Faction Leader Expanded/BigBadBosses Mods

Started by BiscueMaster, June 01, 2022, 05:25:58 AM

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BiscueMaster

Excluding modded factions, there are many hostile factions in the Rimworld:
Pirates, Thieving and pillaging monsters;
Mechanoids, Killer robots with the sole purpose of eradicating human life;
Insects, bugs, ew...

Not to mention the many other faction that you the player have made hostiles, these are the major external threats on the Rim we know and appreciated. Now that ideology is introduced, these factions have more lore in them than the number of words in their flavor texts. They've got their beliefs, tradition, ceremonies. Even the faction leaders are more memorable...






Oh wait...
They're still the same  :( 

Be honest, how many of you have been attached to an NPC faction leader? Any memorable stories besides their goofy name or failed attempts at something?! Perhaps there's some, but not enough to rival a player's warcime stories.

Winston Waves, He's the closes things to an interesting boss, you fight him at the 100th wave if you pick him as the storyteller, Winston would reward you by ending his wave, whether you kill or recruit him, or both. And that was only memorable boss I've seen so far   :'(

Worst of all?! Killed or recruit one of these Faction Leader's and they just replaced them like nothing happened, emperor, pirate captains or chiefs lasted longer than your faction's founding being forgotten like that...   :'( :'(

That's why I've come up with this mod, the 'Faction Leaders Expanded' or 'BigBadBosses' Mod. A Mod aimed at expanding the lore, abilities etc. and buffing their stats to make them matter.

So how this mod works is that it adds in order;





Lore
Essentially the Biography, how they reach their leadership and their abilities, divide into 3 leadership types:

*The Dictator; Strategic Military minds with a delusional mind, They always try to expand their factions reach, almost hostile to any faction below their tech levels and loved making an example out of their underlings. With a mind that says, "My allies are expandable, just like a bullet" Only the closest lieutenants (And sometimes family members) Are the ones he trusted most;
-Faction led by the Dictator will expand and attack any factions lower than their tech levels,
-Trading with this faction, all items sold are priced unfairly high than their market price even items you sell to them.
-Before the Dictator raids you, he will give an ultimatum, surrender or perish
Choose surrender and a tax collector will be part of your colony as a visitor, they will make a base near yours and visits you to collect a highly unfair amount of tax, once paid the tax collector will leave and returned from sending the tax to the Dictator.
Failure or Refusal of tax will result in a raid, anything happens to the tax collector (Killed or Imprisoned) Resulted in a raid.
Defeating the raid will make the Dictator send reinforcements, 2 to 3 times before retreating.
-When the Dictator is on map He'll have two abilities, a passive and an active one.
They're accompanied by two bodyguards (Lieutenant level, we'll discuss this later) (Passive),
They'll send a mortar shell on to your location,
-Killing or Imprisoning the Dictator will result in their faction relation increasing to neutral, the new leader is then appointed from the 5 Leadership types and the ideology of the faction changes
-To recruit the Dictator, you need a character with an 18 on Social as the will and resistance of the Dictator is 2x greater than the average pawn, once recruited, you can use the active and passive skills of the Dictator, and additionally two lieutenant loyalist of the Dictator, with high stats, will join the colony.








*The Bigshot, Narcissistic, brash and unskilled, rising from the ranks through either nepotism, bribery, or both. People either ignore or hate them for talking smack and lying. Almost all their lieutenants are family members, with a few high standing people here and there.
- The Bigshot is unpredictable, but incompetent usually raise things at random, relation, prices, etc.
-They'll send an overwhelming number of raiders, varied in different gears, tribal to spacer regardless of tech level and has a chance to fail through desertion
-Allying with the faction can only be possible when the tech level of the colony matched or higher than The Bigshot's Faction
-When the Bigshot is on map, they only have 2 ability;
The Bigshot will direct all faction pawns to either aid him or target one of your colonist, either all faction pawns or the Bigshot is killed can the raiders flee.
Killing a majority of the Bigshot's pawns will set their fight or flight; fight will result in having their gears and stats temporarily boosted, flight will result their speed boosted and flee, but there's a chance they'll fall and automatically ko'd.
-Successfully killing the Bigshot will not affect the Bigshot faction relation, the faction will change leadership from 4 other Leadership type except the Bigshot.
The Bigshot can be recruited easily than a normal pawn, afterwards an event will pop up about the Bigshot's secret cache, containing Silver, Gold and either Legendary or Masterwork items.

