RimWorld

RimWorld

Dark Ages : Crypts and Tombs
Kippy 20 Apr, 2023 @ 5:16am
Suggestions! Write yours below!
You want suggestions? Here's suggestions;
  1. Quests that pop to visit Discovered Tombs or a Legendary Armor/Weapon Reliquary (names pending) Catacombs, medium to huge generated structures guarded by
  2. Crypt Imps: quick, little, attack ♥♥♥♥♥♥♥, akin to melee War Urchins[rimworldwiki.com] with low durability that attack by overwhelming with the sheer number of their individually weak, though dangerous in numbers, rapid claws;
  3. Gargoyles: beefier Scorchers[rimworldwiki.com] that strike slower in close range, but deal chunk damage with their massive claws, stunning and shoving victims back, and following up with their trademark mid-range forward sweep of flame, indiscriminately engulfing swathes of friend and foe alike;
  4. Crypt Skeletons: Militors[rimworldwiki.com] which act as basic horde jobber that resurrect infinitely with a body less durable than that of it's Gargoyle colleague, though functional invincibility to death outside of fire and sunlight; attacking with whatever melee (or ranged?) weapon they may have, such as swords, axes, scythes (see 11), etc; hunting intruders relentlessly and unendingly once alerted; and named as such to specify which type of Skeleton one may be referring to--helping to differentiate from other mods that may add "skeletons" by name; knocked down easy, and incinerated by sunlight and flames;
  5. Crypt Commander: Apocriton[rimworldwiki.com] analogies found resting inside Grand Sarcophagi, these Crypt Skeletons have retained enough of their mental intelligence (and heat-resistant armor) to be a formidable threat alone by being as durable as a Gargoyle and only half as vulnerable to fire as a Crypt Skeleton, with the latent ability to buff their nearby allies with additional durability;
  6. Catacomb Great Knight: formed from the disturbed indomitable spirit slumbering inside the Heroic Memorial, these Centurion[rimworldwiki.com]-style juggernauts attack in a wide arc in front of them; Catacomb Great Knights are slow, powerful, impervious to fire damage, and only slowed in sunlight; and while these Great Knights do not resurrect once defeated, their spirit manifests as a durable shield bubble abound them;
  7. Catacomb Pursuer[darksouls2.wiki.fextralife.com]: take one Catacomb Great Knight, paint it black, give it a spooky black aura and glowing red eyes; take its shield away, make it hit twice as hard, and make it as fast as a Guardian Imp, with an added aura that slowly drives allies mad; these Pursuers appear rarely, but are lethal on sight nonetheless;
  8. Defeating Skeleton variants yields their weapon/piece of armor/unique resource TBD;
  9. Guardian Imps, Gargoyles, and Crypt Skeletons, are all made of stone and therefore immune to sharp, though vulnerable to blunt; Skeletons are weak to fire, Commanders half so; Catacomb Great Knights and Pursuers are invulnerable to fire damage and slowed by sunlight, Pursuers are slowed to a much lesser degree--wouldn't really be a pursuit otherwise;
  10. All enemies imagined using textures from buildings in this mod; Crypt Imp = Imp Statue; Gargoyle = Gargoyle; Crypt Skeleton = Skeleton Statue; Crypt Commander = Grand Sarcophagus; Catacomb Great Knight/Pursuer = Heroic Memorial;

  11. Scythes: I'm going to level with you, I LOVE scythes as weaponry in media. I know it's impractical, I know they were mainly farming tools; I don't care, it's cool. Polearms that slash in an 180° arc, referencing Medieval Overhaul's "Multi-Tile" code, slower than swords, more armor pierce than a longstord, but less than a spear oraxe, I guess? Scythes would fit thematically with this mod as a Legendary Weapon to loot or craft for your own combat uses. That aside, I want it and this is less of a suggestion and more a manifesto for an entire content update haha

    As a slight aside, I actually really want these and if you accept commission work, DM me.
Last edited by Kippy; 20 Apr, 2023 @ 8:16pm
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Showing 1-15 of 39 comments
Sir Van  [developer] 20 Apr, 2023 @ 5:58am 
Lots of suggestions hah, well if you do really want some of those you can commission me (altho i need to clear some comms first) do you have a discord tag to toss ?
TurtleShroom 20 Apr, 2023 @ 12:56pm 
I would love to see support for the Dunmer Mod's "Ancestral" meditation system for some of the items. The Burial Brazier and the Catacombs both would be fitting for them.

