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Messages - Hessra

#1
Outdated / Re: [B18] Harrowed Light - 1.3
January 03, 2018, 04:23:34 AM


V1.4
DROPBOX

Changelog:
V.1.4
Added two miniboss-ish *creatures* that the Harrowed may send your way rarely.
-The Madman, a hulking creature wielding a symbol of worship
-The Baptized, a cultist that has given her all to the primordial gods for monstrous physical strength.

#2
Outdated / Re: [B18] Harrowed Light - 1.2
December 17, 2017, 05:45:00 AM
Skitter skatter


V1.3
DROPBOX

Changelog:
V.1.3
Changed Harrowed crafting table to something more fiting.
Added Plague Eradicators :  - different body armor sprites for each bodytype
                                          - two new weapons. "The Cure" and "Holy Flame"
                                               - two new helmets                                                 
[Placeholder] Rebalanced crafting materials required for weapons   
Nerfed the higher-end armor sets, had a tad too much protection
Made Champions be less likely to spawn
Fixed the Champion's flail not having the proper sprite
Removed color generation from armors, as nice as variety is most times it's just weird.


Also considering the current way of crafting Harrowed gear is kind of a placeholder, how would you guys feel if the Harrowed mobs had a low chance of spawning with ritual scrolls in their inventory that can be used at the shire to craft summon guns into existence ?

And tiny teaser for The Last Supper.
#3
Outdated / Re: [B18] Harrowed Light - 1.2
December 12, 2017, 11:50:53 AM
Quote from: Mst on December 12, 2017, 11:01:40 AM
Quote from: Hessra on December 12, 2017, 10:58:43 AM
Quote from: Mst on December 12, 2017, 10:17:38 AM
So is it ok to add mid game?
As far as I know factions don't spawn after the world is already generated so I suggest starting a new one.

I mean with Faction Discovery
Haven't tested it myself as of yet but from what I've read it should work.
#4
Outdated / Re: [B18] Harrowed Light - 1.2
December 12, 2017, 10:58:43 AM
Quote from: Mst on December 12, 2017, 10:17:38 AM
So is it ok to add mid game?
As far as I know factions don't spawn after the world is already generated so I suggest starting a new one.
#5
General Discussion / Re: Closed vs. Open Colonies
December 12, 2017, 08:02:37 AM
Open, I like building aesthetic little towns. It's not efficient or easy to defend at all but it looks nice and cozy. Unless everything is on fire. Slightly less cozy.
#6
Outdated / Re: [B18] Harrowed Light - 1.2
December 12, 2017, 06:47:17 AM
Updated to B18.
Expansion work resumes now.
Download the updated mod by clicking the picture below or from the OP
Now also available on
Steam

#7
Oh shit, it's happening. Thanks for all the hard-work dudes !
#8
Outdated / Re: [A17] Harrowed Light - 1.0
July 10, 2017, 11:45:19 AM
Quote from: PixelBitZombie on July 08, 2017, 07:34:50 PM
-- The mod works great, I had only what seemed like an odd issue? --
Aye, the first Harrowed to raid tend to be flagellants. Naked (aside from the hood) and with whips. Thanks for being part of this bumpy ride!
Quote from: TREH on July 09, 2017, 01:56:29 PM
You might want to set the Cassock to always display as the same color, currently you can get it in colors like hyperweave or devilstrand
Yeah the colors generated tend to be a little dark, on top of the default cassock being already pretty dark. Buuut sometimes it looks pretty good.
Quote from: Dragoon on July 10, 2017, 08:05:55 AM
This mod looks sick. Also, is that helmet inspired from the Undying Flagellant http://www.keiththompsonart.com/pages/flagellant.html?
Aye, Keith Thompson is bae. I should include an inspiration section to the OP, some of the things are pretty damn sweet.


And also...


V1.2
DROPBOX

Changelog:
V.1.2
Added Harrowed Champions a new sword
Added Harrowed Commanders with a new set of armor (helm/body) and assorted flail
Fixed up some item descriptions
Added the Ocelot, a britty decent sniper rifle
Added Fulger, a lightning...rifle.

