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RimWorld => Mods => Releases => Topic started by: Torann on November 24, 2017, 11:17:05 PM

Title: [1.0] A RimWorld of Magic
Post by: Torann on November 24, 2017, 11:17:05 PM
~A RimWorld of Magic~

Description:
A RimWorld of Magic aims to increase the diversity of combat in RimWorld by providing players, and AI, with abilities that change the outcome of a battle.  With cosmic horrors, abominations, roving bands of cutthroat pirates, and interstellar apocalypse robots lurking around every corner, your colonists might just need a bit of magic to get through the day!

This mod currently adds 11 unique magic classes: The Fire mage, Ice mage, Lightning mage, and Arcane mage, Paladin, Summoner, Druid, Necromancer, Warlock/Succubus, Bard and Priest.
The mod also includes 6 unique combat classes: The Gladiator, Sniper, Ranger, Faceless, Psionic and Bladedancer.

Most skills are independent of weapons and can be used as long as the pawn has sufficient mana (or stamina).  Physical fighters, like the Gladiator, receive damage bonuses depending on the quality of their weapon, some of these skills can be used without a weapon while others cannot.  Each tree specializes in a specific area, with each line providing a variety of buffs, debuffs, attacks, and utility.

All magic abilities require mana that will slowly regenerate, but can also be rapidly replenished with mana potions. Mana potions are very addictive and also require talented crafters and a large variety of ingredients, so they can be quite hard to come by, but can help out in a pinch when you just need another spell or two.
Combat abilities require stamina to perform.  These skills are generally less "costly" and can be used more frequently than magic spells, but are typically less spectacular.

Specially marked pawns (possessing the "Magically gifted" trait) may attune themselves to an elemental tree by reading arcane scripts. These scripts are costly, but can be found being sold by the occasional exotic goods trader. Two events are included that will provide unique, challenging ways to acquire arcane components.  Pawns with natural physical capabilities can learn different combat forms to increase their proficiency in combat.
Pawns may only attune to a single element or combat style, once attuned, the "gifted" or "physical prodigy" trait disappears and the pawn will refuse to learn another element or combat style.

Release Notes:

Mages can be hard to come by, requiring some luck and considerable expense to acquire.  Pawns with the basic traits (physical adept, magically gifted) can be promoted to an advanced trait by using an arcane script.  Pawns possessing advanced traits are much less common.  Arcane books and mana potions are appropriately expensive, but if you opt for torn scripts it can be less costly.
In addition, mana is a valuable resource, where a player must choose the correct time and place to use abilities.
Most abilities have an inherent randomness - while not necessarily a chance for backlash, it's still a mystical power and doesn't always behave as expected.

Ability Details:

Fire
Fire tree grants deadly area affect attacks, but can be unpredictable and difficult to hit with. It also has a tendency to fires!

Fireball - massive, long range, slow moving explosive that devastates a large area
Firebolt - launches a single bolt of mage fire at the target, likely to set the target on fire
Fireclaw - generates a wave of fire that expands as it extends
Ray of Hope - generates a small mood improvement and increased work productivity
Master Spell: Firestorm - fiery rain of death and destruction, can only be learned from a master spell scroll

Learn-able spells:
Dry Ground: dries up mud, marsh and shallow water to usable soil

Ice
Ice, though not directly powerful, is useful by decreasing the enemies ability to move and fight with debilitating side effects, and is the perfect element when backed by more conventional fighters.

Snowball - launch a ball of compacted snow and ice that shatters, causing damage and movement debuffs
Icebolt - single target shard of ice that shatters on impact, causing massive bleeding and frostbite
Frost Ray - beam of super cooled particles that damages and freezes targets, rendering them nearly immobile
Soothe - buff that calms and concentrates pawns
Rainmaker - as simple as it sounds, this spell can cause atmospheric conditions to change, making it rain
Master Spell: Blizzard - summon a mighty blizzard to bury your foes in snow and ice

Learn-able spells:
Moisturize ground: infuses sand with nutrients and water to produce usable soil

Lightning
Lightning generates dangerous weather conditions, whether its a lightning storm that strikes friends and foes alike in a target area, or a deadly cloud of electricity that stuns and damages all within. Even more random than fire, though not quite as direct.

Lightning storm - summons a lightning storm (near) the target location where lightning bolts randomly and rapidly strike any unlucky enough to be in the storm
Lightning cloud - creates a large cloud that has a chance to stun and slightly damage any inside the cloud
Lightning bolt - single target bolt of lighting that strikes the target
AMP - Buff that energizes colonists, allowing them to work faster, longer, and harder than before. Rapidly causes fatigue

Learn-able spells:
Charge Battery - converts magical energy to electrical energy and stores it in a battery

Arcane
Arcane is the master of movement and utility. Abilities within this tree will provide an edge on positioning and controlling the battlefield just as well as easing the burden of mundane tasks.

Blink - instantly moves the caster pawn to a distant location
Summon - can be used to summon both pawns (friend, foe, and animals alike) and objects to the caster from distant locations
Mass Teleport - creates a portal that allows rapid movement across the world at the cost of mana alone. Does not have the range as the common transport pod, but is powered by the arcane and is not as limited to the same physical restraints of space and weight
Shadow - a shadowy assistant that augments every day tasks for colonists, however, it creates a creepy sensation, like you're always being watched!

Holy
The Paladin wields an assortment of combat and support abilities and is a diverse front-line fighter.

Heal - Quickly mends the wounds of allies but will not cure disease or illness.
Shield - Self only, short term shield that prevents damage without preventing combat capability.
Valiant Charge - The Paladin launches into combat with the wings of an angel and lands with earth shattering force.
Overwhelm - Invokes a holy image that overwhelms the senses of any nearby creature.

Combat Class: Gladiator
The Gladiator is a stamina based melee fighter that thrives in the thick of combat.

Sprint - Increases movement speed for a short time.
Fortitude - Persistent, self buff that mitigates a set amount of damage from each blow and converts it to stamina.
Grappling Hook - Yanks an opponent in and performs a combo attack that knocks the opponent down.
Cleave - Based largely on Jecrell's Cleave from his Werewolf mod, performs a melee strike on an enemy and any other opponents nearby - damage is based on weapon quality.
Whirlwind - The Gladiator hurls forward in a flurry of attacks, striking ruthlessly and rapidly.

Summoner
The summoner fills the role of strategic defense of the colony, able to summon a myriad of magical defenses and creatures.

Summon Minion - summons an otherworldly creature that can help with basic labor and will even fight (but don't trust them too far)
Summon Pylon - creates a defensive turret that harnesses the flow of arcane energy to send bursts of power at any oncoming foes
Summon Mana Mine - creates a land mine out of compressed mana to reinforce chockepoints
Summon Elemental - summons a deadly elemental that defends its master; the type of elemental is random between 4 different elements, each with unique traits

Druid
The druid is primarily a support class focused on the health and wellness of the colonists, but also has several unique ways to assist in a fight.

Poison - manipulates biological matter to create a toxin that attacks through the bloodstream, the more the target moves, the faster the toxin works.
Beguile Animal - A dual purposed spell that can command animals into an enraged state, or calm them back into pacificity
Regeneration - heals a target over time, not as direct as the paladin's heal, but can restore even the most severe injuries given enough time
Cure Disease - the druid is able to harness command over nature to stall or even remove diseases from the body; only affects natural diseases and has no control over mechanite diseases
Master Spell: Regrow Limb - the druid is able to perform a complex operation that can regrow extremities

Combat class: Sniper
The sniper is a master of long range, small arms combat - possessing a range of precision abilities that exploits enemy weaknesses

Sniper Training - through skill, dedication, and training the sniper is able to passively increase ranged combat skill
Headshot (vital shot) - targets an enemy weak point with the intent to deliver a lethal strike to a vital organ on the target (will target other detected weak points if the "head" isn't a weakpoint)
Disabling shot - non lethal shot that knocks down an enemy temporarily, can also includes a tranquilizer for longer term sedation
Anti-Armor shot - anti armor rounds containing nanites that destroy armor, very effective against armored enemies, not so effective against everything else.  Can be combined with explosive tips for more wide spread damage to armored targets

Combat class: Bladedancer
Through dedicated training, the bladedancer excels at rapid hit and run tactics, but lags in a sustained fight.

Body training - Physical training allows the bladedancer to improve movement and dodge chance as an enduring, passive buff
Blade training - Training in their art, the bladedancer increases lethality with melee weapons
Blade Spin - delivers a rapid swing around the bladedancer, striking all nearby enemies - damage improves with weapon quality and pawn fitness levels
Seismic Slash - launch an attack that creates rips in the fabric of reality along an attack vector
Phase Strike - Using mastery over body and blade, the bladedancer cuts through reality to appear at a distant location, instantly striking all targets around the exit point

Necromancer
Necromancers prefer to create an army of undead to accomplish their tasks, focusing their skills on the manipulation and destruction of corpses.

Raise undead - raises dead pawns or animals to do their bidding; undead lose many of the traits that made them unique, but gain peculiar strengths that allow them disregard any needs they had while living while also slowly regenerating injuries
Fog of torment - creates a deadly cloud that causes severe pain and likely death for any living that remain inside the fog; undead are healed by the fog
Death Mark - a powerful spell that can turn any living creature into an undead to serve the necromancer; difficult to master and frequently resisted but the effects pay off when successful
Corpse Explosion - mixing arcane power and biological chemicals inside of an undead or a corpse, the necromancer can cause the corpse to explode after a brief period

Priest
support class that excels at improving the health of colonists

Advanced Heal - similar to the Paladin's heal, except it can be leveled higher and is more potent.  Points invested in Advanced Heal also apply to Heal, if the Priest acquires the Heal spell through a scroll.
Purify - Cleanses many deep seated injuries and natural human conditions.  It also has the power to help reduce or remove addiction withdrawals.
Healing Circle - creates a temporary circle that generates waves of healing power.
Bestow Might - Powerful, single target buff that enhances many combat related attributes.
Resurrection (master) - revives a recently deceased pawn.  Effects are similar to resurrection serum but, through skill improvements, the likelihood of resurrection sickness effects can be reduced.

Combat class: Ranger
The Ranger is a versatile class; able to form a bond with an animal and readily faces the many hardships of RimWorld.
Abilities:
Ranger Training - surviving in the wilds can teach the ranger many useful skills
Bow Mastery - training with the bow increases the overall lethality when using bows
Poison Trap - using skills learned in fieldcraft, the ranger can emplace traps filled with druidic poison to impare and disuade enemies.  The ranger's skill at emplacing these traps puts mechanical sensors to shame.
Animal Bond - forms a bond with an animal of the wild that benefits both ranger and beast
Arrow Storm - launches a volley of arrows at a target, but cannot be used without a bow

Combat class: Faceless
Faceless excel at manipulation, perception, and deception; through their cunning tactics, they can take the strength of another and make it their own.
Abilities:
Deception - exploiting knowledge of how the pawn mind perceives things, the faceless are able to blend into the canopy, becoming just another harmless object to an observer - making themselves all but invisible. Performing hostile actions will break the deception.
Mimic - creates an imitation of a fighter or mage skill; can be used on enemy or friendly pawns alike to acquire a one-time-use ability.
Reversal - reverses the kinetic energy of projectile and melee attacks back towards the attacker for a short time
Transpose - the faceless takes the place of another pawn and forces the other pawn to take its place
Possess - confuses and causes doubt in the mind of a target pawn to gain (limited) control over their body; possession can also be used to enhance the physical capability of a willing host

Warlock/Succubus
The Warlock and Succubus are two sides to the same coin and they gain their power through a partial transformation using demon blood.  Males will become warlocks and gain powerful telekinetic and psychic powers, while females will become succubi and gain increased control over physical energy (this is not lore based, but selected for simplicity in the mod).  Some powers are shared between the two, while others are unique.

Soul Bond (shared) - At the core of the class, demon-kin gain their power through contracts and can boost their stats through this bond, in exchange, the bonded pawn loses stats, but gains an improved outlook as some of their concerns are also stripped away (mood boost).
Shadow Call (shared, requires a soul bond) - immediately summons the bonded pawn to the demonkin
Shadow Step (shared, requires a soul bond) - the demonkin immediately travels to the bonded pawn
Shadow Bolt (shared) - fires a bolt wreathed in darkness that decays everything it touches
Dominate (shared) - clouds a targets mind in fear which can easily spread to other pawns; dominate takes different forms of attack - the succubus dominate causes extreme physical frailty while the warlock reduces consciousness and can inflict status ailments
Attraction (Succubus) - creates a whirlpool of darkness that draws any nearby pawn into the center and slows their movement
Repulsion (Warlock) - blasts all nearby pawns outward from the epicenter, as if struck by a massive force
Scorn (master, Succubus) - the succubus briefly transforms into a demoness, gaining the power of flight to travel across the map and unleash her wrath in a blast of energy
Psychic Shock (master, Warlock) - a warlock releases a devastating wave of psychic energy that rebounds from the mind of every pawn it touches; any enemy pawns caught in this shockwave can suffer brain damage and all pawns are briefly stunned

In addition, the warlock and succubus shared a powerful, hidden ability that requires interaction from both classes to cast.
Due to their method of gaining power, both the warlock and succubus are afflicted by quirks.

Combat class: Psionic
The psionic is a combat class that also has an aptitude for psychic sensitivity and must have above normal sensitivity to become a psionic; however, psionics gain an additional reserve of energy and can combine physical attacks with psionic energy for tremendous results.
Abilities:
Psionic Blast - harnessing raw psionic energy, the psionic projects a small wave of psionic power that detonates on impact
Psionic Dash - by loading their muscles with psionic energy, the psionic can dash a short distance in a flash with each step releasing a wave of power
Psionic Barrier - creates a barrier around the psionic that stops all projectiles; training in this skill allows the psionic to create this barrier at a chosen location
Psionic Storm - expends all reserves of psionic energy to rain down a storm of psionic blasts on a target area

In addition to their considerable abilities, the psionic is able to augment all physical activity with psionic power.  This allows a psionic to move or work at boosted speeds for short periods, and increases combat effectiveness, especially when unarmed.

To balance some of the benefit class abilities will grant your colony, raider mages can also cast spells, adding new challenges and dangers to RimWorld.

There are several stand-alone spells that can also be learned by any trained mage, though they remain at their base ability. Once the scroll is acquired to learn it, these spells currently include:
Rain, Blink, Teleport, Heal, Draw Heat, Dispel Heat, Smoke Cloud, Extinguish, EMP, Summon Minion, Siphon mana, Transfer mana, Mana shield

The mod comes with several options that allow several variables to be adjusted to match your playstyle.

Author/Mod Team/Contributors
Torann
DrMrEd - Elemental Art
SihvMan - writable scrolls and books
Draegon - Wand Art
Diannetea - Poppi Art
Angry Wizard - UI Icons

Special thanks:
Jecrell, roxxploxx, henk, rainyface, unlimitedhugs, Toketsu, ChJees, Mehni, HarryD, Canute

Download:
http://www.moddb.com/mods/tmagic
Steam Workshop

How to install:
- Unzip the contents and place them in your RimWorld/Mods folder.
- Activate the mod in the mod menu in the game.
- Mod load order: Core -> HugsLib -> JecsTools -> A RimWorld of Magic

HugsLib and JecsTools are required to run this mod.
JecsTools: https://ludeon.com/forums/index.php?topic=32868
HugsLib: https://ludeon.com/forums/index.php?topic=28066

License
If you want to include "A RimWorld of Magic" in a modpack, or if you want to use "A RimWorld of Magic" as the basis of a derivative mod, feel free to do so.  I only ask that you let me know you're doing so!
Title: Re: [B18] TMagic - Magic for RimWorld
Post by: Vane on November 25, 2017, 02:28:06 AM
Does this require a new save?
Title: Re: [B18] TMagic - Magic for RimWorld
Post by: Torann on November 25, 2017, 09:21:21 AM
It does not, you can add this to an existing game with no issues.

You will have trouble removing it from a game if items or traits associated with the mod are present within the world.
Title: Re: [B18] TMagic - Magic for RimWorld
Post by: Umbreon117 on November 25, 2017, 09:41:52 AM
...I am going to need you modders to stop making awesome mods because my computer can't handle ten million mods on it.
Title: Re: [B18] TMagic - Magic for RimWorld
Post by: Canute on November 25, 2017, 12:04:27 PM
Just remove all these weapons mods, you got magic now ! :-)
Title: Re: [B18] TMagic - Magic for RimWorld
Post by: akinata on November 25, 2017, 12:48:22 PM
i can't help but give some ideas (even if i am sure you already thought of some of those but i might give you some nice ideas).

FIRE : (heat resistance bonus)
_meteor shower (lots of little flame projectile falling from the sky in a large area)
_volcano (little pool of lava that throw random fire projectiles and leave a little see of lava(flames?) spreading in a random direction before cooling and becoming some granite floor or other stone floor.)
_ring of fire (harmless fire ring, decent aoe. will keep anyone standing in it warm)

ICE: (cold resistance bonus)
_ice wall (little ice wall to temporary hide)
_absolute ice block (a one block ice that can refrigerate a room for some time)
_"let it go!" (transform water into ice to step on it OR summon a snow storm)

THUNDER: (move speed bonus)
_thunderbolt (named firebolt irl) (a slow moving lightning bolt that will attack all near foes (and friends/animals?))
_overcharge (charge up batteries)
_speed boost (in case your AMP does boost movement speed)

ARCANE: (intelligence bonus)
_meteor (teleport a distant meteor from far away to strike the designated area. it will have random ore with it like the falling meteor event)
_arcane bolt storm (launch sevral little explosive arcane bolts on the target. precision is not perfect and all bolts may not neccessarly land directly on the target)
_force push (paint walls red by throwing your ennemies onto them or drown them by sending them right into the sea (populous 3 feeling ^^))

HOLY: (sociability bonus)
_resurect the dead (resurect a dead colonist, animal, raider or traveler)
_blind (temporary blind the target)
_mind at peace (change man hunter animals into peacefull ones. stop mental breaks)

NATURE: (agriculture bonus)
_abnormal growth (culture, trees and plants will grow quicker for some time in the designated area no matter the land and season)
_bind (magical roots will restrict the target movements for some times)
_wrath of nature (temporarly transform trees into ents to kill your foes. can be use to move trees around the map as ent (their health will depend on the trees maturity they came from) will retransform to trees again at their current location. to prevent too much work all trees that were ents before will become a new type of tree will magical residue. those trees maturity will depend on the ent remaining health )
_thorn (launch a poisoned thorn toward the target. may also cause bleeding)
_nature domination (magical roots which will severly damage any man made structure in the targeted area)
_meal enchanting (the food in the designated area will give a mood bonus (and stats?) upon consumption)
_animal talking (targeted animal will be easier to tame)

DEATH: (sociability malus, medecine malus, will not have mood malus from not having light)
_plague (plague the targete life form. the plague will slowly kill the target if not treated and can contaminate nearby life form. plague may also target raw food that would spread other nearby raw food.
_death ray (kill the target. mood malus for the caster)
_raise the dead (temporary raise friendly zombies from corpse (any dead life form like animals and humans. but wont work on mechanoids) in the targeted area. they will 'die' again after a while)
_corruption (corrupt the targeted area to kill any trees and plants)
_mind torture (release a bolt of shadow toward the target that will torture its mind and sould leading to a great amount of pain and may cause a mental break)
_life drain (drain the hp of the target, healing yourself and killing it)
_fear (all foes an animals will flee of terror from you. aoe centered on the caster)
Title: Re: [B18] TMagic - Magic for RimWorld
Post by: Torann on November 25, 2017, 01:32:34 PM
I love all the idea's!
I've been keeping a log of every idea that seems reasonable to implement and I'll be adding these to the list.

I can tell you that some of these are already in the works - meteor storm and blizzard are being developed along with a common class that will create falling objects.  Once I get the draw rate and textures right, these two will show up as "master spells" for their respective class lines.  B18 updated the drop pod utility to something called skyfaller, but once this class is complete this will open up the a new line of spells that have things falling from the sky.

I'm also developing some more utility spells, all of which were idea contributions by henk, that will add temporary heat/cold sources, charge batteries, and can convert small patches of ground from march/mud to usable soil.  So that's what's in the immediate works.

Several of the curses you mention, like blind and fear, are already in the game, though they are byproducts of other spells.  For example, fireball upgraded for versatility will have the ability to case targets to flee in panic, while the paladin can blind enemies when they are struck by overwhelm, and the Arcanist spell, magic missile (which sounds a lot like arcane bolt storm, except they don't explode), will cause a very brief confusion state.

Thanks for the great idea's and feedback, keep 'em coming!
Title: Re: [B18] TMagic - Magic for RimWorld
Post by: N23 on November 25, 2017, 01:53:35 PM
First of all, i love you. Second of all, yes in the creepy way :p. But for real, does this conflict with the Star-Wars Jedi mod? And, its sounds like a Avatar inspired mod, are you going to imply that aswell? Or let someone do that?
Title: Re: [B18] TMagic - Magic for RimWorld
Post by: Torann on November 25, 2017, 04:16:24 PM
No conflicts with any of Jecrell's mods that I know of, I've tested it with the star wars, cthulu, vampire and werewolf mods.  So I guess you can have a magic wielding vampire sith if you want. (I certainly do  :D)
Title: Re: [B18] TMagic - Magic for RimWorld
Post by: akinata on November 25, 2017, 07:38:22 PM
invocating a tornado can be a good master spell for THUNDER magic.
plus since tornadoes are already a thing in B18 version it should be simple to add.

a mass health and armor buff for NATURE magic.(like some roots protecting all colons and friendly animals and people).

for ARCANE i could see a 'you shall not pass' like spell that would heavily damage all foes around the caster and push all of them far away. (with a 'you shall not pass!' text above the caster's head *.*).
also a portal spell that link permanently 2 gates to each other could be really nice (only one per map tho. using the spell another time would cancel the 2 previous gates)

maybe a mind control for DEATH magic taking full control other one or more friendly and foes (and maybe animals) for some time.

for HOLY maybe some holy divine light that would burn the ground just like the new ion orbital stike from B18 version.
some spell that would force one or many foes to drop their weapons could be an original addition. but it might bug with mechanoids since they are not able to drop their weapons on death..
Title: Re: [B18] TMagic - Magic for RimWorld
Post by: Lucifer on November 25, 2017, 08:55:30 PM
Any idea why every single item from this mod is a giant red X for me?
Title: Re: [B18] TMagic - Magic for RimWorld
Post by: akinata on November 25, 2017, 11:35:14 PM
i just thought of something cool for DEATH magic. a curse that would create a parasite inside the targeted body. upon death the parasite will be released from the dead body as one or several hostile giant insects (megaspider, megascarab or spelopedes) (alien feel :3)
Title: Re: [B18] TMagic - Magic for RimWorld
Post by: Umbreon117 on November 26, 2017, 12:27:59 AM
Quote from: akinata on November 25, 2017, 11:35:14 PM
i just thought of something cool for DEATH magic. a curse that would create a parasite inside the targeted body. upon death the parasite will be released from the dead body as one or several hostile giant insects (megaspider, megascarab or spelopedes) (alien feel :3)
(Aliens vs Predator intensifies)

I wouldn't mind seeing this. One example way of balancing it is to make it say half a day to come out, but take up ALL the mana that person has.
Title: Re: [B18] TMagic - Magic for RimWorld
Post by: Canute on November 26, 2017, 04:07:59 AM
Quote from: Lucifer on November 25, 2017, 08:55:30 PM
Any idea why every single item from this mod is a giant red X for me?
giant red x mean a missing grafic/texture.
Try to delete the old modfolder , download and unzip/copy them again.
Or with steam unsubscribe and resubscribe.
And check if this helps.

If you still got the problem after it, you should attach an error log.

Title: Re: [B18] TMagic - Magic for RimWorld
Post by: Questops on November 26, 2017, 02:03:39 PM
I just figured I'd throw my shortlist of immediate wonderings/concerns/suggestions since I'm definitely going to run this mod now.

Maybe split the trait into three: Thaumaturge(Master, Strong Master), Wizard(Adept, Skilled Practitioner)  Prestigitator(Novice, Barely heard of it.)

***
***
***
Title: Re: [B18] TMagic - Magic for RimWorld
Post by: akinata on November 26, 2017, 07:18:54 PM
it is fun to have all spells available per magic school since start so we can test everything out. but it might be better gameplay wise to need to unlock spells by leveling up or with special level up scrolls.
Title: Re: [B18] TMagic - Magic for RimWorld
Post by: Torann on November 26, 2017, 09:57:29 PM
Quote from: Questops on November 26, 2017, 02:03:39 PM
Maybe split the trait into three: Thaumaturge(Master, Strong Master), Wizard(Adept, Skilled Practitioner)  Prestigitator(Novice, Barely heard of it.)


  • Have mana pools/successful casts/accuracy depends on the trait that you get on the pawn. Wizard would ideally work just like the current trait does, Thaumaturge could have more mana and some perk for casting, Prestigitator would see a lot of drawbacks to using magic very often perhaps.
***
  • Maybe a way to grow reagents for producing jury-rigged mana phials (steep cost, 200x Jade, 60x Gold, 40x Plant_Matter) and optionally human flesh(meat, leather)
***
  • Catalysts like staves, spellcaster's garb/gloves, hand-held orbs or jewelry that increases the potency or success chance of the spell.
***
  • An altar furniture piece that would ideally fit in a laboratory or workshop for your wizards to passively, but at a very low rate, increase their experience in their field of magic and regain some mana by studying ancient scripts or another modded lore item.

I like the idea of skill variation, it was a part of the original design, but never really got implemented because I've struggled with a good way to put it in.  Right now everything, except the initial buffs, has a 100% success rate.  Do you envision the tiered traits originating from the same base trait? (probably too easy to save/load to get what you want?)  Or maybe several base traits that would advance to a respective full mage trait?

It's probably too far outside the scope to make multiple tiers of mages for each skill line, ie master fire mage, adept fire mage, novice fire mage, especially if it varies the spell behavior.  This has a way to blow up real quickly...
It might be in the realm of possible to make several global skills available to different trait levels, and/or some of the spells only available to higher tiers.  Alternatively, I could introduce a spell success chance across all spells that could cause the spell to fizzle or, less likely, backfire.  This could be tied to a global skill that would reduce the chance for spell failure.

As far as catalysts - I think if I did this, it would be a lot like the "infused" mod, that adds a unique property to items, instead of being a new item itself.  Thoughts?

I'll consider something like an arcane study/altar/lab etc.  I think this would include added functionality for jobdrivers, thoughts, etc in the game to allow a pawn to 'use' the furniture, not really familiar with those modules so not quite sure what the overhead would be.

Appreciate the feedback!
Title: Re: [B18] TMagic - Magic for RimWorld
Post by: Torann on November 26, 2017, 10:09:43 PM
*New Update: B18_v1.1**

Stamina based fighter functionality is fully implemented.  This allows the mod to support a wider variety of classes.  Stamina users are able to execute their skills quickly, more frequently, and will regain stamina more rapidly.  However, the overall effectiveness of their skills is intended to be comparatively less than a magic user. 

The Gladiator class takes the spot as the first class to use stamina and has a variety of skills that will enhance melee combat; see the main post for gladiator skill details.

Let me know any idea's for melee classes or skills you'd like to see!

For the time being, I'll be transitioning to adding global utility spells, support spells, master spells and master spell quest lines.  By "global," I mean that these spells will be learn-able by a mage and will add to the spells learned by default.  Some will be unique to specific class lines, others will be available to all class lines.
Title: Re: [B18] TMagic - Magic for RimWorld
Post by: Heymom on November 27, 2017, 08:03:53 AM
Interesting mod, but with a large colony and multiple "mages". Its hard to micro manage, any chance we will see a auto combat? Using the spells like it was a normal equipped weapon. Perhaps with a "do not use" setting etc.

regards.
Title: Re: [B18] TMagic - Magic for RimWorld
Post by: EligibleFoot on November 28, 2017, 04:04:15 PM
Hey I've noticed with the newest version that when I load into my colony all of the points I have put into my mages are not there anymore. The highest lvl is 8 and he has 4 points spent and 2 remaining. One of them I'm 100% sure that I used up all of their points before I went to bed last night and now he doesn't have any points or points spent. I'm not getting any errors or anything.
Title: Re: [B18] TMagic - Magic for RimWorld
Post by: megidoladyne on November 28, 2017, 05:13:08 PM
With the newest version, I received the Divine Script: Paladin scroll as a reward for a quest. Haven't used it yet but it has -1/1000 hitpoints and wasn't left outside to deteriorate or anything. It's also sellable for $0.01. Is this a glitch or something?
Title: Re: [B18] TMagic - Magic for RimWorld
Post by: Questops on November 28, 2017, 06:09:26 PM
Quote from: Torann on November 26, 2017, 09:57:29 PM

I like the idea of skill variation, it was a part of the original design, but never really got implemented because I've struggled with a good way to put it in.  Right now everything, except the initial buffs, has a 100% success rate.  Do you envision the tiered traits originating from the same base trait? (probably too easy to save/load to get what you want?)  Or maybe several base traits that would advance to a respective full mage trait?