https://www.steamcommunity.com/sharedfiles/filedetails/?id=2681864802
SAUCE__GODD 20 Apr, 2023 @ 4:39pm 
Coffin bed furniture?
Kippy 20 Apr, 2023 @ 7:22pm 
Originally posted by Sir Van:
Lots of suggestions hah, well if you do really want some of those you can commission me (altho i need to clear some comms first) do you have a discord tag to toss ?
yessir, it's Kippy#1032 :steamhappy:
Last edited by Kippy; 20 Apr, 2023 @ 7:22pm
Kippy 20 Apr, 2023 @ 8:02pm 
Originally posted by SAUCE__GODD:
Coffin bed furniture?
This is a good idea! I want to learn how to code, to just put my ideas out there and pay someone for art, until I try learning how to do that as well lol
Sir Van  [developer] 21 Apr, 2023 @ 4:15am 
@SAUCE__GODD I would say "would be fitting for a style" but you can't style beds, i'll think about it tho!
TheOrigami 21 Apr, 2023 @ 6:44am 
Have you ever thought about draugr type enemies that are pawns that weren't given proper burials and are extremely difficult to kill and will target children or sleeping pawns at night. and fall back to being dead in the day. perhaps an event that brings one back for a quadrum to roam the streets of your colony but are unable to enter through doors.
TheOrigami 21 Apr, 2023 @ 7:02am 
I mean like draugr as described in folklore, black,bloated, guarding treasure or a tomb and often described as being vampirelike not as in blood sucking but as in that they come from the dead and often have ill intentions and can make more draugr by killing others. Just food for thought for the tomb
Sir Van  [developer] 21 Apr, 2023 @ 9:12am 
@Theorigami if i was to put some draugr it would certainly be in a different mod, crypts and tombs is mostly focused on player made buildings

But i'll keep them in mind!
Irevanix 21 Apr, 2023 @ 11:44am 
It would be neat if you could build a catacomb structure that when entered, brought the pawn to a new, small map that is entirely underground. I'm not sure how possible this idea is, but i'm thinking similarly to how SOS created a separate 'colony' map. The catacomb map could be expanded upon by miners, and there could also be a coinciding random event thrown in the game where players could raid the catacombs of an abandoned colony... I'd make mine a labyrinth :D
Sir Van  [developer] 21 Apr, 2023 @ 2:17pm 
@Irevanix that is Z-levels and it's waaaaaay too out of the spectrum, the project z-levels is on stand by last i recall but yeah no, way too much code for a single thing
deron 23 Apr, 2023 @ 6:28am 
Could you maybe enable burial for burial urns so colonies have an additional storage variant that needs less space? This also would fit the description.
Sir Van  [developer] 23 Apr, 2023 @ 8:51am 
@deron Problem with that is that i don't think i can specify whether the corpse needs to be a skeleton and stuffing a rotting body in a burial urn that is represented with bones/bonedust would feel weird, so they stick to being mostly decorative/linkables
Irevanix 23 Apr, 2023 @ 10:28am 
Originally posted by Sir Van:
@Irevanix that is Z-levels and it's waaaaaay too out of the spectrum, the project z-levels is on stand by last i recall but yeah no, way too much code for a single thing
Right, my thinking wasn't so much Z-levels as it was creating an additional map (like you can do on dev mode) similarly to how SOS2 worked. I understand if it's not something you would want to take on, it was just a thought and suggestion that I thought would make the mod elevated to a whole other level. Anyways, thanks for the mod and the response! :steamthumbsup:
Last edited by Irevanix; 23 Apr, 2023 @ 10:28am
Modified Shopkeep 23 Apr, 2023 @ 5:12pm 
Would it be possible for the research to be on the main tab? I have a lot of tabs and having one item on it's own tab isn't the best. Every new tab makes the others more squished. It never bothered me when the research items overlapped. So you can just throw it anywhere. Thanks.
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