- The Bigshot's stats are very low, needing no social at all to recruit. So they can be sacrificed

*The Cult Personality, A Charismatic cult leader, with a pension of using their pawns as, well, pawns. Generally varied in background and motive, either believe in their ideology or not. Regardless their personality is praised by the faction, they'll do anything to make sure their leader is safe.
-The Cult Personality will send Recruiters to join them, depending on their ideology, the result of rejecting them can either make them hostile and be raided by them, or simply just leave. If you join them, the main ideology of the colonist is changed, the Cult Personality will send quest to either recruit, do 'charity work', sacrifice, sometimes you need to visit the Faction Capital to finish certain quest
-The Cult Personality will sell certain custom items in high priced range, either accessories and/or consumables, there's a 50/50 chance they work as told or not.
-If the Cult Personality is on map, they'll have 2 abilities;
A Passive ability that increases the combat stats of all their faction pawns, once applied, The Cult Personality's pawn will fight to the death, until either all the raiders or the Faction Leader is killed
An active ability that allows them to charm one of your colonist's pawn to either attack you temporarily of permanently
- If the Cult Personality is killed, the faction it leads suffers both economically and mentally, prices of items they sell are dropped with special items they made no longer existed and the faction will permanently stay hostile.
- If the Cult Personality is captured the faction will send multiple raids of strong lieutenants until either the faction is destroyed new lieutenants are spawned in the faction, which takes about a year in Rimworld time. The faction leader can be sold back for a high price.
- Recruiting the Cult Personality requires a Social Skill of 17 and up, however there's now a chance for the warden to betray the colony after being fooled by the Cult Personality
If the recruitment is successful, the faction it belongs to previously will now became allies of your faction, as long as their leader is safe.


These leadership types can be assigned manually through a UI, you can leave the leadership types empty and instead assigned a faction leader's background manually.



Gameplay
+ Faction leaders gain a stat boost on every skillset beyond their cap, increased health and damage than average
+Faction leaders are equipped with excellent-legendary custom named gear
+Introduced lieutenants, a weaker version of the Faction Leaders, appear at random and are equipped with excellent-masterwork custom named gear
+Introduced "Primes" to hidden factions, such as Mechanoids, Insects and Ancients, much powerful version than the Faction Leaders, and dropped legendary quality items, location of secret cache, and massive amounts of items only available from Mechanoids or Insects including silver and gold
+Names of Lieutenants are changed to purple, while Faction Leader names changed to Yellow
+Introduced the "Chain Of Command" A UI Similar to the Social Tab but instead shows the order of command of a certain faction, however the lieutenants are hidden until they appeared on map. You can check their skills and gear there
+Capturing lieutenants (With a social of 15) can yield certain events, such as secret stashes, hidden outpost or new lieutenants revealed in the UI
+Capturing or taming "Primes" (With a Social or Animal of 19 and up) can yield certain events as capturing lieutenants, in addition, hidden base of the "Primes" containing endgame loot or Raid Boss Arenas
+Introducing Raid Boss Arena, as the name suggest they're stronger than all the 3 bosses combined, has 3:2 Active and Passive abilities and of course they can be hacked/tamed/recruited with max cap skills only.


Mechanoid Raid Boss (Hybrid Fleet Walker Prototype)
An AI driven mechanoid ship with legs (Technologically themed Arena, widespread)

+ Summons Mechanoids and Mechanoid clusters (Active with a cool down)
+Fires Mortars from Mechanoids (Active)
+Is strapped with a mini Weather controller and Climate Adjuster to change the surrounding too it's advantage (Active)
+Strapped with psychic droner and suppression and actively uses them against you (Passive)
+Has Powerful armor, nullifying melee attacks
If killed, drops massive amounts of mechanoid related loot, boss gear and ship parts

Insect Raid Boss (Broodmother Hive)
A Living walking insect hive (Insects Cavern)
+Summons varying amounts of insects, (Active)
+Creates insects pods from spitting on the floor, can also damage colonist (Active)
+Spits poisonous flammable goo (Active)
+If pawn meleed the Raid Boss, the boss counters and damages the colonist pawn 2 folds (Passive)
+Loud Screeching damaged all colonist's ears
If killed, drops massive amount of Insects related loot, boss items and ideology related endgame tasks

Hostile Ancients Raid Boss (Tynan "The Ludeon" Sylvester)
A Legendary War criminal among the ancients long ago (Ancient temple, with a golden sleep casket in the middle where he's stored in)

+Summons dropods containing hostile Ancients (Active)
+Uses an automatic energy cannon to attack a target (Active)
+Charged a pawn with an energy sword (Active)
+Has a high shield that tanks explosive like a champ (Passive)
+Strapped with an ancient custom turret that can fire normaly, mortar and flamethrower depending on the colonist distance
If killed, drops massive amount of ancient related loot, gears from Tynan and an Ancient Danger locator, that allows to find a random ancient danger on the map
If the bosses are/hacked/tamed/recruited, all their skills can be used to your advantage


Though I ran out of idea, what do you think about the Faction Leader? Anything to add or ideas to share is welcomed  ???