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RimWorld

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Mashed's Bloodmoon
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Mod, 1.6
File Size
Posted
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1.691 MB
11 Jul @ 5:02pm
27 Oct @ 3:25pm
36 Change Notes ( view )

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Mashed's Bloodmoon

Description
[discord.gg]
[github.com]



A completely remade version of the original MorrowRim - Bloodmoon mod, made to a much higher standard, and with significantly more experience under my belt. There is now a fully featured, customisable, and upgradeable, lycanthropy system included.



The glow of a blood red moon has awoken something ancient from a deep slumber. The call of The Huntsman can be heard echoing through the eerie silence. The air itself carries the unmistakable scent of blood. Ominous howling can be heard in the distance, growing ever closer.

Roughly, and by roughly I mean at minimum, every 30 days the Huntsman's Moon will rise, covering the world in an eerie red glow. During this time packs of feral werewolves will attack settlements, and ambush caravans. These feral werewolves can spread a disease called Sanies Lupinus, which if left untreated will eventually transition into dormant lycanthropy. Upon the next Huntsman's Moon the infected will experience their first transformation.

The time between attacks, and the strength of attacks, can be modified in the mod settings menu.



A fully fledged lycanthrope, now able to transform into their beast form at will. While the Huntsman's blood offers little benefit outside of beast form, it does provide immunity to certain infections.

Once a lycanthrope has recovered from their first transformation, they gain the ability to transform at will, as well as upgrade and customise their beast form. While most of the bonuses, and downsides, are only active in beast form, some are active in human form as well:

  • They are immune to several diseases, and have a lesser risk of getting food poisoning.

  • They take additional damage from weapons made out of silver, and gain a negative mood if wearing anything made out of silver.

  • They always struggle to get a good nights sleep. They gain no mood bonuses for sleeping in impressive bedrooms or barracks, and instead will always gain a mood debuff after sleep.




A lycanthrope transformed into their beastial form, greatly empowering them, though at a cost. Transformed lycanthropes are unable to do any form of work, and their vocal cords have become too malformed for speech.

The true nature of lycanthropes comes out when they are in their beast form. Amplifying their downsides, but granting full access to their bonuses.

  • They are completely incapable of work and speech.

  • They can eat corpses and raw food without any negative effects.

  • They are unable to use weapons, but have powerful claws and fangs.

  • Overall increased durability and wound healing, but more susceptible to fire, toxins and silver.

The beast form type and transformation type can be changed while in human form. Primary, secondary, and tertiary colours can all be set separately.




Lycanthropic stress will gradually build up while in their beastial form. If this ever reaches its limit, the lycanthrope will enter an uncontrollable fury.

A lycanthropes beast form can only be maintained for so long, as stress will build up while transformed. Stress is converted into fatigue once the transformation ends, preventing another transformation until the lycanthrope has recovered.

If a lycanthrope builds up too much stress while transformed they will enter an uncontrolable fury, prolonging the transformation, but causing them to hunt down anything that moves.

How much stress a lycanthrope can withstand can be increased through eating the hearts of fresh corpses, and downed pawns using the Consume Heart ability.




Various upgrades can be purchased by spending Consumed Hearts, some can alternatively be gained through the use of special crystal skulls.

Unlock beast form abilities, equip new claw types, upgrade totems, and gain additional traits.





Prove yourself to The Huntsman by completing Beast Hunt decrees. Each decree will either require the pawn to consume the hearts of specific targets, or kill specific targets while in beast form.

Each completed beast hunt will reward the lycanthrope with a permanent stacking mood bonus, and potentially other gifts.

Completing lycanthrope proficiency beast hunts will unlock an upgrade for the corresponding ability.
















Q: I don't like-
A: Mod settings menu.

Q: CE?
A: I don't patch for CE, and parts of the mod may not function properly until it is patched.

Q: 1.5?
A: There is a 1.5 release available on my GitHub. It is an older build, and is provided as is.




  • Mostly inspired by the Elder Scrolls series by Bethesda Studios, with a heavy focus on Morrowind
  • Lycanthrope ability sounds otained from https://mixkit.co/
  • Thanks to everyone that provided feedback during the far too long beta period:
      BongBong, Theo, Aludis, Aquiles, charybdis6404, Fabricator General, Roque the Rogue
  • To OttersHoldHands for reminding me of something I didn't test.
  • And to Ranger Rick for being neat

Please don't re-upload any part of this mod, or this mod in entirety, without my consent.
Popular Discussions View All (2)
56
25 Oct @ 5:39pm
PINNED: Bug reports
SirMashedPotato
4
1 Aug @ 7:54pm
Werewolf raids need heavy adjustment
ChemicalBacon
282 Comments
Ranger Rick 25 Oct @ 11:54pm 
oof
SirMashedPotato  [author] 25 Oct @ 9:02pm 
@Streenty, parts of the mod won't work properly until it's patched on CE's side.
Streenty 25 Oct @ 7:51pm 
Hey im having an issue where the werewolves and lycans dont do any damage more than a punch would, I have CE so im assuming this has to do with the way CE handles damage but im not sure. If you have any insight that would be great, thanks.
SirMashedPotato  [author] 22 Oct @ 7:02pm 
@uerminosa, sorry, I can't really easily cram more onto that page without redoing the code.
uerminosa 22 Oct @ 2:07pm 
Hello, I wanted to ask if you could consider adding a color picker or HEX code input for the beast form customization menu. I'd like to match my pawns beast forms with their hair color and eye genes and this would make the process easier. Thanks for your time, this mod is truly amazing.
SirMashedPotato  [author] 21 Oct @ 12:39pm 
@Stringing, the issue with adding the mod mid save is that factions don't get retroactively added to the world, and without the faction certain aspects of the mod won't function. However you can still access all of the lycanthrope mechanics.

You can use VE Framework, and add the feral werewolf faction when asked. But you're on your own with any issues encountered.
Stringing 21 Oct @ 8:41am 
@SirMashedPotato Sorry to bother you but I had a quick question. I love this mod concept and really want to add this to my playthrough but I won’t start over for this (10 years deep in game). I know Bloodmoons won’t trigger automatically when adding to an existing save, is there a method to manually trigger a bloodmoon? Using DevMode or the Mod Settings? It would be incredible if so, thank you!!!
黑虎阿芙洛狄忒 18 Oct @ 10:57am 
Got it, thank you.
SirMashedPotato  [author] 18 Oct @ 10:52am 
@黑虎阿芙洛狄忒, adding the mod mid way through a game will prevent the huntsman's moon from occurring.
黑虎阿芙洛狄忒 18 Oct @ 7:54am 
I added the mod midway through the game, or is it that I can't use the anti-gravity ship to migrate frequently?