RimWorld

RimWorld

[Outdated] Call of Cthulhu - Cults
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Ryoma  [developer] 12 Dec, 2016 @ 5:41am
Suggestions
Got an idea? Share it! It might get into the mod.
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Showing 1-15 of 142 comments
VampireBagel 12 Dec, 2016 @ 6:33am 
hey im loving the mod but it would be nice if there were more spells that grant special body parts or perhaps a spell that regrow missing parts, for exapmle i have a colonist missing both eye balls (the worst ostritch fight ever) so if there was a spell that could regrow there eyes/organs/limbs and digets it would be pretty awesome .
Celtic 12 Dec, 2016 @ 7:19am 
Would it be possible to make a way of dropping cult mindedness? // possibly having 'investigators' show up to clear your nastly little den of cultists?
Chase 12 Dec, 2016 @ 7:41am 
More sculptures if possible. Or their to be a use of sculptures; depending on what god you're worshiping.

Example: Having a sculpture of Dagon will increase his favor towards you if it is of high quality. A lower quality statue can anger the gods.
Firkragg 12 Dec, 2016 @ 1:27pm 
Eldritch traps perhaps? Like drawn pentagrams on the floor that drives enemies who cross them mad (berserk, or just random effects? Would be cool if you had to draw with blood, either enemies, or in a pinch, bleed one of your colonists if no prisoners are avaliable.
Perhaps just eldritch relics, like Erich Zanns violin which can either be played to, uh... "Entertain" your cultists or drive invaders insane. Makes me wonder how sound is handled in the game. Or perhaps Zann's musical notes, as that was what caused the incident, not the violin itself.
Last edited by Firkragg; 12 Dec, 2016 @ 1:29pm
butanefireflies 13 Dec, 2016 @ 7:59am 
I think offerings need a rebalance. (tl:dr at bottom)

(1) Sacrificing humans should be available for building the greatest amount favour, not just for spells.

(2) Animals should produce the 2nd highest favour, and the type of animal should make a difference - do they already? For unbonded pets, is it based only on meat amount? Wildness? Size?

(3)The biggest issue I have is with meat &c offerings. Even with 3 colonists with 20 handling skills it is very hard to tame a large number of animals. In the time it might take me to tame X# animals, I could instead hunt and butcher enough meat for Y<X# of impressive offerings, which results in a much, much higher net favour increase. I suppose that starting a livestock farm would be easier than hunting for procuring sacrifical animals, but I'd still need to wait for the animals to grow to an appropriate age (assuming animal size/meat content dictates favour) and also feed the animals during that time, and it leads me to believe that even a livestock farm would be better for food offerings than for animal sacrifices.

Food offerings also don't "draft" other colonists to the altar so there is a much lower net loss of colonist labour.

Honestly I haven't tried veggie or meal offerings b/c in my current biome I have a huge surplus of huntable meat and don't farm huge crops. Meal offerings seem like a moot point because there is extra work involved to make the meal from raw ingredients and I don't know if X unit of meal is worth more favour than X unit of veg or meat. I also use mods that allow up to 4x production of meals at one time so I feel that would break the balance of offering meals.



Anyway tl;dr
it's very labour and time intensive to tame enough sacrificial animals to recieve a favour buff that is far less than than the much easier route of producing much-more-favourable food-stuff offerings. Food-stuff offerings should be nerfed and the food offering ritual should "draft" all colonists to the altar. Human sacrifice should be allowable for building favour and should offer the highest favour increase. But, that's just, like, my opinion, man. Thanks for your work Jecrell :D



Oh, one last thing - does sacrificing 'otherwordly beasts' give an especially high favour increase? I think I noticed that when I slaughtered a tamed Dark Young(?) - and if that's not implemented, maybe it should be? Or maybe sacrificing one of a deity's own monstrous offspring should have a chance of generating a random effect, good or bad?
Last edited by butanefireflies; 13 Dec, 2016 @ 8:01am
Figgleherp 13 Dec, 2016 @ 1:35pm 
I've been having trouble wanting to equip all my cultists in robes due to them offering basically no defensive value, I was thinking there could perhaps be armored robes of sort, offering less of a bonus to worship but a decent form of protection, perhaps even applying sanity loss on enemies know each hit (if possible)
Ryoma  [developer] 13 Dec, 2016 @ 4:30pm 
Originally posted by Figgy Pudding:
I've been having trouble wanting to equip all my cultists in robes due to them offering basically no defensive value, I was thinking there could perhaps be armored robes of sort, offering less of a bonus to worship but a decent form of protection, perhaps even applying sanity loss on enemies know each hit (if possible)

