RimWorld

RimWorld

Revia Race
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Fox with a Shotgun  [developer] Jul 31, 2020 @ 8:51pm
Future direction of the mod
Alright. Now that I've settled into my new job to some extent, here's the plan for the future.

The graphics for Revia, while okay, can be a little sharper. I've been working on vector-image based art for the tails and ears. When these are complete, I can effectively generate textures of any resolution without quality loss - or pesky pixels that lie outside of the outlines.

The next thing is the implementation of the race. Specifically, the lore background and equipment. The core premise of the mod, truthfully, came from an inebriated brainstorming session. "What happens if you mix foxgirls with Khorne? Blood for the blood gods! Skulls for the skull throne!" While this is all fine and dandy, it's not particularly coherent with the equipment, naming and buildings in the mod. We've got gemstone nicknames, Roman names, and the blood sigil is Norse. Simply put, it's a thematic mess.

I plan to recast the Revia along the same lines of the Aztecs and other Mesoamericans. Think obsidian-toothed macuahuitls, emerald-feathered headdresses and jaguar warriors. In keeping with the theme, I'm looking into making a change to how sacrifices work. Once I work out how to override butchery and make a proper sacrificial altar job/workgiver, I plan to make sacrifices accept living prisoners. On ordinary days, this would give the sacrificing Revia an increment on their sacrifices counter, which would replace the bloodstones and palestones. When there's a solar eclipse, sacrifices become more potent, giving a new item that is intended for use to consecrate weapons.

To further follow the Aztec theme, I plan to add an incident called the Garland Wars. When this happens, for a period of time, there will be lots and lots of Revia raids from hostile Revia sources. A semi-permanent eclipse will fall on the region, which will only stop once you have sacrificed enough prisoners to make the blood god happy.

Lastly, I plan to expand on Skarne, the blood god. Once a Revia hits Soul Reap 9, and all your Revia hit Soul Reap 9, there's little use for bloodstones and palestones. With a truly monumental amount of slaughter, a Revia should be able to get the favour and attention of the blood god. Of course, this attention may or may not be beneficial for the other colonists' physical health...

I hope you've all enjoyed this mod!
Last edited by Fox with a Shotgun; Aug 1, 2020 @ 10:35pm
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Showing 1-15 of 42 comments
DarkFox Aug 1, 2020 @ 11:15am 
Enjoying a lot of it, Pratically doubled my play time bc of this mod.
Michiko Aug 11, 2020 @ 4:46am 
Very interesting changes planned! In particular I'm intrigued (in a good way) that you didn't choose to go the typical Japanese mythology kitsune route for your multi-tailed fox girls.

While playing human I usually play a harsh "we're gonna get through this if we stick together" survivalist style colony, but when I play Revia my play style changes dramatically. I no longer show mercy to raiders, etc., and I imagine every single Revia to be itching for combat all the time. I had a melee fighter who often seemed to decapitate downed enemies when finishing them off (even though that's supposed to be random). She left an indelible mark in my memories of Rimworld.

Basically I play more brutally, and I have mods that increase the difficulty or increase the combat encounters to make sure my Revia always have stuff to kill, while still keeping the challenge levels up. Even when humans join the colony, I sometimes let the humans, especially the ones that aren't great at combat, hang back or do support things from behind like sniping or manning artillery, and let the Revia deal with the threats on the front lines.

All that said, I'm looking forward to the changes! They sound exciting for sure.
Ælianthe Aug 11, 2020 @ 1:31pm 
All of this sounds really promising. I really like the idea to go for a Mesoamerican theme for this race! A refreshing change from the asian inspired Kurin and Rabbie.

If I may make a couple suggestion :
- I'd really, really like to see a compatibility with EPOE (my personal go-to, but others may be using different prosthetic mods...). Not only for the dream of full advanced bionics + exoskeleton on 9-tail Revia, but also because all the fighting you want to do as a Revia tribe means your pawns tend to lose body part. Vanilla basic prosthetics do the job but not nearly as well as EPOE's basic prosthetics.
- A fairly small request, Revian backstories are considered "faction only" in EdB carefully. So selecting "Faction backstories only" as a filter simply returns all the backstories available in the game. A minor inconvenience, but I thought I'd mention it.
- An optional decay rate on Soul Reap. As you mentioned, at Soul Reap 9 you have no incentive to fight anymore. Fleshing out the entire blood god cult and the Garland War event would certainly help with that (...what about specific psycasts as a ritual? \o) but I wouldn't mind having that option to spice up the thing. Kinda fits thematically I think, the blood god always want more :P
- On the topic of fleshing out the blood god cult, here's a wild thought : the new "permits" system introduced in 1.2, could it be reused to make the same kind of system but with "Favor of the Blood God" instead of imperial permits?
Michiko Aug 11, 2020 @ 8:41pm 
The optional decay idea could be cool. It'll be crazy hard to maintain at high levels, but it gives us a lot of incentive to kill more. Not just defending your own base but raiding other bases and accepting quests to kill stuff. Might even need mods and those settings adjustments introduced in Rimworld 1.2 to ensure you get bigger and more frequent raids.

