RimWorld

RimWorld

64 ratings
Fog of Pawn (Hide enemy bio, 隐藏属性)
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Mod, 1.6
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41.843 MB
19 Jun @ 2:23pm
22 Jul @ 9:25am
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Fog of Pawn (Hide enemy bio, 隐藏属性)

Description
(Hide enemy bio, 隐藏属性)
BETA TEST RELEASE! if there's things that doesn't make sense in game, drop a comment below



I often find myself min-maxing every pawn the moment they appear — all their value upfront, no surprises.
This mod changes that.

Fog of Pawn introduces hidden identities.
When new pawns join your colony, parts of their skills, passions, or traits may be concealed.
Over time — through work, social interactions, mental breaks, or combat — their real abilities are slowly revealed.
All behavior is fully customizable through mod settings.

If you enjoy drama in your colony:
A god-tier builder turns out to be a pyro. A trash pawn becomes a hidden prodigy. A quack kills someone on the operating table.
This mod is for you.

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The Core Mechanic: The Fog of Pawn
Not all pawns are what they seem. Key attributes—skills, passions, and traits—can be hidden when a pawn joins. These are revealed over time through events and interactions.
This affects:
  • Skills & Passions: A pawn might appear to have a skill of 5, but the real value could be 15. Passions can also be faked or hidden.
  • Traits: Traits like Psychopath or Abrasive might be concealed at first.

There are four categories of deception:
  • Truthful – Everything shown is accurate. Most pawns fall into this category.
  • Slightly Deceived – A few skill levels or passions are altered but not dramatically.
  • Deceiver – Impostor – Skills are faked to appear better than they are. These pawns are a liability.
  • Deceiver – Sleeper – High-skill pawns who conceal their true power and follow a unique storyline.

How Does Fogging Work?
Fogging isn't just visual — it affects how pawns present themselves when joining your colony. Here’s how it works behind the scenes:

At Least One Visible Trait
Every pawn always shows at least one trait truthfully. Even the most deceptive ones won’t be totally blank.

Fogged Skills Are Real
Skills marked as "fogged" still function at their true levels.
For example, a pawn with Construction 8 (fogged) can perform level 8 tasks — but with a 5%–15% increased failure chance due to instability or self-doubt.
(Off by default) Pawns with negative traits like Jealous or Pyromaniac are more likely to lie about their skills or passions. You can toggle this logic in the mod settings.
(Off by default) The chance for deception is influenced by the pawn’s total value (skills, traits, passions). Low value pawns can have more incentive to lie.

How Reveals Work
Reveals happen automatically over time. You’ll receive letters and notifications when something is discovered. Key reveal triggers include:
  • Time + Mood – Longer stay and high mood increase the chance of uncovering hidden traits or skills.
  • Skill Use – When enough XP is gained in a skill, the true value may be revealed.
  • Social Interaction – Pawns talking to each other can trigger reveals, especially with high social skill.
  • Mental break – mental break reveals, scales with time
  • Manual sus – pawns failing work often, inconsistent background story with stats.

For Scammers, the first reveal causes a cascade—all hidden data is revealed at once.

Dealing with Scammers
Scammers fake their value and are exposed dramatically.
Reveal Effect: They get a permanent social debuff with all colonists ("Damaged Reputation") and reduced social impact.
Loot Drop: They drop a Disguise Kit (lowers colony wealth) and cause a mood buff when killed or banished.

Dealing with Sleepers
Sleepers are rare, high-value pawns with good stat/ good traits and a personal storyline. Their secrets are revealed through an incident chain, not passive mechanics.

Story Progression:
Incident Trigger – An event fires tied to the sleeper pawn.
Buildup – Over 1–2 seasons, letters about suspicious activity appear (e.g., “Suspicion”, “Anomaly”).
Ascension & Choice – The pawn reveals their true high-level skills and gains a powerful trait (e.g., Tough, Iron-willed, Bloodlust). You then choose:
  • Keep Them – Accept their new identity. The colony gains a mood buff. The pawn becomes a powerhouse.
  • Capture Them – The sleeper goes berserk and must be subdued.
  • Exile Them – The pawn is banished from the colony.

