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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.
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?
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.
Honestly tho the potential for this mod is really great, I can't wait to see where this goes \o.
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.
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)
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.
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.
(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)