RimWorld

RimWorld

Medieval Things: Rogue Work
18 Comments
ramil319 21 hours ago 
Hello, are you planning to update the mods?
Arthur GC 8 Jun @ 5:31am 
+1 to everything @Reishe said.
cdlander2929 4 Jun @ 3:27am 
Ok to use with Non-medieval playthroughs?
RomainG 24 May @ 5:39pm 
I agree with @Egalexandr, I feel like stealing should result in faction goodwill loss (especially upon failure), in that sense it would balance things more and you'd have to think twice before stealing
FelipeGames2000 16 May @ 6:10am 
Are the traits a requirement for the pawns to do Rogue Work?
Egalexandr 13 May @ 10:21pm 
its quite easy to detect if something lost after caravan has left a colony. Should add a small goodwill fine as "Caravan leader suspects theft -10 goodwill" (-20)
Krea_tor 12 May @ 4:26am 
The average merchant interaction with my DnD group
Rapturous 11 May @ 7:16am 
+1 to everything @Reishe said, great concept for a mod but I think those changes would bring it to the next level.
Yakubian Tricknologist 10 May @ 7:00pm 
suggestion: failing pickpocketing results in social fight
LZIM 10 May @ 6:26pm 
this makes me also desire for traits to be transmittable like with Biotech and CSL etc
LZIM 10 May @ 6:24pm 
the part where it reads excluding silver should be ESPECIALLY silver. are there mod options to enable proper purse cutting
Reishe 9 May @ 1:41pm 
Cool concept. Do you mean that roguework is a job in the worktab and that to activate it the pawn needs to assigned to it and have the appropriate trait? If the actions are based on traits it almost makes sense to go the other way. Remove the roguework job and have the pawns perform the actions whenever possible like a pyromaniac starting fires. It makes sense for a pickpocket pawn to compulsively steal things whether the player wants them to or not. The chaos would be amusing and you wouldn't need to add a worktype to the worktab. I am also surprised that getting caught for some of these doesn't start a social fight, especially the pickpocket, or faction goodwill loss.
Salvador  [author] 9 May @ 11:27am 
Yes, the pawn must have at least one of the traits and then you can assign roguework to them. I was able to prioritize a target when the cooldown was up. The default cooldown for each trait is 1 day. I am looking into how to disable Roguework for pawns who don't have the traits so its not so confusing.
Agusfer 9 May @ 10:22am 
So from what I understood, all of those are traits and if the pawn has them and is also assigned to the roguework job, they will go do it when available?

Can we force them with right click too or do we just depend on them making it after assigning high priority and all that?
Salvador  [author] 9 May @ 2:05am 
A group of these guys are quite powerful. Don't let the cheap stuff they steal in the screenshots fool you, these guys can steal anything the target is carrying.

In my play testing, a group of pickpockets, swindlers, and smugglers can be quite powerful. I had to make the traits more rarer.

Some pawns can spawn with a couple of these traits and can be quite useful for the colony, especially early-mid game.
zeus57007 8 May @ 10:25pm 
ah, but we could have a large group of thieves in a thieves' den, rather than a singular master thief. So, I actually like this, where it's a job multiple people can have.
Most Definitely a Mimic 8 May @ 7:27pm 
I agree with TurtleShroom, Would let you have a 'Master Thief' role or something "Grey Fox; Oblivion Style"
I really like the concept a lot though.
TurtleShroom 8 May @ 4:21pm 
Might I suggest that if you have the "Ideology" Expansion Pack, that these be turned into Roles? That way, the Rogue Work Type could be disabled and de-bloated and be used as Role Abilities. Of course, players without it would still just do it this way.