RimWorld

RimWorld

Rim of Madness - Vampires [Deprecated]
Anubis 4 Dec, 2017 @ 11:40am
Some bug reports, some suggestions
On the main page these just get lost among other comentaries so I thought it would be better to place them here.

1 - Extracting "blood vials" creates "blood packs" instead, effectively creating 3 bloodpoints for every 1 bloodpoint extracted.

2 - Sometimes when on sunlight vampires don't run or dig a hidey hole, they just stand and die, unless drafted. This is probably what is in need of more urgent fixing, as it stands they just need too much micromannaging every single day just to make sure they don't die in the sun even though there are shadow patches 2 steps away from them.

2.1 - As reported by "AFFIRMATIVE" this appears to not be fixed, even though the latest patch is reported to fix sun behaviour, aparently, as of now, vampires still behave weirdly and a new behaviour is introduced where they can't be forced to do anything during day hours.

FIXED 3 - I'm not able to make vampires prioritize prisoners when feeding, they instead always go for colonists (prioritizing prisoners should be the default behaviour tbh).

4 - This is more of a QOL thing, there should be an option on dev mode to reset a vampire's level (or give a perk point), currently when attempting to change their bloodline or make them stronger or weaker (generationwise) the current abillity points are lost but their level stays the same (making it harder to level).

5 - Sometimes vampires get out of cover to cast spells. Actually not only out of cover, sometimes they just move to random places, potentially moving behind a wall and casting the spell, which causes the vampire to lose the vitae and the spell to go on cooldown but nothing happens (the same thing happens with force powers on the Star Wars mod by the way).

6 - Tremere's blood salvo doesn't do anything (other than taking time to cast and spending blood). Update: It sometimes work, but mostly it doesn't.

7 - Vampires and pawns still get the mood debuff associated with death when vampires can revive just fine, when regarding relatives this is even worse, I got stuck with several minuses stacking up to -29 for (1 quadrum, 4 to 14 days each) even though said pawn was just fine and walking around the base. Also, vampires get mood debuffs for "blood extracted from prisoners".

FIXED 8 - Vanilla mechanoids (and mechanoids from mods (like misc robots) have blood and can be fed on.

FIXED 9 - Right clicking still causes a lot of lag, to the point of causing a massive slowdown if 3 or more pawns are on the same place (like a caravan).

FIXED 10 - Not really this mod's fault, but manual feeding is currently incompatible with Psychology mod because there is no right click menu, although this might be worth looking into since a lot of people use it.

10.1 - As added by "Adeen Dragon" this also prevents vampires from sireing additional vampires

11 - Even though the description states "vampires tire very quickly during the day" this is not true, vampires are at full energy at night and at no energy during the day. It's minor, but if they could actually just get tired quicker during the day it would probably work better.

12 - As reported by "Fason the wizard" vampire vitae goes down slower than regular pawns recover blood, which could lead to a vampire killing a pawn (eventually) when feeding (could be intentional, but it does create problems deending on the ratio of vampire to regular pawns on a colony).

FIXED 13 - Reported by "♥♥♥♥tuplets" - Directly tied to the problems with the current implementation of sun damage: when a caravan arrives during the day and a vampire is the leader he might behave weirdly, either outright dying to the sun or burying himself, in which case it would be impossible to interact.

14 - Reported by "XelNigma" - The vampire skill "shape monstrocity" can be used on humans, turning them into a tamed animal.

FIXED 15 - Reported by "Rous" Vampires set to feed on animals will sometimes attempt that by going lethal on boomalopes (never a good idea).



EDIT: I'm no longer updating this, I'm not certain that it is relevant either. From what I've seen the best way to report bugs and place suggestions is to go to Rimmadness's discord, the link is in this mod's description.
Last edited by Anubis; 5 May, 2018 @ 7:36pm
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Showing 1-15 of 52 comments
Adeen Dragon 6 Dec, 2017 @ 9:57pm 
On point 10, perhaps more importantly one cannot sire additional vampires.
Fason the wizard 7 Dec, 2017 @ 10:46am 
another bug, blood is recovering more slowly while blood points refill, leading to vamp with non lethal feeding killing colonist. On the current test run, I have 2 colonist with full blood points but extreme blood lose.
Anubis 7 Dec, 2017 @ 2:27pm 
I can confirm what Adeen reported, I'll add it to the list.