Originally I meant it to be a static point, like a limitation of one's skills that can't be expanded upon but I've been playing around with a lot of JecsTools mods and found a really nice implement of this design in the Force-Sensitivity mod. Basically it tiers up from any starting point and as you gain experience it changes the trait in relativity to your ability to use the force (or in this case, magic)

This happens in the trait order of Force Sensitive(Trees to Sith, Gray or Jedi, for your mod I'm particularly interested in seeing this utilized in terms of Pyromancer, Cryomancer, Clergy/Priest and so-on)

Then you could separate the Trees into the original ranks or inspire your own flavor.

So maybe your base (Able to use magic) trait could be along the lines of "Gifted"

Then you dedicate a trait to the idea of "This person knows 2 Ice spells but this is vastly overshadowed by the fact he knows 6 Fire spells, so he's a pyromancer primarily, but if he learned 5 more Ice spells that could change him to a Cryomancer"

Rank the traits: Prestigitator (1+ point in two or more skills equally, equilibrium class) Wizard (4+ points in two or more skills equally, equilibrium class) then you start banking point over 6+ into certain trees and see new traits form(-mancers stated above) and finally once you've learned all of the skills in one tree you become Master (Pyro/Cryo/Terra)-mancer, for example.

If you plan on letting all the spells be known by a single pawn then you could incorporate an Arch-Mage trait that basically means "I know as much magic as humanly possible."


QuoteIt's probably too far outside the scope to make multiple tiers of mages for each skill line, ie master fire mage, adept fire mage, novice fire mage, especially if it varies the spell behavior.  This has a way to blow up real quickly...
It might be in the realm of possible to make several global skills available to different trait levels, and/or some of the spells only available to higher tiers.  Alternatively, I could introduce a spell success chance across all spells that could cause the spell to fizzle or, less likely, backfire.  This could be tied to a global skill that would reduce the chance for spell failure.

You could even shelf the bonuses of each trait and just have it as an indicator class or flavor text for the user without affecting the abilities of spells and just have that inborn in the mod itself (85% chance of a successful tornado etc, 15% chance it fizzles out and uses half of the dedicated mana required to cast it and maybe add a cooldown)

"Wow my wizard turned into a clergyman, must be because of the healing spells I've been specializing into him."

QuoteAs far as catalysts - I think if I did this, it would be a lot like the "infused" mod, that adds a unique property to items, instead of being a new item itself.  Thoughts?

That's more like it, actually. Maybe just for the sake of the theme later on down the line add Quarterstaves that do roughly the blunt damage of clubs or a spellblade that closely resembles the vanilla stats of the new Ikwa melee?

If you're keen to it you could give pawns that are gifted+ a thoughtdef for wielding an infused weapon:
Powerful- "My <weapon> is letting off pulses of arcana, I feel like I could take a kingdom." +6 to mood
You know, in your own design, something to play around with until more suggestions come in to flesh this out the way you imagine it.

QuoteI'll consider something like an arcane study/altar/lab etc.  I think this would include added functionality for jobdrivers, thoughts, etc in the game to allow a pawn to 'use' the furniture, not really familiar with those modules so not quite sure what the overhead would be.

Time to go knocking down modder's doors. Particularly Jecrell's! He has something similarly applied in his Cults mod for the altar and the forbidden research bench.
Title: Re: [B18] TMagic - Magic for RimWorld
Post by: Torann on November 28, 2017, 06:45:16 PM
Quote from: EligibleFoot on November 28, 2017, 04:04:15 PM
Hey I've noticed with the newest version that when I load into my colony all of the points I have put into my mages are not there anymore. The highest lvl is 8 and he has 4 points spent and 2 remaining. One of them I'm 100% sure that I used up all of their points before I went to bed last night and now he doesn't have any points or points spent. I'm not getting any errors or anything.

I put out a hotfix for this on steam workshop last night and just updated moddb.  The way data sources were being managed changed and I had to adjust this mod to match.  Sorry for the inconvenience.  You should be able to load, but you'll have all mages (gladiator unaffected) reset to 0 for all levels/skills/powers so you'll need to use the dev tools and god mode then access the magic tab to return the missing levels/points.
Title: Re: [B18] TMagic - Magic for RimWorld
Post by: Torann on November 28, 2017, 07:14:46 PM
Quote from: megidoladyne on November 28, 2017, 05:13:08 PM
With the newest version, I received the Divine Script: Paladin scroll as a reward for a quest. Haven't used it yet but it has -1/1000 hitpoints and wasn't left outside to deteriorate or anything. It's also sellable for $0.01. Is this a glitch or something?

Was this the caravan quest or item stash quest?  That's a glitch, I think it has to do with the game logic restricting total amount of value returned in a quest and the books are worth roughly 10000 silver.   I never saw it occur in the caravan quest, but noticed it once or twice in the item stash quest and thought I'd fixed it there.
Title: Re: [B18] TMagic - Magic for RimWorld
Post by: megidoladyne on November 28, 2017, 07:35:10 PM
It was a caravan quest. :-\ Any other info I could give to help out?
Title: Re: [B18] TMagic - Magic for RimWorld
Post by: Torann on November 28, 2017, 11:45:44 PM
Found the issue and it'll be fixed in the next update.  Thanks for the feedback.
Title: Re: [B18] TMagic - Magic for RimWorld
Post by: EligibleFoot on November 28, 2017, 11:54:09 PM
QuoteI put out a hotfix for this on steam workshop last night and just updated moddb.  The way data sources were being managed changed and I had to adjust this mod to match.  Sorry for the inconvenience.  You should be able to load, but you'll have all mages (gladiator unaffected) reset to 0 for all levels/skills/powers so you'll need to use the dev tools and god mode then access the magic tab to return the missing levels/points.


Thank you for the quick response! I reloaded my game and it worked. Thanks a ton loving your mod.



*EDIT* I just found another issue. I used the arcane teleportation to rescue one my colonists who lost his arm while traveling. Loading the teleporter worked fine but once the drop pod landed at its destination it did not open.
Title: Re: [B18] TMagic - Magic for RimWorld
Post by: Torann on November 29, 2017, 01:01:16 AM
The behavior of the teleport pod and drop pod are pretty much identical. 

I couldn't reproduce the issue either, with or without several mods I thought might cause a conflict (long range pods, reusable pods, set-up camp).  Does this happen every time?  Do you get any error logs?
Title: Re: [B18] TMagic - Magic for RimWorld
Post by: Questops on November 29, 2017, 01:56:55 AM
Quote
Cannot draw radius ring of radius 80: not enough squares in the precalculated list.
Verse.Log:Error(String)
Verse.GenDraw:DrawRadiusRing(IntVec3, Single)
AbilityUser.HarmonyPatches:TargeterUpdate_PostFix(Targeter)
RimWorld.Targeter:TargeterUpdate_Patch1(Object)
RimWorld.MapInterface:MapInterfaceUpdate()
RimWorld.UIRoot_Play:UIRootUpdate()
Verse.Root:Update_Patch1(Object)
Verse.Root_Play:Update()

When selecting Soothing Breeze I get this error. It's harmless.
Title: Re: [B18] TMagic - Magic for RimWorld
Post by: Roolo on November 29, 2017, 03:45:31 AM
Quote from: Torann on November 24, 2017, 11:17:05 PM
Known Bugs:
When using the "run & gun" mod, ability users will freeze indefinitely with a job order to cast a spell

Very nice mod Torann. I´m the author of RunAndGun. Could you please tell me when this happens specifically? I just tested your mod briefly in combination with my mod by throwing some fireballs with RunAndGun enabled and I didn't get this issue. Any info would be appreciated, and will help me upload a compatibility fix. 
Title: Re: [B18] TMagic - Magic for RimWorld
Post by: Torann on November 29, 2017, 06:17:42 PM
@Roolo
I tried re-creating this bug, with weapons, without weapons, with a melee weapon, w/wo run and gun activated, every spell I have etc.  Even tried changing around the mod load order (with about 100 other mods) and I'm not having any issues.  So, I'm very happy to say it doesn't look to be a problem anymore.

Thanks for the follow up, can't wait to test out run&gun now. =)

@Questops
Yeah, this just means you won't see the cast radius/range.  You shouldn't get the message unless you're running dev mode, and it should only generate the warning on the first instance.
Title: Re: [B18] TMagic - Magic for RimWorld
Post by: Roolo on November 30, 2017, 05:50:07 AM
Quote from: Torann on November 29, 2017, 06:17:42 PM
I tried re-creating this bug, with weapons, without weapons, with a melee weapon, w/wo run and gun activated, every spell I have etc.  Even tried changing around the mod load order (with about 100 other mods) and I'm not having any issues.  So, I'm very happy to say it doesn't look to be a problem anymore.

Thanks for the follow up, can't wait to test out run&gun now. =)

Thanks for looking into it!
Title: Re: [B18] TMagic - Magic for RimWorld
Post by: Torann on December 02, 2017, 09:23:19 PM
Updated with the "magic is useful" update, adds some combat utility spells, colony utility spells, and master spells.

New spells are:
Dry ground - turns muddy, marshy, or shallow water into usable soil
Moisturize ground - turns sand into usable soil
Charge battery - charges a battery with magical energy
Smoke Cloud - like a smokepop belt, but can be cast anywhere it's needed
EMP - disables mechanoids for a short period
Extinguish - puts out fires in a small area
Dispel heat - small dimensional window into the plane of ice that helps cool rooms for several days
Draw heat -  another dimensional window, except this one is to the plane of fire and can be used to heat rooms and cremate corpses

Many thanks to henk, most of these spells were his idea!

In addition to the utility spells are two master spells: Blizzard (ice mage) and Firestorm (fire mage)
Title: Re: [B18] TMagic - Magic for RimWorld
Post by: Umbreon117 on December 03, 2017, 12:00:37 AM
Here's an idea: Sub-classes for each element.

Basically combining two elements to create another thing, although you could go further a d have two elements interact in a certain way. For example: Fire and Ice to make Water, and then Lightning to do extra zapping damage to anyone that is soaked with water, or have a bigger AOE with lightning if enemies are standing on Ice.
Title: Re: [B18] TMagic - Magic for RimWorld
Post by: Weyrling on December 03, 2017, 12:18:40 AM
I suggest including links to the mod prerequisites in your post for completeness.
Title: Re: [B18] TMagic - Magic for RimWorld
Post by: blizzardwolf420 on December 03, 2017, 01:05:40 AM
this is one of my new fave mods for rimworld , and the potential it has is practically endless. I cant wait till you update your moddb to the new update you mentioned a few posts up, i assume you just forgot to update your download.
Title: Re: [B18] TMagic - Magic for RimWorld
Post by: Canute on December 03, 2017, 04:29:57 AM
QuoteDry ground - turns muddy, marshy, or shallow water into usable soil
Moisturize ground - turns sand into usable soil

What do you think to change this into
Terraform up/down.
Terraform up, change the current tile into one higher step toward soil. Shallow water to muddy/marshy.
While terraform down, change the current tile one step toward deep water.

Moisturize ground should change gravel into soil too, and maybe soil into rich soil.

Title: Re: [B18] TMagic - Magic for RimWorld
Post by: Torann on December 03, 2017, 05:34:49 PM
@blizzardwolf420
You're right, I did forget.  I uploaded to steam workshop but didn't get it on moddb.  It's updated now with v1.2.0

@Canute
Yeah, that's not a bad idea tbh.  With acquiring the spell a step above and beyond normal spells, (and the fact it only terraforms 1 square at a time), I think it's reasonable to expand on the functionality as you suggested.  The only exception/reservation I have is that It will probably stop at shallow water due to the fact that deep water becomes impassable.
Title: Re: [B18] A RimWorld of Magic (formerly TMagic)
Post by: blizzardwolf420 on December 04, 2017, 01:24:34 AM
a few neat ideas i just had, how bout an ice wall or magic wall for ice mage and arcane mage, like spawning a temp wall or embrasure thats like 1x5 or something.a spell to help plants grow faster and/or make grass and natural things  spawn more to make up for deforestation, a spell to help tame animals  and/or deter them from attacking, Being able to infuse the pawns current weapon temporarily with its magic.
new element classes such as wind and earth , with wind being able to manipulate the weather conditions and wind speed , and earth being able to make rock walls  affect plant life and encase other pawns in stone to stop them temporarily .
a necromancer who can revive dead bodies for a time to fight for you , use dark magic to suck the life from your foes and give it to pawns close to the necromancer, and a weaker version of the revive that make dead bodies grapple onto foes slowing them down.

thats about it so far stay tuned for more good ideas, ill probly be posting alot of ideas.
Title: Re: [B18] A RimWorld of Magic (formerly TMagic)
Post by: Torann on December 04, 2017, 02:36:21 PM
Quote from: blizzardwolf420 on December 04, 2017, 01:24:34 AM
..earth being able to make rock walls  affect plant life and encase other pawns in stone to stop them temporarily .

I really like this idea of being able to encase enemies for a short period, I'll have to figure out a way to include that.

I haven't had much success yet of being able to modify weapons (ie enchantments) as I'd like, so I'm not sure how that'd work.  I guess I could despawn (store) the current weapon and then create and equip another weapon that had "magical" properties.  Dunno, will have to test some things.
Title: Re: [B18] A RimWorld of Magic (formerly TMagic)
Post by: henk on December 04, 2017, 11:45:34 PM
You could give health effects to the pawn which increase combat stats. Or possibly give the pawn a natural weapon - if that's possible.

As for encasing, is it possible to create walls with the tags "deteriorating" and "cannot be repaired"? Otherwise, stunning might work just fine.
Title: Re: [B18] A RimWorld of Magic (formerly TMagic)
Post by: blizzardwolf420 on December 05, 2017, 12:04:37 PM
Quote from: Torann on December 04, 2017, 02:36:21 PM



I haven't had much success yet of being able to modify weapons (ie enchantments) as I'd like, so I'm not sure how that'd work.  I guess I could despawn (store) the current weapon and then create and equip another weapon that had "magical" properties.  Dunno, will have to test some things.

id say the best way may be to just have a new workbench that you can use existing weps as the ingredient, or maby just add new materials and new weps altogether, I wouldnt mind seeing staves that could act as a gun replacement or even swords that could send a ranged slash as its attack.
Title: Re: [B18] A RimWorld of Magic (formerly TMagic)
Post by: henk on December 06, 2017, 04:37:14 PM
I've finally managed to get a colony with several casters by making all starting pawns magically gifted... It's a pretty rare trait, so you're unlikely to see it, even if you use the "More Traits slots" mod, but especially if you use any other mod that adds traits. A few things I've noticed :

Once you have one caster, you get the Arcane Stash event way too often. I just finished one and got two more I'm not even going to do.
Arcane stashes have way too much loot, typically 3 scripts worth several thousands each, in addition to all the regular loot. Even with all the enemies to defeat, that's way too much loot for one event.
Arcane stashes are made somewhat to extremely easier by the fact the enemies will fight each others. If you can find a corner to hide, you can hope the drop podders will weaken the defenders enough for you to finish them.
Arcane stashes have no power conduits, so turrets and lights aren't powered. Even if they did though, they have no power source and the batteries start nearly empty.
My fire mage worked fine at first, but recently lost the capacity to cast spells at range. Spells work only at melee range. I don't know if any of my other mods might interfere.
The game keeps telling me my pawns gain deeper understanding of magic, but it doesn't say what that does.
Some of the high tier spells should definitely cost more mana.
You can cast spells on cooldown if you draft the pawn, order them to move while paused, then chain cast the spell.
Lightning cloud is pretty darn fun.
There needs to be better feedback explaining why spells failed, or even that they failed at all.
Magic missile needs a pew pew sound, not a bang bang sound. That's important.


And some ideas for future versions :
I would like it if arcane scripts were much cheaper, but only came with a single spell. If gaining a deeper understanding of magic is supposed to be leveling up, then new spells could be gained from that.
The mod should come with a custom-made scenario for mages, giving 100% of starting pawns the Magically Gifted trait, a few random scripts (random scripts at startup need to be a thing) and limited resources.
If ever there was a way to remove researches from the base game, I would love if any advanced technology was removed, and leaving the planet was done through some advanced magical portal.
A dedicated healer class would be great, especially if it adds the "incapable of violence" trait.
Maybe class-specific crafting? Flaming swords, healing water, power armor, not-overpowered things.

All in all, pretty amazing mods and updates. Keep us addicted!
Title: Re: [B18] A RimWorld of Magic (formerly TMagic)
Post by: Torann on December 06, 2017, 08:07:22 PM
Really appreciate the feedback, particularly on the event.  The overall commonality and frequency of things can be hard to judge, especially when you start throwing in other mods.  I'll look at increasing the frequency of the magically gifted trait, In my playthrough I'm at ~4hrs in and only seen 1 pawn with it, and that one was abysmal in every other aspect so basically useless even with the trait.  It's supposed to be rare, probably not this rare.
As for the event, in the same playthrough, I've gotten it only once.  I tried to complete the event, but since I'm also using the star wars mods, it's guarded by 4 at-at's plus a slew of other speeders etc and I got wiped every time.  They were also separated from the village by a mountain range, so there was no avoiding fighting for me. That was fairly early, and I haven't gone back to try again yet.  I'll tweak the frequency (down) for this event and probably lower the amount of loot.  I like the mayhem, but maybe I'll make all the random reinforcements not so random.  I'll look into the defenses.

QuoteMy fire mage worked fine at first, but recently lost the capacity to cast spells at range. Spells work only at melee range. I don't know if any of my other mods might interfere.
I've never seen the issue with the fire mage (or any mage) losing their range... did he/she go blind?  :o

QuoteThe game keeps telling me my pawns gain deeper understanding of magic, but it doesn't say what that does.
The "deeper understanding" message just means you leveled up and have a skillpoint to train for that mage, though I suppose there's no reason not to add in something that says that explicitly.

QuoteThere needs to be better feedback explaining why spells failed, or even that they failed at all.
Yeah, spells will fail if you try to cast them out of range or out of line of sight, and in both cases take your mana to boot.  I'll add this one the list of functions that need to be improved.

QuoteMagic missile needs a pew pew sound, not a bang bang sound. That's important.
Hah.  You might be out of luck though, I'll try to find a generic sound that fits better, but it's probably going to be outside the scope to add custom sounds to the mod.

QuoteI would like it if arcane scripts were much cheaper, but only came with a single spell. If gaining a deeper understanding of magic is supposed to be leveling up, then new spells could be gained from that.
Quite a few people have suggested to change to this behavior.  This would be a fairly minor adjustment to make happen I think, so certainly in the realm of the possible.  However, I'm personally opposed to further restricting access to abilities.  With the skill points, the difference between un-skilled abilities and skilled abilities is pretty big (as you eluded to).  So when starting with all the skills, it gives players the ability to see what each spell does (without any additional investment) and rank the ones that work best for them.  Additionally, it gives players options, which is what the mod is all about.  So while you might have invested in blink with your arcane mage, there might be a scenario where you really just need summon, even if it's not nearly as efficient, but because of the situation (like when you forget it's a full moon and now you have a werewolf in your quarry with 5 other hapless pawns and blink does nothing for you).
The counter argument is that it would only a handful of points anyways.
I'm certainly open to discussion, but I'd like to hear the "why" behind the desire to start with no spells, a single spell, etc.

Jecrell does his mods in this fashion, but I find that either I never even get to see what some abilities do, or I always go for the same abilities first since they're overall more effective.  He also allows leveling of abilities through general work (ie doing research levels up your jedi?)  I fail to see why that would occur, so in this mod you have to use magic (or be overflowing with mana).  So which spell would you start with?  Would it be random?  Would it become a grind to cast fireballs into a mountain so you could level up to get past initial skills?

The priest class is in the design with cure disease/infection, heal scar, heal health, and healing ring (think orbital strike, but good for you!) with resurrect as the master spell.  I actually really like the idea of imposing the "incapable of violence" though!

My favorite spell is a tie between Valiant Charge and Blizzard.  8)

Anyways, long post, but thanks for the feedback and ideas.  I'll keep working to fix the bugs and make the mod better and this kind of stuff definitely helps move in the right direction.
Title: Re: [B18] A RimWorld of Magic (formerly TMagic)
Post by: henk on December 06, 2017, 11:33:12 PM
Quote from: Torann on December 06, 2017, 08:07:22 PM
As for the [Arcane Stash] event, in the same playthrough, I've gotten it only once.

I didn't get it once early on, it came quite often after getting a pawn with magic skills. It might just be Randy being Randy, though.

QuoteI tried to complete the event, but since I'm also using the star wars mods, it's guarded by 4 at-at's plus a slew of other speeders etc and I got wiped every time.  They were also separated from the village by a mountain range, so there was no avoiding fighting for me. That was fairly early, and I haven't gone back to try again yet.  I'll tweak the frequency (down) for this event and probably lower the amount of loot.  I like the mayhem, but maybe I'll make all the random reinforcements not so random.  I'll look into the defenses.

The arcane stash event is really challenging and can't be completed without being hugely overpowered, but it's still quite random. Too much randomness isn't doing the event any good.

QuoteI've never seen the issue with the fire mage (or any mage) losing their range... did he/she go blind?  :o

My fire mage is at full health, currently using a melee weapon and... a shield belt.
Spells fail when using a shield belt, event non-combat ones like Ray of Hope. Perhaps they should just be disabled when using a shield belt, to avoid confusion?

QuoteI'm certainly open to discussion, but I'd like to hear the "why" behind the desire to start with no spells, a single spell, etc.

I want scripts to be cheaper. 10,000 silver is not a price most colonies can afford, and it also means they won't likely appear in loot or rewards. Making them weaker by reducing the number of starting spells would be balance for reducing their price.

I could see an event which gives a Magically gifted pawn (or one with a free trait slot?) with extremely high mood a random arcane affinity, or a ritual which does the same, so you don't have to rely on random loot or traders to get your first spells.

QuoteSo which spell would you start with?  Would it be random?  Would it become a grind to cast fireballs into a mountain so you could level up to get past initial skills?

I initially thought you would start with only one spell; or one combat and one non-combat spell. Maybe if non-script ways to gaining affinities were implemented, different methods of gaining affinities would come with different initial loadouts? Or maybe there could be a class like D&D sorcerers which only gains spells randomly.

QuoteAnyways, long post, but thanks for the feedback and ideas.  I'll keep working to fix the bugs and make the mod better and this kind of stuff definitely helps move in the right direction.

Keep on being awesome!
Title: Re: [B18] A RimWorld of Magic (formerly TMagic)
Post by: leeadriancatfox on December 07, 2017, 05:41:17 AM
I don't know what causes it but I keep getting this:

Exception ticking Projectile_Teleport(parent=Verse.ThingWithComps at=(-1000, -1000, -1000)): System.ArgumentNullException: Argument cannot be null.
Parameter name: type
  at System.Activator.CheckType (System.Type type) [0x00000] in <filename unknown>:0
  at System.Activator.CreateInstance (System.Type type, Boolean nonPublic) [0x00000] in <filename unknown>:0
  at System.Activator.CreateInstance (System.Type type) [0x00000] in <filename unknown>:0
  at Verse.ThingMaker.MakeThing (Verse.ThingDef def, Verse.ThingDef stuff) [0x00000] in <filename unknown>:0
  at TorannMagic.Projectile_Teleport.SingleSpawnLoop (AbilityUser.SpawnThings spawnables, IntVec3 position, Verse.Map map) [0x00000] in <filename unknown>:0
  at TorannMagic.Projectile_Teleport.Impact (Verse.Thing hitThing) [0x00000] in <filename unknown>:0
  at AbilityUser.Projectile_AbilityBase.ImpactSomething () [0x00000] in <filename unknown>:0
  at AbilityUser.Projectile_AbilityBase.Tick () [0x00000] in <filename unknown>:0
  at TorannMagic.Projectile_Teleport.Tick () [0x00000] in <filename unknown>:0
  at Verse.TickList.Tick () [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()


Which my Arcane Wizard cannot do teleport. every class are working perfectly.
Title: Re: [B18] A RimWorld of Magic (formerly TMagic)
Post by: Torann on December 09, 2017, 11:56:03 PM
Yes, that happens when the teleport spell is cast in an invalid location.  You're in luck though, I just updated the mod and the update includes some exceptions that exit out of the spell rather than generate errors when you attempt to cast on an invalid spot.
Title: Re: [B18] A RimWorld of Magic
Post by: Torann on December 10, 2017, 12:02:34 AM
Just updated to v1.2.4 - focus of this update was on improving functionality and fixing known bugs:


Magic class - Summoner and Combat class - Sniper are next!
Title: Re: [B18] A RimWorld of Magic
Post by: leeadriancatfox on December 10, 2017, 12:12:13 AM
Yeeey! :D What I am hoping now is a trait giving scroll for the untalented~ I want my beloved colonist grow from scratch.
Title: Re: [B18] A RimWorld of Magic
Post by: RyanRim on December 10, 2017, 03:33:44 AM
I cant keep up with the updates XD

Meanwhile Im still waiting on a gifted pawn, while Orassans wanna trade me their fire scrolls. Come on, I'm terrible at magic!
Title: Re: [B18] A RimWorld of Magic
Post by: henk on December 10, 2017, 11:31:35 AM
If you're reworking the arcane stash event, make sure to add a timer.
Also, I think more of the messages that opp up above a pawn's head should appear at the top of the screen instead, to give more time to read them (And make them appear if you use the Archive mod)

Quote from: RyanRim on December 10, 2017, 03:33:44 AM
Meanwhile Im still waiting on a gifted pawn, while Orassans wanna trade me their fire scrolls. Come on, I'm terrible at magic!

If you have other mods that add traits, getting a magically gifted pawn might be rarer.
Title: Re: [B18] A RimWorld of Magic
Post by: Canute on December 10, 2017, 01:43:18 PM
Maybe in combination with the Cult mod.
Adding a new deity Arcana, which allow to add the proper trait for a human sacrifice.
Title: Re: [B18] A RimWorld of Magic
Post by: Toketsu on December 13, 2017, 08:24:31 PM
Fair warning: I have no sense of balance.
Here are some ideas (a good part of them will likely already been thought of):

Factions

- Some neutral mage faction with low colony count, new type of caravan that arrives via Teleport and trades in magical items and artefacts. Can use spells to defend themselves, with 1-3 preferred spells per npc. Those 1-3 spells have a chance of having some skill points.


Events

- Rogue mage raid
A small-scale raid by 1-10 rogue mages, depending on your progress. Rogue mages tend to be apprentices, and therefore cannot use magic efficiently, nor use many spells.
Chance to arrive via Teleport.

- Ether moon
Once in a while, the moon will release mana on the world's surface (only happens during the night), making spells cost 50% less mana for the duration. Lasts until the morning.

- Mana sickness
Illness that lowers consciouness by 10% and mana regeneration by 90%. Casting spells during this have a 40% chance to backfire, and injure the caster. Can only be treated with Heal, each cast has a 10% chance to cure it, or after 10-20 days. Doesn't affect pawns that cannot use magic.


Mental breaks

- Casting spree
Randomly casts any spells available to the pawn, ends when the pawn cannot cast spells anymore due to lack of mana. Pawn may seek mana potions to further cast spells. Doesn't drink more than one potion. Requires the pawn to be influenced by mana potion addiction. May happen even when on high mood.

Traits

- Rhabdophobe (according to google, rhabdophobia is what 'magic phobia' is)
Pawns with this trait will do one of these actions when seeing magic being cast:
Develop a Hide in room mental break, get downed due to shortness of breath, initiate a social fight, or cause the pawn to gain -30% consciouness (nausea). Magically gifted pawns can have this trait. This trait can be cured with (needs some ideas here).

- Rhabdophile
Pawns with this trait will gain a +5 mood buff for 12 hours whenever they see someone casting magic. If the pawn is a mage, they will receive a permanent +20 mood buff.


