Home Creators Posts Import Register Favorites Logout

Content

Hey everyone!

As you know, we're working on a cool Insanity mod that should really enhance the Anomaly experience. My biggest inspiration is the work of H.P. Lovecraft which I think shows. That's also why the hero image for the mod is the depiction of an insane mr. Lovecraft... I mean, Howard Hysterical. He's not an actual storyteller, as I don't have an idea how to make him unique.

 

I'm pretty excited to dive into some details about that mod. It deeply integrates the concept of Sanity into your game, affecting nearly every aspect of gameplay. It's not just another meter to manage; it's a fully-fledged system that's woven into the fabric of how you interact with the world.

The Core of Sanity

Sanity in our mod reflects a character’s mental and emotional connection to human values and life. It's influenced by a plethora of factors, from environmental conditions and social interactions to the events unfolding around your characters. The unique twist here is the dual nature of sanity management—maintaining high sanity means a focus on humanistic values, while lower sanity levels can lead to dangerous behaviors but also lead to... unique storytelling opportunities.

Dynamic Sanity Interactions

Sanity is a fluid system with multiple triggers and effects:

Social Dynamics: Every conversation and interaction can impact sanity. Positive engagements like deep talks or simple chitchats can bolster it, while negative interactions or exposure to unsettling events can diminish it.

Anomalous Influence: Pawns lose sanity if you decide to interact with Anomaly content beyond the standard 'find and kill' gameplay loop. Studying entities, living around entities, touching creepy obelisks or reading ancient tomes is bound to have a toll on your sanity.

Behavioral Consequences: Characters with low sanity might engage in erratic or harmful behavior, influencing not only their own fate but also the dynamics of the entire community.

Managing Insanity: Straitjackets and Gags

A new feature we're introducing is the use of straitjackets and gags. These items are crucial in managing characters who have tipped over the edge into madness:

Straitjackets: These prevent insane characters from physically harming others or themselves. They're a non-lethal way to handle severe outbreaks of madness, ensuring safety without resorting to more drastic measures.

Gags: Equipping a character with a gag stops them from spreading disruptive thoughts and maintaining the spread of insanity through harmful social interactions. It’s a way to mitigate the impact of one individual’s deteriorating mental state on the broader group.

Integrated Systems

The sanity system is not isolated—it interacts with virtually every system in the game:

Fighting and killing entities is the universal way of triump over the unknown, and is bound to increase sanity for everyone involved. Base game and modded traits and effects interact with sanity in unique ways, offering both challenges and opportunities.

Gameplay Strategy

Managing sanity requires a strategic approach. Decisions need to balance the immediate benefits of risky actions against the potential long-term cost to a character's mental health. The introduction of items like straitjackets and gags adds another layer of strategy, allowing you to actively manage the consequences of dwindling sanity.

The integration of sanity into so many systems means that it’s not just another stat but a pivotal element of your gameplay experience, influencing decisions, strategies, and outcomes in profound ways.

We didn't want Sanity to just be another need though. As such, Sanity is a stat that will take years to change. The actions you do have such a miniscule effect, that it will take a very, very long time for the sanity to drop to dangerous levels. This also means it will take just as long for Sanity to get back up.

It's an exciting mod and I think it adds quite a bit of depth to the DLC itself. I also need to figure out the integration of the Corruption need from Vanilla Ideology Expanded - Memes and Structures. All in all, I think you will all enjoy it, and I will be back here soon to talk about it some more.

Files

Comments

Computica

I feel like Psychopaths should be immune from sanity checks.

BrenTenkage's Gaming

I mean remake one of the classic mods, go full HP lovecraft on this one

The Dragonborn

Howard hysterical should lower the mental break threshold so you experience sanity breaks more often, but pawns should become significantly tougher. Like how every game with a sanity meter, your character takes sadomasochist levels of bodily abuse and disfigurement. Maybe he also significantly increases the chance that events will include anomalies

idle snow

Will there be any perks to low sanity (raised mental break threshold, lower sleep need, stronger combat, etc.), or only cons?

Steven

Gone will be the days of cutting out the tongues of pawns with Annoying Voice, with this mod we'll be able to gag them! I feel like this mod also could be a neat place to tie back into Ideology with a new meme or precept concerning Insanity.

Sir Florida Man

Wonderful, my prisoners will be able to keep their legs!

Anthony Nero

Excuse my skepticism but how will this be functionally different than mental break thresholds other than taking longer to occur and fix? Are there going to be unique new mental breaks?

SysGabriel

Oh wow. Will be there weapons to do insanity damage? Me thinks this will be very welcome for those who are fans of lobotomy corporation.

Starei

I hope colonists with the Masochist trait enjoy being gagged and thrown in a straitjacket like they do with the Ideology slave apparel

fat boys

Oh I like, it adds a reason to keep colonist pawns in jail long-term if they've gone insane, also I could stick a prisoner into my entity containment room for years and make him go crazy

Robert McPherson

Some interesting ideas for sure... but I am a little concerned how well it's going to integrate into Idiology, I can see a lot of builds just death-spiralling into everyone going insane and becoming largely unmanageable.

onetrueping

If I were going to have a sanity-based storyteller, I'd have it push more Anomaly encounters as the sanity across the colony drops.

