RimWorld

RimWorld

Blood Pact Ritual
79 Comments
Mlie 11 Aug, 2020 @ 4:05am 
NotTildaSwinton 28 Apr, 2020 @ 7:42pm 
Hey! I see that you've pretty much abandoned the mod (not supported/updated, etc). I've always loved it and was sad way back in B18 when it wasn't updated. There's a modder by the name of Mile (https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1541984105) who is updating mods for the newest full release of Rimworld that changes/breaks a lot of things, and I suggested for them to consider updating the mod!

Just wanted to inform you, thanks for creating it!
Solie  [author] 12 Feb, 2020 @ 10:35am 
It already needed an update for 0.18, so I'm pretty sure it doesn't unfortunately.
༺. cherub .༻ 29 Jan, 2020 @ 2:26pm 
Does anyone know if the mod still works on the 1.0? I'm about to check.
Solie  [author] 11 Dec, 2019 @ 10:20am 
Unfortunately yes, I don't really have time nor the will to maintain this mod anymore. The sources are here for anyone that is willing to give it a go, I'm fine with anyone updating this mod however they want : https://gitlab.com/Stoh/Rimworld-Blood-Pact-Ritual (please give credit though ^^)
[ ] 9 Dec, 2019 @ 9:52pm 
Seems like the mod has been unfortunately abandoned. I wonder if someone else on the workshop would be able to take this mod and update it for 1.0. If I knew how to mod, I would gladly update the mod since I quite enjoyed it back in 0.17.
ジャッキー・ザ・トキ 2 Nov, 2019 @ 6:03pm 
Update for 1.0 pls
Firesoldier98 28 Mar, 2019 @ 1:33pm 
if i heal one guy will it also heal the other
Honest ClarkVT 9 Jan, 2019 @ 11:43pm 
My God this still isjnt updated I know it's old but I've seen bigger mods revised even by some one else,jeezz people someone make a rivisal
jpinard 16 Oct, 2018 @ 12:49am 
Wow, just came across this mod. THis would be awesome in 1.0. Hope to see it!
Cabal-2140 5 Sep, 2018 @ 11:19am 
would like to see a b19 version :D
Honest ClarkVT 6 Jul, 2018 @ 10:55pm 
need b18 update
crimson_fluf 2 Jun, 2018 @ 8:57am 
This would go perfectly with the cults mod. You should update... and collaborate!
Arisu 25 Feb, 2018 @ 1:02am 
Update please?
shadowstalker1857 7 Feb, 2018 @ 6:33pm 
same i want this mod for B18
nuke30 9 Jan, 2018 @ 9:47am 
would love to see b18 support so i can try this mod <3 probably going to create a new vm just for this.
NotTildaSwinton 5 Dec, 2017 @ 11:45am 
Also hoping for an update to B18
Cyber Stockholm Syndrome 2 Dec, 2017 @ 4:13pm 
Will this have B18 support?
Radical Rust 19 Nov, 2017 @ 6:38am 
Is this going to be updated for B18?
APasz 25 Oct, 2017 @ 2:15pm 
Just wondering if it's possible to have a single pawn have a pact with 2 others?
I'd imagine a possible problem might be if you've 3 pawns who all have a pact with each other, as soon as one of them gets damaged, it'd casue a never ending merry go round of damage. Probably very annoying to work around that one unless you do a sorta master/slave thing.
Samir Al-Hayjid 16 Sep, 2017 @ 12:44am 
I have a massive luxury pen of deficient colonists that I have as blood pact with my fighters. Ah... the risk and the reward...
Cliffood 5 Sep, 2017 @ 2:19pm 
Does this also apply the effects of drugs (both good and bad) on both colonists, and if so, is the dependance linked. As that could be a way to get 2 for 1 Luciferium usage :D
BakedDumplings 3 Aug, 2017 @ 12:10pm 
It will Bond to you and then has a 60% chance of trying to kill you.

That said.
@Oopah, not sure why but,Bond transferred Damage onto Pawns missing body parts borks my save.
CalvinZA 3 Aug, 2017 @ 3:22am 
what happens if i attack a wild thrumbo
BakedDumplings 26 Jun, 2017 @ 5:28pm 
Correct. It was pretty funny because I ingored the message killed the "Related" Pawn and had my best animal tamer die suddenly, and it was suddenly sniper got lucky with a insta-kill shot.
Solie  [author] 26 Jun, 2017 @ 10:51am 
Sounds like you're having fun :D from my experiences, blood pacted pawns are tough now. But when things go wrong, they're the first thing to explose XD

For the heat/frost thing, only damages are shared, not other conditions (like diseases for example), but at least for the frost thing, last time I checked it dealt damage to the other (but no frostbite though). I'm gonna recheck in my game ^^

You mean the "existing relationship with one of your pawn" for raiders / merchant / etc. thing ? I have to check if I can prevent the game from picking blood pact as random relationship ^^ It should get deleted after some time but yeah I get that it can cause troubles in a raid :D
BakedDumplings 21 Jun, 2017 @ 9:19pm 
So testing with some Mods have made me discover some things.