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核心机制:角色迷雾
并非所有殖民者都如表面那样简单。关键属性——技能、热情和特质——在加入时可能被隐藏,并会随着事件与互动逐渐揭示。

影响范围
  • (可选)是加入者还是所有外来人
  • 技能与热情:殖民者看似只有 5 点技能,但真实数值可能是 15;热情也可能被伪装。
  • 特质:如「冷酷」「粗鲁」等特质在早期可能被隐藏。

伪装类别
  • 诚实者 (Truthful) – 显示内容完全真实。
  • 轻度伪装者 (Slightly Deceived) – 少量技能或热情被轻微篡改。
  • 欺诈者·冒名者 (Deceiver – Impostor) – 伪造技能,看似能干,实则拖后腿。
  • 欺诈者·卧底 (Deceiver – Sleeper) – 高技能但隐藏实力,并触发独特剧情线。

迷雾运作方式
  • 每个殖民者至少公开一条真实特质。
  • 被迷雾覆盖的技能以真实数值运作,但有 5%–15% 额外失败率。
  • (可选)负面特质提高撒谎几率,可在模组设置中开启。
  • (可选)撒谎几率受殖民者总价值影响,价值越低越可能伪装。

揭示机制
  • 时间+心情:停留时间越长、心情越好,揭示概率越高。
  • 技能使用:获得足够经验后,可能揭示真实等级。
  • 社交互动:高社交值角色交谈时更易触发揭示。
  • 精神崩溃:每次崩溃均有机会揭示隐藏内容。
  • 手动怀疑:工作反复失败、背景与属性不符时可触发揭示(想加一个BG3的20d骰)
  • 冒名者首次揭示会一次性暴露全部隐藏信息,但揭露过程会更困难。

应对冒名者
  • 揭示后获得永久「声誉受损」社交惩罚并降低社交能力。
  • 掉落伪装工具包(降低小人财富 2000);击杀或驱逐有心情加成。

应对卧底
  • 卧底稀有且价值高,只有高级特性和技能,通过事件链揭示身份。
  • 流程:事件触发 → 信件积累(1–2 季度) → 觉醒与选择:
     · 接纳:获得心情加成并解锁强大战力。
     · 捕获:卧底发狂,需要制服。
     · 驱逐:放逐出殖民地。

Extensive Customizability, 无限自定义能力


Safe to remove and add mid save

This is my first mod and I will mature with your kind feedbacks. Suggestions on balance and game mechanics are welcomed
Popular Discussions View All (1)
2
26 Jun @ 5:35pm
Errors alongside VEF 1.6 release
moo
43 Comments
Brad  [author] 22 Jul @ 9:27am 
disguise kits used to use a item layer patch from ratkin, I did not know that. It is fixed now, sorry
Brad  [author] 22 Jul @ 9:26am 
@高不成 修了
高不成 22 Jul @ 2:59am 
It seems like the mod was never added at all. Until today, I suddenly found two camouflage items on the map... The names and descriptions of the camouflage items are not in Chinese...
LifeIsAbxtch 17 Jul @ 11:55am 
This is like Creepjoiners but with extra steps. I LOVE THIS!
Brad  [author] 17 Jul @ 6:52am 
@Harmonea alright, fixed now
Brad  [author] 17 Jul @ 6:43am 
@Harmonea I lied, I'm way too lazy with testing. Will find a better fix
Harmonea 16 Jul @ 9:52am 
Very neat mod. But, what are we meant to do with the disguise kits that drop? They just stay on the ground, not haulable and not deteriorating.
Pluto 14 Jul @ 9:19am 
YIPPEE!
Brad  [author] 12 Jul @ 12:44pm 
@PetLoverSpy added a path, now safely removable - all truths will be revealed when mod is removed
Brad  [author] 12 Jul @ 10:18am 
@PetLoverSpy You can just tune the settings for all to be truthful. You reminded me that I'll need to double check remove mod logic