Mod «The Gods Are Angry» for Rimworld (v1.4)

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The Gods Are Angry

You know how it goes. You all gather around the Festival Tree for a joyous evening in celebration of that time your god saved you from catastrophic destruction of some kind. It's a bit vague in the holy book, but that's only because someone spilled beer all over the middle section before you got your hands on it. Whatever. You don't need the exact reason to celebrate. Life on the Rim is hard and you need reasons to be happy.

But then someone starts an argument over who ate the last of the grilled muffalo, it escalates to a fistfight, someone knocks over the Festival tree and it sets the pews on fire (shouldn't have used real candles to light it with), and meanwhile Susan is over vomiting on the altar because she has food poisoning (probably from the grilled muffalo).

The ritual was TERRIBLE. Truly an offense to your god.

And what? You get to walk away... feeling slightly sad for a few days? Which you can then mitigate by snorting some flake and moving on with your day?

No more. The gods are sick of it.

There will be consequences.

Features


This mod adds "wrath" and "blessings". These are additional consequences that occur after the ritual is completed. They exist independently of vanilla ritual results and won't impact you discovering an ancient complex or anything. Word of warning: the wraths are... real bad. They will probably destroy your colony. Don't come crying to me. I warned you.

Adds one new precept: wrath. There are three levels that control the severity of the wrath, but also the size of the blessings. The more wrath you risk, the greater your reward.

Wrath and blessings can be disabled via settings. The frequency a wrath or blessing triggers is also controllable. So if you just really really dislike a particular wrath, turn it off! I'm not going to dictate how you play. If you don't mind spoiling the surprise, you'll find a list of what all the wraths and blessings do at the bottom.

Wraths and Blessings that are added post-mod release will be disabled by default so there's no unpleasant surprises.

Compatibility


I tested it with my pretty extensive mod list and tried to keep everything as self-contained as possible. But also, this is my first mod that involves actual code, so be smart about it.

This mod can be added to existing saves.

This mod can be removed from existing saves - just make sure you have no active health effects and remove the precept first.

Issues


Again, first mod with code involved, so if there's an issue just follow standard bug reporting procedures. Send me a log and a description of what was going on when the error happened. Ex: did a caravan arrive right as the ritual ended?

The more information you can give me, the more likely I'll be able to figure out how to recreate it and fix it. If I can't do that... then you're stuck with the bug, sorry. Help me help you.

Future plans


Balance tweaks on combat buffs. I just guessed on them. Let me know your thoughts.

Wraths and Blessings


I strongly encourage you to play without reading this, because I feel very clever on a couple of them and want people to be surprised. But let's be real. I do want to ruin your colony. But I also want to be laughing with you, not at you. So here's a list of what everything does so you can disable the ones that will destroy your enjoyment of the game along with your colony.


Mod requires:
DLC Royalty
DLC Ideology
DLC Biotech

09.10.23 (1.4)

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