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Topics - Arvkus

#1
Mods / Abilities without Royalty DLC
May 30, 2021, 05:14:53 AM
I want to implement new abilities for my mod. My current options are: use JecsTools ability framework, use Rimworld ability system or create my own from scratch. The most convenient case would be to use official system, the problem is acording to modding rule 13b I cannot use Roalty specific code without Royalty dependency for my mod.

Most of Psycast classes inherit Ability methods and my abilities wont have anything in common with regular psycasts (except gizmo with cooldown feature), but I assume Abilities are still technically Royalty specific code.

Can I use Ability classes without Royalty dependency in my mod?
#2
Hello there,
Cults: expanded

Probably most of the players are familiar with Jecrell's horror mods. They add quite unique new features to the game and can drastically change playstyle, but currently Jecrell mods are barely maintained and sadly some of them have bugs and have balance issues.

Call of Cthulhu - Cults is my the most favored mod, so the idea is to build up some features from scratch and expand them, fix bugs, add new items, events, mechanics...

Curently planned features:

  • * Additional pawn psionic abilities
  • * World events: group ritual, deliver sacrifice to certain location...
  • * New rewards from congregations
  • * Relics as optional substitute to human sacrifice
  • * Possibly new Deity and monsters

If you have any ideas, feel free to post them here.