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Messages - 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
I am working on this as an expansion to original Cults mod, so probably this will be a sub-mod, which is going to modify (patch) existing features and expand them. I guess the idea is the same as Blood Cult mod, but that project was abandoned.

It's not like Jecrell has a copyright to Cthulhu Mythos to give me permision to work on this mod, if he's happy to comply, this can also become fully dedicated mod.

I just want to make Cults even better.
#3
Currently I've finished most of the UI and core worshiping mechanics, which is new scheduled work type. If 3 or more colonists worship at the same time they have a chance to trigger sermon event, it gives bonus favor.


Favor right now slowly goes down and it's important to maintain it. In case of busy times it's possible to go beyond 100% limit to "save it up" and keep all favor benefits for prolonged time without worshiping.
Some pictures of altar UI:


#4
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.
#5
How's the progress on 1.0 update? If you're still busy maybe I can do an update patch.
#6
Can we expect an update to B19?
#7
If my opinion matters:

1. From force sensitive to Jedi Consular (24 lvl, maxed all light side abilities) in 2 quadrums. I think that's way too fast, it should take 2 years.
2. Compare longsword, knife and lighsaber. Lightsaber is even longer than human body, it's too large.
3. When casting abilities, why caster must be 11 tiles away from target? Abilities like force defence or heal self could use melee animation (indicator).

Overall mod seems to be overpowered, but everything else is amazing, keep up the good work.