Spells

- Telepathy (Unnatributed/Scroll)
Utility spell that can be used like a Comms console, but from anywhere and without electricity. Possible to call for backup when raiding enemy bases.

- Lightning speed (Thunder/Scroll)
Increases movement speed by 300% for 10 seconds, gives slight injury to both legs once the effect is over.

- Transmute (Unnatributed/Scroll)
Targetted spell that transmutes a stack of raw metal (steel, plasteel, etc) into silver.

- Meteor (Gravity/Fire/Scroll)
Targetted spell that drops a meteor double the size of the Meteorite event's meteor. has a large miss radius. Will always be some kind of rock, and never ore.

- Calm (Paladin/Scroll)
Spell that calms the target's mind, increasing prisoner recruit chance or animal tame chance, depending on wether it's a prisoner or a wild animal (includes pawns that can be 'tamed' due to mental breaks). No effect on pawns that don't have any of those options.

- Drain (Unnatributed/Scroll)
Drains the target's Mana and adds 50% of the amount drained to yours. Target must be a mage for the effects to work.

- Illusion (Unnatributed/Scroll)
Summons an illusionary monster that you can control. Anyone that sees it gains -10 mood for 12 hours, and enemies will try to kill the illusion on sight, with top priority. The illusion can only move, and not attack. Illusion disappears after 30 seconds or after 'dying'. Stats should be similar to that of a megasloth. The caster is immobile while the illusion is alive.


Mage types

- Chaos
Chaos mages like to gamble with their spells, making it so no one can foresee what will happen upon usage.
Examples of spells:

Controlled chaos shot
Targetted spell that casts any offensive spell on target area.

Chaotic mind
Usable on a pawn under the effects of a mental break. 50% chance to remove the mental break, 50% chance to worsen the effects, turning the break into something more dangerous.

Chaos portal
Summons a trap on target location that teleports anyone who steps on it randomly across the current map. 100% activation rate, be it enemy or player pawns. Portal closes after 30 seconds or after being used 3 times.

Utter chaos (Master)
This spell requires a pawn target, and will use any 3 spells on them, be it Heal or Firestorm. Low chance of triggering an Orbital power beam on the spot.


- Nature
Nature mages like to play with debuffs like poison, as well as plant control.

Examples of spells:

Poison thorn
Shoots a thorn imbued with poison magic, that lowers enemy conciousness by 30% and slowly deals damage to the body part hit, for up to 5 damage over 15 seconds.

Plant growth
Targetted area spell that causes plants in the area to skip 24 hours of growth. High mana cost.

Overgrowth
Causes a medium-sized area to be covered in trees for 1 minute. Once the duration ends, the trees rot, and disappear.

Toxic Fallout (Master)
Casting this spell causes a Toxic Fallout event to happen, which lasts for 48 hours.


- Gravity
Gravity mages mess with the gravity of an area or pawn, usually to their advantage.

Examples of spells:

Crushing gravity
Causes a small area to be affected by intense gravity for 20 seconds, reducing any pawn's movement speed and melee dodge chance by 70%, and increasing melee and ranged cooldowns as well as mass by 50%.

Antigravity (couldn't think of a better name)
Reduces target's mass by 90%. Affects anything they're carrying. Can be cast on pawns, as well as Transport Pods. Lasts 12 in-game hours.

Weight of the heavens (Master)
Targetted spell that crushes a single target, leaving every body part with 1 hp. No bleeding, but adds 50% blood loss. 10% chance to misfire and hit a random pawn across the map (including the caster).

Black Hole (Master)
Summons a blackhole at target spot. After 30 seconds, the black hole will start expanding until it covers half of the current map's size. Destroys anything that touches it, instantly, as well as reduces movement speed of everyone on the map by 90%. Once at max size, the black hole will shrink until it disappears. The user has a 50% chance to lose his magic powers upon usage, and gaining a trait that makes him take more damage from magic attacks.


Items

Wands and Staves
These can be crafted out of wood or metal. Equipping as a weapon decreases mana usage by 5-20% depending on material. Can be crafted along a rare Magic stone, which also amplifies the effects of spells by 5-20% depending on the material.

Magic accessories
These can be crafted out of Plasteel and Magic stones, and can be equipped on the accessory slot (same slot as energy shields/smokepop belts).
Different accessories provide different effects. Some effects could possibly be:
Mana usage reduction, Cooldown reduction, Spell effect amplifier, Mana regeneration increase, Global learning factor increase, Global work speed increase, among others.

Clothing
Robes could be both enchanted (providing some sort of effect), or unenchanted, which would be just a normal piece of cloth. Includes hats and hoods. Also could include gloves and boots if you're feeling like it.

Magic stones
These are rare stones, only obtainable from Mage stash event or Mage caravans. Used in a variety of magical things.

Scrolls (one-use spells)
These scrolls would function in a similar way to how artefacts work. Would be possible to carry on hand as well, like the Orbital beam. Any pawn, even those which cannot use magic, can use these scrolls. Does not cost mana. Scroll is consumed upon use.

Philosopher's stone
Very rare item that can make a pawn gain the Magically gifted trait. Obtained via quest rewards, trading or Arcane stash event.


Buildings

Stable magic portal
Same as the Teleport spell's portal, but can be used to go anywhere in the world. Has a 30 days cooldown. Costs one Magic stone to fully fuel. Can be used without triggering cooldown, as long as you teleport to another colony you own, that has a portal.

Mana emanator
Much like the Psychic emanator, but increases mana regeneration by 50% to anyone in the area of effect. Crafting one costs a bit of metal and Magic stones.

Mana drain machine
Assign prisoners (or any other pawn you have some control over) to one of these machines, and it will slowly drain the target's mana and convert to power. Draining beyond 10% mana left has a small chance of giving brain injuries. Has a toggle that allows you to set what mana % the machine should stop working at. Idea came from another mod, that adds a special cryptosleep casket that generates power when pawns are inside.
Title: Re: [B18] A RimWorld of Magic
Post by: henk on December 14, 2017, 04:15:11 PM
You're right, you have no sense of balance.

In all seriousness, I like the idea of events that affect mages, but not normal pawns. How about Mana sickness be :

Pawns gain toxicity relative to their current mana level. Pawns who aren't magically attuned, or who have low mana remaining, lose toxicity over time.

As for magic, spells like black hole, which have no counters, should be avoided, even if they come with side effects. Since gaining spells does not come with any downside, spells should be limited in power.
Title: Re: [B18] A RimWorld of Magic
Post by: Toketsu on December 14, 2017, 08:14:31 PM
Quote from: henk on December 14, 2017, 04:15:11 PM
In all seriousness, I like the idea of events that affect mages, but not normal pawns. How about Mana sickness be :

Pawns gain toxicity relative to their current mana level. Pawns who aren't magically attuned, or who have low mana remaining, lose toxicity over time.

Seems good too.

Quote from: henk on December 14, 2017, 04:15:11 PM
As for magic, spells like black hole, which have no counters, should be avoided, even if they come with side effects. Since gaining spells does not come with any downside, spells should be limited in power.

I personally think that the fact that the pawn has a good chance to never be able to use magic again, and receive extra damage from it if that happens, is already enough. But if that's too mild, what about a one-off scroll that, instead of teaching the magic, it casts it, similar to vanilla artefacts?
Title: Re: [B18] A RimWorld of Magic
Post by: henk on December 14, 2017, 09:30:26 PM
Scrolls, and craftable one-shot spells, sounds great. I think they're in the plans for an indeterminate future.
Title: Re: [B18] A RimWorld of Magic
Post by: Canute on December 15, 2017, 03:30:29 AM
QuotePawns gain toxicity relative to their current mana level. Pawns who aren't magically attuned, or who have low mana remaining, lose toxicity over time.

I don't think you should go this way, traits and mana are a natural things, if that would be that poisonous/lethal all the owner of these traits wouldn't survived that long to give these traits to their next generation.

I would suggest to add these poison toxic at the use of magic. Very slow natural degrade of the toxicity and an expensive craftable potion to lower/remove it.
Or magic use works as drug and can cause an addiction.

Title: Re: [B18] A RimWorld of Magic
Post by: henk on December 15, 2017, 12:35:28 PM
I was thinking that the toxicity would only apply to pawns that can cast spells, not those that are gifted but not attuned. Combating the toxicity would require keeping mana low.
Title: Re: [B18] A RimWorld of Magic
Post by: Torann on December 15, 2017, 06:18:09 PM
Some really great idea's, Toketsu.  I particularly like the events and traits and will look to implement those in the next update.  I really want to include some immersion for the mod that brings good (and bad) events that emphasizes the rimworld as a place that has nurtured magic.   I also like the drain spell (though I might call it siphon); I think it would also be nice to have as a way for a stronger mage to siphon from a weaker mage (at least until AI casting is in).

It looks like druid (with skills very similar to those you listed) will be the next class I'll introduce.
I've also been looking at making something like a void mage or physics-based? mage of some kind.  Mostly because I want a spell where the mage launches himself into space then comes crashing down into groups of enemies and scatters them like chaff in the wind. 
Title: Re: [B18] A RimWorld of Magic
Post by: Torann on December 15, 2017, 06:38:24 PM
Just updated the mod to v1.4
Includes the summoner and sniper classes, new stand-alone spell "summon minion" and several bug fixes.

Mod is now translation friendly - please let me know if you're interested in translating the mod.

Special thanks to DrMrEd for the elemental art - if you're interested in seeing your own art in the mod, let me know, I'm open to graphic improvements for existing icons/spells/creatures or new graphics for spells you'd like to see.

Title: Re: [B18] A RimWorld of Magic
Post by: leeadriancatfox on December 15, 2017, 08:47:21 PM
In every MMORPG Games there is always be a Priest Class. And almost all Priest related class has one thing in common, to resurrect the dead. I know~ there is a Resurrection Mech Serum which you can buy cheaply, but the effect is undesirable. Maybe a Resurrection that not fully heal the dead or even regenerate their loss limbs. Maybe just a simple Extreme Pain and 0% consciousness or whatever the toll is by bringing the dead back to life. As long as not that Resurrection sickness making a colonist much more a problem making you regret your decision.
Title: Re: [B18] A RimWorld of Magic
Post by: Toketsu on December 16, 2017, 11:32:55 AM
Quote from: Torann on December 15, 2017, 06:18:09 PM
Some really great idea's, Toketsu.  I particularly like the events and traits and will look to implement those in the next update.  I really want to include some immersion for the mod that brings good (and bad) events that emphasizes the rimworld as a place that has nurtured magic.   I also like the drain spell (though I might call it siphon); I think it would also be nice to have as a way for a stronger mage to siphon from a weaker mage (at least until AI casting is in).

It looks like druid (with skills very similar to those you listed) will be the next class I'll introduce.
I've also been looking at making something like a void mage or physics-based? mage of some kind.  Mostly because I want a spell where the mage launches himself into space then comes crashing down into groups of enemies and scatters them like chaff in the wind.

Seems good. Also, great job on the mod so far, this is already a must have mod for me. Will post new ideas in case a think of some.

Edit: Oh, and i'm not sure if this is in already, but pawns that can't talk shouldn't be able to cast spells, and pawns with reduced talking should take longer to cast. Pawns with enhanced talking should cast faster, too.
Title: Re: [B18] A RimWorld of Magic
Post by: Canute on December 16, 2017, 12:11:01 PM
Yes, many kind of magic need speech, but not all need them.
Alot of advanced magic user don't to say anything, the just need to do some gestures or finger acrobatic together with the right concentration.
And the highest form of magic, you just need to think/concentrate.

Title: Re: [B18] A RimWorld of Magic
Post by: Toketsu on December 16, 2017, 01:20:40 PM
Quote from: Canute on December 16, 2017, 12:11:01 PM
Yes, many kind of magic need speech, but not all need them.
Alot of advanced magic user don't to say anything, the just need to do some gestures or finger acrobatic together with the right concentration.
And the highest form of magic, you just need to think/concentrate.

Depends mostly on what the creator wants magic to be. What you and i said are but two different methods.

Edit: Summoner cannot learn spells from scrolls, saying that the "pawn isn't attuned to arcane forces". Unsure if this was an overlook or intended.
Title: Re: [B18] A RimWorld of Magic
Post by: Torann on December 17, 2017, 12:33:43 AM
It was an oversight, fixed in the steam yesterday and just uploaded the edit to moddb.  Also fixes minion behavior that was causing them to break down walls...
Title: Re: [B18] A RimWorld of Magic
Post by: 1kili2 on December 19, 2017, 07:11:02 AM
ive installed the mod and made sure hugslib and jecstools are installed aswell all in the right order and right version but i can not find anything of this mod in my game so im not sure if its just not accepting the mod or if im completely blind, maybe a little tutorial video would be nice sadly i cant find any videos of people actually using this mod...


These are the errors im getting if thats any help:
Config error in Gladiator: TraitDef Gladiator has 0 commonality.

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)

Config error in InnerFire: TraitDef InnerFire has 0 commonality.

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)

Config error in HeartOfFrost: TraitDef HeartOfFrost has 0 commonality.

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)

Config error in StormBorn: TraitDef StormBorn has 0 commonality.

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)

Config error in Arcanist: TraitDef Arcanist has 0 commonality.

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)

Config error in Paladin: TraitDef Paladin has 0 commonality.

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)

Config error in Summoner: TraitDef Summoner has 0 commonality.

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)

Config error in TM_Sniper: TraitDef TM_Sniper has 0 commonality.

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)

Config error in Elemental: no parts vulnerable to frostbite

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)

Config error in Minion: no parts vulnerable to frostbite

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)
Title: Re: [B18] A RimWorld of Magic
Post by: Canute on December 19, 2017, 09:30:54 AM
1kili2,
since noone else got this kind of problem you got, i think you didn't something wrong with the install.
Maybe you downloaded the wrong version of a mod.

I just download the latest Jectools and tmagic, activate it and don't got any error msg.

Title: Re: [B18] A RimWorld of Magic
Post by: Torann on December 20, 2017, 12:51:20 PM
ikili2 - those are harmless warnings.  The commonality warning just means those traits are never loaded onto a new pawn (which they aren't because you need arcane scripts/books to learn abilities).  What you want to look for is a pawn with the traits "magically gifted" or "physically adept" - these traits will allow a pawn to use said books to learn new abilities.  So it sounds like the mod is working fine for you.
Title: Re: [B18] A RimWorld of Magic
Post by: Torann on December 20, 2017, 12:57:26 PM
Just pushed the latest update.

New events: arcane drain and arcane surge - these events boost or sap mana.  If the mage loses all their mana during a mana drain event, they will start to become sick and can even die.  Pain/pain threshold and (lowered) consciousness contribute to the drain event and will have increased affect on mages that suffer from these conditions.  Mana pots are an effective way to combat the mana sickness.

New faction - arcane fold.  A rare faction that specializes in the arcane.  Creation of this faction is also a first step in creating events centered around magic.  The Arcane Fold will now send caravan traders; you will find a a good selection of spells and magical artifacts in their stock.  A new game will be required to generate them on the map.  I'm putting the faction in now for trade benefits, etc, but will use them to launch new quests down the line.

Reworked Gladiator Cleave to improve overall functionality and ease of use - this ability is now instant cast and searches for nearby targets around the Gladiator, if a target is found, it will instantly apply cleave to this target.

New disease - Arcane Sickness.  Though rare, and usually not deadly, the disease absorbs mana in the body of the mage and will prevent any mana gain while it is present.  It also has significant physical side affects if left to fester.  The disease attaches to microorganisms so standard treatments can applied by eliminating the microorganism carrying the disease.

Two new stand-alone spells - siphon mana and transfer mana.  Siphon mana will drain a significant amount of mana from another mage and be absorbed by the caster.  The amount of mana drained will never exceed the current amount held by the victim.  If the victim is not a mage, this spell will drain life force from physical capacities and can act as a significant debuff on the target and can cause death in extreme cases.  This spell can be applied multiple times to a target to increase the effect.  Transfer mana functions similarly, in reverse however, the caster will lose mana  and the recipient will gain mana.  If the recipient is not a mage, they will gain significant physical enhancements from the controlled surge of mana into their body.  Like siphon mana, too much can be harmful and even deadly.

Lastly, some casting behavior changes have been made to improve the feel of abilities.  If an ability is used and meets criteria for range and line of sight, it will instantly cast.  Pawns will no longer move to a "preferred" location to cast the spell, as long as it can be cast immediately.  I got tired of my pawns running to the end of a hallway or corner of a room to cast heal when the pawns are right next to each other.  If a spell targets another pawn, and does not meet cast requirements, your caster will still move to get into position.  Ground targeted abilities will still be used without any affect, so pay attention to the target indicator.

Some abilities now ignore line of sight.  These spells include: summon, blink, all buffs (eg AMP, Ray of Hope, etc), and terraform spells.

Some abilities can now be used with a shield belt (or shield generating item).  These spells are generally the non-projectile or non-violent abilities.  The list includes: blink, summon, teleport, all gladiator abilities, all paladin abilities, all buffs, and most of the utility, stand-alone spells.  If an attempt to use an ability that does not work with shield-belt is made, when you click the ability icon it will now generate a message telling you it does not work and what item is blocking the mages power.  So you can't even attempt to use abilities that don't work with shield generating items.  Should be compatible with any item that functions the same as the shield belt regardless if it's vanilla or another mod.
Title: Re: [B18] A RimWorld of Magic
Post by: Torann on December 20, 2017, 01:01:38 PM
Also, 1kili2 brings up a good point.  I'd like to include a video of what the mod offers so people can go off something besides the description, so if anyone is interesting in making a short youtube video or something like that, I'll be happy to add you as a contributor and add links to the video.
Title: Re: [B18] A RimWorld of Magic
Post by: Toketsu on December 20, 2017, 02:11:38 PM
Quote from: Torann on December 20, 2017, 12:57:26 PM
Just pushed the latest update.

New events: arcane drain and arcane surge - these events boost or sap mana.  If the mage loses all their mana during a mana drain event, they will start to become sick and can even die.  Pain/pain threshold and (lowered) consciousness contribute to the drain event and will have increased affect on mages that suffer from these conditions.  Mana pots are an effective way to combat the mana sickness.

New faction - arcane fold.  A rare faction that specializes in the arcane.  Creation of this faction is also a first step in creating events centered around magic.  The Arcane Fold will now send caravan traders; you will find a a good selection of spells and magical artifacts in their stock.  A new game will be required to generate them on the map.  I'm putting the faction in now for trade benefits, etc, but will use them to launch new quests down the line.

Reworked Gladiator Cleave to improve overall functionality and ease of use - this ability is now instant cast and searches for nearby targets around the Gladiator, if a target is found, it will instantly apply cleave to this target.

New disease - Arcane Sickness.  Though rare, and usually not deadly, the disease absorbs mana in the body of the mage and will prevent any mana gain while it is present.  It also has significant physical side affects if left to fester.  The disease attaches to microorganisms so standard treatments can applied by eliminating the microorganism carrying the disease.

Two new stand-alone spells - siphon mana and transfer mana.  Siphon mana will drain a significant amount of mana from another mage and be absorbed by the caster.  The amount of mana drained will never exceed the current amount held by the victim.  If the victim is not a mage, this spell will drain life force from physical capacities and can act as a significant debuff on the target and can cause death in extreme cases.  This spell can be applied multiple times to a target to increase the effect.  Transfer mana functions similarly, in reverse however, the caster will lose mana  and the recipient will gain mana.  If the recipient is not a mage, they will gain significant physical enhancements from the controlled surge of mana into their body.  Like siphon mana, too much can be harmful and even deadly.

Lastly, some casting behavior changes have been made to improve the feel of abilities.  If an ability is used and meets criteria for range and line of sight, it will instantly cast.  Pawns will no longer move to a "preferred" location to cast the spell, as long as it can be cast immediately.  I got tired of my pawns running to the end of a hallway or corner of a room to cast heal when the pawns are right next to each other.  If a spell targets another pawn, and does not meet cast requirements, your caster will still move to get into position.  Ground targeted abilities will still be used without any affect, so pay attention to the target indicator.

Some abilities now ignore line of sight.  These spells include: summon, blink, all buffs (eg AMP, Ray of Hope, etc), and terraform spells.

Some abilities can now be used with a shield belt (or shield generating item).  These spells are generally the non-projectile or non-violent abilities.  The list includes: blink, summon, teleport, all gladiator abilities, all paladin abilities, all buffs, and most of the utility, stand-alone spells.  If an attempt to use an ability that does not work with shield-belt is made, when you click the ability icon it will now generate a message telling you it does not work and what item is blocking the mages power.  So you can't even attempt to use abilities that don't work with shield generating items.  Should be compatible with any item that functions the same as the shield belt regardless if it's vanilla or another mod.

Sounding good, can't wait to give a try.

Quote from: Torann on December 20, 2017, 12:57:26 PM
I got tired of my pawns running to the end of a hallway or corner of a room to cast heal when the pawns are right next to each other.
Seems like the fix of the year. Especially when going outside is a bad idea.

Quote from: Torann on December 20, 2017, 12:57:26 PM
Some abilities now ignore line of sight.  These spells include: summon, blink, all buffs (eg AMP, Ray of Hope, etc), and terraform spells.
Does this mean we can now blink through walls? o-o

Edit: Readying some ideas up, next post will be with some ideas, focusing on spells/skills. Should be up tomorrow.
Title: Re: [B18] A RimWorld of Magic
Post by: Torann on December 20, 2017, 03:33:09 PM
Quote from: Toketsu on December 20, 2017, 02:11:38 PM
Does this mean we can now blink through walls? o-o

Yes, as long as it's in range and the mage knows of the area, eg it's visible terrain you could normally walk over - you can blink to it. 
Title: Re: [B18] A RimWorld of Magic
Post by: Toketsu on December 20, 2017, 04:11:23 PM
Quote from: Torann on December 20, 2017, 03:33:09 PM
Quote from: Toketsu on December 20, 2017, 02:11:38 PM
Does this mean we can now blink through walls? o-o

Yes, as long as it's in range and the mage knows of the area, eg it's visible terrain you could normally walk over - you can blink to it.
Damn, this is one great fix. Also great that we can summon stuff through walls. Both these spells were somewhat useless in many conditions due to the fact of buildings and natural stuff in the way. Great job.
Title: Re: [B18] A RimWorld of Magic
Post by: henk on December 20, 2017, 07:49:34 PM
How good are enemies at using magic? Can they use it at all, and would it be possible to have enemies with no weapon and just magic?

And some ideas :
A summoned creature that only cleans and hauls.
A Firefoam popper-like spell for ice mages.
An option on terrain-affecting spells to cast them with a bigger area and proportional mana cost, selected by right clicking the spell, unlocked by leveling up that spell. Or barring that, an option under floor construction to cast that spell on those tiles whenever it is off cooldown, so the player doesn't have to do it manually.
Higher tier spells need to disable the caster, even if benignly. Make them stunned, or throw up, or give them temporary blindness. Higher tier spells are pretty strong right now.
A spell to pull a random item out of the ether - can be anything under a cost proportional to the caster's level.
A sniper ability to mark a target, making them easier to hit.
A summoner spell to place an ally in stasis, similar to cryptosleep caskets.
Fire mages could have fire fighting disabled. Because they love fire.

Again, some crazy ideas. I won't be offended if they're not feasible.
Title: Re: [B18] A RimWorld of Magic
Post by: Canute on December 21, 2017, 03:37:07 AM
QuoteAn option on terrain-affecting spells to cast them with a bigger area and proportional mana cost, selected by right clicking the spell, unlocked by leveling up that spell.
The ultimate outpost killer
Create vulkan !
a 5x5 lavafield surrounded with 5-10 wide mountains.
Title: Re: [B18] A RimWorld of Magic
Post by: henk on December 21, 2017, 10:56:30 AM
Quote from: Canute on December 21, 2017, 03:37:07 AM
The ultimate outpost killer
Create vulkan !
a 5x5 lavafield surrounded with 5-10 wide mountains.
I was thinking more of mass-create-soil, but your idea is good too =P
Title: Re: [B18] A RimWorld of Magic
Post by: Toketsu on December 21, 2017, 04:09:23 PM
Passive skills

Meditative Mind
Regains mana or stamina (whichever you have) slightly faster per level. max level: 3.

Magical Nutrition/Magical Body
Lowers the rate at which the pawn becomes hungry, tired and regenerates mana. max level: 3.

Powerful Presence
5% chance to cause enemies within melee range to flee for 5 seconds whenever they attack the owner of this skill.

Commanding Presence
Causes allies to gain +10% global work speed while the pawn is within 10 tiles of them. Allies will dislike the pawn who owns this skill by -15, and will
never start social fights with them, unless they also have Commanding Presence.

Water Walker (water-only)
Causes the owner of this skill to be able to walk on deep water.

Magic Nullification (learnable by any class)
Nullifies the effects of any hostile magical effects on the pawn. Has a cooldown of 48 in-game hours.


Active spells

Soulburn (unnatributed/scroll)
Pawn with at least 50% mana left can self-destruct in a large, very powerful blast. Pawn dies on the explosion, and the body vanishes, meaning they can't be resurrected.

Focus (sniper martial scroll)
Self-use, causes the pawn to gain +20% shooting accuracy for 60 seconds.

Stealth (sniper martial scroll)
Self-use, causes the pawn to become immune to aggro unless they're moving/doing something. Also drops active aggros on use, as long as there are no enemies within 7 tiles of the pawn.

Piercing Shot (sniper master scroll)
Shoots a projectile that pierces 2 targets, and stops on the third. Instant cast.

Raise Undead (unnatributed/scroll)
Use on a corpse to have them fight for you for a small duration of time. The corpse can not be rotting.

Disarm (sniper martial scroll)
Shoot the target's hand, causing target hit to drop equipped weapon and lose manipulation. Target will attempt to pick up the weapon shortly after.

Arcane Pet (summoner/scroll)
Summons a magical animal that wanders around the colony, nuzzling everyone it sees (once per colonist), increasing mood of everyone nuzzled.

Knowledge Thief (unnatributed/scroll)
Swap all your skill levels with the target. Lasts 30 seconds, and switches back when duration ends.

Trailblazer (fire/scroll)
For it's duration, causes the user to create fire wherever he steps. Fire lasts 15 seconds and doesn't spread. The user is immune to the fire created by this skill.

High Voltage (thunder/scroll)
Causes user to emit high amounts of electricity to nearby pawns (both allies and enemies) with metal armor for a short while.

Electromagnetic Storm (thunder/ master scroll)
Causes all electrical buildings, entities and energy shields to stop working. Lasts a while. Mechanoids are resilient to this magic, and have halved duration.

Light Orb (unnatributed/scroll)
Casts a flying orb of light that illuminates a small area. Lasts 7 days.


Events

Rogue Elementals (works similar to alphabeaver event, but eats any item on the ground)
1-8 Elementals went rogue and fled their master. Now they're at your colony, and will consume any items they find on the ground (be it consumable or not).
Kill them before they eat everything! They'll leave after 2 days if not killed. Does not break buildings unless maddened.

Stolen Scroll (similar to chased refugee)
A visitor comes by and asks if you want to take the scroll they have, for 1/4 of the market value. If you accept, you'll have to fight whoever he stole the scroll from.

Blood Moon
High concentrations of mana focus on the night sky once in a while, changing the color of the moon to a crimson red. Animals become more aggressive during such event (manhunter pack event activates), and pawns are far more likely to have social fights and mental breaks. Lasts until morning.

Elemental Rift (disabled by any difficulty modes that also disables bug hives)
Causes a portal to open somewhere on the map. This portal will periodically spawn hostile elementals, which will protect the portal and travel around the map creating more portals over time. Attacking a portal will spawn a few more elementals to protect it. Destroying the portal grants Magic Stones, used in many things, from crafting magical items to building magical structures.


Buildings (I'll leave the cost to you)

Lesser Magic Circle (8 intelligence + 4 construction)
Increases cast speed of any pawn standing on it by 33%. 1x1 size.

Magic Circle (12 intelligence + 7 construction)
Increases cast speed of any pawn standing on it by 50%. 2x2 size.

Greater Magic Circle (16 intelligence + 10 construction)
Increases cast speed of any pawn standing on it by 50% and reduces mana costs by 20%. 3x3 size.


Crafter (requires new adept type, possibly along the lines of deftness)
Crafters are known to be really weak in combat, but strong in workshops.
Example of skills:

Passive:
(needs a name)
Causes any armor and weapon used by this pawn to not lose durability, due to constant fixing and tinkering.