I thought of doing a changing room, of sorts, where it stores the current outfit of a pawn, does the worship ceremony, and then they go back to change if they need to.

If I put it in, would you appreciate it?
Ryoma  [developer] 13 Dec, 2016 @ 4:35pm 
Originally posted by butanefireflies:
I think offerings need a rebalance.

Thanks for the rebalance considerations.

I deleted most of your text to make my answer easier to spot.
I'll nerf the offerings a bit.

Currently, there are about two factors that add to an animal's sacrificial bonus.
Is it a pet-like animal? Double.
Does it have a master? Double (again).

For human sacrifices, you can actually have triple the bonus if you are sacrificing a family member (a bit grimdark, but that is a far more valuable sacrifice).

To make spells a seperate bit from the human sacrifice tab would take some work. I'll think about it.

The offerings having one pawn making the offering was intentional, since it's the first tier of the cult -- I felt like it could accomodate a single cultist if necessary.
Last edited by Ryoma; 13 Dec, 2016 @ 4:36pm
Figgleherp 13 Dec, 2016 @ 4:41pm 
Originally posted by Jecrell:
Originally posted by Figgy Pudding:
I've been having trouble wanting to equip all my cultists in robes due to them offering basically no defensive value, I was thinking there could perhaps be armored robes of sort, offering less of a bonus to worship but a decent form of protection, perhaps even applying sanity loss on enemies know each hit (if possible)

I thought of doing a changing room, of sorts, where it stores the current outfit of a pawn, does the worship ceremony, and then they go back to change if they need to.

If I put it in, would you appreciate it?
i think thatd be really useful, but the idea of armored robes i feel could still serve well for different reasons, but i would definitely use a sort of changing room to simplify the outfits a bit more
three salt start 14 Dec, 2016 @ 4:00am 
It would be nice if there was a social buff for being the excecutioner of a sacrifice. My cult leader is reviled by everyone even though they all have near max cult mindedness, and I've tried to spread the hate around, but it just ends up with everyone hating everyone. It's crazy, They love being in the temple, they love the sermons, they love the sacrifices, but they hate the guy that did it.

Another thing that would be cool is if pawns that don't research had a way of getting cult-mindedness. A few good prospects for my colony have ended up in on the chopping block, just because I know they'll never want to grow gills and swim in the ocean. I even ended up feeding one of my starting pawns to the goat mom, because he kept starting social fights in church.

Last edited by three salt start; 14 Dec, 2016 @ 7:37am
So, I know that this is primarily a lovecraftian mod, but any chance of expanding the cults/cult mechanics to a "general religion" mod or something?
Sunn Bro 18 Dec, 2016 @ 11:59am 
I think that 'cult-mindedness' should have more impact on regular social interactions. For example, in my current colony, only one pawn is anti-cult, and the rest are all thoroughly indoctrinated. She should probably be highly ostracized.
Jareix  [developer] 18 Dec, 2016 @ 12:51pm 
There should already be social impact on them. Have you checked her social tab? She should be pretty poor standing with everyone due to "disagreeing beliefs" social event.
Sunn Bro 18 Dec, 2016 @ 10:18pm 
Originally posted by Jareix Craivix:
There should already be social impact on them. Have you checked her social tab? She should be pretty poor standing with everyone due to "disagreeing beliefs" social event.

You are correct. Still, there are several 'disagreeing beliefs' interactions but they don't really seem strong enough to me. She still goes to the sermons twice a day and has friends among the other colonists despite being waveringly anti-cultist.
Jareix  [developer] 19 Dec, 2016 @ 1:03pm 
We'll consider this when updating to A16.
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