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In early levels it wouldn't affect the filtration stat so heavily and thus healing faster, later levels could greatly affect the blood filtration and pumping stats taking a longer times to heal, which alongside another disease would likely cause death.
This would create an interesting offset where the vampire can actually get out in the sun but long exposures could be extremely dangerous.
I really like your idea for sun paralysis and matching it with toxic fallout...the code should also be similar, so I should be able to "merge" the toxic fallout code with the "night owl" code and get something like I want.
As for making hearts stackable...have you tried the extended storage mod? Does that make them stackable? If not, its definitely something I'll look into--theoretically, it should be a small change.
Also, thanks for the report on the talking offset, I'll add that to my list and look into it next time I get a chance to work on the mod. Thanks! :)
About the sun paralysis thing, the night owl code is restricted to a set timeframe, I'm not sure that is the best way to do it, I can think of two ways of making it work in another way.
1 - Restrict it to "light level > 50%" (which is what lamps reach), you could check out the "Psychology" mod's traits to have a look on how to do that, they have two traits that are associated to light level which you could possibly use, I believe one trait is called "photosensitive" (which honestly is exacly what vampire lore points them out to be), and get vampirism to work on a similar way.
2 - Restrict it to outdoor and indoor unroofed locations during the day. (Exactly how the Toxic Fallout works except it would have to happen only at night)
Both of them work, although the first one would happen only in direct contact with the sun and the second one would also happen on locations that are technically shadow, but it could be an easy workaround.
I also still recomend limiting the vampire's stats to between 80 and 150% stronger than humans (Between 180% and 250% if you consider regular pawns at 100%) and weaker than humans when on sun paralysis (of course this highly depends on how you work out the effects of the sun).
I'd also recomend nerfing the effects of fresh blood or making it harder to aquire.
But then again, these last two recomendations are for balancing, which I understand are not currently your focus.
About the melee, I honestly don't see a lot of ways to make it interesting in the current state of Rimworld, maybe if you could make vampires do some sort of a leap when close to enemies that would work but I have never seen it done, not even animals that should be able to do that actually do it, like Cougars.
At any rate, this is likely shaping up to be one of the most interesting mods this game has :)
Great work.
Im also not clear on how I can make vampires have a % chance to be part of a raid or whatnot, I know this is a coding thing but I dont have alot of experience with xml, is there a page that explains how somewhere I should be reading?
PS. This could also be used for the summoning requirng a certain amount of corpses&blood to summon a super stronk monster.
To simulate having thralls, prepare carefully, taking a vampire and some cannibals.
For reference on how specifically made thralls could be done, see Walking Problem's "RimSlave V2.0". You'd want to reference his work because he's making slaves as humanlike pets, and is already working to solve conflicts that made with Orion's Hospitality.
I imagine that a thrall should be receiving some single non-stacking mood buffs from some activities it may do for its master. The normal pet moodlet for having a master would ideally only apply if the master is a vampire. Maybe give a debuff for being subordinate to a non-vampire pawn.
If you go that route, use animal handling at first. Vampiric level may or may not need to be separate from the thrall handling skill. Depends on whether or not you want thrall use to train vampiric level, or want the two done separately, as above in blood points concept.
I don't see this happening anytime soon, but it's still an idea I wanted to see thrown about and talked about.