Knowledge
Requires -1 crafting level to craft things with level requirement. up to -3 with level ups.

Active:
Fix
Repairs damage on items by 10%. 30 seconds cast time.

Polish and Tinker
5% chance to upgrade an item by one tier. 1 minute cast time.

Mass Production
User gains +100% global work speed for 30 seconds, and gets tired faster.

Godly Hands (master)
Causes the next item created to be one tier higher than it would be otherwise. (if the item was already legendary, you gain half of the materials back)


Magical Farmer (non-combat magic class (who said magic classes have to be combat active?))
Magical Farmers are known to work really well with plants, although they lack any kind of social prowess. The Psycopath trait comes along with this class.
Examples of skills:

Passive:

Super Harvest
Plant harvest yield increased by 50%

Active:

Talk to the Plants
Increases your own mood by +10 for 12h and has a 50% chance of creating a Nature Elemental when used on a plant. The Nature Elemental will harvest crops that are ready to be harvested, and transform them in a magical stew that provides +5 mood when eaten, and increases manipulation by +20% for a while. The elemental vanishes after making 10 stew.

Mana Fertilizer
Medium-sized area spell that transforms soil into magical soil, which grants +100% plant growth rate. Lasts until plants are harvested, cut or otherwise dies.

Praise the Sun Lamp
Creates a magical version of a sun lamp, which lasts 4 days and doesn't cost energy.

Harvest Song (Master)
Sings to crops in a large area around you, causing crops to grow 20%. Crops can only grow with this skill once. If a crop reaches 100%/Ready to harvest status, they will harvest themselves. Comes along with the +50% Harvest yield that this class has. Animals that hear this song will no longer be manhunting, and will be put to sleep.


Items

Tome of Knowledge
Rare item that grants one skill point to a pawn. Obtainable via magic events, trading and as a very rare drop from hostile elementals (chances one will spawn with it could be around 1/1k).


Other

Allow us to level up spells learned via scrolls. To balance, it could require 1 skill point per level, and an amount of scrolls equal to current level.
Example: You just learned heal with a scroll, and you have one skill point, you can use one scroll and that point to level it up. After this, you'd require 2 scrolls and one point.

Add buildings that cost mana per use - which means only mages can use. These buildings could provide useful actions, defensive bonuses for the colony, and more.

Make it so rain spell causes snow when it's under freezing temperature (0C, 32F).
Title: Re: [B18] A RimWorld of Magic
Post by: henk on December 21, 2017, 05:29:33 PM
Quote from: Toketsu on December 21, 2017, 04:09:23 PM
Water Walker (water-only)
Causes the owner of this skill to be able to walk on deep water.
That would be a nice passive for water mages.

Quote
Soulburn (unnatributed/scroll)
Pawn with at least 50% mana left can self-destruct in a large, very powerful blast. Pawn dies on the explosion, and the body vanishes, meaning they can't be resurrected.
Self destruct is bad. Every pawn matters, even the pyromaniac depressive incapable of skilled and dumb labor ones!

Quote
Electromagnetic Storm (thunder/ master scroll)
Causes all electrical buildings, entities and energy shields to stop working. Lasts a while. Mechanoids are resilient to this magic, and have halved duration.
Sounds like a solar flare with added map-wide EMP.

Quote
Rogue Elementals (works similar to alphabeaver event, but eats any item on the ground)
1-8 Elementals went rogue and fled their master. Now they're at your colony, and will consume any items they find on the ground (be it consumable or not).
Kill them before they eat everything! They'll leave after 2 days if not killed. Does not break buildings unless maddened.
Given the speed at which items are eaten, a single one of these could ruin an entire colony.

Quote
Stolen Scroll (similar to chased refugee)
A visitor comes by and asks if you want to take the scroll they have, for 1/4 of the market value. If you accept, you'll have to fight whoever he stole the scroll from.
More non-overpriced scrolls is nice.

Quote
Elemental Rift (disabled by any difficulty modes that also disables bug hives)
Causes a portal to open somewhere on the map. This portal will periodically spawn hostile elementals, which will protect the portal and travel around the map creating more portals over time. Attacking a portal will spawn a few more elementals to protect it. Destroying the portal grants Magic Stones, used in many things, from crafting magical items to building magical structures.
I could see magic stones being the elementals' food, spawning from portals like insect jelly from hives. A crafting branch would make the mod feel truly complete.

Quote
Fix
Repairs damage on items by 10%. 30 seconds cast time.

Polish and Tinker
5% chance to upgrade an item by one tier. 1 minute cast time.
Increasing an item's tier is powerful, but 5% chance to up upgrade is just too low. You could add a chance to upgrade an item when repairing instead.

Quote
Super Harvest
Plant harvest yield increased by 50%
Yield is usually how dependent much is available, not how good the gatherer is. This would require improving the plant as it's planted, or just duplicating the yield as it is gathered.

Quote
Praise the Sun Lamp
Creates a magical version of a sun lamp, which lasts 4 days and doesn't cost energy.
I would like this with the added ability for mage pawns to refuel it like campfires, using mana. Re-casting it every 4 days sounds tiresome.

Quote
Add buildings that cost mana per use - which means only mages can use. These buildings could provide useful actions, defensive bonuses for the colony, and more.
A manned magic turret firing magic bullets? Now I could get behind that.


Please don't take the suggestion as criticism, I love your ideas ^^
Title: Re: [B18] A RimWorld of Magic
Post by: WereCat88 on December 21, 2017, 05:34:54 PM
How does mass teleport work, cant seem to get it to work.
Title: Re: [B18] A RimWorld of Magic
Post by: Toketsu on December 21, 2017, 05:48:33 PM
Quote
Soulburn (unnatributed/scroll)
Pawn with at least 50% mana left can self-destruct in a large, very powerful blast. Pawn dies on the explosion, and the body vanishes, meaning they can't be resurrected.
Quote
Self destruct is bad. Every pawn matters, even the pyromaniac depressive incapable of skilled and dumb labor ones!
This is supposed to be something you'd use when you're out of options, and your colony could die if you don't kill the enemies.

Quote
Rogue Elementals (works similar to alphabeaver event, but eats any item on the ground)
1-8 Elementals went rogue and fled their master. Now they're at your colony, and will consume any items they find on the ground (be it consumable or not).
Kill them before they eat everything! They'll leave after 2 days if not killed. Does not break buildings unless maddened.
Quote
Given the speed at which items are eaten, a single one of these could ruin an entire colony.
As it's said, they don't break buildings as long as they're not maddened. This means that any items stored in a storage located inside a building will be safe.

Quote
Fix
Repairs damage on items by 10%. 30 seconds cast time.

Polish and Tinker
5% chance to upgrade an item by one tier. 1 minute cast time.
Quote
Increasing an item's tier is powerful, but 5% chance to up upgrade is just too low. You could add a chance to upgrade an item when repairing instead.
Skills and spells can be upgraded, don't forget that. I wrote that number with this fact in mind, and so the % would likely increase with higher skill levels. It also could be made so you can only increase an item's tier once.

Quote
Praise the Sun Lamp
Creates a magical version of a sun lamp, which lasts 4 days and doesn't cost energy.
Quote
I would like this with the added ability for mage pawns to refuel it like campfires, using mana. Re-casting it every 4 days sounds tiresome.
Sounds good.

Quote
Please don't take the suggestion as criticism, I love your ideas ^^
Constructive criticism is a good thing, and isn't used as often as it should.
Title: Re: [B18] A RimWorld of Magic
Post by: Toketsu on December 21, 2017, 05:53:33 PM
Quote from: WereCat88 on December 21, 2017, 05:34:54 PM
How does mass teleport work, cant seem to get it to work.
If you mean the Teleport spell, then you use it in an unroofed area, fuel it with Portfuel (spawned right next to the portal), and then you use it just like you'd use a Transport pod.
Title: Re: [B18] A RimWorld of Magic
Post by: Torann on December 21, 2017, 08:19:20 PM
Lot of great idea's, Toketsu.

Of them all, I think I like the rogue elemental portal event and the growth lamp the most.
Though with the portal, I might just make it keep spawning elementals to attack your colony until the portal is destroyed (or portal energy runs out).  Maybe some other twists... ;)

I'm getting closer to adding items/buildings, but I'm not quite there yet.  I'm not sure what scope I want to shoot for and how I'd implement.  (eg, new research tab?  New building required to research? only mages can research/build/craft magical items?)  What types of new material?  I've avoided adding a large resource tree, new items and buildings means new graphics and which takes me a long time and aren't even close to the quality found in most other mods.  So ya, lower quality and lots of time are big drawbacks.
However, it would introduce the groundwork for some interesting classes like the enchanter, alchemist, spell-forge type classes.

With those things in mind, let me know what you'd like to see for items/buildings.  Are a few select items that can be found through quests or traded for like "ring of fire" that can be equipped in the apparel slot and lets the wearer cast fireball, or the sword of lightning that has a chance to add extra electrocution damage to each strike good enough?  Or is a full research tree with magical components/material for crafting apparel/weapons with magical attributes more  appealing?
Title: Re: [B18] A RimWorld of Magic
Post by: henk on December 21, 2017, 09:37:29 PM
I like the idea of a new research tree, and it doesn't have to be complex. Adding a few generic researches at first would be fine - for example, for crafting mana potions. Just lay the groundwork for a possible future magical tech tree and add nodes to it as needed.

I also really like the idea of a magic tech tree largely independent of the main tech tree, so one could advance in power through researching magic and not need to bother with electricity and firearms for a while.
Title: Re: [B18] A RimWorld of Magic
Post by: Toketsu on December 22, 2017, 12:46:39 AM
Much like henk said, a separate research tab would be nice. Maybe having the very basic researches be able to get researched by anyone, but keep the more complex ones to mages only. I'd help with the graphics, but i can't draw at all.

As for the items, i personally think there should be two different categories.
The first category would be Magical Items, which would your usual magic items like the ring of fire you mentioned. Stuff that can be researched and crafted with apparent ease.

The second category would be Artefacts/Legendary Items, which would be rare/very rare items like spell tomes, or Arcane Weapons (not to be confused with imbued weapons. Imbued weapons would be magical items, and could be crafted through a special crafting method (possibly class-locked), and then imbue the magic stone on it with a mage's mana, for example, imbued a rifle with a fire mage's mana could have a low chance of settings targets on fire. arcane weapons would be similar, but more powerful items, with better effects (explosion bullets 100% of the time instead of a low chance of burning, for example)). Artefacts and Legendary Items could be quest rewards, sometimes found while trading, or even event rewards (say, you're moving a caravan around and then you get an event where you find some magical ruins, and there could be an artefact inside, but you'd have to fight off some kind of security mechanism, like monsters. Could also have traps that can only be avoided with magic, and lock mechanisms that open with a certain type of mana, like fire or thunder.)

Sorry for the walls of text, but i'm just excited whenever the topic is magic.
I'll give some thought about what items and buildings could be a good idea and mention on a post within two days (i'll also re-add previous items/buildings i've said, though i'll likely reword them with fresh ideas).

Lastly, if you add the research like i said, then the magical research bench could consume mana over time on use, and cannot be used without it. That way magical researches can be hard to attain, but could be very worthwhile.

One more thing i'd love to see, and just thought up on the spot when i was going to click post:

New traits that have a low and very low chance (respectively) of being attained upon learning a magic school:

Dual Elementalist
Mages that attain this trait when learning a magic school can learn a second magic school. Rare trait.

Triple Elementalist
Similar to the above, but can learn a third magic school. Exceptionally rare trait on it's own, but you can (more torwards end game) research a way to unlock the potential for a third magic school into those that already have two elements.

Edit: An add-on for my previous ideas post: Soulburn should be usable by pawns that are downed, but not unconcious.

Edit 2:
Quote from: Torann on December 15, 2017, 06:18:09 PM
I really want to include some immersion for the mod that brings good (and bad) events that emphasizes the rimworld as a place that has nurtured magic.
I've been thinking on this, and i personally think that, if you want rimworld to be a place that is one with magic, you'll have to do a bit of everything. From new spells, to magic research and crafting, to magical disasters and even magical wildlife. There's of course much more than that, but we should take one step at a time with this. Really looking forward to what you'll do with this mod, it's already really good as is.
Title: Re: [B18] A RimWorld of Magic
Post by: ZE on December 22, 2017, 12:50:40 AM
i'd like Magicite, as a compacted form in small (1 - 3) veins with 100% drop chance, and as a 5% - 10% chance in other stones, can be charged by a gifted to an element, and then used in a weapon or armor. Int determines quality of the stone, the higher the quality, the bigger the gifts.

The stone itself would list its gifts, lowest having 1 bonus, highest having 3, also higher the level higher the chance of snagging a higher  tiered bonus
EXAMPLE
Pyrocyte (Fire Magicite)
Min Temp  -1 / -2 / -4 / -8
Burn enemies on contact +1 / +2 / +3 / +4
Burn damage reflection 25% / 50% / 75% / 100%
Burn damage heals  25% / 50% / 75% / 100%
Chance to Fireball on hit 1% / 2% / 4%/ 8%
Constant Ray of Hope 1 / 2 / 3
Cauterize wound (no bleeding)

also, i want a a destructive shot.  sniper that can effectively take an eyeball out without killing or create non lethal brain trauma.  better than killing your enemy is making them useless
Title: Re: [B18] A RimWorld of Magic
Post by: Toketsu on December 22, 2017, 12:59:40 AM
Quote from: ZE on December 22, 2017, 12:50:40 AM
i'd like Magicite, as a compacted form in small (1 - 3) veins with 100% drop chance, and as a 5% - 10% chance in other stones, can be charged by a gifted to an element, and then used in a weapon or armor. Int determines quality of the stone, the higher the quality, the bigger the gifts.

The stone itself would list its gifts, lowest having 1 bonus, highest having 3, also higher the level higher the chance of snagging a higher  tiered bonus
EXAMPLE
Pyrocyte (Fire Magicite)
Min Temp  -1 / -2 / -4 / -8
Burn enemies on contact +1 / +2 / +3 / +4
Burn damage reflection 25% / 50% / 75% / 100%
Burn damage heals  25% / 50% / 75% / 100%
Chance to Fireball on hit 1% / 2% / 4%/ 8%
Constant Ray of Hope 1 / 2 / 3
Cauterize wound (no bleeding)

also, i want a a destructive shot.  sniper that can effectively take an eyeball out without killing or create non lethal brain trauma.  better than killing your enemy is making them useless

Damn, those numbers are even more broken than my own's. Hat's off to you.

But for real, the ideas seem nice, but some seem too overpowered and/or would make other things too redundant. For example, the Constant Ray of Hope would kill the use for the spell.
Title: Re: [B18] A RimWorld of Magic
Post by: WereCat88 on December 22, 2017, 07:18:30 AM
Whenever i try and summon a portal this error gets spewn on the log a bagillion times:
Exception ticking Projectile_Teleport(parent=Verse.ThingWithComps at=(-1000, -1000, -1000)): System.ArgumentNullException: Argument cannot be null.
Parameter name: type
  at System.Activator.CheckType (System.Type type) [0x00000] in <filename unknown>:0
  at System.Activator.CreateInstance (System.Type type, Boolean nonPublic) [0x00000] in <filename unknown>:0
  at System.Activator.CreateInstance (System.Type type) [0x00000] in <filename unknown>:0
  at Verse.ThingMaker.MakeThing (Verse.ThingDef def, Verse.ThingDef stuff) [0x00000] in <filename unknown>:0
  at TorannMagic.Projectile_Teleport.SingleSpawnLoop (AbilityUser.SpawnThings spawnables, IntVec3 position, Verse.Map map) [0x00000] in <filename unknown>:0
  at TorannMagic.Projectile_Teleport.Impact (Verse.Thing hitThing) [0x00000] in <filename unknown>:0
  at AbilityUser.Projectile_AbilityBase.ImpactSomething () [0x00000] in <filename unknown>:0
  at AbilityUser.Projectile_AbilityBase.Tick () [0x00000] in <filename unknown>:0
  at TorannMagic.Projectile_Teleport.Tick () [0x00000] in <filename unknown>:0
  at Verse.TickList.Tick () [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()
Title: Re: [B18] A RimWorld of Magic
Post by: ZE on December 22, 2017, 09:39:08 AM
Quote from: Toketsu on December 22, 2017, 12:59:40 AM
Quote from: ZE on December 22, 2017, 12:50:40 AM
i'd like Magicite, as a compacted form in small (1 - 3) veins with 100% drop chance, and as a 5% - 10% chance in other stones, can be charged by a gifted to an element, and then used in a weapon or armor. Int determines quality of the stone, the higher the quality, the bigger the gifts.

The stone itself would list its gifts, lowest having 1 bonus, highest having 3, also higher the level higher the chance of snagging a higher  tiered bonus
EXAMPLE
Pyrocyte (Fire Magicite)
Min Temp  -1 / -2 / -4 / -8
Burn enemies on contact +1 / +2 / +3 / +4
Burn damage reflection 25% / 50% / 75% / 100%
Burn damage heals  25% / 50% / 75% / 100%
Chance to Fireball on hit 1% / 2% / 4%/ 8%
Constant Ray of Hope 1 / 2 / 3
Cauterize wound (no bleeding)

also, i want a a destructive shot.  sniper that can effectively take an eyeball out without killing or create non lethal brain trauma.  better than killing your enemy is making them useless

Damn, those numbers are even more broken than my own's. Hat's off to you.

But for real, the ideas seem nice, but some seem too overpowered and/or would make other things too redundant. For example, the Constant Ray of Hope would kill the use for the spell.

well those higher levels are rarer results, think of Infused, how its quite common to get crap even at Legendary, but occasionally you get Omnipotence.

so you get 100% burn damage reflection, someone throws a fireball, suddenly they are the ones getting burned

but maybe it could be toned down, if you could socket boots, gloves, pants, shirt, coat, hat, glasses.... i suppose they could be more like 2.5% 5% 7.5% and 10%
Title: Re: [B18] A RimWorld of Magic
Post by: Torann on December 22, 2017, 01:58:40 PM
Quote from: WereCat88 on December 22, 2017, 07:18:30 AM
Whenever i try and summon a portal this error gets spewn on the log a bagillion times:
What version are you using and where are you trying to cast the portal?

If you've got the latest version, it shouldn't let you try to cast in an invalid location.  This log message is seen if you try to cast the portal in an area of the map that doesn't allow buildings (eg along the edges).  If you are placing buildings normally, you'll notice there's a yellow zone along the edge of the map and it won't let you build here.  Earlier versions would allow you to cast in this zone and would throw the error you're seeing, newer versions should just poof the portal and generate a message telling you the location was bad.  Either way, you can't use the portal in this area.
Title: Re: [B18] A RimWorld of Magic
Post by: Torann on December 22, 2017, 02:06:30 PM
I like the idea of magicite.
1. It only requires a single (or several variations) of an item, so the overall item addition is small.
2. It's not a stat item, meaning it requires no balance in itself.
3. Infused mod already exists, so if the mod maker is willing to let me use that code, then it should be an easy conversion to assign "infused" bonuses with magicite
4. Most of the effects are pretty do-able, though I'm not sure if you'd really want a chance to fireball on hit unless you also had an absorb fire or resist fire stat  ;)
Title: Re: [B18] A RimWorld of Magic
Post by: Spetse on December 22, 2017, 03:46:22 PM
I seem to be getting this error whenever I try to use the Orbital bombardment tagger with this mod active, makes using the weapon impossible.

Object reference not set to an instance of an object
at TorannMagic.HarmonyPatches/TryFindShootLineFromTo_Base_Patch.Prefix (Verse.Verb,Verse.IntVec3,Verse.LocalTargetInfo,Verse.ShootLine&,bool&) <0x00196>
at (wrapper dynamic-method) Verse.Verb.TryFindShootLineFromTo_Patch1 (object,Verse.IntVec3,Verse.LocalTargetInfo,Verse.ShootLine&) <0x00179>
at Verse.Verb.CanHitTargetFrom (Verse.IntVec3,Verse.LocalTargetInfo) <0x001fa>
at Verse.Verb.CanHitTarget (Verse.LocalTargetInfo) <0x00091>
at (wrapper dynamic-method) RimWorld.FloatMenuUtility.GetRangedAttackAction_Patch0 (Verse.Pawn,Verse.LocalTargetInfo,string&) <0x001f0>
at RimWorld.FloatMenuMakerMap.AddDraftedOrders (UnityEngine.Vector3,Verse.Pawn,System.Collections.Generic.List`1<Verse.FloatMenuOption>) <0x0026b>
at RimWorld.FloatMenuMakerMap.ChoicesAtFor (UnityEngine.Vector3,Verse.Pawn) <0x00184>
at RimWorld.FloatMenuMakerMap.TryMakeFloatMenu (Verse.Pawn) <0x00125>
at RimWorld.Selector.HandleMapClicks () <0x00179>
at RimWorld.Selector.SelectorOnGUI () <0x00014>
at RimWorld.MapInterface.HandleLowPriorityInput () <0x00033>
at RimWorld.UIRoot_Play.UIRootOnGUI () <0x001ad>
at Verse.Root.OnGUI () <0x000c6>
Title: Re: [B18] A RimWorld of Magic
Post by: Torann on December 22, 2017, 04:09:49 PM
I'll check it out, thanks for letting me know.
Title: Re: [B18] A RimWorld of Magic
Post by: Torann on December 22, 2017, 04:33:15 PM
Well talk about coincidence, it seems to be keying in on one of the criteria in the harmony patch where it uses a projectile containing "Projectile_Summon"  in the defname and yet I can't for the life of me find where the bombardments use any projectiles so I don't know why it's matching this.  I'll adjust the patch and push out an update tonight.
Title: Re: [B18] A RimWorld of Magic
Post by: WereCat88 on December 22, 2017, 05:45:33 PM
Quote from: Torann on December 22, 2017, 01:58:40 PM
What version are you using and where are you trying to cast the portal?

If you've got the latest version, it shouldn't let you try to cast in an invalid location.  This log message is seen if you try to cast the portal in an area of the map that doesn't allow buildings (eg along the edges).  If you are placing buildings normally, you'll notice there's a yellow zone along the edge of the map and it won't let you build here.  Earlier versions would allow you to cast in this zone and would throw the error you're seeing, newer versions should just poof the portal and generate a message telling you the location was bad.  Either way, you can't use the portal in this area.
Im using the latest version from moddb (v1.4.7) and i cast it nowhere near the border, in an open field, it casts but no projectile, also another weird thing is that if i try and build near where the portal was cast it will explode so in some way the portal is there? Idk
Title: Re: [B18] A RimWorld of Magic
Post by: Jan2607 on December 22, 2017, 06:22:21 PM
This mod is awesome! :)
I noticed a bug: You can cast creatures when a wall is between the caster and the creature. It will reduce the mana, but no creature will spawn. It would be good, if there is any message like "You can't do that!" or something like this.
And it seems that I can't take a prisoner with me in a portal? I got the quest to recover a wounded refugee, so I teleported my Warlock to that location, but I can't put the prisoner back to my colony with the teleport pod.

And can I see, how many mana my colonist has?
Title: Re: [B18] A RimWorld of Magic
Post by: Toketsu on December 22, 2017, 07:00:11 PM
Quote from: Jan2607 on December 22, 2017, 06:22:21 PM
And it seems that I can't take a prisoner with me in a portal? I got the quest to recover a wounded refugee, so I teleported my Warlock to that location, but I can't put the prisoner back to my colony with the teleport pod.

And can I see, how many mana my colonist has?

Teleport works the same way as transport pods, so no, you cannot transport downed/incapable of walking pawns.

Check the Needs tab.
Title: Re: [B18] A RimWorld of Magic
Post by: Jan2607 on December 22, 2017, 07:03:02 PM
Aaaah, there it is :D Thank you :)
Title: Re: [B18] A RimWorld of Magic
Post by: Torann on December 22, 2017, 09:19:24 PM
Quote from: Jan2607 on December 22, 2017, 06:22:21 PM
I noticed a bug: You can cast creatures when a wall is between the caster and the creature. It will reduce the mana, but no creature will spawn. It would be good, if there is any message like "You can't do that!" or something like this.
I agree, at some point I'll figure out where this block of code is that allows the ability to draw mana and go on cooldown but produce nothing, once I do then I'll add in something to give you a notification (at a minimum).  Best advice I have now is to check the target indicator before using the ability, if it has a line through it, it won't work.

Quote from: Jan2607 on December 22, 2017, 06:22:21 PM
And it seems that I can't take a prisoner with me in a portal? I got the quest to recover a wounded refugee, so I teleported my Warlock to that location, but I can't put the prisoner back to my colony with the teleport pod.
I had this same scenario recently as well.  I believe a pawn has to be able to walk to load onto a transport pod, and teleport is no different.  I  set up a temporary shelter and nursed the refugee back to a stable, walking condition, then I was able to load everyone up and portal back to my town.
Title: Re: [B18] A RimWorld of Magic
Post by: Torann on December 23, 2017, 05:33:03 AM
Just updated steam and moddb with v1.5

Adds the druid class - a support class that can regenerate wounds over time, cure (natural) diseases and infections, poison enemies with a toxin that gets worse the more they move, beguile animals and even regrow limbs.
Beguile is quite fun, in my testing I was able to beguile a t-rex next to an oncoming raid and have it become very t-rex-y on said raid.  :o
The Regrow Limb ability was implemented in part as a spell and in part as a surgery.  You'll need the spell to create one of the ingredients, and if you try to perform the surgery and the surgeon does not know the spell, the surgery will fail.  The regrowth can still fail, if the druid is a terrible doc, but the trait should help some with that.  The limb takes several days to regrow, and after about a season it will enter its final form.

The update fixes the bug/conflict with bombardment targeter and mortar systems where they were not able to select a target.

Lastly, I overhauled the use of mana and mana efficiency.  Part of this was by adding a debuff called arcane weakness, part was by balancing spell costs and efficiency ratings.  Some spells were being reduced by over 80% if all skills were learned.

The debuff, arcane weakness only applies when dealing with bigger spells (anything with a net cost < 25% won't contribute to the debuff).  After that, it ramps up in several stages with spells that cost > 80% incurring a sickness that will affect the mage for a day or two.
That being said, use of spells in a normal combat situation isn't going to be significantly different, though you will want to protect the mage a bit more as they'll get a slight sight/movement debuff that will last a minute or two.  If you choose to be more aggressive with spells, like using multiple fireballs and mana potions etc, you'll enter stage 2 of the debuff which will make your mage pretty vulnerable, though certainly still useable. 

Last in line for combat spells, and where your mage can reach sickened state, is when they use very powerful spells.  This is reserved for a select few, like blizzard or lightning storm.  Heavy use of these spells, combined with other strong spells in a short period, can put the mage into a sickened and vulnerable state - still able to move, but not going to win a fight with a rat.
Spells that are incredibly powerful, like regrowing limbs and resurrection, will hit the top debuff multiplier, and will cause a lot of weakness.  Taking limb regrowth as an example, using the spell without training in it costs 90% mana (for the surgery) and will put the mage into a sickened state for about 16 game hours, followed by another day or so weakened.  Training in the spell can reduce the cost enough to bypass the sickened state.
Also note, when in a weakened state at any stage, mana regen is cut to 25%, so the total cost for a spell like regrow limb ends up being about 150% mana.

Lastly, but not least, if you cast "rainmaker" when the outdoor temp is below freezing, it will snow instead of rain.  ;)
Title: Re: [B18] A RimWorld of Magic
Post by: Canute on December 23, 2017, 06:06:45 AM
Torann,
since you develop and update your mode quiet alot times now, what do you think to add modsync support ?
So player know if there are a new version out there.
Title: Re: [B18] A RimWorld of Magic
Post by: Toketsu on December 23, 2017, 08:04:18 AM
Quote from: Torann on December 23, 2017, 05:33:03 AM
Just updated steam and moddb with v1.5

Sounds like a good update, looking forward to test it later. Also, i thought up some stuff, but my mind went blank and i couldn't think of anything else, so i'll just post what i have right now. Reminder that this includes all buildings/items i've previously suggested, although most of them have some kind of difference.

Items

Magic Stones
These are rare stones, obtainable via trading, magic-related events, quests and can be crafted after some research (requires a good amount of supplies and mana). These stones are widely used in the magic field, most often as a form of amplification, or a catalyst for some more complex spells and magical mechanisms.