Heat/Frost damage and Death, Heatstroke and Frostbite doesn't transfer between Pawns and one can end up dying from this casuing the other to be as well. Is there something that can be done for this?

I actually had a Bloodpact relationship show up in a Bandit Raid, this was hilarious as said relationship was from a recent converted Prisoner. I'm not sure what caused this to happen as it was never a issue before.

Watching two Bloodpacted pawns fight one another due to Psychic ships is hilarious and surprisingly deadly. My main pair of Pawns killed each other from a Psychic ship event making them enraged.
Lemon Russ 20 Jun, 2017 @ 9:30pm 
:)
Solie  [author] 20 Jun, 2017 @ 9:51am 
Thanks ! :steamhappy:

That sounds like a new way of using prisoners :D

Maybe that kind of interaction could happen for "hate" blood pacts (when both pawns hate each other) to give it some extra flavor. I'd like it if it wasn't entirely one sided though - so that the pawn that get drained still have its importance (thus doesn't become some sort of pawn battery stocked somewhere).

For example, every time one pawn drain the other, the reverse happens sometimes latter, so it's better if you can benefit from it in both case. On one hand you get occasional powerfull buffs for one of the two pawns, on the other hand you gotta handle some sort of balance between the twos, and some chaos.

Gotta think about it ^_^
Lemon Russ 19 Jun, 2017 @ 12:43am 
It'd be cool if I could make a different, darker, kind of pact which allowed me to boost the stats of one colonist (workspeed, melee dmg, etc) while slowly draining the health of another, who would need constant tending. Just one of my thoughts.


Love the mod, and the entire idea of it! :steamhappy: 10/10 IGN
Solie  [author] 18 Jun, 2017 @ 11:15am 
New update o/
- Shared damages from a blood pact are shown as a special type of damage
- New option: Shared damages need tending (disabled by default)

This should remove the massive need of medpack. But you can enable the option to get the same gameplay as before ^^
Solie  [author] 17 Jun, 2017 @ 6:57pm 
It's probably a point of view thing. I can imagine damage being shared (one is hurt, the other is hurt), but a wound getting remotely bandaged ? It feels weird to me.
Shared healing would make more sense to me (one heal faster, so the other heal faster too).

In either case, I think that it would be a bit of a bandaid solution to the problem of blood pacts creating a lot of open wounds. If theses are are unwanted, let's not created them in the first place ! Hence the "magical wound that doesn't need medical attention" thing. ^^
Nörr 17 Jun, 2017 @ 6:33pm 
Since they share dmg, why not treatment?
Solie  [author] 17 Jun, 2017 @ 6:11pm 
@Aukave | trade.tf : hmmm, I can't say I'm convinced with the shared bandage solution, because it doesn't make much sense (the bandage magically duplicate on the other pawn ?). I'll see if I think of something cool to help... for example shared damage being of a special type of (magical) wound that needs less/no medical attention.
Meanwhile, you should check out the updated version, blood pact are definitively more potent... pawns can get really tough ! :steamhappy:
Nörr 17 Jun, 2017 @ 4:45pm 
Please make the ability for medicical attention to be shared. Ex-if one gets their hand treated, make the others too. Medicine goes by insanely fast and blood pacts are barely worth it anymore.
Solie  [author] 17 Jun, 2017 @ 4:17pm 
Just uploaded an update :) Made an overhaul of the way damage are shared. It doesn't change a lot of thing but it should make more sense. :steamhappy:
- blood pact only share damage made to a body part
- shared damage are applied to the same body part when possible, but never to an apparel
- fixed a bug preventing the efficiency of a pact from updating => blood pact where incorrectly weak for everyone ! :steamsad:
- the ritual itself causes a wound on the hand (for colonists), rather than anywhere on the body

@GM'sU | AuxiliusM : Wow cool *_*
GMsU | AuxiliusM 16 Jun, 2017 @ 5:12pm 
Solie  [author] 16 Jun, 2017 @ 3:48pm 
@rhino907 : hmm, the way it currently works, any damage not absorbed (by a shield for example) is also done to the other (with various factor). The shared damage happens like a new attack : it can target any part - so maybe it can target an apparel ; does that sound coherent with what you've been experiencing ?
If that's the case I should probably restrict damage share from and to body hits, gonna check what I can do.
BakedDumplings 16 Jun, 2017 @ 11:57am 
@Oopah It's a new layout of a feature that's been with them since v14 I usually skip it in my runs since I like having my pawns develop somewhat organically. BP made me take a look since I could skip the mining or buying of Jade for the Daggers.

