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https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2194097170
Hope it helps anyone!
Just wanted to inform you, thanks for creating it!
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.
That said.
@Oopah, not sure why but,Bond transferred Damage onto Pawns missing body parts borks my save.
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
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.
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 ^_^
Love the mod, and the entire idea of it!
- 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 ^^
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. ^^
Meanwhile, you should check out the updated version, blood pact are definitively more potent... pawns can get really tough !
- 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 !
- the ritual itself causes a wound on the hand (for colonists), rather than anywhere on the body
@GM'sU | AuxiliusM : Wow cool *_*
If that's the case I should probably restrict damage share from and to body hits, gonna check what I can do.
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?
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.
@Erchius : sure, they can kill each other just fine
@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/
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.
https://gist.github.com/ccd51feb3b3dba690a82234702557e7c
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.
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.
- 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