Mana Crystals
Empty Mana Crystals are crystals that are as common as steel (each crystal 'ore' wall drops 4 crystals), and can be fueled with mana (costs 1/3 of a pawn's mana capacity) to create a specific mana crystal. The type created will be the same as the pawn's magic school. If dual/triple elementalists get added, you will be able to choose which type will be fueling the crystal. Filled crystals can be used for crafting, building and fueling.

Arcane Stone
Very rare item that can make a pawn gain the Magically gifted trait. Obtained via quest rewards, trading or some events.

Scrolls (one-use spells)
These uncommon scrolls would function in a similar way to how artefacts work. Would be possible to carry on hand as well, like the Orbital beam.
Any pawn, even those which cannot use magic, can use these scrolls. Does not cost mana. Scroll is consumed upon use.

Tome of Knowledge
Rare item that grants one skill point to a pawn. Obtainable via magic events, trading and as a very rare drop from hostile elementals and mages (chances one will spawn with it could be around 1/1k).



Wands and Staves
These can be crafted out of wood or metal. Equipping as a weapon decreases mana usage by 5-20%.
Can be crafted along a rare Magic stone, which also amplifies the effects of spells by 5-20%.
Can have spells registered in them. This requires some scrolls of the same spell, along with some research.
Can also be imbued with mana crystals (requires Imbuing research) to give special effects, and make the weapon more personalized for a special magic school.
For example, a fire-imbued staff could have -20% fire magic cooldown.

Magic accessories
These can be crafted out of Plasteel, Mana crystals and Magic stones, and can be equipped on the accessory slot (same slot as energy shields/smokepop belts).
Different accessories provide different effects. Some effects could possibly be:
Mana usage reduction, Cooldown reduction, Spell effect amplifier, Mana regeneration increase, Global learning factor increase, Global work speed increase, among others.

Clothing
Robes could be imbued for some sort of effect, or worn as is, which would be just a normal piece of clothing.
Includes hats and hoods. Also could include gloves and boots if you're feeling like it.
Clothing-only imbues could be things like Mana Weakness duration reduction, among other effects.

Buildings
Mana Storage + Mana Cables
Large mana crystal that can store large amounts of mana. Mana stored in here can only be used for fueling magical buildings. Mana cables allow you to transfer the stored mana to buildings that use mana as fuel, allowed for a centralized fueling. Does not use mana constantly, only when the machine is being used. Pawns with the Flicker job type can refuel automatically. Should have an option for how much mana the pawn should have when refueling, and how much they will use. Example: Pawn should have 100% mana, and use 25%. Means that whenever they reach max mana, they will go refuel the storage with 25% of their mana. This allows for you to always have mana in case you need to use spells, and not always be depleted.

Stable magic portal
Same as the Teleport spell's portal, but can be used to go anywhere in the world. Has a 30 days cooldown. Can be used without triggering cooldown, as long as you teleport to another colony you own, that has a portal. Fuel use cost: 500% mana. Can be fueled directly with 12 Arcane (warlock) Mana Crystals.

Mana emanator
Much like the Psychic emanator, but increases mana regeneration by 50% to anyone in the area of effect. Crafting one costs a bit of metal and a Magic stone. Fuel use cost: 50% mana every 24h.

Mana drain machine
Assign prisoners (or any other pawn you have some control over) to one of these machines, and it will slowly drain the target's mana and send to the storage.
Draining beyond 10% mana left has a small chance of giving brain injuries. Has a toggle that allows you to set what mana % the machine should stop working at.
Idea came from another mod, that adds a special cryptosleep casket that generates power when pawns are inside.

Lesser Magic Circle (8 intelligence + 4 construction)
Increases cast speed of any pawn standing on it by 33%. 1x1 size.

Magic Circle (12 intelligence + 7 construction)
Increases cast speed of any pawn standing on it by 50%. 2x2 size.

Greater Magic Circle (16 intelligence + 10 construction)
Increases cast speed of any pawn standing on it by 50% and reduces mana costs by 20%. 3x3 size.


Rituals
Rituals are large-scale spells that can not be cast instantly, and require effort and preparation to be used. They are made the same way as buildings are, but tend to require more work than resources. The more complex the spell, the larger the minimum ritual circle size is.
There are 5 sizes of circles (each locked behind research), these are (the time to build ahead are based on a pawn with level 10 construction and in-game hours.):

Basic Ritual Circle
1x1 circle. Materials are composed of: 5 Mana Crystals of the appropriate type. Should take 2h to build.

Normal Ritual Circle
3x3 circle. Materials are composed of: 18 Mana Crystals of the appropriate type, 100 blocks of any stone. Should take 5h to build.

Intermediary Ritual Circle
7x7 circle. Materials are composed of: 40 Mana Crystals of the appropriate type, 300 blocks of any stone, 1 Magic Stone. Should take 10h to build.

Advanced Ritual Circle
11x11 circle. Materials are composed of: 100 Mana Crystals of the appropriate type, 600 blocks of any stone, 4 Magic Stone. Should take 24h to build.

Master Ritual Circle
17x17 circle. Materials are composed of: 200 Mana Crystals of the appropriate type, 1000 blocks of any stone, 10 Magic Stones, 1 Ritual Stone. Should take 48h to build.

Note: Circles should always be an odd number x an odd number. This is because the pawn using the circle is required to stand in the middle of it.

There are two kinds of ritual circles, one-off and 'manned' circles. Both are explained below. Here's one example of each of these two types:

One-off:
(One-off circles need to be fueled with mana after being built, before being able to be used. Fuel amount is dependant on circle size, and circle size is dependant on the ritual's effects. Stronger = bigger circle. The circle will 'break' upon succesful cast, and can be repaired or dismantled for some materials back. Like normal spells, one-off circles have a cast time, which usually is several times higher than normal spells. Cast time is dependant on circle size as well.)

Banishment ritual circle
This circle, when succesfully used, will allow the caster to use a very large area spell that teleports all enemies in the area to a location far away (outside of the map). The first target will be teleported with a 100% success chance. For every target after that, there's a -10% chance, and the effect stops (doesn't target more enemies) once it fails to teleport two targets. Circle size affects teleport success chance reduction rate.


'Manned':
('Manned' circles do not need prior mana fueling to use, and are more like continuous casting, as opposed to one-off rituals. Doesn't break when used. Requires a pawn to constantly concentrate in the middle, or the spell will break. The pawn's mana is used slowly over time, or when a specific thing happens.)

Magical Barrier ritual circle
This circle will activate whenever a pawn starts concentrating on it. It creates a barrier (size dependant on ritual circle size) that blocks enemy entry to it. Enemies will attempt to break the barrier and gain entry. Consumes very little mana over time to keep the barrier up, but consumes an average amount for every point of damage that the barrier receives. Allies and neutral entities can pass the barrier freely, but projectiles cannot. This goes both ways.


Events

Hostile Ritual
A mage is building a ritual circle to attack your colony, and will be finished in 40h from the time of receiving the event. The mage will have a few guards to protect him. Defeating them will allow you to loot the mage (possibly for a book or some other magic item), his guards and the ritual circle, as well as avoiding damage to your colony. Failure in defeating the event in time will result in the colony being struck by a random ritual.
Title: Re: [B18] A RimWorld of Magic
Post by: WereCat88 on December 23, 2017, 09:18:20 AM
Well its a shame that i cant get the teleport spell to work, anyway its a good mod
Title: Re: [B18] A RimWorld of Magic
Post by: Jan2607 on December 23, 2017, 08:52:34 PM
I noticed some other issues: If I aim at the exact same locations where the summoner stands, something really weird happened. The summoner seems to have crashed... I can't interact with him anymore and the colonist bar was shaking with some strange noise. Only do this, if you have saved before! :D There should be also a notification, that the caster can't use this spell at this location.

Secondly, if my Minion is incapacitated, my colonists will rescue him to an animal bed. But only one second after he is rescued, the incapacitated symbol pops up again, and the colonist will have to rescue him again. And again. And again...
It seems to be impossible to bandage him. My solution for now is to kill him.

Thirdly, you can buy a defense pylon at the trader. Is this intended? Shouldn't it be only placed by mages?

The last issue is, that reloading a game after a item/creature is summoned, there seems to be a problem with the despawn.
I placed a portal and when I loaded this save, my portal did instantly explode (Im sure, that 60 seconds weren't expired at this time). When I loaded a save where I had summoned Minions, they didn't despawn after the summon duration expired. Much later, they were killed in battle. I don't know if you fixed this issue with the new update, I did not try it again.
Title: Re: [B18] A RimWorld of Magic
Post by: Toketsu on December 24, 2017, 03:56:58 PM
Quote from: Jan2607 on December 23, 2017, 08:52:34 PM
The summoner seems to have crashed... I can't interact with him anymore and the colonist bar was shaking with some strange noise.
Sounds like a good idea for a new spell.

Flashback
Targetted spell that causes target to have flashbacks about some trauma they have suffered. Pawn affected by it will be shaking and unable to react for a while.

Quote from: Jan2607 on December 23, 2017, 08:52:34 PM
Thirdly, you can buy a defense pylon at the trader. Is this intended? Shouldn't it be only placed by mages?
You can also use "Elemental Dust" as meat, keep elementals as permanent pets if they get downed and you rescue them, if they get infection, they will slowly die since it cannot be treated, colonists will desperately attempt to repair pylons, despite the fact that it'll disappear soon... There are quite a few problems and bugs. The summoner class is new however, so bugs are bound to happen. I'm sure Torann will take a look at it.
Title: Re: [B18] A RimWorld of Magic
Post by: Jan2607 on December 25, 2017, 07:57:15 AM
I know, that bugs will happen, this is why I report them ;)

How does the sniper training work? When I use it, nothing happens (shooting experience does not increase). Am I missing something?
Title: Re: [B18] A RimWorld of Magic
Post by: Spetse on December 25, 2017, 09:23:10 AM
Quote from: Jan2607 on December 25, 2017, 07:57:15 AM
I know, that bugs will happen, this is why I report them ;)

How does the sniper training work? When I use it, nothing happens (shooting experience does not increase). Am I missing something?

it is used by physical adepts, when used it gives them access to sniper abilities and changes the physical adept trait to Sharpshooter
Title: Re: [B18] A RimWorld of Magic
Post by: Jan2607 on December 25, 2017, 10:16:00 AM
Oh okay, so it does not increase the shooting skill of a legendary sniper and it won't level up a sharpshooter to a legendary sniper?
Title: Re: [B18] A RimWorld of Magic
Post by: Spetse on December 25, 2017, 10:29:47 AM
Quote from: Jan2607 on December 25, 2017, 10:16:00 AM
Oh okay, so it does not increase the shooting skill of a legendary sniper and it won't level up a sharpshooter to a legendary sniper?

not that I'm aware. I haven't tested it much, but AFAIK it works exactly as magic books for magic users.
Title: Re: [B18] A RimWorld of Magic
Post by: Torann on December 25, 2017, 01:31:27 PM
So the way the "sniper training" works is that it activates the changes to your trait.
Trait levels are: sharpshooter, sniper, master sniper, legendary sniper.  Each of those traits corresponds to a training level.  So when you put a point into sniper training, you should be able to use the sniper skill (which looks like it does nothing visible) but should remove the old trait and upgrade to the corresponding sniper trait level.  So if you've invested 2 points into the "sniper training" skill, then use the ability, it should remove the old sniper trait and give your pawn the Master Sniper trait.  If that's not happening, let me know. 
Title: Re: [B18] A RimWorld of Magic
Post by: Torann on December 25, 2017, 01:35:13 PM
As far as the summoned objects/creatures not maintaining the timers - this was an oversight and I need to add save parameters to summoned objects so the correct behavior continues after a load.  I'll add this to the next update, but it should resolve the issues with teleport instantly being destroyed upon a load as well as summoned creatures remaining indefinitely after a load (and not disappearing on "down' etc).
Title: Re: [B18] A RimWorld of Magic
Post by: RyanRim on December 26, 2017, 05:35:30 AM
So to become a sniper, your pawn still has to be gifted? That is kinda harsh.
Also kudos to the staves and cloaks idea posted before.
Title: Re: [B18] A RimWorld of Magic
Post by: SergeshD123 on December 26, 2017, 05:59:22 AM
Will you add a ninja class?
Title: Re: [B18] A RimWorld of Magic
Post by: Jan2607 on December 26, 2017, 10:17:55 AM
Alright, thank you, Torann :)

Is there a limit how many spells a mage can learn?
Do you have plans to give the Warlock more Upgrades? I would love to have a range upgrade for the blink spell, so I can chase fleeing enemies over the map. And maybe a non-lethal combat spell for the Warlock, so I can chase enemies AND capture them without killing them :D
Title: Re: [B18] A RimWorld of Magic
Post by: Torann on December 26, 2017, 11:38:12 AM
QuoteSo to become a sniper, your pawn still has to be gifted? That is kinda harsh.
Gifted can't be snipers, only "physically adept."  The Sniper trait is only one bonus among the extra abilities they learn for becoming a sniper.

QuoteWill you add a ninja class?
No plans for a ninja class at this time; the next stamina based class will likely be the blade dancer who will have several rapid strike, melee capabilities.

QuoteIs there a limit how many spells a mage can learn?
No spell limit that I've been able to reach, which includes added abilities from other mods.

QuoteDo you have plans to give the Warlock more Upgrades? I would love to have a range upgrade for the blink spell, so I can chase fleeing enemies over the map. And maybe a non-lethal combat spell for the Warlock, so I can chase enemies AND capture them without killing them
More stand-alone spells as well as the warlock "master spell" are still planned.  The master spell for warlock will most likely be critical in the creation of a stable portal that can link two sites.
As for chasing enemies, that seems tedious... why not just summon the enemy into a prison?  ;)

Title: Re: [B18] A RimWorld of Magic
Post by: Jan2607 on December 26, 2017, 11:46:55 AM
Well, he is still armed and dangerous then :D Maybe a disarm spell, where his weapon dissolves? :D
Title: Re: [B18] A RimWorld of Magic
Post by: blizzardwolf420 on December 26, 2017, 01:45:54 PM
Ive run into an odd issue, sometimes ill go have a pawn learn a new spell via scroll and it says they cant learn it? no errors or anything , ill mess around with it to see if i can find the problem.
Title: Re: [B18] A RimWorld of Magic
Post by: Toketsu on December 26, 2017, 05:47:13 PM
Posting few ideas today because the second class i'll post has a good concept in my opinion, so i thought it'd be nice to post it as soon as possible.
Reminder that skills and spells can be levelled, so the numbers and etc here can be changed over time.

Spells

Freeze Ground (water/scroll)
Freezes a medium-sized area on target location. Any pawns that walk on it that aren't water mages have a 50% chance per tile to slip and fall (1s stun).
Melts after 20s if temperatures are above freezing. If temperatures are below freezing, the only way to remove the spell is to use the Dry Ground spell.

Combat Portal (arcane/scroll)
Creates a portal near to you and a portalon the target location. The one spawned next to you will be the income portal, and the other the outcome.
Income portals can be shot with area of effect spells, and the outcome portal will then use said spell on itself, dealing it's effects to nearby pawns.
The outcome portal can be attacked by enemies in order to end the spell early, though spells cast on the income portal will deal 0 damage on either portals.


Items
The following item will be used by one of the classes mentioned in this post.

Spirit Sword (Legendary item)
Spirit Swords are very rare weapons that can only be equipped if the pawn is a Spiritblade. These weapons are living beings, and were crafted in such a way that they cannot be damaged or destroyed. Found very rarely through trade with the magic faction, or somewhat rarely in the Magical Ruins event i briefly mentioned in a post on the 22nd. These weapons come with one of 3 different personalities, which directly impact how well the Spiritblade will use his skills:

Calculist: Increase in effects for skills with side effects on the target enemy, while decreasing overall damage from the attack.
Reaper: Increase damage from the attacks, while decreasing the effects and duration of side effects on the target.
Tactician: Keeps a good balance of the two, increasing both a little.

Spirit Swords can die, however. After bonding with a Spiritblade, Spirit Swords require sustenance in the form of Mana Crystals. They require one Mana Crystal every 24 hours, and will die if not fed after 6-12 hours past the initial 24 hours. If the Spirit Sword dies, the owner will suffer heavy brain damage.
Feeding can be automated, similar to how pawns walk to get food to eat. Spiritblades should be able to carry 2 Mana Crystals on their inventory, similar to how pawns carry meals around.


Classes

Spellsword
Melee fighter that uses magical melee attacks to strike their enemies. (Uses mana, magically adept)
Example of spells:

Passive:

Anti-magic Training
Pawn has 50% resistance to magic damage.

Active:

Void Slash
Targetted attack that slashes the air in front of you, creating a void blade that goes straight ahead, piercing up to 4 enemies. Medium range. Can cut projectiles that pass by it, destroying the projectile.

Countershock
Counters the next melee attack received, negating full damage and slashing the target at high speed with a thunder-imbued blade. Stuns enemy hit for 5s.
Deals more internal damage than external. Ranged attacks cannot be countered, but can be blocked. Blocks up to 10 ranged attacks. Explosive ranged attacks can be blocked, nullifying the projectile damage, but the explosion damage cannot be blocked.

Acidic Blade
Encase your weapon in a protective layer of mana and cover it with a corrosing acid for 20s. Attacks dealt while this is active ignores all armor.

Heightened Senses (master)
The pawn uses a large amount of mana to heighten their senses and be able to parry every single attack with their weapon. Lasts a short while and makes the pawn immune to any direct damage, excluding fire, explosions and aoe effects. Pawn loses 20% sight and consciouness when the effect ends, for 2 in-game hours.


Spiritblade (Physically adept, uses Stamina)
Melee fighter that uses a special, living weapon. Useless without his weapon, but powerful when wielding one. Skills are primarily based on his weapon.
After gaining the basic skills, new skills can only be learned by talking with your weapon after a certain amount of days has passed since bonding.
If the Spirit Sword dies, the owner will lose all skills, and revert back to having only Bond. Bonding with a new sword will only give the basic skills, requiring time to learn skills again.

Starting skill:

Bond
Bonds with the equipped Spirit Sword, making it unequipable and enabling Spiritblade basic skills.

Basic skills:

Soul Pierce
Pierces the enemy soul, dealing no damage to the body, but leaving the pawn downed for 10s, and inflicts a new permanent injury, "Weakened Soul".
Weakened Soul permanently reduces all skills by 3, and decreases manipulation by 30%. Each pawn can only have one of this injury, and the only way to heal it is with Healer Mech Serums and a new Druid spell. High stamina cost.

Ethereal Blade
Attack that ignores the target's armor and skin, dealing only internal damage.


Example of other skills:

Equillibrium
This skill has a base damage of 10 and a 5% chance of causing panic on hit. The Spiritblade will deal +1 damage for every mood point below 50%, and has +1% chance of causing panic for every mood point above 50%. If the Spiritblade is at exactly 50% mood, both stats will be maxed, as if it were at 0% and 100% mood simultaneously.

Mutual Trust (passive)
For every day that passes since bonding, this skill will give +0.1% in every category on the health tab (sight, manipulation, etc), for a max of 500 days.
After day 500, the Spiritblade will receive +0.1% stamina regeneration for every day that passes, with no cap (doesn't include the first 500 days).

Draw Power
Drains the Spirit Sword of 6 hours worth of sustenance (cannot be used if this would cause the sword to die), and fully restores the owner's stamina.
3 in-game hours later, the user will gain an injury that reduces manipulation by 50%. Heals after one day of not using stamina. Using stamina during this period has a chance to worsen the effects, and granting a permanent -10% manipulation, that can only be cured with Healer Mech Serums and a new Druid spell. 1 in-game day cooldown.

Materialize Spirit (master)
Materializes the spirit within the sword for a short duration. The spirit will target the closes enemy on the map, and relentlessly chase it until it dies, then switch targets, and repeat until time's up. The spirit has level 20 melee, and has the same skills the Spiritblade that owns him has, except skills that require a Spirit Sword to make sense to be usable (such as this one and Bond). The spirit will focus on skills that use the same type of bonuses that their personality has. The spirit has high hp, similar to that of a thrumbo. If the spirit dies, it simply will return to the sword. Costs 100% stamina.


Events

Arcane Stash overhaul
Arcane Stash events would occur, then when you got to the location, there would be a large building with maze-like halls and possible traps. The walls would be made of some magical stone (re-use of an existing texture), and would be nearly unbreakable (over 500k hp), so you'd need to just go through the door.
Inside, enemies may be found randomly, mostly mages or squads of factions that want the loot, which are searching for it. Once you kill all hostiles inside, a room will open, which will contain the treasures. Squads should be composed of 2-5 members each. Magic should not be necessary to overcome this event.


Other

Once research is added, researching for long periods could cause mental stress. Overworking on research can worsen it.

Edit:

As some said before, there appears to be a problem with the Teleport spell, in which it isn't working. Doesn't give any mentions or anything. You cast it, and it doesn't come up. I tried doing it on a few different surfaces, all of which were unroofed.
Title: Re: [B18] A RimWorld of Magic
Post by: Toketsu on December 26, 2017, 05:48:14 PM
Quote from: blizzardwolf420 on December 26, 2017, 01:45:54 PM
Ive run into an odd issue, sometimes ill go have a pawn learn a new spell via scroll and it says they cant learn it? no errors or anything , ill mess around with it to see if i can find the problem.
Some spells are class-locked. Example, blizzard is water mage only.
Title: Re: [B18] A RimWorld of Magic
Post by: blizzardwolf420 on December 27, 2017, 01:28:21 AM
it wasnt one of the master spells  it was one of the new ones, i was trying to tech my thunder mage to learn charge battery. all my other pawns could learn it tho
Title: Re: [B18] A RimWorld of Magic
Post by: Canute on December 27, 2017, 03:33:36 AM
The dream of a civillian.
Free power from lightning mage, and a fire mage burns the waste.
Water mage for the cleanness and thirst, and the earth mage for all the resources.
Title: Re: [B18] A RimWorld of Magic
Post by: henk on December 27, 2017, 06:37:58 PM
Had a trade ship that sold seeds of regrowth... Since they're so cheap, they had over a hundred of them, so I bought 50. Then I learned they don't stack.

I guess they're meant to be non-tradable? Oh well, at least I'll be ready if I ever get a druid...
Title: Re: [B18] A RimWorld of Magic
Post by: Torann on December 27, 2017, 06:52:12 PM
They have no value, I just need to figure out a way to make them so they can't be traded.  I don't want an item that's summoned to be traded and I didn't want to require a trade to do limb regrowth (otherwise why not just go bionic) so this is what I settled with.  But if someone knows how to make an item so it'll never show up in a trade menu, would love to know how.  none of the values I messed with seem to make any difference.
Title: Re: [B18] A RimWorld of Magic
Post by: henk on December 27, 2017, 08:02:39 PM
Stone chunks in Core have the line

    <tradeability>Never</tradeability>
Title: Re: [B18] A RimWorld of Magic
Post by: Toketsu on December 27, 2017, 08:16:25 PM
About the teleport problem, i don't know how much time in-game passed, probably around 10-20 days since i cast the spell and it didn't work, but just now i received the message that it collapsed, and two messages that i had an invalid location.
Title: Re: [B18] A RimWorld of Magic
Post by: henk on December 27, 2017, 09:34:24 PM
Arcane bandits event reward :

Arcane Script: Water
Ambrosia bush
Ambrosia bush

I don't know how they intend to give me ambrosia bush, but I'm tempted to try this now...

Update : Two ambrosia sprouts at 5% growth have spawned where the pods dropped near my trade beacon. One of them is over stone, giving it only 4% less growth rate than the one on gravel.
Title: Re: [B18] A RimWorld of Magic
Post by: Toketsu on December 27, 2017, 11:11:35 PM
Quote from: henk on December 27, 2017, 09:34:24 PM
Arcane bandits event reward :

Arcane Script: Water
Ambrosia bush
Ambrosia bush

I don't know how they intend to give me ambrosia bush, but I'm tempted to try this now...

(https://i.imgur.com/8pykyfu.png)
Title: Re: [B18] A RimWorld of Magic
Post by: Torann on December 28, 2017, 10:22:38 AM
Quote from: henk on December 27, 2017, 08:02:39 PM
Stone chunks in Core have the line

    <tradeability>Never</tradeability>

nice, ill give that a shot, thanks.
Title: Re: [B18] A RimWorld of Magic
Post by: billyma6 on December 28, 2017, 04:55:33 PM
Hey Torann, I'm loving playing your mod, but when I load up my endgame save, it shows this error every 10 seconds or so.

[attachment deleted by admin: too old]
Title: Re: [B18] A RimWorld of Magic
Post by: Canute on December 29, 2017, 02:55:14 AM
Little bug i notice (1.5)
Every time i load the safegame, i got more minions and elements then before.
I got serveral erros on start too, i think based on the druid class.

https://gist.github.com/b3d103e0df8742fb4ae1c4b170083de6
Title: Re: [B18] A RimWorld of Magic
Post by: Jan2607 on December 29, 2017, 04:51:11 PM
I noticed there are some spell scrolls that are not tied to one class. But in the description of the scrolls it states "It teaches an arcane user how...". That is a bit confusing, because I think only my arcane mage can use it. Can you give an overview, what spells can be learned by all mages?
Title: Re: [B18] A RimWorld of Magic
Post by: Torann on December 29, 2017, 06:39:31 PM
Quote from: Jan2607 on December 29, 2017, 04:51:11 PM
I noticed there are some spell scrolls that are not tied to one class. But in the description of the scrolls it states "It teaches an arcane user how...". That is a bit confusing, because I think only my arcane mage can use it. Can you give an overview, what spells can be learned by all mages?

Good point, I'll look at rewording "arcane user" to "mage" so that it's more general as the Arcanist aka Warlock is a user of "arcane magic," and then rewording the class only skills to match the trait name exactly.
That being said, it will usually say "fire mage" or "an ice mage" if it is class specific.
Title: Re: [B18] A RimWorld of Magic
Post by: Torann on December 29, 2017, 06:47:46 PM
Just pushed out a new update:
B18 v1.5.2
Bug fix - mages can no longer attempt to summon themselves.
Bug fix - mages travelling in caravans would generate an exception error every several seconds, this should no longer occur.
Cure Disease (druid) - no longer categorized as "violent"

All spells that occured over a period of time now retain the spell properties through a game load, this includes the following spells: Eye of the Storm, Summon Pylon, Summon Minion, Summon Explosive, Summon Elemental, Teleport, Regeneration, Poison, Lightning Storm, Lightning Cloud, Firestorm and Blizzard.
This should resolve a lot of the problems people were having with summoned creatures as well since the expected behavior (to disappear when downed or after a set time) was not carrying through a load.

Summonable buildings (such as summon pylon or heater) are no longer buildable through normal means.
Summonable items and buildings should no longer appear in any trade menu.
Seed of Life will now deteriorate (quickly) if un-roofed and will require refrigeration.

Arcane Camp event has had the reward ambrosia plant replaced with ambrosia fruit.
Pawns can now be healed while wearing a shield belt (or shield belt "like" item)

New master spell - Eye of the Storm: lightning mage (storm born) only, releases a ball of electrical energy to fly along a set path, striking objects and creatures at random.
Note: Eye of the Storm is master spell and can be improved with skills, however, since the data fields were added in this patch, old lightning mages (mages with the storm born trait prior to this patch) will not show the ability/skills in the magic tab - you will need to use the "reset powers" button in the magic tab (visible only in god mode) to make the level up options visible.  And yes, it will clear all points invested into skills/powers but the ability points will be refunded so you can re-invest.  Xp and mage level should remain unchanged.
Title: Re: [B18] A RimWorld of Magic
Post by: Torann on December 29, 2017, 06:52:23 PM
Quote from: billyma6 on December 28, 2017, 04:55:33 PM
Hey Torann, I'm loving playing your mod, but when I load up my endgame save, it shows this error every 10 seconds or so.
Should be fixed in the latest update.

Quote
Every time i load the safegame, i got more minions and elements then before.
Should be fixed for all new summons ,though I didn't do any tests with old summons existing from a saved game.
Title: Re: [B18] A RimWorld of Magic
Post by: Jan2607 on December 29, 2017, 08:16:46 PM
Quote from: Torann on December 29, 2017, 06:52:23 PM

Should be fixed for all new summons ,though I didn't do any tests with old summons existing from a saved game.