Also something else it seems that Pawns are sharing Clothing Durability? Testing it I have had a Pawn with [SS] Maid clothing negate wounds inflicted on a naked pawn by having it take chunks out of the uniform. Is that suppose to happen?
Solie  [author] 14 Jun, 2017 @ 10:11am 
@rhino907 Thanks ! I'm a mod user as well so I can relate ^^
Also kudos to you for the Edb thing - I wasn't really aware of this "Relation" feature of them, and it really feels more natural to use that for starting pacts.
BakedDumplings 13 Jun, 2017 @ 11:56am 
Gotta say Oopah your on the ball about troubleshooting these things. It makes reporting things alot more rewarding knowing we will get repsonses back to our reports.
Solie  [author] 13 Jun, 2017 @ 4:47am 
@rykerjay : I've uploaded a fix. I don't have a valid save with the previous mod version so unfortunately I can't test it, but if you still have your old save, your colonists should be back. This was a consequence of me changing the way pacts are saved, but it should be retro-compatible now. :steamfacepalm:

@Erchius : sure, they can kill each other just fine :steamsalty: they're tougher than regular colonists, but still, if things starts going bad, they will go really bad ! :steamhappy:

@Collserra : with the new mod version, there's no permanent blood splat anymore :) I'm now relying on the relation system to save blood pacts, rather than the wound system. Which both makes more sense and is cleaner. o/
NotTildaSwinton 12 Jun, 2017 @ 10:12pm 
@Erchius Hahahaha! That would be so horribly hilarious.
Just wanted to see if it was possible to remove the tiny little "blood splat" that attaches itself to injured colonists. As the blood pact technically counts as a permenant "wound", the colonists always have the tiny mark, and as I have trained myself over the hours of Rimworld to pay attention to that mark, it makes me a little crazy when really they're fine.
kat 12 Jun, 2017 @ 6:44pm 
I can just imagine two pacted (is that a word?) colonists going into battle, one with a rifle, one with a knife, attacking a raider. One fires the rifle accidentally while the other is stabbing a raider and shoots the one with the knife in the back of the head.
rykerjay 12 Jun, 2017 @ 5:08pm 
all my colonists with a blood pact have disappeared
https://gist.github.com/ccd51feb3b3dba690a82234702557e7c
Solie  [author] 12 Jun, 2017 @ 4:07am 
It's fixed ! Tried a quick test with a poison ship and scythers and they die as they should ! :steamhappy:
Solie  [author] 12 Jun, 2017 @ 2:16am 
Thanks for the report, I'm going to release a fix today ^^
Zeri 11 Jun, 2017 @ 9:09pm 
@MassContent can confirm, this is happening for me too. It's the most recent update.
I actually had a crash not long after finishing a scyther fight this morning, came back two hours ago and re-fought it, scythers were immune to damage. Same general error log (longer, though)
Also read them as having scars and bleeding from bites (though all I threw at them was rockets and the like) before being engaged. I tested if that was all they could take, but wargs did nothing.
For now, having to Debug kill scythers -any- time they pop up, which is getting annoying since they're far more fun to fight than raiders.:steamsad:
MassContent 11 Jun, 2017 @ 7:31pm 
Error log [pastebin.com] (the error log was too long)
This is being spammed constantly after a psychic ship crash and centipedes popped out, also they dont take damage. I tested this with all other mods disabled (other tham HugsLib), on a clean save and its still the same.
Solie  [author] 11 Jun, 2017 @ 4:07pm 
Just uploaded an upadte, here's the changelog :
- Added visuals for damage sharing
- New option : enable Animal pacts
- New option : enable pawn revolt
- New option : enable forced prisoner recruitment
- animal pacts with a bonded colonist are more efficients
- Improved compatibility with EdB Prepare Carefully > Blood Pacts can be created right at the start of the game
- Raiders definitively shouldn't spawn with ritual daggers anymore
- Blood pact aren't in the Medical tab anymore (only in the social tab)
- And some small bugfixs / stability improvements

Have fun :steamhappy: