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Slavers spoilers 1.0

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Feb 25th, 2015
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  1. SLAVERS MOD
  2. Full change list (spoilers doc)
  3. Version 1.0
  4.  
  5.  
  6. AI changes
  7. * Colonists, slaves and prisoners no longer care about prisoners being sold.
  8. * Colonists don't care about the following thoughts: Cannibalism, butchering humans, seeing corpses, witnessing death (of allies or strangers), prisoner execution, harvesting organs from prisoners
  9. * Colonists get boosts for killing humans as if they had the Bloodlust trait
  10. * Wardens chatting with prisoners has a stack limit of 10 now, making it much harder to convert prisoners
  11. * New thought: Colonist Enslaved: If you enslave what was a slaver, all slavers get a -10 mood modifier
  12. * New thought: Enslaved: -3 mood modifier
  13. * New thought: Wearing Human Leather: bonus to slavers, negative for slaves
  14. * New thought: Observed Gibbet Cage: Slaves only, -6 mood modifier
  15. * New thought: Observed Turret: Slaves only, -10 mood modifier
  16.  
  17.  
  18. Wages system
  19. * Colonists need to be paid wages once a month (every 12 days)
  20. * Wages are paid by building an ATM, attaching Money Hoppers to it, and filling the hoppers with gold or silver
  21. * A colonist's wage is 5 * (sum of skillpoints)
  22. * Colonists that are disabled, imprisoned or enslaved are not paid
  23. * Colonists with wages three days late get a big mood modifier, being unpaid longer than that is a huge mood modifier
  24.  
  25.  
  26. Colonist Labor/Work system
  27. * Colonists that do any of the following jobs get the Labored thought (-1 to mood):
  28. -Construction
  29. -Mining
  30. -Planting or Harvesting
  31. -Plant cutting (cutting trees, etc.)
  32. -Anything that requires a bill (crafting)
  33. * Labored stacks up to -5 and lasts a day
  34. * After 5 Labored thoughts stack up, if a sixth Labored thought occurs, all the Labored thoughts go away and are replaced by a Toiled thought (-5) which lasts three days and stacks up to x20
  35. * This means if colonists regularly work, they will get upset enough to have a mental break
  36. * Toiled does not apply for the first 24 days of the colony's life, giving breathing room to acquire slaves
  37.  
  38.  
  39. Enslavement
  40. * Prisoners can be enslaved via a new prisoner interaction on the prisoner tab. Wardens enslave prisoners. A Slave Collar is required to enslave a prisoner.
  41. * Slave Collars impose a -1 movement rate and -35% work speed
  42. * Slave collars can be crafted at a Tailor's workshop from leather
  43. * Slaves become mischievous over time if not disciplined
  44.  
  45.  
  46. Slave Mischief system
  47. * Mischief can be tracked from a new tab accessible by selecting a slaver
  48. * Twice a day, each slave makes a Mischief check.
  49. * If successful, they have a chance to start a mischief job. Also, they slack for the rest of the day (acts like a mental break, they refuse work and cannot be drafted). If the mischief chance ever goes over 100%, it is more likely they will perform worse mischief jobs.
  50. * Possible mischief jobs:
  51. -Graffiti: Spawns some very ugly and hard to clean graffiti at their feet.
  52. -Carve Shank: Spawns a steel shank in their inventory.
  53. -Make Molotovs: Spawns a molotov in their inventory.
  54. -Sabotage Item: Paths to an item and destroys it.
  55. -Disable turret: Paths to a turret and powers it down.
  56. -Rebel: Reverts to original faction, attempts to flee colony.
  57. * If disciplined while slacking, slacking ends immediately.
  58. * The following adds to mischief chance (per half day):
  59. -5% naturally
  60. -1% for each three slaves of the same original faction in the same room
  61. -10% for holding a melee weapon
  62. -25% for holding a ranged weapon
  63. -25% for not wearing a slave collar
  64. -10% for being outside
  65. * Mischief stacks up to 100% over time, then stops stacking. Bonuses still apply and can push the total over 100%, however.
  66.  
  67.  
  68. Slave Discipline system
  69. * Discipline acts like a timer and prevents mischief. The amount of time a slave will be disciplined for can be viewed from the slave tab.
  70. * A slave can be disciplined by the following:
  71. -Beatings: Assigned in the slave menu, a colonist with Guard work enabled will carry out daily beatings. Lasts 1 day.
  72. -Seeing a turret: Lasts half a day.
  73. -Seeing a full gibbet cage: Lasts half a day.
  74. -Executing slaves: Any slave present in the room where another slave is executed gets 3 days of discipline; all other slaves get 1 day.
  75. * While disciplined, a slave cannot gain any mischief chance and loses 5% mischief chance per half day.
  76.  
  77.  
  78. New Storyteller
  79. * Sylvia Slaver. Currently acts like Cassie, but prefers a larger colony population (as only half the colonists will be working...)
  80. * More to come for Sylvia.
  81.  
  82.  
  83. New Buildings
  84. * Non-Lethal Beanbag turret: Requires research. Has the range of a shotgun. Fires very quickly (1/sec). Does a lot of pain damage but very little lethal damage. Likely to incapacitate enemies rather than kill them.
  85. * Non-Lethal Sonic turret: Requires research. Requires 5 plasteel in addition to the steel cost to build. Very long range, long warmup time, long delay between shots. Fires two very accurate shots that should incapacitate almost any enemy guaranteed if they both hit.
  86. * ATM and money hopper
  87. * Slaver door: Only colonists and friendly visitors can open. Prisoners and slavers cannot.
  88. * Gibbet cage: Holds a corpse.
  89.  
  90.  
  91. New Incidents
  92. * Nomads: a few tribal-type pawns visit the colony. They are not tied to any faction, so can be captured/enslaved with no penalty. Only occurs if you have less than six slaves in the colony.
  93. * Slave Riot: Only occurs if you have 12 or more slaves and the slaves outnumber the colonists three-to-one. 3-5 slaves automatically Rebel as in the mischief job.
  94.  
  95.  
  96. Prison Improvements Mod
  97. * This mod contains all the changes from the Prison Improvements mod: https://ludeon.com/forums/index.php?topic=10069.0
  98. * Since it's included, don't run both mods at the same time :)
  99.  
  100.  
  101. Other
  102. * New weapon: Whip. Does very very little damage. Meant for guards performing beating tasks. Not at all good in actual combat.
  103.  
  104.  
  105. Todo / crazy ideas
  106. * Be able to designate a leader! They get paid double, wander around the colony and chat with the slavers, and demand a fancy bedroom and a fancy hat. Required after the colony has 7 or more slavers or else everybody gets a negative mood modifier.
  107. * Thunderdome! Order two slaves in, they fight it out, idle colonists come to watch and get a big mood boost
  108. * Event: an oversized force of attackers roll up and demand the release of 3 slaves from their faction. They attack if you don't comply
  109. * Security console: has a tab with a summary of prisoners, mischief events in the last week, average mischief level, and a button to find the most mischievious slaves
  110. * Magnetic cannon structure that pulls down a passing spaceship, spawns a bunch of steel and some hostile enemies, plus some incapacitated enemies. Would allow the player to basically start a raid anytime they need.
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