Old summons in save games seem not to be affected by the bug fix.
Thank you for your work :)
Title: Re: [B18] A RimWorld of Magic
Post by: RyanRim on December 30, 2017, 04:33:27 AM
Can you make it possible in the future, to edit the amount of gifted pawns in the world, by using mod settings. I'd like to play around with it, since I had this mod for 2 and half weeks now, no gifted pawns, although I did get one physically adept.
Title: Re: [B18] A RimWorld of Magic
Post by: Canute on December 30, 2017, 05:42:36 AM
I agree to RyanRim,
special that your own magical pawn are very powerful. 10% of the raiders should have own magical pawn too, and they should use their abilities !
Title: Re: [B18] A RimWorld of Magic
Post by: Canute on December 30, 2017, 02:17:11 PM
Any plan's to banish/euthanize summoned creatures on command ?
Minion's bleed my ground faster then my other yellow minion's can clear the floor.
Title: Re: [B18] A RimWorld of Magic
Post by: Jan2607 on December 30, 2017, 03:52:40 PM
It would be great if mages could automatically take mana potions in their inventory (or at least an option to command them to do so).
I have lots of those potions, but for the most part my mages don't run out of mana while they are relaxing in the mana storage :D
When I really need them (in combat or while raiding camps), there are no potions around, so I need them in inventory.
Title: Re: [B18] A RimWorld of Magic
Post by: Sarge on December 30, 2017, 06:58:26 PM
Quote from: Jan2607 on December 30, 2017, 03:52:40 PM
It would be great if mages could automatically take mana potions in their inventory (or at least an option to command them to do so).
I have lots of those potions, but for the most part my mages don't run out of mana while they are relaxing in the mana storage :D
When I really need them (in combat or while raiding camps), there are no potions around, so I need them in inventory.

Grab Combat Extended (https://ludeon.com/forums/index.php?topic=33461.555) which allows you to create loadouts in the assign tab where you can have your mages always carry around mana potions and whatever you want for whatever other pawn as well. Meals, bandage or med kits and I'd say even some beers if you want, but judging by your username you might have quite a ways to your 18th birthday yet  :P
Title: Re: [B18] A RimWorld of Magic
Post by: Torann on December 30, 2017, 11:36:49 PM
Quote from: Canute on December 30, 2017, 02:17:11 PM
Any plan's to banish/euthanize summoned creatures on command ?
You mean like the developer tools "destroy" command?   :P

Quote
Grab Combat Extended which allows you to create loadouts in the assign tab
I didn't realize Combat Extended could do that.  I've considered making a small mod that acts as a toolbelt that would give an item slot(s) that shows up as a button to "use" whatever you have stored in the toolbelt slot.  I'll have to check out CE... been meaning to do that anyways.  ::)
Title: Re: [B18] A RimWorld of Magic
Post by: Canute on December 31, 2017, 07:29:36 AM
Quote from: Torann on December 30, 2017, 11:36:49 PM
Quote from: Canute on December 30, 2017, 02:17:11 PM
Any plan's to banish/euthanize summoned creatures on command ?
You mean like the developer tools "destroy" command?   :P
Yep,
i can understand that the current phase is still at development.

But from the magic lore side, a summoner should be able to release/send back their summons.

An idea for the Mass teleport.
Currently it just works like a Transport pod but with very limited time to load it, even at skill level 3.
This might works well for attack runs, when you got a temp. map at the destination to create another portal.
But for a trade run it looks different, you don't got a temp. map, i just try out Setup-camp to create temp. maps.
So maybe a 2. Mass teleport option as trade-run would be nice.
You create a portal, fill it with fuel, then select a friendly outpost at range, and start a trading with that outpost and your colony stockpile.
Maybe this option need  100% mana and is only availble when you got lvl 3 at all massteleport skills.
Title: Re: [B18] A RimWorld of Magic
Post by: Toketsu on December 31, 2017, 03:23:09 PM
Passive skills

Lichdom (passive unnatributed/scroll)
Learning this passive skill transforms the user into a lich. Liches are hurt by daylight, healed by absolute darkness (0% light only), and cannot regenerate naturally without darkness. Sun lamps also hurt liches. Paladin spells are 2x as effective on liches - but instead of healing, it damages them. Liches gain a 30% damage reduction against physical attacks, 50% mana cost reduction, and only need 5 hours of sleep per day. Liches gain a special spell that creates an aura of decay around them, which follow them and doesn't spread. Liches are unnafected by decay, mind-affecting spells, common (non-magical) diseases, and are unable to do do social work (except wardening), and taming. If a prisoner has spoken to a lich warden, they will be unable to attempt to escape for 24h.
Once npcs can cast spells, paladins will always focus on enemy liches first, in an attempt to destroy them. Pawns will like the lich by -50 points on the Social tab.


Spells

Decay (Unnatributed/scroll)
Cast on a corpse to create a decay zone 5x5 around it. Living things that enter the decay zone take 1 damage to a random body part every second, and quickly gain toxic build up. After 15 days, the decay zone will increase 1x1 every day, until it controls the whole map. Can be cleansed with the new spell, Cleanse.

Cleanse (druid/paladin/scroll)
Cast on a pawn to decrease the effects of toxins in the body. Can be used on the ground to cleanse a 10x10 area of decay. The caster can choose to use up all his mana and fall unconscious for 12 hours in exchange for cleansing all the decay on the map.


Quake (Unnatributed/scroll)
Causes a weak, short earthquake on the map. Damages wooden buildings between 5 and 40 hp. Pawns within 20x20 of the epicenter (targeted spell) have a 70% chance to fall and hurt their legs slightly, and a 1% chance to fall and hit their head, leaving the pawn unconcious.

Soul Link (Unnatributed/scroll)
Links your soul with another pawn's, requiring at least mutual 75 points or higher on the Social tab (meaning both pawns must like eachother for at least 75 points). While this skill is active, any damage that affects a pawn will be halved, and that half will be passed on the second pawn, virtually granting double hp, but risking two pawns. The spell ends when recast (casting while it's active costs 1 mana), or when either pawn gets downed/unconcious.

Mana Shield (Unnatributed/scroll)
This spell creates a shield around the player that lasts until cast again or mana goes below 10%. Costs 0 mana to cast. Nullifies any damage taken, instead reducing mana by 1% for every 4 points of damage. Damage from fire/frostbite is not nullified, and does not consume mana.

Healing Field (Paladin master spell)
Creates a large zone in the targetted spot, that casts the Heal spell on everyone inside 3 times over 12 seconds. The Heal spell stats will be the same as the user's.

Undo (Warlock master spell)
Resets the cooldown for all skills for every pawn. Very high mana cost.

Reverse Summon (Summoner master spell)
Summons a permanently drafted minion with infinite duration. The minion has a skill that summons the summoner to the minion, and sends the minion back to whatever plane of existence it came from. This spell cannot be cast while a Reverse Minion is alive, and only enters cooldown when the summoner is reverse summoned. Costs 100% mana, as to keep a minion on this plane of existence for an extended period of time. Works across different maps, with unlimited range. The minion cannot join a caravan, or use transport pods and teleporters/portals.


Items

Memory Crystal
This item can be used to remove spells gained with scrolls from pawns, and adding it to the crystal. The crystal could then be used to pass the knowledge to another pawn, destroying the crystal in the proccess. Figments of the owner's mind also get transferred, meaning that if you have a pawn with, say, alzheimer, the pawn learning the spell has a small chance of developing alzheimer. For this reason, a crystal filled with a spell sells for 0 silver, as it's much safer to learn from scrolls than from unknown crystals. These crystals can be filled with a lot of mana, then destroyed to cast a much stronger version of the spell stored within. Empty Memory Crystals are somewhat rare due to the fact that they have only recently been created, and are hard to manufacture. Time passed since the start of the game influences the base price of these crystals, lowering by 2% per year, up to a reduced 20% after 10 years.


Other

Add a new function to spells when you fully level up all of it's attributes. One example:
Eye of the storm could be recast once (costing no mana) to change it's trajectory.

Add late-game spells that unlock via experimenting with living pawns. Would work together with research, and somewhat similarly to it. The steps would be:

1: Research some spell. At the end of the research, you would unlock a prototype spell scroll for crafting (in a crafting station of your choice), which would cost a few wood, some mana depending on the spell and sell for 0 silver.

2: Use the prototype spell. Gain exp on the spell by hitting living pawns with it. Some spells require the pawn to be below, at or above a certain grade of intelligence for it to grant exp. Gain much lowered exp if the pawn dies from the spell. Non-humanoid targets give lowered exp as spells are most often created to use against humanoids. Spells that do not affect a living pawn gain exp by using it to 'test' the effect they would give when fully developed. Exp gained for the prototype spells are shared between pawns, so more pawns testing = faster completion. Experimenting/developing the spell consists of casting the spell with effects varying between 20% and 200% power, and a 50% chance of failing to cast. The first 20% exp will have a 80% chance of failing to cast. These prototype spells are volatile, and so, sometimes you will get underised effects, such as mental breaks or side effects from the spells.

3: After reaching 100% exp (should take a while), you will unlock the full spell on any pawn that has the prototype spell, while removing the prototype one. New scrolls of said prototype spell would be full scrolls. Prototype scrolls will remain prototype scrolls and will be unusable. New scrolls will cost more expensive materials, and can be sold for a good amount or used to learn the spell.

Make it so the Muscle Parasite disease drains stamina from Physical classes.

Happy new year~
Title: Re: [B18] A RimWorld of Magic
Post by: Torann on December 31, 2017, 07:23:50 PM
Quote from: Toketsu on December 31, 2017, 03:23:09 PM
Lichdom (passive unnatributed/scroll)
Neat idea.  I'm working on the necromancer (and bladedancer) right now and I think something like this might be what I'd use as a master spell for the necro class.  That being said, just by looking at what Jecrell had to do in the ROM Vampires mod and all the overrides he had to make to get vampires to act intelligently in sunlight... that whole piece is going to be beyond what I can implement.  So, a toned down, RimWorld of Magic centered passive would probably be more what I'd go for.  A lich passive would: gain mana faster, does not require sleep, does not require food, joy is always neutral, not affected by age, not affected by terrain movement penalties, causes an instant distrust by all pawns except masochist, psychopath, and bloodlust.  Maybe disable sight as well...
Thoughts?
There will also be room for 'undead' destroying spells in the future.

Quote
Soul Link (Unnatributed/scroll)
There's a mod called "blood pact" that does almost exactly this, though not sure if it was updated to B18.

Quote
Mana Shield (Unnatributed/scroll)
Hmm, yes... yes I like.  :D

Quote
Healing Field (Paladin master spell)
Nope.  Priest spell (non-master) - already decided.  Priest master will be resurrection.  But, that does bring up the point... what master spell should the paladin get?  Offensive or defensive?  He has a foot in each path...

Quote
Undo (Warlock master spell)
I've messed around with trying to reduce cool-down timers before with no success... but now that I'm thinking about it, if I wanted to 'reset' the spell, that's entirely possible...

Quote
Memory Crystal
Nice item ideas, I'll add it to my (growing) list of item types I'd like to make.

Quote
Add a new function to spells when you fully level up all of it's attributes. One example:
Eye of the storm could be recast once (costing no mana) to change it's trajectory.
This... would be frickin' sweet.  I'll have to see though, if this was implemented across the board then it would basically double the amount of spells... that's a lot of work.  :'(

Quote from: Canute
An idea for the Mass teleport.
I will be implementing a mass/enduring teleport soon, will likely be included in the next patch or the one after.  This will be the "master" spell for the Warlock class.  How I'm hoping to make it work:
1. Enduring teleporter that links two sites.  Each site will 'construct' a teleporter building (would require a warlock with the spell learned, much like a druid with regrowth learned to successfully perform a limb regrowth surgery) and then the teleport pair will need to be identified.  Each teleporter would only be able to link to one other teleporter.  Any pawn could then walk up to and 'use' an active portal which would instantly move the pawn between the linked portals.  Movement would drain the teleporter of fuel stores.  Teleporters would be refueled either by a mage (any magic type) infusing it with mana, or by a non-mage type infusing it with mana potions. 
1.a I may also include a stockpile zone linked to the teleporter (like a trade beacon zone) and be able to transport all items in the stockpile to its paired teleporter stockpile zone.
2. The second option would be through using the ability.  Once used, it would bring the player to the world map where they would select a friendly faction town.  Once selected, a trade menu with all items inside stockpile zones (or maybe ill just do all items on the casters map) would be available to trade with and you would have the option to trade for whatever the town would normally trade as if a caravan had initiated the trade.  No fuel involved, though I would make it cost a significant amount of mana.

I'm working on the necromancer and blade dancer right now.
Necromancer core functionality will revolve around his ability to create and use undead.  The undead will require a recently deceased corpse (humanoid or animal) and will destroy the corpse on use.  The corpse will then become an obedient servant to the necromancer, indefinitely (caveats).  For each undead under the necro's control, he/she will gain less mana per turn, until he's no longer gaining mana, but losing it.  So there will be no hard cap to the number of undead the necro can have, though I expect the number will be around 4-6 before mana loss starts.  The necro will be able to mark a pawn for death, after a certain amount of time the marked target will die and become undead (I'll implement some counter-measure in the future, once ai can cast spells).  Other than this costly "mark" ability, the necro will be able to create a fog of torment, which will slow and kill any inside (except undead, who will be immune to the fog).  So the necro will be fairly weak without his undead.  The necro will be able to do several things with undead, however, to add diversity to the class.  The first thing will be an ability to siphon power from an undead - never more than it costs to create the undead.  This will give life and mana back to the necro, but instantly destroy the undead.  The second ability will allow the necro to make the undead a walking bomb - after a short amount of time, the undead will explode.  Undead should be able to do things most pawns can do - albeit at a set, fairly poor, skill level.  Necromancers will get a social penalty with paladins (and priests).

The blade dancer will be a melee glass cannon.  They'll receive two sets of passives for improved damage, movement, melee hit chance, dodge and even pain resistance, but will have no class abilities to mitigate damage like the gladiator or paladin have.  The skills the blade dancer will get will be high in stamina cost, but very short cooldown.  They will have two primary strikes - blade spin, which will instantly strike everything nearby, and seismic slash, which will strike all enemies in a line.  The final skill, phase strike, will be crucial to their survivability and allow the blade dancer to instantly move between locations (think blink), upon exiting from a phased move, he'll strike everything nearby, if the enemy isn't facing the blade dancer, it will have a chance to incapacitate or hamstring the opponent.

Hope to have the class update out by the end of next week, then I'll focus on some of the supplemental features.  Anyways, happy new years!
Title: Re: [B18] A RimWorld of Magic
Post by: Toketsu on December 31, 2017, 08:30:33 PM
Quote from: Torann on December 31, 2017, 07:23:50 PM
Quote from: Toketsu on December 31, 2017, 03:23:09 PM

Don't worry, i know a ton of the stuff i post might be very hard/impossible to implement, and i post everything with the mindset that it'll be rejected. Though, posting even if you know it won't be implemented isn't useless, as you, the creator, may gain some ideas from what i said, and implement some other stuff.

About Lichdom, i'm not sure how hard this is, but, how about forcing the lich to go to sleep from 5 am to 5 pm? This way, he'd never have trouble with the sun, any damage taken would be minimal, and would recover during sleep. Could work similarly to how ROM Vampires work, as in they have 100% Rest during the night, and 10% during the day.

Soul Link idea came from a MMO that i used to play, which had a similar feature.

About the paladin master spell, spells don't necessarily have to be offensive or defensive, right? o-o
How about this:
Divine Ray (Paladin master spell)
A ray of light falls from the sky in a large area, dealing 1 damage to a random body part of all enemies and neutrals, and healing 1 damage to a random damaged body part of allies and friendlies.
Lasts 10 seconds. With the power and duration full upgrades, it would deal/heal 4 damage, and last 20 seconds, making it really strong. There should be no mana cost reduction skill for this one, however, there could be a stat to increase it's size.

If you want any specific item ideas, please mention, and i'll try to come up with something interesting/unique. Vague ideas of what you might want should be enough to make something.

I can imagine it'd take a ton of work to basically double the amount of spells, so why not do a few at a time? Like 3-4 per patch or something. Could start with the non-master spells, as to not make master spells immensely more powerful than others.

I might not provide a ton of ideas in the coming days as i'm currently dry - need to play/watch more stuff to renew my ideas meter. Time for another anime marathon! See you in a while, if i don't die from starvation o-o
Title: Re: [B18] A RimWorld of Magic
Post by: Jan2607 on December 31, 2017, 09:21:12 PM
How about some more "civil" spells that help you in the daily work and not in combat?
Some ideas:
- a spell that finishes a craftable object instantly or at least reduces the work to make (helpful for art or weapon smithing)
- similar to the extinguish spell a cleaning spell that cleans up all dirt in a defined zone.
- summon bed: Your summoner can summon a magical bed that lasts for a few days. Very useful while fighting other factions on temorary maps and you need a prisoner bed asap. Optional: Summon medical bed.
- summon a cow: Run out of food suplies? Just summon a cow, slaughter it and make a BBQ party.
- family therapy: Using this spell on another colonist will make him and his archenemy to best friends (+50 relationship on both sides).
- protection spell that works like Penoxycyline and protecs your colony from diseases. The difference is that it will protect all your colonists. Will last for a few days and the caster will use a lot of mana.
- item: witches broom (needs to be equipped as weapon and user can't carry any other weapon while using it): your colonists can fly and thus move 300% faster then usually. Downside: Your colonist will not be able to defend himself while sitting on the broom.
- workbench: arcane smithing table - your mages can craft magical items here (e.g. a broom. Wonder, what this thing will do...).

Title: Re: [B18] A RimWorld of Magic
Post by: Toketsu on December 31, 2017, 10:05:25 PM
Quote from: Jan2607 on December 31, 2017, 09:21:12 PM
How about some more "civil" spells that help you in the daily work and not in combat?
Some ideas:
- a spell that finishes a craftable object instantly or at least reduces the work to make (helpful for art or weapon smithing)
- similar to the extinguish spell a cleaning spell that cleans up all dirt in a defined zone.
- summon bed: Your summoner can summon a magical bed that lasts for a few days. Very useful while fighting other factions on temorary maps and you need a prisoner bed asap. Optional: Summon medical bed.
- summon a cow: Run out of food suplies? Just summon a cow, slaughter it and make a BBQ party.
- family therapy: Using this spell on another colonist will make him and his archenemy to best friends (+50 relationship on both sides).
- protection spell that works like Penoxycyline and protecs your colony from diseases. The difference is that it will protect all your colonists. Will last for a few days and the caster will use a lot of mana.
- item: witches broom (needs to be equipped as weapon and user can't carry any other weapon while using it): your colonists can fly and thus move 300% faster then usually. Downside: Your colonist will not be able to defend himself while sitting on the broom.
- workbench: arcane smithing table - your mages can craft magical items here (e.g. a broom. Wonder, what this thing will do...).
I already suggested one that increases work speed, including a whole new class, the Crafter.

I personally don't like the idea of killing a summoned entity for materials, especially if it gives such a massive buff to social status. Extremely unbalanced.

Same goes with the therapy one.

300% speed is a bit too much, that would be on par with legendary items. I'd say a 50% boost would suffice, and could increase if imbued with Mana Crystals/Magic Stones.
Title: Re: [B18] A RimWorld of Magic
Post by: henk on December 31, 2017, 10:45:48 PM
Just because they're a lich doesn't mean they can't feel joy. They just prefer to see other people suffer, is all.

Personally, I would love to see the ability to craft scripts and scrolls. They are so expensive right now, you need to sell everything you own for a single one.
Or just the ability to upgrade a magically gifted pawn to a random profession for a moderate cost.
Title: Re: [B18] A RimWorld of Magic
Post by: Torann on January 01, 2018, 12:31:48 AM
Quote from: henk on December 31, 2017, 10:45:48 PM
Just because they're a lich doesn't mean they can't feel joy. They just prefer to see other people suffer, is all.

Personally, I would love to see the ability to craft scripts and scrolls. They are so expensive right now, you need to sell everything you own for a single one.
Or just the ability to upgrade a magically gifted pawn to a random profession for a moderate cost.

Hmm, well I guess just from a personal perspective, I see a lich as a being that has sacrificed everything in pursuit of eternal power, to include their life.  Also, with a lich being undead, I typically don't think of undead as having emotions or being able to feel (physical or emotional).  Besides, in the game world, it fixes quite a few things... I mean, do you really expect a lich to go play horseshoes?

As for the costs, I'll be addressing that.  I'm going to reduce the overall costs of arcane scripts and spells by 20-40%. 
I'll also be adding 'torn scripts' that will randomly grant anywhere from none to all of the class abilities.  To acquire the remaining 'base' spells, you will spend 2-3 points to acquire the spell, and then it will function as normal.  Torn scripts will sell for significantly less than a full script (I'm thinking around 1500, unadjusted).  I'll probably also remove full scripts from all factions except the Arcane Fold.  Even so, I'm pretty happy spending 12,000 silver for a mage, which is about what I'd pay for a mod armor piece...

I'm also thinking of introducing an item that will grant the base traits, so if you have a particular pawn, it'll be possible to train them to an adept, then full mage/fighter.  I'm not 100% convinced this is a good solution, but I have gotten quite a few requests for something like this, as well as statements where the magic characters are too rare during a playthrough that's not directed through something like EdB prepare carefully.  The solution for this might just to be a starting scenario though.  I'm happy with the spawn rates of mage/physical adepts.

As far as the items, I feel like there are two large roadblocks to implementing what I want to do.
1. Useable items need to be able to be picked up and stored in a way that allows the pawn to carry and use the item at will, similar to the item belt from diablo. 
2. Jewelry seems like it deserves a unique slot, similar to the belt slot.  I think Jecstools already accounts for items having abilities, I just haven't played around with those functions yet.
Anyways, after this next class update, I'll be looking at items.
Title: Re: [B18] A RimWorld of Magic
Post by: Toketsu on January 01, 2018, 03:15:49 AM
Quote from: Torann on January 01, 2018, 12:31:48 AM
I mean, do you really expect a lich to go play horseshoes?
You should make it so liches can only gain joy from horseshoes o-o

Seriously now, prices are good enough as they are. Sure, it's expensive, but you can make that money fast enough, and spells are a strong, semi-permanent weapon (only loses it when the pawn dies).

Also, as for the Eye of the storm spell, is it intended for the caster to get hit by the spell right after casting? Becuase if it is, then it's the most useless spell ever. Making pawns blind for the sake of dealing some damage isn't worth it o-o
Title: Re: [B18] A RimWorld of Magic
Post by: Canute on January 01, 2018, 05:10:20 AM
Quote from: Jan2607 on December 31, 2017, 09:21:12 PM
- a spell that finishes a craftable object instantly or at least reduces the work to make (helpful for art or weapon smithing)
Bad, idea since the finish process is the one which generate the quality of the item.
I rather suggest a copy item spell, based on the market value. But that maybe need multiple casts or many mana potions in the inventory.

Quote- summon a cow: Run out of food suplies? Just summon a cow, slaughter it and make a BBQ party.
Why not like at the good old MMO, summon food/water. Get a stack of Survival meals or Mana bread (0 trading value but 1.0 Nutri and +smokeleaf joint effect).

Quote- family therapy: Using this spell on another colonist will make him and his archenemy to best friends (+50 relationship on both sides).
Mindcontrol, tztz. You evil mage. But then you could use this to calm down enemies, or beserek others too.


Title: Re: [B18] A RimWorld of Magic
Post by: henk on January 01, 2018, 10:23:37 AM
I usually base liches on the order of the stick, so maybe I'm biased =P

Perhaps the mod needs a new joy source? One which slowly trains magical power, and is extra joy-y for wizard pawns.
Title: Re: [B18] A RimWorld of Magic
Post by: Toketsu on January 01, 2018, 10:44:13 AM
Quote from: henk on January 01, 2018, 10:23:37 AM
I usually base liches on the order of the stick, so maybe I'm biased =P

Perhaps the mod needs a new joy source? One which slowly trains magical power, and is extra joy-y for wizard pawns.

I say we wait until the mod is more developed. Research itself could provide joy, since most mages like learning stuff. Depending on the person, the same could be said to using spells. There could also be a spell that summons a temporary joy source, that can only be used by mages. Something like a Magical Rubik's cube or something.
Title: Re: [B18] A RimWorld of Magic
Post by: Torann on January 01, 2018, 11:03:49 AM
Quote from: Toketsu on January 01, 2018, 03:15:49 AM
Also, as for the Eye of the storm spell, is it intended for the caster to get hit by the spell right after casting? Becuase if it is, then it's the most useless spell ever. Making pawns blind for the sake of dealing some damage isn't worth it o-o
The Eye of the Storm spell never directly strikes its master, however, it searches for 2 things - buildings and pawns.  It can and will strike friendly pawns.  So, it's important when casting the spell to stand away from structures, large trees, other pawns etc... otherwise the caster has a chance to be hit by discharging electricity.
Title: Re: [B18] A RimWorld of Magic
Post by: Toketsu on January 01, 2018, 11:29:18 AM
Quote from: Torann on January 01, 2018, 11:03:49 AM
Quote from: Toketsu on January 01, 2018, 03:15:49 AM
Also, as for the Eye of the storm spell, is it intended for the caster to get hit by the spell right after casting? Becuase if it is, then it's the most useless spell ever. Making pawns blind for the sake of dealing some damage isn't worth it o-o
The Eye of the Storm spell never directly strikes its master, however, it searches for 2 things - buildings and pawns.  It can and will strike friendly pawns.  So, it's important when casting the spell to stand away from structures, large trees, other pawns etc... otherwise the caster has a chance to be hit by discharging electricity.
I don't remember ever being in an open field of any kind in this game, unless i'm playing on sea ice biome. A fix i can think of is making the caster immune to that spell for 2s after casting. That would solve all problems.
Title: Re: [B18] A RimWorld of Magic
Post by: billyma6 on January 01, 2018, 02:01:16 PM
Hi, Torann, you said to see the Lightning's Eye of the Storm level-up thing, we needed to reset powers? I'm in Godmode but I still can't see any "reset powers" button.
Title: Re: [B18] A RimWorld of Magic
Post by: Harry_Dicks on January 01, 2018, 02:51:35 PM
Finally getting around to checking this mod out today, it looks so awesome. Now if only we could get a clothing mod with some robes, wizard hats, mage staffs, etc. ;)

Also, in the screenshot from the Steam posting, where do the teleport pods come from?
Title: Re: [B18] A RimWorld of Magic
Post by: Torann on January 01, 2018, 04:12:07 PM
Quote from: billyma6
Hi, Torann, you said to see the Lightning's Eye of the Storm level-up thing, we needed to reset powers? I'm in Godmode but I still can't see any "reset powers" button.
Hmm, if you're not playing with a vertical resolution of 900 or greater, it can hide the top portion of the magic pane...

Quote from: Harry_Dicks
Also, in the screenshot from the Steam posting, where do the teleport pods come from?
Teleport pods are created by the teleport spell.  They are only temporary and will last no more than 2.5 minutes.
Title: Re: [B18] A RimWorld of Magic
Post by: Torann on January 01, 2018, 04:16:47 PM
Quote from: Toketsu on January 01, 2018, 11:29:18 AM
I don't remember ever being in an open field of any kind in this game, unless i'm playing on sea ice biome. A fix i can think of is making the caster immune to that spell for 2s after casting. That would solve all problems.
The tree thing was a joke.  But it will strike walls/sandbags/roofs.  I'll probably just add a brief period where it will strike nothing to give it time to fly away from the caster.
Title: Re: [B18] A RimWorld of Magic
Post by: billyma6 on January 01, 2018, 05:04:40 PM
Quote from: Torann on January 01, 2018, 04:12:07 PM
Quote from: billyma6
Hi, Torann, you said to see the Lightning's Eye of the Storm level-up thing, we needed to reset powers? I'm in Godmode but I still can't see any "reset powers" button.
Hmm, if you're not playing with a vertical resolution of 900 or greater, it can hide the top portion of the magic pane...

Quote from: Harry_Dicks
Also, in the screenshot from the Steam posting, where do the teleport pods come from?
Teleport pods are created by the teleport spell.  They are only temporary and will last no more than 2.5 minutes.

Ohh, my resolution only goes up to around 700. I don't have any other resolution options so I think it's permanently locking me out of that. Any tips?
Title: Re: [B18] A RimWorld of Magic
Post by: Torann on January 01, 2018, 05:42:58 PM
I'm condensing the card to fit on the smallest resolution size and will be included in the next patch.
Title: Re: [B18] A RimWorld of Magic
Post by: henk on January 01, 2018, 06:52:22 PM
Quote from: billyma6 on January 01, 2018, 05:04:40 PM
Ohh, my resolution only goes up to around 700. I don't have any other resolution options so I think it's permanently locking me out of that. Any tips?

