You Ancestors are watching you, and they are hard to impress. To ignore them would be foolish, though - they're the foundation of your tribal magic, and if they're displeased are more than capable of calling down storms, plagues, and divine punishments. If, on the other hand, you manage to honor and please your ancestors, they can gift you with Magic, which is the basis for all your Petitions - Petitions which can call rain or lightning, or heal sick or injured tribe members.
Every so often, your Ancestors will drop in to visit! They don't need to eat or sleep, but they do get bored sometimes. Mostly they're here just to see the sights! Ugliness and disorder will anger them, but beautiful and rich surroundings will please them. When your Ancestors return to their Anchor, they will pass judgement on your village. If they're pleased, they will grant you more magic when the season turns. If they're not, you may even lose magic. If they're incredibly displeased you may suffer a curse, so ensure that this does not happen!
The Magic that you accumulate can be spent on Petitions. The amount of magic spent is equal to the number of attached and lit Braziers (those are the buildings on the left/right of the Shrine). You can spend between double and half the listed magic price. The chance of success at half magic is slightly over half, and at double they will for sure grant your petition. Vary your spend depending on urgency, but overall you will probably have better long-term results by using less on more attempts.
- smite attackers - call upon your Ancestors to destroy your attackers with lightning
- beating rain - call upon your Ancestors to bring rain
- howling wind - call upon your Ancestors to bring wind
- sweltering heat - call upon your Ancestors to bring a heat wave
- icy chill - call upon your Ancestors to bring a cold snap
- help heal wounds - call upon your Ancestors to help your wounded warriors heal
- help cure sickness - call upon your Ancestors to help banish sickness
- bless crops - call upon your Ancestors to make your crops grow faster and survive ill conditions
- cleanse the skies - call upon your Ancestors to blow away unnatural weather
This mod is current very much a work-in-progress! It can be applied to in-progress games, but don't use it on any saves you're not prepared to use.
Basic installation:
- If there is an existing version of this mod, delete the old version
- Download and unzip into the RimWorld/Mods folder
- Activate the mod and restart RimWorld
This mod adds a hidden Ancestor Faction! This means that if you attempt to add it to an ongoing game, you must also have Orion's Faction Discovery mod (forums https://ludeon.com/forums/index.php?topic=25159.0 or steam http://steamcommunity.com/sharedfiles/filedetails/?id=751841890) or this mod will throw an error when loaded. Starting a new game does not require the Faction Discovery mod and will work fine.
This mod should be safe to use with any mods which do not detour any of the same functions. The detours are listed below. If you discover an issue, please post in the thread here (https://ludeon.com/forums/index.php?topic=27186.0) so I can add it to the known conflicts.
- This mod conflicts with Hospitality. I've added a compatibility mod, which can be found here: https://github.com/MoyTW/MTW_AncestorsHospitalityCompatibility
This mod detours the following functions, and will conflict with any mods that also detour them:
- Verse.AI.GenAI.CanBeArrested
- Verse.AI.Job.ExposeData
- RimWorld.Pawn_ApparalTracker.get_PsychologicallyNude
- RimWorld.Pawn_NeedsTracker.ShouldHaveNeed
See here: https://github.com/MoyTW/MTW_AncestorSpirits/releases
At some future point I may put it on Steam, but I don't feel it's nearly done enough for that.
- Ratsys (examples and injection code)
- Orion (examples and code from Hospitality)