As long as it's optional and tweakable in-game just in case it turns out to be unmanageable lol. Imagine having like 15 Revia or more very late game and none of them can maintain more than like 4-5 tails.
Ælianthe Aug 12, 2020 @ 2:12am 
Alternatively, if there is such a thing as a ritual systems implemented along the way, you could add one that temporarily halts Soul Reap's decay on all your pawns. You would want to raid, not as a way to just kill things, but to take prisoners as well, build a stockpile of prisoners that you could regularly sacrifice to keep your soul reap levels :P.

Honestly tho the potential for this mod is really great, I can't wait to see where this goes \o.
Fox with a Shotgun  [developer] Aug 31, 2020 @ 6:35am 
There's some nice ideas here. Might look into implementing some of them, especially the favours from the blood god one.

As an aside, I've noticed that there are Japanese and Korean translation mods out there. Once I'm done working on sacrificing live prisoners on blood sigils, I'll look into key-ifying text to make it easier for translators to translate stuff.
briteshadowwolf Sep 6, 2020 @ 6:30am 
So...being straight honest here...if you decide to change things up too much I would love if you leave this version around still, as I pretty much adore the Revia as they are right now. The inspirational sources might be a mess, but the implementation feels a lot less messy than your words make it seem like you believe. Straight up in my top 3 favorite race mods right now. Sacrificing live prisoners does seem like a good plan, but as far as not having much to do with stones and runes after reaching the peak...well...the base game now has that whole "these meh weapons are infused with personalities" thing that you could always try and run some parallel lines with; and sure you can create some pretty nice weapons with the stuff but where's my Skarne infused throwing knives or clothes? Just throwing out some quick ideas that might be nice to see before you decide to redo them as I luv them as they are (along with their hilarious interactions with some of my other races).

P.S. Thx for updating github version, definitely one of the most worthwhile mod downoads to date (I have about the slowest internet possible in the U.S. so even the smallest downloads can take half an hour at times)
Last edited by briteshadowwolf; Sep 6, 2020 @ 6:33am
Fox with a Shotgun  [developer] Sep 7, 2020 @ 3:09am 
Well, at least you can be assured that the Github versions will always be around.
Special Lizard Sep 13, 2020 @ 9:45pm 
I'm sorry if I missed this somewhere else, but the revia seem pretty tribal like. I think it'd be pretty cool if you add the "natural" meditative focus to their childhood backstories so they can use anima trees.
Michiko Sep 14, 2020 @ 1:27am 
@Dara
Nah the Revia aren't really tribal like, at least not any more than humans are. The Templars for example often have very high tech.

Not that your idea isn't a good one. Just that so far I haven't really noticed Revia to be tribal per se.
Special Lizard Sep 15, 2020 @ 4:23am 
@michiko When starting as them you have tribal tech level without electricity. So thats where I'm coming from.
Fox with a Shotgun  [developer] Sep 15, 2020 @ 4:54am 
Yeah. Natural would probably make sense. I wish the original tech taggings were correct - they're supposed to be of medieval tech, but Rimworld never really tagged the tech correctly. Thus, defaulting to tribal.
RutraNickers Oct 17, 2020 @ 2:33pm 
I loved the mesoamerican theme you're shifting to. To be frank, this Blood God theme is just too perfect to work together with Rim of Madness - Cults, they even have a sacrifice system that you don't know yet how to implement. What about making it so that if you have Cults activated, the Revias will use the Cults sacrifice system and a research that unlocks the Blood God as a Cult God? This way you can create spells that uses sacrifices in the same way Cults use, resolving the problem of "what to do when your girls have already 9 tails" and the sacrifice problem altogether.

Without the Cult mods you could use Hearts as an offering instead of bloodstones to make it more astecan, while using a ritualistic "workbench" to make the offers for more tails and Cults' spells equivalent.
Last edited by RutraNickers; Oct 18, 2020 @ 4:28pm
Fox with a Shotgun  [developer] Oct 17, 2020 @ 4:26pm 
Yeah, a patch for Rim of Madness - Cults would work.
Lini Oct 18, 2020 @ 4:05pm 
Nah, don't have them sacrificing hearts - they're multiple tailed murder-foxes. They should be sacrificing livers, instead. Not only appropriate (kumiho are fun), but still lethal when harvested, and barring further mods, not something that has a replacement that can get potentially wonky (not very often you run into someone with a bionic liver, after all).
(also, as others have said, they've been fun so far even as is, as enemies, colonists, and even as wanderers/traders, things just tend to happen when the nonhostile ones show up it's great)
Last edited by Lini; Oct 18, 2020 @ 4:09pm
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