You can switch the window to windowed mode and try to increase it vertically to taller than your monitor.

Or rotate your display 90 degrees, if you have that option.
Title: Re: [B18] A RimWorld of Magic
Post by: billyma6 on January 01, 2018, 07:15:55 PM
Quote from: henk on January 01, 2018, 06:52:22 PM
Quote from: billyma6 on January 01, 2018, 05:04:40 PM
Ohh, my resolution only goes up to around 700. I don't have any other resolution options so I think it's permanently locking me out of that. Any tips?

You can switch the window to windowed mode and try to increase it vertically to taller than your monitor.

Or rotate your display 90 degrees, if you have that option.

I've tried those. Neither of them worked, so I have zero clue what to do.
Title: Re: [B18] A RimWorld of Magic
Post by: Toketsu on January 01, 2018, 08:37:23 PM
Quote from: Torann on January 01, 2018, 04:12:07 PM
Quote from: billyma6
Hi, Torann, you said to see the Lightning's Eye of the Storm level-up thing, we needed to reset powers? I'm in Godmode but I still can't see any "reset powers" button.
Hmm, if you're not playing with a vertical resolution of 900 or greater, it can hide the top portion of the magic pane...
Welp, rip my trashy monitor that goes up to 1360x768 ;-;

Quote from: Torann on January 01, 2018, 05:42:58 PM
I'm condensing the card to fit on the smallest resolution size and will be included in the next patch.
Oh, good to hear o-o

Edit: Yup, you really should make that fix for eye of the storm. Two of my colonists just got downed (the caster included) without the enemy even touching me.
Don't get me wrong though - spells hurting allies and even the caster should be added, but not in this case. I'd say spells more on the 'dark' side of magic should do that kind of stuff.
Title: Re: [B18] A RimWorld of Magic
Post by: Canute on January 03, 2018, 04:27:02 AM
Torann,
currently i got a problem with crashed psychic/poison ships. The game stoped when i shoot at the ship to spawn the mechs.
I need to shutdown the game. And since i can't find a hint at the output_log.txt i don't have a hint about this so far.

So i just destroyed the ship part and spawn a raid insted. I just execute  "ArcaneEnemyRaid" and notice it will spawn mechanoids.
So i want to ask you, these "ArcaneEnemyRaid" comes from this mod, and does it can cause problems to the droped ship events ?

Edit:
Ok, it can't be this mod either. Someone else at the general got the same problem and don't use this mod.
https://ludeon.com/forums/index.php?topic=38002.0
Ok, lets look at the next mod.

Title: Re: [B18] A RimWorld of Magic
Post by: billyma6 on January 03, 2018, 11:32:12 AM
I'm currently having an issue with what looks like something about spawning a minion? Here, look at the logs, thanks!
https://gist.github.com/49f10c8b0ee3fd5d301ed70d45aea4ce

It appears every tick and doesn't look like it's going away soon.
Title: Re: [B18] A RimWorld of Magic
Post by: Torann on January 03, 2018, 12:45:42 PM
Quote from: Canute on January 03, 2018, 04:27:02 AM
Torann,
currently i got a problem with crashed psychic/poison ships. The game stoped when i shoot at the ship to spawn the mechs.
I need to shutdown the game. And since i can't find a hint at the output_log.txt i don't have a hint about this so far.

So i just destroyed the ship part and spawn a raid insted. I just execute  "ArcaneEnemyRaid" and notice it will spawn mechanoids.
So i want to ask you, these "ArcaneEnemyRaid" comes from this mod, and does it can cause problems to the droped ship events ?

Edit:
Ok, it can't be this mod either. Someone else at the general got the same problem and don't use this mod.
https://ludeon.com/forums/index.php?topic=38002.0
Ok, lets look at the next mod.
The "ArcaneEnemyRaid" was only set to spawn during the ArcaneStash event.  This event was left ingame so it wouldn't cause issues with people that had this event active in their game, but the spawn chance was reduced to 0% until I can rework some of the components of the event.  It shouldn't have anything to do with the poison ship event though...

Quote from: billyma6 on January 03, 2018, 11:32:12 AM
I'm currently having an issue with what looks like something about spawning a minion? Here, look at the logs, thanks!
Looking at the issue, it may be possible when two minions are summoned and the primary dies/despawns but the second remains alive until the end of the duration to cause this issue, I'll do some testing and see if that's the case.
Title: Re: [B18] A RimWorld of Magic
Post by: Toketsu on January 03, 2018, 01:09:33 PM
Edit: Sorry for the huge wall of text, but if this makes you feel any better, this would be 2-3x longer if i didn't have short-term memory and forget most of the stuff before i have a chance to write it. Now i need to go get some rest, because writing all that in a hurry as to not forget made me tired and somewhat dizzy ;-;. Enjoy the read, please mention thoughts on it.

Classes

Hexhunter (Stamina) (This class is not supposed to be added until the AI can use magic)
The first class to take up arms against magic of all forms, the Hexhunter is a mix between ranged and melee that is very versatile in taking down magic users, but not very good against other magical things. As with all first things of something, this class has it's pros and cons. Quite a few cons with it's abilities. Needless to say, pawns of this class abhor magic and magic users. Due to all the cons and the fact that it's the oldest style of anti-magic combat, people generally choose not to learn this class and will often learn others. This causes the rarity of this class to be much higher than the usual. Some examples of skills:

Passive skills:

Absorb (has a rare scroll)
Magical attacks that hit a Hexhunter have a 50% chance of being absorbed and transformed into stamina on hit. Every 1 damage becomes 1% stamina. Absorbing too much mana in a short amount of time (more than 100% stamina gained in under 30 seconds) can cause mental breaks, with possible brain damage. Higher levels of this skill add a new stat that wards off damage as a way to lower the chances of absorbing too much. If damage isn't absorbed, it's reduced by 50%.

Active skills:

Dash (has a scroll)
Low-cost skill with low cooldown that allows the pawn to move extremely fast in a small space (blink spell, but with max range of 3). User has a small chance to become nauseous with consecutive uses in a short while, with chance increasing with more uses.

Anti-magic Shot
Shoots the target with a special bullet that disrupts the flow of mana within the target, causing weakness and inability to use spells for a short while (roughly 8 seconds). Shooting a non-magical pawn causes the target to become slightly weakened, but nothing too big to cause trouble for them. Using this skill causes the user to become weakened for a short while, due to contact with the projectile.

Spellcutter (requires a weapon that has anti-magic technology of any type)
Parries up to 100 points of incoming magical damage, completely destroying some spells in the proccess (Example, Fire Claw will desintegrate when hitting a pawn with this skill, but a projectile from Blizzard won't end the spell if it hits, will just negate the damage). 20% chance for parried spells to fly off randomly in any direction for half of it's max range and damage.

Mana Sapper (has a scroll) (requires an Anti-magic Claw prothesis to use)
Grab your target (must be in melee range) with your claw, dealing 5 damage to the grabbed body part (external only), stunning for 1-5s and sapping mana based on duration (every second = 10% mana). Stun will be stopped if the user receives damage.

Seal Magic (master)
Cut or shoot your target's vital magic spot (depending on weapon equipped), causing magical trauma, and the next time the pawn goe unconcious or sleeps, it enters a deep coma for a very extended period of time (10-50 days). When the pawn wakes up, they won't be able to use magic anymore. The pawn will still suffer from anything related to mana, but will not be able to regenerate mana naturally. Deadly during any mana sickness type of events. Usage of this skill will cause 1 permanent brain or heart damage every time it's used (cannot be healed in any way, healer mech serum included).


Cursed Mage (mana) (you get this class directly, instead of having the ability to choose and buy a book for it) (like Hexhunter, this class shouldn't be added until the AI can use magic) (this class' 'switch' skill was inspired by the Equinox warframe, in the mmo Warframe)
Cursed Mages are people born with natural magic knowledge and abilities. Most, if not all of them are unable to control it fully until roughly 10 years old, which often causes them to hurt people unwillingly, and causes people to fear them. This, in turn, causes them to hate magic above everything. Due to being born with natural magic knowledge, pawns with this class tend to be able to use more complex spells with ease and minimum effort. The founder of the combat art this class uses once said: "Magic must defeat magic.". Rare class due to the fact that they are seen as abominations and are hunted by both normal people and anti-magic factions. Example of skills:

Passive skills:

Magical Body
Causes the user's magic capacity to be 200% instead of 100%.

Magical Knowledge
50% chance to not use up a scroll when learning a spell. Scrolls that are not used, become tattered and it's sell price is reduce to 1% it's base value. Still fully functional.

Active skills (magic):

Anti-Magic Form
Seals the user's normal magic spells, while unsealing anti-magic spells and skills. Costs no mana, has a short cooldown.

Absorb Mana
Absorbs mana from the air and filters it in such a way that it won't be harmful to the body. Has a long cast time and cooldown. Costs 0 mana. Mana recovery varies between 10% and 100% (this means 100%, not 200% as this class can have).

Amplify Spell
The next spell cast after this spell will cost double mana and have 1.5x the effect, both good and bad. Spells that cost 0 mana do not trigger this effect. Medium cooldown.

Mana Tornado (master) (has a scroll)
Rapidly swirls mana in the air, creating a mana tornado that rips everything in it's path to shreds. Same as the tornado event. Fully upgrading this spell allows for control over the tornado.

Active skills (anti-magic):

Magic Form
Seals the user's anti-magic spells and skills, while unsealing normal magic spells. Costs no mana, has a short cooldown.

Explode Mana (this spell cannot have a scroll due to how complex it is, and such, only beings with incredible magic capacities can use it)
Detonates part of the mana flowing within the target. Deals severe internal damage and bleeding, and slight external damage. Higher damage the more unused mana the target has, and lower the less mana the target has. Base damage based off 50% mana. Also saps part of the target's mana.

Overheat (has a scroll) (requires an Anti-magic claw or weapon, if both are available, will use the weapon as the source)
Infuse your anti-magic apparatus with mana in such a way that causes it to overheat and function erratically for a short while. While in this state, your attacks have a 50% chance to damage mana instead of the enemy (3 damage = 1% mana). If damaging mana, there's a chance to cause mana weakness on the target. Chance of occurring is the same as the target's missing mana (example: if the target has 75% mana, the chances are 25%).

Overdrive (master) (has a scroll) (requires any kind of anti-magic equipment/prosthetic) (clicking the spell gives a list of suitable choices for this spell)
Overdrives your chosen anti-magic apparatus, doubling all the effects it has as well as granting the user +50% damage against magical entities on top of the bonuses for a short while. Once the duration ends, auto-switches to magic form and is unable to switch to anti-magic form for 1 in-game day.


Events

Tainted Mana
Purity in the mana is tainted, causing spells to cost extra mana for the duration. Also causes spells with a chance to fail to have a higher chance to fail, and spells that give the caster mana weakness to give a stronger version of it.

Magical Calamity
I forgot what this was about before i get to write it down (i have short-term memory, so big influxes of ideas tend to be a problem). Leaving it here in case it sparks you some ideas.

Buildings

Arcane Reconstructor
Endgame building that consumes an enormous amount of mana fuel. Can be used to destroy a dead pawn's body, and reconstruct it in a partly ethereal form. These bodies are somewhat unstable and cannot do manual work very well, but aren't limited by mana, as they take in mana directly from the air for their spells, and due to how their body works, only anti-magic weapons, magic and magic weapons will work against them.
Edit: Just in case it isn't obvious to some people, this revives the body, with some magic-related side effects.


Items

Arcane Shield
Arcane Shield is a type of shield that will work like normal shields, but allows spells to pass through. It consumes mana to recharge, and will only recharge when told to, as to not consume a pawn's whole mana. Every 1% mana recharges 5% of the shield. Cannot cast master spells with this shield on, as they are too powerful and would disrupt the shield. Note: You still cannot fire ranged weapons with these.

Arcane Shield MK2
A more powerful version of the Arcane Shield. The differences are that every 1% mana recharges 10% of the shield, and you can cast master spells with this shield.

Arcane Bionics
Bionics that are slightly better than vanilla, with the addition of improving spells, by reducing cast time, cooldowns, increasing power, projectiles fired, proc chance for extra effects, increasing mana regeneration, having a small chance for spells to not cost mana, extended range and more things.
Very rare items, and are unbreakable (they do take damage, but can be repaired with mana-infusing medical procedures, which requires a medic that can use magic).

Anti-magic items and technology
Research has been made by people who detest magic and think it should be gone. After a while, they found ways to sap away mana from things and people, as well as obliterate spells and magical entities. Such things come in the forms of weapons, armor, prosthetics, and even a unique combat art that works very efficiently against anything magical. I won't be posting about every single item possible as it's basically just the anti-magic version of the magic items i've mentioned previously.  I've listed some prosthetics examples above, on the Classes part. I'll give a few specifics on those below:

Anti-magic Claw
Metal claw that is built in such a way that touching it disturbs the mana within things. It's built in such a way that it doesn't affect the user. The claw has -30% manipulation, adds a little bonus to melee damage, and increases damage against magical entities by 10%. As with all anti-magic prosthetics, it's immune to magic damage and has 50% more hp than a normal body part. Replaces either arm.


Other

A new race that can very easily grasp magic, and the majority of the race is composed of magicians and have a larger mana pool than other races, however they have weak bodies, having less hp per body part, and being unable to wear metal armor due to it's weight. This race is NOT supposed to be added anytime soon, as it would be heavily crippled by lack of content (items, weapons, robes and etc). This race also has a unique class that no other race is able to become, for whatever reason it may be (likely a racial feature). I'd suggest a class, but i don't know what this race will be and the concepts behind it, so i cannot really do it. This race is also rare due to low birthrates (to keep in check the fact that magic users shouldn't be something very common).

New faction focused around anti-magic stuff. Will always be hostile to magic factions and races that dwell in magic.

Add a type of caravan that is not affiliated to any faction - a black market caravan focused on magic items. Will only sell magical/anti-magic items, in decent amounts, usually slightly above the price normal traders do, will sell "obscure scrolls" for a relatively lower price than normal scrolls (more expensive than some), and you will not know what you bought until you buy it and 'examine' (right click option replacing read until you find out what the scroll is) the scroll.
Title: Re: [B18] A RimWorld of Magic
Post by: billyma6 on January 04, 2018, 08:24:59 PM
On the topic of the AI using magic attacks, I'd like to know, how would that work? Player pawns can't use magic without player intervention, so I'm curious into how the AI would choose which spell to use and with what caution.

Also, Toketsu, instead of healer mech serum, dev mode also exists (yuh know, the Remove Hediff thing ;)).

Magical Calamity makes me think of something along the lines of "mana gets drained from everyone, forced to use other defences and attacks (the magical part means non-mages aren't affected, which means they're going to have turrets/other defences already compared to a total mage colony, where physical actions might not be necessary), while drained mana is released from the environment as random spells appearing from the sky, etc." I dunno, just a thought.
Title: Re: [B18] A RimWorld of Magic
Post by: Toketsu on January 04, 2018, 09:10:17 PM
Quote from: billyma6 on January 04, 2018, 08:24:59 PM
Also, Toketsu, instead of healer mech serum, dev mode also exists (yuh know, the Remove Hediff thing ;)).
Dev mode isn't part of the game. It's a tool for developing, which cheaters abuse for their own fun. I don't have self control so i need to use a mod that disables it, since i prefer playing without cheats. I will never include anything related to dev mode in my ideas, and will only mention if it's to complement an idea and make examples. (Don't get me wrong, if people want to cheat, let them be, as long as it isn't annoying anyone else (multiplayer interactions/rankings))

Quote from: billyma6 on January 04, 2018, 08:24:59 PM
Magical Calamity makes me think of something along the lines of "mana gets drained from everyone, forced to use other defences and attacks (the magical part means non-mages aren't affected, which means they're going to have turrets/other defences already compared to a total mage colony, where physical actions might not be necessary), while drained mana is released from the environment as random spells appearing from the sky, etc." I dunno, just a thought.
Should be something along those lines - but i personally think it should be worse. With this name, it has the potential to be the most dangerous event in the game. Could be only available for difficulties only rough and above, too.
Title: Re: [B18] A RimWorld of Magic
Post by: billyma6 on January 04, 2018, 09:24:07 PM
Quote from: Toketsu on January 04, 2018, 09:10:17 PM
Should be something along those lines - but i personally think it should be worse. With this name, it has the potential to be the most dangerous event in the game. Could be only available for difficulties only rough and above, too.
I have zero clue how to quote so bear with me here.

And true. What about something like from Terraria's Old One's Army event, where it spawns enemies (in this case magical enemies, elementals, maybe enemy mages) on the map and you have to defend yourself from those waves of mobs? On lower easier difficulties it would spawn easy things to defend against, but harder difficulties everything's against you; even the environment as it would maybe prevent or slow the regeneration of mana. At the end there could be a buffed pawn with "more than average" health and would be the final obstacle to defeat. Of course, there'd be loot at the end, scaling with difficulty, but maybe if you're really unlucky or really not feeling up to it, you could use an artifact or sth to deter the pawns from attacking or even spawning at all?
Title: Re: [B18] A RimWorld of Magic
Post by: Toketsu on January 04, 2018, 10:17:47 PM
Quote from: billyma6 on January 04, 2018, 09:24:07 PM
I have zero clue how to quote so bear with me here.
(https://i.imgur.com/o7HYBFN.png)

Quote from: billyma6 on January 04, 2018, 09:24:07 PM
Quote from: Toketsu on January 04, 2018, 09:10:17 PM
Should be something along those lines - but i personally think it should be worse. With this name, it has the potential to be the most dangerous event in the game. Could be only available for difficulties only rough and above, too.
I have zero clue how to quote so bear with me here.

And true. What about something like from Terraria's Old One's Army event, where it spawns enemies (in this case magical enemies, elementals, maybe enemy mages) on the map and you have to defend yourself from those waves of mobs? On lower easier difficulties it would spawn easy things to defend against, but harder difficulties everything's against you; even the environment as it would maybe prevent or slow the regeneration of mana. At the end there could be a buffed pawn with "more than average" health and would be the final obstacle to defeat. Of course, there'd be loot at the end, scaling with difficulty, but maybe if you're really unlucky or really not feeling up to it, you could use an artifact or sth to deter the pawns from attacking or even spawning at all?
That sounds more like an arcane stash rework than a magical calamity.
Title: Re: [B18] A RimWorld of Magic
Post by: blizzardwolf420 on January 04, 2018, 11:44:09 PM
when i think of magical calamity i think maybe of like  spawning a boss creature that you have to deal with accompanied by a special storm possibly dropping meteorites or, lighting  ,  ice , and fire  from some of the master spells but in a map wide area and less frequent to hit so it dosnt destroy your whole colony.
Title: Re: [B18] A RimWorld of Magic
Post by: RyanRim on January 05, 2018, 06:13:20 AM
Quote from: blizzardwolf420 on January 04, 2018, 11:44:09 PM
when i think of magical calamity i think maybe of like  spawning a boss creature that you have to deal with accompanied by a special storm possibly dropping meteorites or, lighting  ,  ice , and fire  from some of the master spells but in a map wide area and less frequent to hit so it dosnt destroy your whole colony.
This, is actually good idea for a "questing" system. Really like it that the bosses would drop special scrolls/magical empowerments. So mages could actually be challenged by something...
Title: Re: [B18] A RimWorld of Magic
Post by: Canute on January 05, 2018, 10:01:24 AM
Yeah a boss would be easyer then caravan request for scrolls/books.
Did you try to load 9000 berries into a portal pod ? :-)
Me either i just wait until the mass teleport get updated.
Title: Re: [B18] A RimWorld of Magic
Post by: Torann on January 05, 2018, 05:20:40 PM
Just released the latest update: v1.6.1.
Update includes quite a few new additions:
Title: Re: [B18] A RimWorld of Magic
Post by: Torann on January 05, 2018, 05:43:34 PM
I do like the idea of a "boss" type event.  Two possibilities I think could work is the rogue elemental that wanders around and creates random blizzards, firestorms, tornados... depending on its element.  I could also create an undead horde led by a necromancer that wanders around the map raising corpses to join their undead army...
Title: Re: [B18] A RimWorld of Magic
Post by: Harry_Dicks on January 05, 2018, 07:12:26 PM
Quote from: Torann on January 05, 2018, 05:20:40 PM
Just released the latest update: v1.6.1.
Update includes quite a few new additions:

  • New class: Necromancer - a sorcerer of the dark arts with a central focus of raising corpses as undead minions.  Undead 'appear' as the colonists they once were, but will lose almost all traits, skills, and behaviors that made them human.  Undead possess no needs and can work throughout the day and night.  There are some skills they will no longer be capable of, such as research, learning or caring.  They also move considerably slower.  The magic that creates the undead must be sustained by the necromancer(s), a side product of this is that the tissue of undead will slowly knit itself back together (though limbs and other destroyed body parts are gone for good); if multiple necromancers exist on a map, they will share the cost to sustain undead, regardless of who created the undead.  If no necromancers exist on the map with undead, the undead will return to their original state (dead).

    The necromancer gets several supplemental spells. Fog of Torment chokes the life out of any living that remain inside the fog and attempts to kill through excessive pain; undead are healed by the fog.  The necromancer can consume undead or corpses to replenish mana  (and life if trained to do so).  Lastly, the necromancer can exert power over the biological and arcane energies within a corpse or undead turn it into an explosives that will detonate after a short period.

    A few notes: there are currently no pawn thoughts concerning necro's or undead, these will be added down the road to add more depth to the class and their interaction with the living.  Necromancers are a very 'indirect' class, so please provide feedback on the feel and balance of the class.  Lastly, during limited playtesting, this class can reach levels of arcane weakness great enough to kill themselves... so keep that in mind before creating another group of undead.

  • New Class: Bladedancer - a close combat glass cannon.  The bladedancer excels at rapid assaults, but does not perform well in a sustained fight.  Through two skill lines, they can gain considerable boosts in passives that improve hit chance, dodge, movement, and manipulation.  Their primary opening skill is called "phase strike" which lets them phase out of existence at one location, and phase into existence at another, immediately striking enemies upon entry.  In addition to this attack, they can perform a point blank blade spin, striking all enemies in the immediate vicinity for heavy damage.  They also have some versatility with Seismic Slash, which strikes all enemies along a line for heavy damage.  Bladedancers must have a melee weapon equipped as their primary to use their skills.

  • The bladedancer introduces a different approach to damage calculations, which incorporate pawn melee dps, weapon, dps, weapon quality, skill modifiers, and weapon multipliers - all these values are used to determine the damage for each skill which should provide a much more accurate representation of the weapon the pawn is using.  Gladiator skills based on weapon damage were also reworked with these calculations.

  • Eye of the Storm now has a 3s delay before it will begin striking targets.  That being said, after this delay, it will strike any target in its path with impunity.

  • Magic and Might panes were reworked with consideration for the lowest vertical resolution - all options should now be visible on all resolutions.

  • Arcane script costs were reduced by 20% across the board.  Arcane spells were reduced by 40%.

  • A new series of magical learning items have been added - all arcane scripts now have a "torn" version.  These torn scripts will promote a pawn to their advanced trait and grant a random number of spells belonging to the class.  It's possible to advance and learn no spells - in cases like this, you will need to wait until the pawn levels by possessing excess mana to learn new spells.  Usually, the pawn will learn 1 or 2 of their class spells.  The spells that aren't learned may be learned via the magic tab, once enough ability points are available to learn the spell.  Unlearned spells cost between 1 to 3 ability points.  Torn scripts are considerably cheaper than their completed counterparts.  At this time, there are no torn scripts for combat classes, but the combat scroll costs have been reduced.

Boy, you sure do know how to work your magic, into.. uh... MORE MAGIC! :P
Title: Re: [B18] A RimWorld of Magic
Post by: billyma6 on January 05, 2018, 11:27:19 PM
Hey, I started playing with the necromancers, and I discovered if you set a corpse to explode then consume that corpse, it bugs out like this.

https://gist.github.com/d527dbd60c9f3af2591fb33ad2c8384e

It doesn't go away, even with the Destroy action, so I'm stuck with it in my world.
Title: Re: [B18] A RimWorld of Magic
Post by: Torann on January 06, 2018, 01:56:42 AM
Quote from: billyma6 on January 05, 2018, 11:27:19 PM
Hey, I started playing with the necromancers, and I discovered if you set a corpse to explode then consume that corpse, it bugs out like this.

So you set a corpse to explode, then consumed it...?  I'm going to make it so that if a necro consumes an exploding corpse, itll make the necro explode.   :o
Title: Re: [B18] A RimWorld of Magic
Post by: billyma6 on January 06, 2018, 03:23:04 AM
Quote from: Torann on January 06, 2018, 01:56:42 AM
Quote from: billyma6 on January 05, 2018, 11:27:19 PM
Hey, I started playing with the necromancers, and I discovered if you set a corpse to explode then consume that corpse, it bugs out like this.

So you set a corpse to explode, then consumed it...?  I'm going to make it so that if a necro consumes an exploding corpse, itll make the necro explode.   :o

Hey, all in the name of SCIENCE!    ;D

Edit: also, help me how do i get rid of it it keeps giving me all these pesky errors every tick
Title: Re: [B18] A RimWorld of Magic
Post by: Canute on January 06, 2018, 04:07:22 AM
You can still use the Developer tool "Destroy".
It destroy anything on the tile you click.

Torann,
could you please try to find a way to let NPCs use the magic abilities ? This is just for balancing, when you colony got 2-3 magic it is a huge advance against any a raid.
So it is just fair that these raids should have at last 1-2 magic user which use their abilities more or less accurate too.
Title: Re: [B18] A RimWorld of Magic
Post by: Toketsu on January 06, 2018, 04:59:11 AM
Quote from: billyma6 on January 06, 2018, 03:23:04 AM
Quote from: Torann on January 06, 2018, 01:56:42 AM
Quote from: billyma6 on January 05, 2018, 11:27:19 PM
Hey, I started playing with the necromancers, and I discovered if you set a corpse to explode then consume that corpse, it bugs out like this.

So you set a corpse to explode, then consumed it...?  I'm going to make it so that if a necro consumes an exploding corpse, itll make the necro explode.   :o

Hey, all in the name of SCIENCE!    ;D

Edit: also, help me how do i get rid of it it keeps giving me all these pesky errors every tick
If it isn't getting destroyed no matter what you do, when the log is open, toggle "auto-open" so you won't get the log to come up every tick, and will only open manually.
Title: Re: [B18] A RimWorld of Magic
Post by: RyanRim on January 06, 2018, 05:33:05 AM
Oh dear, the new update turned RimWorld into Neverwinter. Hell yeah. BUT IM STILL WAITING ON MY GIFTED PAWNS.
Title: Re: [B18] A RimWorld of Magic
Post by: Torann on January 06, 2018, 11:54:41 AM
Quote from: billyma6 on January 05, 2018, 11:27:19 PM
Hey, I started playing with the necromancers, and I discovered if you set a corpse to explode then consume that corpse, it bugs out like this.
It doesn't go away, even with the Destroy action, so I'm stuck with it in my world.
I've fixed the issue with the exploding of destroyed corpses  and uploaded as v1.6.2.  Let me know if you still get the error after updating.
Title: Re: [B18] A RimWorld of Magic
Post by: billyma6 on January 06, 2018, 12:17:27 PM
Quote from: Torann on January 06, 2018, 11:54:41 AM
Quote from: billyma6 on January 05, 2018, 11:27:19 PM
Hey, I started playing with the necromancers, and I discovered if you set a corpse to explode then consume that corpse, it bugs out like this.
It doesn't go away, even with the Destroy action, so I'm stuck with it in my world.
I've fixed the issue with the exploding of destroyed corpses  and uploaded as v1.6.2.  Let me know if you still get the error after updating.


K, thanks.  :)
Edit: Yep, that did the trick. Thanks Torann!
Also aww, I would've loved to see necros actually exploding if they did consume an exploding corpse...