Muronelkaz

But Oskar, you are a storyteller that changes stats randomly already... (In 1.4) And you have an excuse to play chaos with the graphics, UI, and stats now... (I don't know enough about modding, but it would be neat to corrupt text with Zalgo or the UI gets a little unreliable with low sanity and gaslights the player)

chase fox

I have a question good Oskar. Is this a mod primarily designed to increase rollplay potential with the anomaly dlc? Or is it more about making the dlc harder/more challenging? I am good with eaither/neither I just want to know more your intentions with this mod. And thank you and the others for the amazing mods you make. Definitely improved my rimworld experience.

Jimworld

My idea to make this story teller unique is to make ambient stat will interact directly with this storyteller mechanic. The insanity value can be pawn stat but I think this could be just mod mechanic not the storyteller one. This ambient stat (lets call it “distortion” for now) value depends on amount of entity on the map (eg contained entity, obelisk) morbid art (eg skull spike , gibbet cage) and thing that express humanity reduce distortion (mainly art stuff) it can also be affected by event such as mood break increase this value (yes make it even more death spiral) while inspiration decrease this value. Distortion value will also be hidden from the player to play into “unknowable” trope Distortion will determine which insanity event is available for storyteller to fire. Distortion value will also be hidden from the player to play into “unknowable” trope, not all event will be bad here some example idea Phantom attack, a high distortion event that simulate hallucinations enemy attack This event is like manhunter mix with sightstealer, similar to sightstealer only nearby colonist can see but this entity cannot be detect with proximity detector. This entity attack doesn’t cause bleed, this entity won’t attack structure or even if it attack it deal no damage (because it isn’t “real”), it leave no corpse and no drop, it will leave after certain period has passed. Low distortion event “Something is watching”, a ambient event that do noting… unless you select a pawn will give massive mood debuff “something is watching me” and when you draft a pawn give mood rebuff “something is controlling me!” This event is mostly just for favor. Make player and eldritch entity just for fun. High distortion event called “Distortion” a pawn with extreme break risk turn into a monster called “Distortion” you will get pawn back when monster is defeated (this idea is from library of ruina/lobotomy corp)
 Low distortion event Cheese rain just cheese rain, cheese for everyone! Low distortion event Chanting, random pawn (maybe low mood one) begin chanting horax spell! If let pawn complete chanting result is the same as void provocation (or fires some event?) generally high distortion also mean more anomaly event.

Rossum

For Howard Hysterical... perhaps he could include something like a tarot card mechanic? Where every once in a while you are given a chance to perform a "tarot reading" for specific colonists (perhaps with Howard showing you what each colonist's sanity is at so you can choose which once can handle a tarot reading). Each reading has you and Howard draw cards for the colonist and depending on the outcome, certain events start happening directed at said colonist or the people around them? Or, instead of simple tarot cards, it's more like piecing together text into a tome? So you select cards or bits of torn out text and arrange them into a sort of prophecy directed at a specific colonist?

Deggial

This will be... interesting. :D Do different pawns have different odds of going insane? Will it be related to psychic sensitivity? (Which would mean a not-insignificant hit to psycasters). Will there be other ways to increase sanity besides defeating entities? You write about social interactions, which is reasonable but not always controllable. Will a beautiful environment help pawns stay sane? (Is this the "environmental condition" you mentioned?). Are additional *active* measures planned to restore sanity? (Therapy; singing happy songs together to strengthen bonds (-> social dynamics); successful ideology celebrations, etc.) Oh and by the way: Wonderful artwork of "Howard Hysterical"! Right to the point!

Maurits Franken

Quick thought, maybe pawns with psychopath, iron willed, sanguine, psychically deaf etc could be partially immune to sanity penalties. Also maybe add a chance for pawns looking at some particularly horrible entities (fleshbeasts, revenant, gulpy boy and chimaera) to gain some lasting mindfuck only removed by slaying one of those things.

Introverted Gamer

I'm honestly surprised a system like this wasn't part of the Anomaly expansion. Love the graphic. Keep up the good work.

Spoder

Very interesting... Here's me thinking it would just be another need. My main question is how would this interact with ideologies? Particularly the child enslaving cannibal cult kind. Kinda makes sense that commiting atrocities would lower sanity but also sticking to the "faith" should bolster sanity... Hmmm...

Rhaenys

Awesome idea, seems like it could be really fun to play with VE: Memes. Excited to see how eldritch cult interacts with this!

HeinrichK

Maybe have prosthesis have a negativ impact on Sanity. Its Hard to stay human and not go full cyberpsycho, when you are physically a demigod. Sorry, playing a lot of cyberpunk lately

Frank Cotton

Hey is there any way that you can have the ability for slaves to research anomalies? If there is going to be a chance that a pawn goes insane, why not have a slave go batshit instead? It seems very cultlike and lovecraftian to me.

p t

Can we force prisoners to wear straight jackets to prevent them from attacking people during prison breaks or if they go berserk? It would be great if straight jackets dropped manipulation to 0% so that anyone wearing one couldn’t land melee hits.

fat boys

It would be so cool if non-anomaly things could also rarely cause insanity, like if several of a pawns loved ones die they can go insane

Elen0766

Maybe the storyteller could make the game harder, if you haven't done any related anomaly content in a while. Essentialy forcing you into madness but I don't know if this would be doable.

Foefaller

Howard could take a page from Eternal Darkness (old-school Gamecube game) and as your colony's average sanity decreases, the fourth wall starts to break and you get things like your colonists suddenly appear all headless (cosmetic only) or you get what seems to be an impossibly massive raid, only for it to disappear and be a trade caravan or something.

Gustavo Righetti

storyteller could generate random artifacts/creatures that cause irreversible insanity on colonists, or nightmares