RimWorld

RimWorld

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RimMagic (1.0-1.5) -- now with Ascendant Vampires, Resurrection and Healing!
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Mod, 1.0, 1.1, 1.2, 1.3, 1.4, 1.5
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2.977 MB
Oct 5, 2016 @ 8:49pm
Apr 9, 2024 @ 2:54pm
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RimMagic (1.0-1.5) -- now with Ascendant Vampires, Resurrection and Healing!

In 1 collection by Magical Liopleurodon
modpack 2022-12-20
32 items
Description
My thoughts on balance:
My design philosohpy is that balance is your job. I've designed vampires and magic to give you options--it's up to you to provide your own difficulty by holding yourself to special game rules (only vampires, or only 1 vampire/vampire family), taking more risks (like an aformentioned roaming vampire gang of 6--not easy) or not using fortifications, or starting out as a tribe, or not letting vampires used ranged weapons, etc.

RimWorld is a game about storytelling, and having super-human characters lets you have "heroes" and villains (set the scenario editor to give villains a 5% chance of being vampires). I'd like to make vampires more balanced, but they will *always* be "overpowered" if you try to play the game "straight" or powergame. Vanilla RimWorld is about colonies, my idea of RimWorld is about individual colonists.

Adds 8 staffs, 5 potions, and vampirism! Craftable from a new Magic Worktable (fairly cheap, no research needed).



WARNING: The Rim frowns heavily upon magic use. The more magical items you have, the more your enemies will want to come after you (they're not-tradeable but have very high value).


=====Potions=====
NOTE: All potions work on animals (except for Vampirism)

Cursed Blood:
Vampires need this to survive, and it's extremely addictive--like luciferium. Animals and humans can take it as well, and enjoy limited superhuman abilities and greatly enhanced healing. Made by draining HUMAN corpses at a worktable. This is a fairly involved process, and will ruin the meat and leather--but you'll get 5 bottles. Vampires will NOT drink blood by default, as it's considered a serious drug.

Healing Potion:
Functionally equivalent to healer mech serum. Requires cursed blood and healroots.

Resurrection Potion:
Functionally equivalent to a resurrection serum, but also works on skeletons! You can expect brain damage if you try it, though.

Vampirism Infection Potion:
Turns your character into a RimWorld vampire. See below for details.

Ascendant Vampirism Infection Potion:
Turns your character into an ascendant vampire; see relevant section.
=====Potions=====


=====Vampires=====
Vampires require cursed blood, which is made by draining HUMAN corpses at a worktable. This is a fairly involved process, and will ruin the meat and leather--but you'll get 5 bottles. Vampires will NOT drink blood by default, as it's considered a serious drug.

Vampires have massively boosted stats and rapid regeneration. Vampires are also natural experts of combat as well as interacting with animals and people. They're basically better at everything.

Vampires don't burn during the daytime, but they face serious debuffs--even through roofs or during an eclipse. You'll want them to be sleeping. You can figure everything else out on your own--it will be fun! For more details, you can check the comments for my informal changelogs.

Vampires are basically immune to the cold, but sensitive to heat and espescially fire.
=====Vampires=====

=====Ascendant Vampires=====
Ascendant vampires don't have any of the weaknesses that regular vampires have. In fact, they have a natural resistance to heat and fire. They're just as powerful during the day as during the night. They don't need rest, at all. They also have higher stats in a few different areas compared to regular vampires. Vampires are made with *some* pretense of balance in mind. Ascendant vampires are not, at all.

They can still be killed by explosions, crushed by roofs, etc--any form of total destruction. Anything less will just be an annoyance.
=====Ascendant Vampires=====

=====Staffs=====
Cursed Fire Staff:
Shoots a stream of fire--similar to an incendiary launcher, except the AOE isn't as large.

Cursed Storm Staff:
Shoots a stream of magical ice bolts. Less-lethal, and freezes victims. Great for capturing prisoners.

Cursed Earth Staff:
Shoots an AOE blast which does damage and spawns granite chunks. These are great for creating improvised barricades, or for supplying colonists with stone.

Cursed Death Staff:
This is the staff you use if you're not taking any prisoners. Vampires are immune, and mechs have high resistance. Doesn't have much stopping power, but causes extreme bloodloss. People and animals hit with this staff WILL die.

Abounding Fire Staff:
Like its cursed sister, but is more powerful, and shoots explosive fireballs with a powerful AOE effect.

Abounding Storm Staff:
This is THE best less-lethal option--even compared to other mods which give electric weapons. Shoots a large AOE lightning storm which causes harmless (but excruciating) magical damage.

Abounding Earth Staff:
This is your siege weapon. If you need to smash open a wall, this is what you use.

