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If we play with chronology just a bit, the world could start out with some added rahi fauna and the threat of (small) borhak raids. If you give the borhaks a "spit" attack that "corrupts" on hit, getting a toa mask is marketed as the easiest solution to deal with things. (plus, cool powers)
getting the mask, however, leads to larger Borhak raids with a few borhak-kal that can corrupt toa masks, maybe a mask + corresponding borhak drops can lead to toa-nueva masks/armor/gear which, in turn leads to Borhak-kal +rakshi raids > toa-metru masks > rakshi +Vahki raids > toa-hardika masks > Vahki +priraka raids > toa-inika masks > Piraka raids......
however long you want it to go on for really
So this could work by making mask corruption a problem. Masks, while powerful, are the only protection against the insta-corruption of the enemies. Masks get corrupted over time and a corruption could brick the mask or cause the wearer to go into a perma-frenzy. Each tier of mask is resistant but not immune to the tiers of corruption before. Maybe the raids are swapped out for quests occasionally, or, depending on how crazy you wanna go with special titans and such, lead to special "dungeon" explorations and boss battles.
You've got options, XD
However, I could have a set of "toa nuva" armor that can be crafted with energized protodermis dropped from defeated rahkshi (not lore accurate but making it obtainable in game).
what do people think about this?
It might also be interesting to see some of the one-of-a-kind masks obtainable through late-game missions like the Mask of Light or the Vahi.
After messing around with what you have now, I'd really like to see more Kanohi. I think there's a lot of fascinating mask powers that would translate very well ingame.
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EDIT: I just noticed I totally glossed over HappyHead already mentioning the Inika masks and such, my bad! Though personally I think it would be better to avoid a mask progression like that, because kanohi aren't so much on 'tiers.' Some Mata Arc kanohi are probably more useful than some Mahri Arc kanohi for example.
I could try figuring out and suggesting some ways to implement the weirder ones if you don't mind? Though if you're not interested in that at this stage or want to address that yourself I get it.
Edit: this will be a separate mod
I think it would be much cooler to get the following to start with, instead of trying to go all in on Bohrok/Vahki/Nuva stuff/whatever is cool. Apologies for the essay below. Hope it helps ;)
-The original 12 masks (which you've done, and they look awesome)
-Matoran, Toa and Turaga playable races (might be a tall task, but would also be cool) It would really add to the immersion. You'd be able to use the psycast mechanics from Royalty for Toa powers, and give them access to psycasts appropriate to their element and maybe add some new ones. Wearing masks could also become a need, like food or sleep.
-Rahi, at least those from the first two years. You'd be surprised how many there are, and I think that having ussal crabs that can mine like they do in MNOG would be both useful and a nice touch. Replace animals being driven psychically mad with rahi wearing infected masks.
-Weapons. Anything ranging from Turaga staffs to throwing sticks to Toa Tools. Turaga staffs could be given the abilities similar to those used in Quest For The Toa, you could have the automatic disk launchers that the Gukko Bird Force use in MNOG as a stand in for firearms or even turrets, and Toa Tools would be pretty powerful, so maybe they should be only acquirable through quests, and perhaps masks should be as well (that would jive well with the lore, come to think of it).
-Flora. Replace Anima Trees with Volo Lutu Trees, which grow crystals that act as a power source in your village. They take a long time to grow and you're more or less forced to protect them. Bula berry bushes, amana orbs for medicine, and maybe borrow some touches from MNOG II such as flax to replace cotton and seaweed for building bridges into deep water (if that can even be coded in).
-Makuta boss fight. (I feel this should come last.)
And just FYI, I've actually written down possible implementations for every Kanohi mask worn by the Toa in every arc, plus a couple extras like the Kanohi Kiril, Rhode, etc., and the six masks worn by the Makuta in the 2008 Phantoka/Mistika arc, but I'm leaving all but the most difficult ones out to keep this concise, and also in case you'd rather come up with all that for yourself.
If you do want to see the others, let me know. I'd be happy to talk about them here or over Discord.
Kanohi Elda, Mask Of Detection
Pawns wearing an Elda can see and interact with invisible pawns. If a colonist belonging to the player is wearing a Kanohi Elda, all invisible pawns, for any reason, are rendered onscreen. Should you decide to add the Kanohi Ignika, you could create a detection headache health effect that increases in intensity the closer they are. If you don't, or if you find this ability to be too niche to be added (I noticed some of the Kanohi you added had expanded abilities to make them more useful, which I think is a great idea), you could have this effect apply to other rare items, or create a quest event where your Iden wearer detects a nearby valuable item on the map.
Kanohi Iden, Mask Of Spirit
Active ability that downs the wearer with a health condition that sets consciousness to 0% and spawns an invisible ghost pawn that is unable to interact with things or be interacted with and can pass through objects. This would allow them to reveal rooms and caves concealed by the Rimworld's "fog of war" effect. Depending on how the game's pathing works, this may require a unique pawn that doesn't inherit from colonist pawns but simply looks like the colonist.
Kanohi Kadin, Mask Of Flight
This one is very tricky since the Miru in your mod already has Rimworld's normal "flight" ability. I think there's two approaches to this.
>First, you could give the Kadin an entirely different ability. Maybe when in use the character has maximum terrain mobility and are unaffected by terrain effects such as wetness because they're flying. You could also have this effect the character's caravan travel speed.
>Second, you could replace the Miru's ability with something, maybe even the one suggested above for the Kadin, and give the Kadin the jump pack ability.
Kanohi Volitak, Mask Of Stealth
Hostile pawns that were not directly aggravated by the wearer will treat the wearer as invisible until they have direct line of sight within a certain distance. If you've ever played XCOM, you might compare this to the 'concealment' status effect from that game. Wearers of certain masks, namely the Arthron, would be immune to this effect. You could also give the mask a host of additional effects, for example:
-Increased hunting skills
-Caravans with a volitak wearer are less likely to be ambushed
-Does not trigger "disturbed sleep" in other colonists
-Does not wake sleeping mechanoids or insectoids by getting close
Kanohi Arthron, Mask of Sonar
Firstly, this mask could grant a passive increase to sight, even if the owner is blind. How this interacts with the Ideology precepts and memes relating to blindness might be a promising area to explore. In addition, it could negate darkness debuffs and reveal the location of invisible pawns to the player, maybe with featureless markers of some sort that only give away the most basic information, such as the pawn's species.
Kanohi Garai, Mask of Gravity
I saw earlier that you're considering adding the extended elements of the Bionicle universe, which personally I'm all for. If you go through with this, the Garai could simply have a few weaker versions of the abilities available to Toa of gravity. If not, some abilities it could have are some variant of the existing Burden ability (maybe one with AOE), an ability that collapses building and cave roofs, and/or an ability that can increase the speed of other pawns by making them lighter.
Kanohi Mohtrek - Mask Of Time Duplication
The wearer will randomly suffer injuries, but is capable of summoning duplicates that will disappear after they are severely injured. You may want to introduce a mechanic that increases the rate of the random injuries if the pawn uses this ability often.
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So yeah, those are the ones you mentioned by name, plus some that seemed particularly difficult. Once again I've got all the other masks too, so if you want to talk more about it, just let me know.
Do note though, these masks will likely only be done after completing the other items on the list. (also some of the bohrok and rahkshi will have abilities that could be adapted for different mask abilities like the flight, fate (dodge chance), accuracy, and mind reading abilities)
I do have a discord if you want to see the current plans