And a little tinsy teaser I drew up for the upcoming faction(s).

#9
Outdated / Re: [A17] Harrowed Light - 1.1
July 07, 2017, 01:29:39 PM
Quote from: koni on July 07, 2017, 11:57:54 AM
Religious fanatics? Nice. Did you planned also exorcism, the (Spanish) Inquisition and/or flagellation as an joy activity. That would be great
I'll see what I can do about exorcism in the future. Maybe an event. Colonist flagellation for joy seems a bit redundant, seeing as how it would only work positively for masochists. As for the spanish inquisition, that was one of the main inspirations for the Harrowed, along with some paintings by Francisco Goya.
Quote from: Napple on July 07, 2017, 01:04:50 PM
Are you going to release your mod on the steam workshop for better exposure?
Currently no, got my hands full already.
#10
General Discussion / Re: Melee Weapons
July 07, 2017, 04:47:43 AM
Out of those probably longswords.
But I prefer sprinting death machines injected with a cocktail of drugs and grafted with ludicrous amounts of weaponized prostheses.
#11
Outdated / Re: [A17] Harrowed Light - 1.0
July 07, 2017, 04:28:31 AM
Thanks for the kind word guys, I'll see if I can catch the time to drop into the discord every now and then.

Quote from: PixelBitZombie on July 06, 2017, 04:25:00 PM
Not going a lie, if we got a mix of darkest dungeon into rimworld I'd be happy.
Petals must fall.

Also...


V1.1
DROPBOX

Changelog:
V.1.1
Added bloodhounds - Cute little puppers. A bit faster than huskies but less lethal. Gives you the false hope that it will catch that escaping prisoner.
Added two new Harrowed classes to make use of some unassigned items.
Adjusted the commonality of some Harrowed classes.
Added a new helmet for the Harrowed militants.
Re-geared Harrowed priests. (moved the glistening gold armor to Harrowed Champions)
Adjusted Harrowed gun prices.

Also thinking of making the mod module-based, with a setting menu to enable and disable puppers/factions/and so on as the mod grows.

#12
Outdated / Re: [A17] Harrowed Light - 1.0
July 06, 2017, 03:45:33 PM
Gotta make up for that nonexistent coding skill somehow, right ? hah-ha
#13
Outdated / Re: [A17] Harrowed Light - 1.0
July 06, 2017, 03:12:55 PM
[[Reserved - we just don't know]]
#14
Outdated / [B18] Harrowed Light - 1.4
July 06, 2017, 03:01:47 PM
Harrowed Light aims to add some new factions to the game, preferably for each of your cannibal tastes.

The current version includes :
The Harrow, a faction of religious zealots that aim to purify the existence of all that is unholy within your colony. Starting with your very colonists' earthly vessels. To do so they use an assortment of goody-goods ! Thuribles, whips, flamethrowers and...candle holders ?

Check a look at some of the current loot that you could pry out of the cold, stiff hands of your enemies :

Or maybe you want to stare in awe at that flagellant hood as your colonist gets whipped into a coma ?

All is fine.

Compatibility :
Should work with moooost other mods since it doesn't change the core game in any way.

How do I install this ? :
Simply unzip and drop the Harrowed Light folder into your mods folder. Or subscribe on the Steam Workshop.

Future updates ?:
Yes sir there'll be plenty. More badly balanced weapons, armors and factions that are out to kidnap your loved ones. Also better integration with research and upping the description of items. And more faction classes. Yes.

My colony just got wiped out in a blazing inferno and then game crashed?:
Well you can talk about it here, as it stands the balance is all over the place and I seek to make it as fair as it can be. Also maybe bugs.

But like, how about you add ____ :
If it fits in a twisted 15th-18th century edgy/grimy fashion with guns all is possible.

Can I craft things from this mod ?:
Yes, some. After you research Machining a peculiar shiny yellow altar will appear in the production tab.

I can't see the sprite details, lad.:
Use the Camera+ mod or such.

Can I use your mod in __ ?:
Sure, just gimme a little credit there for the art or something.