Abounding Death Staff:
A more powerful version of the cursed death staff with a higher rate of fire and powerful AOE.
=====Staffs=====

Recommended mods:
Death rattle (Gives vampires more time to regenerate from fatal injuries. Still won't save them from decapitation, but a shotgun blast to the heart won't be fatal if you're lucky)

Known Issues:
- Healing potions don't work with mod races (such as Orassans). This can be easily fixed, but requires me to make a patch for each mod race. So, if there's a race you want supported, leave a comment and I'll see what I can do.
- Vampires have large boosts to trade price, and because of a bug with vanilla Rimworld, this means that it's possible for your sell price to overflow so that everything you have sells for $0.50. A workaround is to simply use other colonists for selling goods, and use your vampires for buying goods.




Compatibility:
Will run fine alongside RimOfMadness vampires--but make hybrids at your own risk. It might work, but it's untested.

Can be added to existing saves without issue.
Compatibility:
Androids from the android mod can become vampires (but not droids)
Orassans can become vampires


Player Suggestions:
-Vampire factions
-Enchanted armor/ring that gives daylight protection
-Ice torches
-Magic swords
-Magic familiars
-Summoning
-Positive AOE staffs
-Magic skill

Third Party Addons:
Vampire Nerf, by Anubis: http://steamcommunity.com/sharedfiles/filedetails/?id=775650249&tscn=1502475195
This fixes a bug caused by having Vampires be *too* good at selling things (causing negative buying values, which means the vampires can't buy anything). It also nerfs many other values to make vampires more balanced in general (read the comments section for more details) I highly recommend it!
Popular Discussions View All (5)
13
Apr 19, 2022 @ 9:32pm
Some ideas/suggestions
Anubis
3
Oct 14, 2018 @ 12:48pm
Bug Reports Thread (B19)
Magical Liopleurodon
1
Aug 20, 2017 @ 9:04am
Bug Reports Thread (A17)
Magical Liopleurodon
672 Comments
martingolding96 Feb 28 @ 5:01pm 
@Magical Liopleurodon No benefits to Deathrest for non Sanguaphage pawns and it seems this mod doesn't like to play nice with the Official DLC as Ideology stuff gets blocked by it.
Magical Liopleurodon  [author] Aug 6, 2024 @ 10:43am 
Ahh, some RimMagic vampires don't have a sleep need. Are there benefits/necessity of deathrest?

Otherwise, I would say from a lore perspective it's reasonable to expect different "strains" of vampirism to conflict with each other. That doesn't mean you can't mix them, but there might be complications.
Athanos Aug 3, 2024 @ 11:22pm 
Pawns with the Deathrest gene, like Sanguophages.

But here's the thing, when I put the vampire in the casket, it jumps out after just one second. What's up with that?
Magical Liopleurodon  [author] Aug 3, 2024 @ 8:22am 
What's death rest?
Athanos Aug 3, 2024 @ 4:11am 
Death rest still not working ?
teamgracek Jul 20, 2024 @ 12:48pm 
sadly it doesn't work with Mechanitors :c
moonstar67ppm Jun 24, 2024 @ 11:47am 
Ah yes, sounds logical to me now. Thanks for the explanation.
This is just a personal favor, if you make changes or patch for the unaffected mod I mentioned, please do not make exception for Rimjobworld. It is really helpful to have archotech genitals since they have option to unlock/block pregnancy. At least this is good for population control :)
Magical Liopleurodon  [author] Jun 24, 2024 @ 5:03am 
Thanks for that very detailed list, that must have taken time to compile!

From all that you've mentioned, I think I'm remembering that being intentional I think, it does seem like there is some sort of tag that defines something as an implant. And to me it makes lore sense that vampirism would reject an implant; it would constantly be trying to regenerate based on genetics, so just like it's able to heal bullet wounds, it would be trying to "heal" an implant. I could also see a lore reason to support implants, you could say something about intention, but lore wise I've always liked the ideas that vampires can't have tattoos or piercings generally because their body would always be trying to reject them.

I don't know, what do you think?
moonstar67ppm Jun 24, 2024 @ 3:46am 
Hi sorry for late reply. I can confirm that below parts/mod is not affected by Ascendant Vampirism.
- Archotech Regenerator from Archotech+ (continued)
- Rimjobworld
- whole body headiff GeneSeed Growth from Warhammer 40k - Gene Seed

These body parts/mods will be missing with Asc Vamp:
- Doom - Factions (continued)
- Polarisbloc - Core LAB tmp port
- All gene seed organs from Warhammer 40k - Gene Seed
- implant IUD from Biotech official patch
- Integrated Implants
- Nanomachines, Son!
- vanilla Bionic Eye
Magical Liopleurodon  [author] May 20, 2024 @ 1:03pm 
Thanks for the kind words!

Which implant was it? Because of how the healing code handles hediffs, I have to manually add exceptions to keep them from being removed. I think I have a few with this case, but from a lore perspective, you could also think of this as the vampiric immune system rejecting the implant.