I didn't really notice what Fason reported, but I can see how it could be a problem depending on the ratio of vampire to regular pawns available, so I'll add it too.
Last edited by Anubis; 7 Dec, 2017 @ 2:29pm
The Problem 8 Dec, 2017 @ 1:56am 
A bug I've found is that vampires appear in caravans during the day, will attack someone near them immediately, burn and then bury themselves. It wouldn't be a problem but the vampire in question is the caravan leader so I have a caravan I can't buy from.
Darkdarkar 9 Dec, 2017 @ 7:42am 
Are vampires supposed to be draftable when they go into beast mode? It seems way to easy to keep my vampire from killing a pawn by sucking them dry by just drafting them and ordering them to suck on a pawn with more blood.
Muddy33 11 Dec, 2017 @ 2:53pm 
I'd really appreciate a patch to psychology. Been trying to figure out what was causing those bugs, bit bummed its psychology.
XelNigma 13 Dec, 2017 @ 9:38pm 
I dont know if this is confliction issue or what but some times a group will show up and a single random pawn will rush to my colony to drink my blood bags. The visitor pawn that does this isnt a vampire, they dont even have low hunger. Right now a pawn with 3 fine meals in their invintory and near full hunger but really low rest is rushing to my town to drink a blood pack.
Anubis 14 Dec, 2017 @ 7:21am 
Vampires don't actually eat so the meals are rather irrelevant on their inventory, as for bloodpacks, it looks like vampires preffer that to sipping other pawns, which is what he would do if there were no bloodpacks around.
Rous 15 Dec, 2017 @ 1:20am 
As hilarious as it is to watch, thought you should know that vampires set on animal hunting will go hunt boomalopes and boomrats. Explosively funny.
XelNigma 16 Dec, 2017 @ 5:22pm 
The power "Shape Monstrosity" can be used on humans, both colonist and prisoners. It makes them a tamed monster pet.
Andcream 17 Dec, 2017 @ 1:54pm 
The power "Mesmerise" seems really strong to me, you can use it to immediately end any mental break, iv even used it to end another vamps sun panic. The strongest use iv found is to end werewolf fury as soon as it starts and still get the level.
Hunting 17 Dec, 2017 @ 11:13pm 
A colony have both vampire and werewolf. It can only use two basic vampire ability and werewolf ability. I use blood points but ability not show up.
Last edited by Hunting; 17 Dec, 2017 @ 11:16pm
Anubis 18 Dec, 2017 @ 4:37am 
@Hunting - Probably a mod conflict on your end. I have bot a vampire and a werewolf, both work fine, so unless someone can confirm where the conflict is I won't add it.

@Andcream - I think that is the purpose of the skill to be honest, it says "clears mental state", at most it would justifying swapping some skills's position (balancing) so I'm not really sure it fits here.

@Rous - That's a vanilla issue. Unless I'm misinterpreting what you're saying somehow.

@XelNigma - I'll add it.
Rous 18 Dec, 2017 @ 3:45pm 
Originally posted by Anubis:
@Rous - That's a vanilla issue. Unless I'm misinterpreting what you're saying somehow.
Specifically, I don't mean the work "Hunt", I mean vampire feeding. The vampire in question will feed on a boomalope or rat and it will die of blood loss, exploding in their face and setting them on fire. Which is hysterical to me despite happening over and over. I just imagine the vampire-- "Hrm. Well. I'm still hungry. Oh, look. Maybe THAT gas-filled, balloon-looking animal will be different from this one here."

@XelNigma No offense, i just hope that doesn't get fixed. I love turning prisoners into monstrosities. That and depending on how heavily Jecrell is basing this off actual VtM, that might not be a bug at all, as vicissitude can be used on humans.
tacoman22a 20 Dec, 2017 @ 6:33pm 
i have something you might want to check out for somereason my vampire decided it was a good idea to feed on a friendly trading caravans mufflo turning them all hostile so maybe make it so friendlys (not the colonys so you can still feed on own animals) wont be feed on?
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