalistic traits

Hecata - The Clan of Death
Necromancers whose feeding wounds victims

Lasombra - The Keepers
Periodically erupt in EMP blasts disabling friendly technology

Malkavian - The Mad
Spread madness, increasing mental break chances

Ministry - The Serpents
Suffer in normal light, require darklight environments

Nosferatu - The Hidden
Beauty locked at -5, cause disgust in interactions

Ravnos - The Wanderers
Take damage if staying on same map too long

Salubri - The Unicorns
Healers with third eye whose casting drains nearby vampires

Toreador - The Artists
Obsessed with beauty, suffer or thrive based on surroundings

Tremere - The Warlocks
Magic may cost double or triple hemogen

Tzimisce - The Dragons
Bound to native soil, must sleep in homeland earth

Ventrue - The Kings
Cannot feed on diseased, addicted, or genetically modified



🩸 Expansion Available
The Hallowed - A commissioned bloodline expansion featuring Potence, Fortitude, and Vicissitude. Cannot create ghouls or heal mortals.




💉 Advanced Systems

Ghoul Servants
Blood-bound servants gaining vampire powers without full transformation
  • Gain random discipline from their master
  • Stop aging while maintained
  • Rapidly age if abandoned

Discipline Powers
125 abilities across 16 discipline trees including Animalism, Auspex, Thaumaturgy, Celerity, Chimerstry, Dominate, Dementation, Fortitude, Necromancy, Obeah, Obfuscate, Obtenebration, Potence, Presence, Protean, and Vicissitude
  • 3 starting disciplines per clan
  • Gain points through aging
  • Unlock new trees through diablerie or teaching

Diablerie - The Ultimate Sin
Consume vampires to steal power, lower generation, gain disciplines - with permanent consequences

Auto-Feeding Management
Sophisticated feeding priority system:
  • Set feeding permissions per vampire
  • Assign blood dolls to specific masters
  • Configure wildlife hunting preferences




🧪 Research & Crafting

Blood Technology
  • Basic Hemogen Processing - Convert meat into low-quality blood packs
  • Potent Hemogen - Create concentrated blood even ancient vampires can consume
  • Metaphysical Soul-Splicing - Remove the stain of diablerie (requires AI persona core)
  • Blood Manipulation - Create elixirs to hasten or slow down the progress of Blood Potency




🎮 New Events & Challenges

  • Vampire Refugee - Guaranteed vampire recruitment opportunity (followed by hunters)
  • Ancient Vampire Complexes - High-risk, high-reward ancient sites
  • Frenzy System - Low blood triggers uncontrollable feeding




📦 Requirements
Required: Biotech, Anomaly
Optional: Ideology and Odyssey enhance features
Save compatible - can add mid-game



🔧 Customization Options

Extensive mod settings allow you to tailor the vampire experience




📚 Resources & Community

[rimworld-nocturne.fandom.com]
Comprehensive guides, strategies, and detailed mechanics explanations

[discord.gg]
Join our community for discussions, bug reports, and multiplayer coordination

[www.patreon.com]
Support continued development and help me decide the future direction of the mod




🐛 Bug Reports

For bug reports please use the bug-reporting forum on the community discord. Please send your save-file, and player-log along with your bug report.




Credits & Special Thanks

u/Swimming-Handle3747 (Labc) - Clan curse contributions

Hal - Logo

Framework
Vanilla Expanded Team
For the Vanilla Expanded Framework which this mod is built upon, and for providing exemplary code implementations that inspired many of this mod's systems.

LTS
For Integrated Implants, which served as inspiration for several key implementations.




Slothborne: Nocturne is a non-commercial fan work inspired by Vampire: The Masquerade® and vampire tabletop RPGs. VtM is property of Paradox Interactive.
热门讨论 查看全部(2)
14
11 月 8 日 下午 4:58
CE, Intimacy compatibility and nightvision
Aarmik
17
2
11 月 13 日 上午 7:08
QoL Suggestions
FlyingSloth
83 条留言
FlyingSloth  [作者] 11 月 13 日 下午 1:38 
@da812manymonkey Thank you! I appreciate the enthusiasm, but deep integration with other mods is tough. I can't control their updates, so maintaining it would be a nightmare. Compatibility (making sure they work side by side without breaking) is as far as I can reasonably go.

The sanguophage idea is interesting! However, my design principle is to not disable or override base game content. I might explore something like that as an optional sub-mod down the line, but it won't be part of the core mod.
da812manymonkey 11 月 13 日 下午 12:40 
This is brilliant!!! Any ideas for integrating more of the sangauphage stuff from biotech or other mods related? Like make them all automatically Caitiff or something. Maybe options for full vamp overhaul.
FlyingSloth  [作者] 11 月 13 日 上午 1:28 
@Lord Felix Fair enough, you don't choose. If you want to start with a specific clan I suggest making a non-vampire pawn, and using the "Debug Embrace" debug option when you start the game to make them a vampire
Lord Felix 11 月 12 日 下午 6:41 
You said choose from the clans, but how exactly are we able to choose if the quests are random. I want a ventrue vamp :(
MorphingE 11 月 11 日 上午 6:31 
I'm sorry for making things difficult. I'll provide better detail in the future. I really enjoy this mod.

The feeding type, apparently I had the wrong name. It's the White Rose's unique bloodfeeding option from Big and Small - Vampires and the Undead.

I'll provide the error message when I get home from work to the discord, because I do recall it providing one but didn't think to copy it down.
FlyingSloth  [作者] 11 月 11 日 上午 6:09 
@MorphingE Fixed the issue, update is out. For existing saves you'll need to re-add the VPE hediff using dev mode.

For future bug reports, please use the bug-reporting forum on the community Discord (as noted on the workshop page) or at the very least include:
- Your full mod list
- Player.log file
- Exact reproduction steps
- Clear description of expected vs actual behavior

This report lacked critical details. It took considerable effort to determine that "vampires breaking psycasting" specifically meant "psycasters losing VPE abilities when embraced," not "vampires can't become psycasters" or something else. More precise reporting helps me fix issues faster.

About Feeding Management: it only handles the vanilla Bloodfeed and my mod's Feed ability. If you're using a different feeding ability from another mod (Blood Rose doesn't appear to be on the workshop, is it a custom/private mod, or has a different name?), that's not supported and would explain the behavior you're seeing.
MorphingE 11 月 11 日 上午 5:33 
It also seems like checkboxing 'Assigned Colonists' and 'Any Colonists' as a standard Sanguophage breaks things when those are moved above Hemogen Packs. Outside of the Vampirism stuff, you can only use the Feeding Management for Prisoners and Hemogen Packs, it appears.

Not sure if it is because I am using a Blood Rose vampire's bloodfeeding instead of the standard bloodfeed from Biotech.
MorphingE 11 月 11 日 上午 2:46 
I don't know if this is intended, but it seems that gaining Vampirism breaks Psycasting. Are Vampires not meant to be able to use Psycasts?

I just couldn't find anything in the documentation saying that that was intended, is all.
FlyingSloth  [作者] 11 月 10 日 上午 10:36 
@黑猫 Thank you for letting me know! No need for any more info, it's fixed already if you update the mod.

@The Don Not really, only Salubri have a (very) poorly drawn third eye. Also the two "Form" abilities do temporarily change the model of the pawn
The Don 11 月 10 日 上午 9:37 
Do the diffrent clans change the look of the Colonists or is it not visual?