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Another thing is medieval compatibility; the latest "vampire raids are now always center drop pod raids" kind of kills that (The fact that they already forced an eclipse was enough, and you could also just have easily made it so they don't arrive until nightfall unless it's on a polar map). And while it isn't as big of an issue, a way to lower diablerie tant at a lower tech level would be nice; Maybe an anomaly ritual requiring a few shards or sacrificing a colonist, et cetera.
Despite my complaints, I do absolutely love this mod; probably my favorite one. I love Vampires, especially classic vampires and VtM lore ones. I just feel like you shouldn't try so hard to make Vampires "vanilla"; At present, they aren't much stronger than a Sanguophage until very high Blood Potency and the last couple tiers of skills, and with mods like Vanilla Expanded Sanguophage and Vanilla Psycasts Expanded: Hemosage, Sanguophages are extremely OP. I don't think it's a stretch to have your Gen 4 Vampires be strong without having them go into a psychic coma, especially given that Vampires already have a ton of weaknesses (especially at high BP).
About the feeding changes, it was something that came up on the discord as something that was potentially a bit too op. Miss/dodge chance was actually already a part of it! Do you think this reduction in hemogen gain/bloodloss caused in combat be completely removed or do you think it is reasonably to have it somewhat reduced compared to normal? If it's completely reverted, do you think it should be balanced in some other way? Should it maybe have a reduced hit chance/increased enemy dodge chance compared to normal attacks at low BP or generation, but become easier to land at high BP/generation?
Overall I completely agree with the design philosophy of "powerful vampires should feel powerful". The main reason behind most balance changes I make is to try and bring discipline abilities in-line with each other, not some arbitrary maximum power level I am unwilling to go over.
About the raids and diablerie thing you are completely right. I am currently working on some QoL changes (ability sets incoming! same as VPE psysets), which I'm hoping to release this weekend. After that the next thing on the list is actually compatibility with low-tech playthroughs (make the mod work at any world tech-level), which includes a complete overhaul of vampire lair generation, the mentioned raid mechanics and also ensuring all content (including diablerie taint removal) is available via non-high-tech means (most likely rituals, just as you mentioned). Once that "low-tech" update is released, I have plans for other things, but those will be submods, which will depend on this one, I just want to make sure the core is solid before I move on to add more content.
Thank you for your feedback! It's incredibly helpful for me to understand different playstyles, I honestly hadn't considered full medieval playthroughs before it was brought up. Point is, feedback like this is very helpful, so thanks again!
Sounds like you're already working on a lot of what I suggested, so that sounds amazing. I'll just respond where appropriate then:
For the psychic coma, I just hate that mechanic, personally. I'd rather have anything else; something like even a consciousness hit or orther debuff afterwards, or a long cooldown, so that while the ability still has a cost associated with it (besides the already high blood point cost), it isn't a one-and-done where you're basically useless afterward and then again during the day coma unless you take the debuff to wake them during it. That, or let them wake from it just like they can the day coma with the debuff. Just my opinion.
As for combat feeding, yeah, I feel like it's functionally worthless now. It's far faster and better to just down them first (especially after turning off the death on down chance) and feed on them that way; trying to feed on them in combat and being a sitting duck for a second or two while getting barely any blood (especially, again, high BP Vampires that don't get much from feeding anyway) and still having the chance to miss altogether. If you really need to balance it, maybe make it something like 1/2 at the least instead of 1/3. For reference, Vanilla Expanded: Hemosage has a two feed during combat abilies that always hits and between the two always downs or kills their enemy., and VXE: Sanguophage has that OP Heart Crush ability to basically delete someone. I'm not saying balance your mod around that one (since they are unbalanced themselves (VPE in particular), but something in between wouldn't be unbalanced. Again, they're Vampires; struggling to feed on one enemy makes them comparatively weak, especially since they're sitting ducks and everyone else is still swinging at and shooting the Vampire.
Anyway, thanks for the awesome mod. I love how you've represented the different clans and worked VtM lore into the Rimworld game rules. I know it's impossible to make everyone happy, especially with balance changes, so I'll leave it up to you where you go with it, but those are the only big sticking points I had with the mod.
EDIT: Saw the update. Looks amazing. Thanks so much for this awesome mod!
1. Option to replace vanilla sanguophages
2. Option for pale skin or red eyes?
The idea was more about visually differentiating vampires from humans, but fair enough, I get it
1. Fleetness makes vamp immune to stagger
2. Can the vampire faction get clothing options besides plate armor
4. Reusing anomaly monolith graphics for Lasombra
5. I feel like the vampire healing is a little weak but idk if buffing it is really necessary
1. I probably won't do this one for 2 reaons: vampires already gain stagger resistance that increases as their generation gets lower, plus there is an ability in fortitude that specifically gives stagger resistance
2. I don't mind that as an idea, I'm just not sure what kind of armor they could get. They need to stay at a medieval tech-level to keep them compatible with medieval playthroughs, and as far as I can tell the only other option is to have them show up without armor. Which I might add for ghouls. If you have any recommendations let me know!
3. This should be possible, and I like the idea, it would make them a bit more varied, same as Yttakin raids have wild boars with them. I'll look into how I could implement this one
4. I'm not sure what exactly you mean by this, could you please elaborate?
5. This comes up every now and then, their healing has been buffed twice already (once their passive healing, and then their active), honestly I'm pretty happy with where it is right now. At low Blood Potency, it's not incredible (but still an order of magnitude faster/better than normal natural healing for non-vampires), and at high Blood Potency, even at like 3-4 it's extremely strong (in my opinion)
4. Remember, there are little animated graphics when the monolith (and I think the obelisks) do stuf,f like when it upgrades or at the end (take a look with dev mode next time you boot up)
In any case, there are tons of "shadowy" sprites and graphics in Anomaly