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Messages - Benis

#16
Jecrell, with the addition of werewolves, I have to wonder if you've thought about vampires (beyond star vampires, anyway). With night and day cycles, body part-specific wounds and a blood loss system in the base game, they could be implemented really well.
Here are a few ideas for mechanics I had in the shower:

-Vampirism Contraction
Initial introduction could be a scripted event, one that will occur sometime in the first X amount of time like the monolith/tree spawn, though it'd have to be at least a season or two in so as not to completely incapacitate a pawn while you're still shorthanded or even solo (and unable to feed a vampire).
-Vampirism Conversion
Pawn is badly fevered and will take several days to succumb. A) Dedicated treatment and constant bedrest will fully cure a pawn, so as not to force people into a vampire. B) You installed the mod, you deal with vampires. Medical treatment and bedrest will allow them to survive long enough to convert. Otherwise, death.
-Newborn Vampires
Upon completion of the disease, the pawn will recover fully, receive significant boosts to speed/durability/base strength and go berserk pursuing the nearest warm human body to feed upon. The first feeding will suck the victim dry, so plan ahead and have a prisoner on hand or lose either a colonist or your new vampire.
-Vampire State
In exchange for boosted bodily ability across the board and no want of traditional food, your vampire must drink every X (2-3?) amount of days or suffer progressive burns in sunlight and, if starved enough, go berserk for blood (probably a colonist's). Hunger bar is replaced by a thirst bar.
-Caring For and Feeding Your New Vampire
You can order your vampire to drink from a prisoner, or a sleeping colonist. This will inflict minor neck wounds and blood loss. When young vampires feed, there is a % chance risk they get carried away and kill their victim. The farther a vampire progresses, the more control they have (when not starving). An elder vampire never unintentionally kills his victim. There could be a second option (maybe even under the surgical menu) to mix blood while drinking to inflict the victim with vampirism (random infection chance on feeding sounds like a headache).
-Vampire Progression
The longer a vampire survives and feeds, the stronger it gets. Perhaps unlocks some sort of seduction/compulsion abilities or temporary heightened transformation. Stronger, but also thirstier. An elder vampire might take three feedings to fill its thirst bar. The cost of such powerful undead is a large and well-maintained prison.
-Misc
Vampire hunter faction, crossbows, count/countess clothing, Victorian-themed items, vampires set on fire burn more rapidly than regular pawns.

I think this could be quite balanced in having to support a bigger bloodbank the more fearsome your vampire becomes, including putting down the inevitable breakout attempts. A real madman could even go for a fully vampiric colony presiding over the mother of all jailhouses.
#17
Ideas / Human Butchering OP
May 08, 2017, 05:18:42 PM
Throw those 30 dead tribals in the freezer and next time your pawns throw a party/wedding, you have a mood buff that more than negates full human butchery debuffs and lasts longer than those debuffs. This is strong on its own. What's stronger is that human leather is worth 3x standard leather.
With the upcoming nerf to the epic cannibalism meme, I think a reflection in abhorrence to human leather would be to bring it on par in value to regular leather, or even less ($2/unit, maybe, vs the $3 standard). As it is, each butchered human corpse yields ~$125 in meat and ~$360 in leather, even more if the leather is crafted.
Human butchery just shouldn't be so desirable for a colony that isn't full of cannibals and psychopaths. Let it provide some cheap meat only good for animal chow, sale to bulk vendors or emergency provisions, and some gruesome leather that sells at poor rates, so that the player is only incentivized to harvest it for cannibal/psychopath playstyles that encourage consumption of human-derived produce. Breaking taboos should be for fun, not the optimal course of action.
#18
Quote from: JT on April 17, 2017, 01:43:30 PM
So my tribals were cozily resting in their bed when I decided to start browsing the terrain to see what sorts of animals I could tame and/or to look out for predators, when I discovered that the ancient one that had meandered into our lands a season ago had met a most unfortunate and anticlimactic end...

In short, it may be ideal to give them immunity to infection -- the easiest way would be to give them a free healthdiff upon spawning with immuneTo tags (just like PenoxycylineHigh), but without any declination in severity. =)

I'll +1 infection immunity since it seems a silly thing for an extremely durable, redundant and toxicity-immune eldritch creature to succumb to (though I love my free barkskin from those young dark who succumb to the power of boar and tortoise).
Food poisoning immunity too, if it can be done, as it's just as silly logically. That -50% consciousness debuff is ridiculous, I always raise the hunting party.

Quote from: ChairmanPoo on April 17, 2017, 02:55:30 PM
Meh, they tend to die a lot anyway. Continuous, severe hunger means that sooner or later they eat all normal wildlife and start hunting more dangerous things... including other predators. So it's a matter of time they'll receive a deadly wound.

Maybe a better way would be to make them as tough as you say but not eating per se... more like the Cthonian event. They pop in and demand a sacrifice. If you won't provide it they won't burst into your base per se, but anything human outside is dead meat.

I disagree with making them a copy of the cthonian event. I really enjoy how dark young are just ramped-up, insanity-inducing predators you can even tame who'll drain the map of wildlife and cost you an animal or colonist if you forget to keep an eye on them (or follow a caravan to your base trying to snack on its trade animals; this has happened three times to me and is always a good time).
Out of at least 30 or 40 dark young, I've only seen one die in a straight-up fight with another animal (grizzly bear). Prior to that, I'd watched them kill wolves, bears, rhinos, elephants just fine. Of every dark young who appears on the map, I'd say maybe 25-30% of them end up dying of infection on temperate forest, probably less on other biomes. The rest just keep eating until they encounter me some way or another.
What I'd like to see is a stronger dark young variant like the deep ones' great deep one, appearing in later game and just as much as a step up danger-wise, and with endgame leather of the same magnitude as cthonian leather as your reward for surviving it.
#19
So I've found that with both the Hospitality mod and Elder Things mod active, if you sell slaves to visiting Elder Things you'll get a bug where when it's time for them to leave, the 'visitors are leaving' message is spammed about x10 per second and the Elder Things/slaves just mill about in continued visitor behavior. I tried deconstructing every door between them and the outside and no dice. Went to click Hospitality's 'send away' option to no effect on the Elder Things, then on a sold slave, which opened a blank, semi-transparent dialogue window that froze the game. This has happened to me twice, and only when I've sold a slave to visiting Elder Things.
Not sure if this is something which could be addressed on your end, and it can be avoided by just not selling slaves to the Elder Things (sucks, it's fitting and quite convenient) but I thought I'd let you know.