Edit2:
Quote from: Canute on January 06, 2018, 04:07:22 AM
Torann,
could you please try to find a way to let NPCs use the magic abilities ? This is just for balancing, when you colony got 2-3 magic it is a huge advance against any a raid.
So it is just fair that these raids should have at last 1-2 magic user which use their abilities more or less accurate too.
I agree, it's quite a big advantage, even with the micromanagement part. How do you plan on implementing this? (I'm curious don't judge meh  ;D)
Title: Re: [B18] A RimWorld of Magic
Post by: SzaryKaptur on January 06, 2018, 02:45:02 PM
System.NullReferenceException: Object reference not set to an instance of an object
  at TorannMagic.Need_Mana.GainNeed (Single amount) [0x00000] in <filename unknown>:0
  at TorannMagic.Need_Mana.NeedInterval () [0x00000] in <filename unknown>:0
  at RimWorld.Pawn_NeedsTracker.NeedsTrackerTick () [0x00000] in <filename unknown>:0
  at Verse.Pawn.Tick () [0x00000] in <filename unknown>:0
  at RimWorld.Planet.WorldPawns.WorldPawnsTick () [0x00000] in <filename unknown>:0
  at RimWorld.Planet.World.WorldTick () [0x00000] in <filename unknown>:0
  at Verse.TickManager.DoSingleTick () [0x00000] in <filename unknown>:0


It won't let me cook and eat meals.
Title: Re: [B18] A RimWorld of Magic
Post by: Sarge on January 06, 2018, 09:46:31 PM
Quote from: Canute on January 06, 2018, 04:07:22 AM
Torann,
could you please try to find a way to let NPCs use the magic abilities ? This is just for balancing, when you colony got 2-3 magic it is a huge advance against any a raid.
So it is just fair that these raids should have at last 1-2 magic user which use their abilities more or less accurate too.

This please, else this mod is just too OP.
Title: Re: [B18] A RimWorld of Magic
Post by: henk on January 07, 2018, 05:21:32 PM
Rimworld logic :

Caravan request for Seed of Regrowth x7640
Reward : Mage Spell: Teleport

I'll get right on that, buddy.
Title: Re: [B18] A RimWorld of Magic
Post by: Toketsu on January 08, 2018, 03:26:31 AM
Quote from: henk on January 07, 2018, 05:21:32 PM
Rimworld logic :

Caravan request for Seed of Regrowth x7640
Reward : Mage Spell: Teleport

I'll get right on that, buddy.
Lmfao. Good luck, tell us the results!
Title: Re: [B18] A RimWorld of Magic
Post by: RyanRim on January 08, 2018, 08:27:26 AM
Quote from: henk on January 07, 2018, 05:21:32 PM
Rimworld logic :

Caravan request for Seed of Regrowth x7640
Reward : Mage Spell: Teleport

I'll get right on that, buddy.

A colony asked me for 6000 carrots for fire scroll. As a carrot farmer, I had them ready. Hooray. Now I have 3 fire scrolls, and  STILL NO GIFTED PAWNS.
Title: Re: [B18] A RimWorld of Magic
Post by: Jackalvin on January 08, 2018, 10:32:20 AM
Some class ideas?
Warlord (Stamina)-
The Warlord is a team player. They're a damage dealer & a support.
Passive: Intimidating presence
Makes allies have better threshold. Makes enemies threshold worse.
Abillities
Commanding Strike: When activated, the next hit on a raider will increase the damage done by half
Stunning Hit: Stuns
Battle cry: Increases movement and manipulation in a radius to allies.
Master Spell
Avatar of War: Gain dodge chance and ability cool down rate
Title: Re: [B18] A RimWorld of Magic
Post by: henk on January 08, 2018, 10:59:37 AM
Quote from: Toketsu on January 08, 2018, 03:26:31 AM
Lmfao. Good luck, tell us the results!

It's physically impossible to get that many seeds. Seeds require mana to get, and they don't stack. Also, they require refrigeration.

I guess seeds should have a price even if they can't be traded...
Title: Re: [B18] A RimWorld of Magic
Post by: Toketsu on January 08, 2018, 04:19:37 PM
Quote from: henk on January 08, 2018, 10:59:37 AM
Quote from: Toketsu on January 08, 2018, 03:26:31 AM
Lmfao. Good luck, tell us the results!

It's physically impossible to get that many seeds. Seeds require mana to get, and they don't stack. Also, they require refrigeration.
I'm fully aware of all this. You should have made an interesting mini story on the subject >->
Title: Re: [B18] A RimWorld of Magic
Post by: RyanRim on January 09, 2018, 09:14:53 AM
Quote from: Jackalvin on January 08, 2018, 10:32:20 AM
Some class ideas?
Warlord (Stamina)-
The Warlord is a team player. They're a damage dealer & a support.
Passive: Intimidating presence
Makes allies have better threshold. Makes enemies threshold worse.
Abillities
Commanding Strike: When activated, the next hit on a raider will increase the damage done by half
Stunning Hit: Stuns
Battle cry: Increases movement and manipulation in a radius to allies.
Master Spell
Avatar of War: Gain dodge chance and ability cool down rate

Very nice, something like Paladin in vanilla WoW. The Intimidating Presence, thumbs up. I guess by threshold you mean cover, which is very useful.
Title: Re: [B18] A RimWorld of Magic
Post by: Torann on January 09, 2018, 02:42:35 PM
Quote from: Toketsu on January 03, 2018, 01:09:33 PM
Cursed Mage (mana) (you get this class directly, instead of having the ability to choose and buy a book for it) (like Hexhunter, this class shouldn't be added until the AI can use magic)
I think we'll need to see how dangerous AI are with magic before evaluating the need for 'anti-magic' classes.  I suspect that some mages will be quite devastating while others will be much less so (think difference between lightning mage and druid).  But since I'm still working on this, it's yet to be determined, but I appreciate the ideas.

Quote from: Toketsu
Arcane Shield
I like the idea of mana shield and think this is a spell type that would be great as a stand-alone for any mage type.  This is a bit different and I'd need to look into how some other mods implement options from the toolbar.  I think run-n-gun does something like this, so I might look at that.  Something to consider down the line.

Quote from: Toketsu
Arcane Bionics
Other than the regrow-limb spell, I think I'm going to stay away from body parts.  Other mods do a great job and have balanced bionics and body parts.  I'm hoping craftable arcane items should fill the bill for the type of magic enhancement effects you're suggesting.

Quote from: Toketsu
...will sell "obscure scrolls" for a relatively lower price than normal scrolls...
I actually added something similar to this in the last update, which included torn scripts and the ability to learn spells that weren't discovered from the torn script.  The new tome is about 60% of the cost of a torn script, and grants the pawn a random magic class with a random set of skills assigned to that class.  So you don't know what you'll get, but it's certainly less expensive.

Quote from: Canute on January 06, 2018, 04:07:22 AM
Torann,
could you please try to find a way to let NPCs use the magic abilities ?
Yes, I agree that this would add to the mod and help restore difficulty balance.  This has been on my list of things to add for awhile, but I've bumped it up to the highest priority and I'm working on it for the next update.
If possible, I'd like to also include some limited 'auto cast' options to help reduce some of the micro management of the mod.  It hasn't been so difficult to get pawns to use abilities, but it's quite another thing to get pawns to use abilities intelligently.

Quote from: Jackalvin on January 08, 2018, 10:32:20 AM
Some class ideas?
Warlord (Stamina)
The Warlord is a team player. They're a damage dealer & a support.
I like the class idea and definitely need some more good ideas's for stamina based classes - looks like a good support class with a lot of passives and group enhancements and would fill a nice niche.
Title: Re: [B18] A RimWorld of Magic
Post by: omatkoicorko on January 09, 2018, 07:26:58 PM
ohhh this is beautiful! thanks for that mod :D

i have one question, is it possible to know how much stamina or mana our pawns currently have? i dont see any indicator or metter

regards.
Title: Re: [B18] A RimWorld of Magic
Post by: Harry_Dicks on January 09, 2018, 07:35:31 PM
Quote from: omatkoicorko on January 09, 2018, 07:26:58 PM
ohhh this is beautiful! thanks for that mod :D

i have one question, is it possible to know how much stamina or mana our pawns currently have? i dont see any indicator or matter

regards.

Wanted to know the same thing, couldn't find it anywhere!
Title: Re: [B18] A RimWorld of Magic
Post by: henk on January 09, 2018, 07:48:25 PM
First line in Needs is Mana - not present for pawns that don't have a magic or physical skill.
Title: Re: [B18] A RimWorld of Magic
Post by: blizzardwolf420 on January 10, 2018, 01:44:33 AM
i had an idea for none magic pawns of gaining magic , plus a way of adding different kinds of magic pawns. anyone who has a large amount of intelligence can learn how to do alchemy , kind of like full metal alchemist style.. It would be a good way to give others a chance to match gifted pawns in their own way, and add a whole new field  of "magic" to the rimworlds.  granted this is probably a more down the line kind of thing  , but it is a new way of granting  power to one who cant use magic.
Title: Re: [B18] A RimWorld of Magic
Post by: omatkoicorko on January 10, 2018, 03:16:09 AM
Quote from: henk on January 09, 2018, 07:48:25 PM
First line in Needs is Mana - not present for pawns that don't have a magic or physical skill.
Thanks!
Title: Re: [B18] A RimWorld of Magic
Post by: Canute on January 10, 2018, 03:58:28 AM
Quote from: Torann on January 09, 2018, 02:42:35 PM
Quote from: Canute on January 06, 2018, 04:07:22 AM
Torann,
could you please try to find a way to let NPCs use the magic abilities ?
Yes, I agree that this would add to the mod and help restore difficulty balance.  This has been on my list of things to add for awhile, but I've bumped it up to the highest priority and I'm working on it for the next update.
If possible, I'd like to also include some limited 'auto cast' options to help reduce some of the micro management of the mod.  It hasn't been so difficult to get pawns to use abilities, but it's quite another thing to get pawns to use abilities intelligently.
Yep, the AI don't like to use abilities they are focused on buttons.
Maybe try to to add them to a context menu when you right click at a target.

Or add magic staffs/orbs that cast the spell but use mana from the wielder.
When you made them not craftable/not tradeable/destroy on drop they should only appear/used by the magic raiders.
So they can use these spells like normal ranged weapons.
Title: Re: [B18] A RimWorld of Magic
Post by: Toketsu on January 10, 2018, 07:03:48 AM
Quote from: Canute on January 10, 2018, 03:58:28 AM
Quote from: Torann on January 09, 2018, 02:42:35 PM
Quote from: Canute on January 06, 2018, 04:07:22 AM
Torann,
could you please try to find a way to let NPCs use the magic abilities ?
Yes, I agree that this would add to the mod and help restore difficulty balance.  This has been on my list of things to add for awhile, but I've bumped it up to the highest priority and I'm working on it for the next update.
If possible, I'd like to also include some limited 'auto cast' options to help reduce some of the micro management of the mod.  It hasn't been so difficult to get pawns to use abilities, but it's quite another thing to get pawns to use abilities intelligently.
Yep, the AI don't like to use abilities they are focused on buttons.
Maybe try to to add them to a context menu when you right click at a target.

Or add magic staffs/orbs that cast the spell but use mana from the wielder.
When you made them not craftable/not tradeable/destroy on drop they should only appear/used by the magic raiders.
So they can use these spells like normal ranged weapons.
I don't see where this would make the AI cast it intelligently. Seems more like they'd just spam spells until they're out of mana, then stand there doing nothing because they don't have a weapon capable of attacking anymore. Also, one spell per AI mage isn't a good idea, makes it way too easy to counter.
Title: Re: [B18] A RimWorld of Magic
Post by: Canute on January 10, 2018, 07:53:31 AM
True, but otherwise you need to write a real clever AI script.
But i think even when the staff just cast one spell, if it is the right spell it can cause much more trouble then any "normal" weapon can do beside doomday launcher.
At example a elemental summoner want, that let lesser elementals appear next to your pawns, even when the one just can cast 4-8 before he run out of mana, he would cause much more trouble then when he use a minigun.
Since the AI is so weak, you need to give it some advances, and you need to prevent that the player can use these advances.
Why do you think the Storyteller allways send you and overwhelming raid force.
Title: Re: [B18] A RimWorld of Magic
Post by: Toketsu on January 10, 2018, 09:50:54 AM
Quote from: Canute on January 10, 2018, 07:53:31 AM
True, but otherwise you need to write a real clever AI script.
But i think even when the staff just cast one spell, if it is the right spell it can cause much more trouble then any "normal" weapon can do beside doomday launcher.
At example a elemental summoner want, that let lesser elementals appear next to your pawns, even when the one just can cast 4-8 before he run out of mana, he would cause much more trouble then when he use a minigun.
Since the AI is so weak, you need to give it some advances, and you need to prevent that the player can use these advances.
Why do you think the Storyteller allways send you and overwhelming raid force.
What i meant by the one spell being too little thing, was that we, as players, know how to counter the spells and we can counter them. Be it walls, traps, other spells or anything. If the player does actually want to, they'd take out the mages before they can even cast a spell, hence why keeping it to one spell only is kind of a bad idea. I'll give you an example of what may or may not be simple to script. I don't know anything about scripting, so this is just a guess, but should be doable.

Example with one spell:

The enemy has one mage, with fireball spell. Your base has walls all around it. He attacks the walls with fireball, and dies to mortars/spells.


Example with two spells:

The enemy has one mage, with fireball and blink spells. Your base has walls all around it. He uses blink to go beyond the walls (preferably on a spot where turrets won't attack him), and uses fireball on a pawn. After that, he has two choices: Either wait for fireball cooldown to cast it again, and then blink out, or blink out right now and wait for his friends to break down the wall. That single fireball he cast on your pawn could give them a huge edge on the fight, while only slightly endangering the mage.

Edit: On the second scenario, the player's pawns could also end up damaging stuff with shots and spells while trying to take out that single mage, not to mention that, if the player is bad or didn't think, he or she could use something like firestorm on the enemy mage (who could blink out at any moment's notice), and deal some major damage to the colony.

I personally think that a per-spell script would be ideal. For example, a blink script: Could use it to bypass walls, cast another spell and then blink out. Or just blink away to safety when getting hit or if they took too much damage.

And if you want another example, i'll give you a brief idea on what an AI could do to you. So, you got a ton of walls and defenses? Great! But the enemy has a mage capable of blinking and summoning. He just blinked into your storage, summoned a friend and destroyed everything. Or he summoned your orbital laser thingy and used it on your colony. There are countless things that the AI could be capable of, and it only depends on what Torann can do and think of. Magic is limitless in potential, only requiring imagination to power up the ideas.
Title: Re: [B18] A RimWorld of Magic
Post by: Canute on January 10, 2018, 10:32:51 AM
I didn't say that the NPC which could fully control all of his spells arn't less powerfull.
I just said, the current AI can handle a staff with just one spell better.

But when you can write such clever AI script like you descript i am very happy to use it. That would improve the combat of Rimworld at about 2-3 level classes.

It is boring when you got all this nice tools for combat to defeat the enemy without problems.
Title: Re: [B18] A RimWorld of Magic
Post by: Zxypher on January 11, 2018, 01:47:57 AM
Oh man I've wanted a good magic mod for Rimworld for so long! This is amazing. Any chance we could get another universal skill like Clarity for reducing cooldowns? I would like to be able to shoot more lightning bolts pew pew.

Awesome work!
Title: Re: [B18] A RimWorld of Magic
Post by: Torann on January 13, 2018, 03:50:27 PM
Just pushed out the latest version: v.1.7.0
Title: Re: [B18] A RimWorld of Magic
Post by: Harry_Dicks on January 13, 2018, 04:04:00 PM
Quote from: Torann on January 13, 2018, 03:50:27 PM
Just pushed out the latest version: v.1.7.0

  • Mod settings are now included to allow adjustment of several of the mod features such as mana regeneration and how quickly mages gain xp from using spells.

  • AI can now cast spells. 
    There are several options for AI casting.  It can be disabled entirely in the mod settings, or you can pick the challenging route and turn on AI casting hard mode.

  • To support AI casting, all mod traits can occur at random on pawns.  These pawns will come equipped with the full spell complement for their class.  If AI casting is turned on, AI mages will occasionally cast a retaliation spell before they die or are downed rather than allowing themselves to be captured.  On hard mode, they will always do this.

  • The Arcane mage spell, summon, now instantly moves the target for both pawns and objects.

  • Some trait names and scroll descriptions have been adjusted for clarity

  • New stand-alone spell: Mana Shield - allows mages to create a health buffer at the cost of their mana pool.  Use of the spell while mana shield is active will disable the spell as will taking damage in excess of what can be absorbed by mana.

*jaw drops*
Title: Re: [B18] A RimWorld of Magic
Post by: Toketsu on January 13, 2018, 05:59:17 PM
Good job on the update, will check it out when i have the time.

A suggestion i'd like to mention to see if it's possible to be added, while i still work on my next suggestion batch:

There's this game called Tales of Maj'Eyal, where there are 'sustained' skills and spells. These work in a way that, when you activate them, they work like passive skills, but will drain a certain amount of max mana. An example:

Glide (sustained) (unnatributed/scroll)
While active, this spell grants +20% movement speed. 10% mana to sustain.

This means that when cast, this skill will grant +20% movement speed, and reduce max mana from 100% to 90%. Disabling the skill returns mana to 100%, and incurs a cooldown on the skill.

This goes for stamina too. I personally think it would be a neat addition if possible to be done and not too hard.

As for the next ideas batch, it will primarily focus on an overall idea of bosses, as well as a few examples, including drops, skills and such. Should be up within a week (somewhat busy right now, hence why it's taking a while).
Title: Re: [B18] A RimWorld of Magic
Post by: Sarge on January 13, 2018, 07:29:39 PM
Dayhum that's a sweet update. I'm getting right back in the saddle with this mod. Shit's gonna be awesome.
Title: Re: [B18] A RimWorld of Magic
Post by: billyma6 on January 13, 2018, 08:58:35 PM
Hey guys, what does "AI hard mode" mean? Ya know, in the options menu?
Title: Re: [B18] A RimWorld of Magic
Post by: Sarge on January 13, 2018, 10:17:35 PM
Quote from: billyma6 on January 13, 2018, 08:58:35 PM
Hey guys, what does "AI hard mode" mean? Ya know, in the options menu?

Quote from: Torann on January 13, 2018, 03:50:27 PM
  • To support AI casting, all mod traits can occur at random on pawns.  These pawns will come equipped with the full spell complement for their class.  If AI casting is turned on, AI mages will occasionally cast a retaliation spell before they die or are downed rather than allowing themselves to be captured.  On hard mode, they will always do this.
Title: Re: [B18] A RimWorld of Magic
Post by: billyma6 on January 13, 2018, 10:20:53 PM
Quote from: Sarge on January 13, 2018, 10:17:35 PM
Quote from: billyma6 on January 13, 2018, 08:58:35 PM
Hey guys, what does "AI hard mode" mean? Ya know, in the options menu?

Quote from: Torann on January 13, 2018, 03:50:27 PM
  • To support AI casting, all mod traits can occur at random on pawns.  These pawns will come equipped with the full spell complement for their class.  If AI casting is turned on, AI mages will occasionally cast a retaliation spell before they die or are downed rather than allowing themselves to be captured.  On hard mode, they will always do this.
Oh. Whoops. ¯\_(ツ)_/¯[/list]
Title: Re: [B18] A RimWorld of Magic
Post by: Sarge on January 13, 2018, 11:56:52 PM
I just cast my first Lightning Storm. Ho-ly-fuck... I'm in love.

EDIT: Come to think of it, enemy pawns gifted in magic and all of the other cool special abilities created with this mod will be very dangerous and will require some special attention and tactics to fight and defend against.

Having to run through a pack of enemy pawns one by one to see who is gifted with what and then to try keep track of them just by name in the chaos of a fight is not ideal.

Is it possible to 'mark' any character with any of these talents somehow? Perhaps some glow effects of different colours designating the toon and his gift?
Title: Re: [B18] A RimWorld of Magic
Post by: Harry_Dicks on January 14, 2018, 01:13:09 AM
Quote from: Sarge on January 13, 2018, 11:56:52 PM
I just cast my first Lightning Storm. Ho-ly-fuck... I'm in love.

EDIT: Come to think of it, enemy pawns gifted in magic and all of the other cool special abilities created with this mod will be very dangerous and will require some special attention and tactics to fight and defend against.

Having to run through a pack of enemy pawns one by one to see who is gifted with what and then to try keep track of them just by name in the chaos of a fight is not ideal.

Is it possible to 'mark' any character with any of these talents somehow? Perhaps some glow effects of different colours designating the toon and his gift?

Sarge, you just gave me a fucking great idea for a mod suggestion. Why not have it as any special "trait" that shows up for any pawns on your maps, you could have marked?
Title: Re: [B18] A RimWorld of Magic
Post by: Canute on January 14, 2018, 06:32:58 AM
About the Possession spell to temp. control a pawn.
Once they die, you pawns geting the "colonist died" bad mood.

Since you wanted that this pawn should be controlable, i don't think this bad mood is avoidable ?
Maybe leave the colony faction before the heart attack strikes, but then you still have the dead during regular combat.

It is a very strong combat ability to let the attacker fight for you, but when you are geting that bad mood, it balance it a bit, but still annoying.
I know from the Star War Force mod, that 1-2 sith lord can deal with a whole raid, because they berserk them and let them fight each other. While they drink coffee behind their walls.
Title: Re: [B18] A RimWorld of Magic
Post by: Sarge on January 14, 2018, 09:46:46 AM
@Harry

There was a small mod like that which you could use to mark sappers, pawns with cool weapons that you might want  and some such. 4 things in total.

Problem with that mod was that you had to manually go through every enemy and mark them yourself. For obvious reasons in the case of that mod at least.

In this case though I would much rather that you don't need to do all of it manually for every encounter but that it is coded. So if a posse of 20 raiders rock up and then you can see that there are two gifted ones as they enter the map since the lightning mage has a soft yellow glow and the dire mage a red one.

EDIT: The last one was supposed to be fire* mage. Typo. Can we have dire mages now though please?
Title: Re: [B18] A RimWorld of Magic
Post by: Torann on January 14, 2018, 10:54:01 AM
AI Hard Mode also means that AI will use much more advanced spells, which means more dangerous, deadly, and challenging.
As already noted, when an AI is downed in hardmode, they will -always- use a retaliation spell.  What's implied with this is that you will have a much harder time recruiting full mages and should expect to advance most of your mages from the precursor trait.  You can, however, purchase a slave with full magic, or gain them from an escapee.

As far as marking magic pawns.  This should be a relatively easy thing to do, I'll see about adding a quick settings option to do this, or perhaps just make the mini-mod that allows people to select which traits they want marked.
Title: Re: [B18] A RimWorld of Magic
Post by: billyma6 on January 14, 2018, 12:37:09 PM
Quote from: Canute on January 14, 2018, 06:32:58 AM
About the Possession spell to temp. control a pawn.
Once they die, you pawns geting the "colonist died" bad mood.

Since you wanted that this pawn should be controlable, i don't think this bad mood is avoidable ?
Maybe leave the colony faction before the heart attack strikes, but then you still have the dead during regular combat.

It is a very strong combat ability to let the attacker fight for you, but when you are geting that bad mood, it balance it a bit, but still annoying.
I know from the Star War Force mod, that 1-2 sith lord can deal with a whole raid, because they berserk them and let them fight each other. While they drink coffee behind their walls.

Wait, just got an idea. What about a spell that allows the mage to berserk an enemy pawn against themselves while giving the pawn a buff of speed, strength, etc, while limiting them to a certain amount of time, after which they die extravagantly?
Title: Re: [B18] A RimWorld of Magic
Post by: Sarge on January 14, 2018, 02:26:53 PM
Torann,

Can you turn the volume down a little on the Lightning Storm? It's way louder than anything else.
Title: Re: [B18] A RimWorld of Magic
Post by: Harry_Dicks on January 14, 2018, 03:53:43 PM
I'm getting this same error 3 times, once each for following. They all have the same trace. I believe I remember seeing the Elemental and Minion come from your mod, the Summoner or Arcane guy or something, right?

Config error in Undead: TraitDef Undead has 0 commonality.
Config error in Elemental: no parts vulnerable to frostbite
Config error in Minion: no parts vulnerable to frostbite

Config error in Elemental: no parts vulnerable to frostbite
Verse.Log:Warning(String)
Verse.DefDatabase`1:ErrorCheckAllDefs()
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
Verse.GenGeneric:InvokeStaticMethodOnGenericType(Type, Type, String)
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()


Title: Re: [B18] A RimWorld of Magic
Post by: blizzardwolf420 on January 14, 2018, 08:48:27 PM
so torran any idea whats causing the conflict with your mod and the rim of madness mod? it seems to conflict with a bunch of errors , I tested all my mods and rim of madness seems to be the only one that really tosses up any errors with your mod. A shame really I really wanted to use these mods together but ill have to just stick with your mod for now till someone can figure out what the conflict is, based on the errors given it seems to be someone with jecstools.
Title: Re: [B18] A RimWorld of Magic
Post by: Canute on January 15, 2018, 01:48:57 AM
blizzardwolf420,
update your jecstools mod.
I got plenty of errors because of an old version of that.
Currently i don't got errors with tmagic and vampire, just warnings about unfinished stuff like teleporter.
Title: Re: [B18] A RimWorld of Magic
Post by: Torann on January 15, 2018, 11:34:29 AM
Quote from: blizzardwolf420 on January 14, 2018, 08:48:27 PM
so torran any idea whats causing the conflict with your mod and the rim of madness mod? it seems to conflict with a bunch of errors , I tested all my mods and rim of madness seems to be the only one that really tosses up any errors with your mod. A shame really I really wanted to use these mods together but ill have to just stick with your mod for now till someone can figure out what the conflict is, based on the errors given it seems to be someone with jecstools.

I play with all the ROM mods and don't have any issues.  Like Canute said, best bet is to make sure your mods are up-to-date and all supporting mods (like jecs tools and hugslib) are also up-to-date.  Also check your mod load order to make sure supporting mods are loaded first.
If you still have issues, I'd recommend deleting the entire folder for each mod your having issues with - sometimes mod developers reorganize or recompile differently but it'll leave old files that can conflict.
Title: Re: [B18] A RimWorld of Magic
Post by: Sarge on January 15, 2018, 12:00:44 PM
I got raided by 3 guys in my very early game. RNGesus decided that one would be a fire mage and another a lightning mage. I'm playing with AI Hard activated.

It's a whooooole new difficulty level is what I'm saying. You've been warned.
Title: Re: [B18] A RimWorld of Magic
Post by: Torann on January 15, 2018, 01:19:50 PM
Just did a quick update to include the mage marking option you guys came up with.  It'll put an icon on any AI pawns that are mages.  Great idea!
Title: Re: [B18] A RimWorld of Magic
Post by: Harry_Dicks on January 15, 2018, 02:00:55 PM
Quote from: Torann on January 15, 2018, 01:19:50 PM
Just did a quick update to include the mage marking option you guys came up with.  It'll put an icon on any AI pawns that are mages.  Great idea!

Dude! Hell yeah!!! ;D

I just made a post elsewhere asking about a mod like that, but you are over here making dreams come true! Now if only you could just have a small sub-mod, where you could pick and choose what traits or health conditions you want to be notified of when they enter your map. The reason I ask about health conditions, is because maybe you have a bionics recovery from dead people mod, and you want to scavenge any bionic legs raiders might have. Or vampirism is a health condition from Rim of Madness, so you want to see them too. Or other traits, like werewolves, joggers, brawlers, psychopaths, whatever you want!
Title: Re: [B18] A RimWorld of Magic
Post by: blizzardwolf420 on January 16, 2018, 12:48:40 AM
Quote from: Torann on January 15, 2018, 11:34:29 AM
Quote from: blizzardwolf420 on January 14, 2018, 08:48:27 PM
so torran any idea whats causing the conflict with your mod and the rim of madness mod? it seems to conflict with a bunch of errors , I tested all my mods and rim of madness seems to be the only one that really tosses up any errors with your mod. A shame really I really wanted to use these mods together but ill have to just stick with your mod for now till someone can figure out what the conflict is, based on the errors given it seems to be someone with jecstools.

I play with all the ROM mods and don't have any issues.  Like Canute said, best bet is to make sure your mods are up-to-date and all supporting mods (like jecs tools and hugslib) are also up-to-date.  Also check your mod load order to make sure supporting mods are loaded first.
If you still have issues, I'd recommend deleting the entire folder for each mod your having issues with - sometimes mod developers reorganize or recompile differently but it'll leave old files that can conflict.
you guys were right, i havnt updated hugs and jecs  in a month  so an update fixed all my issues i had. stupid me should have done that first.
Title: Re: [B18] A RimWorld of Magic
Post by: Harry_Dicks on January 16, 2018, 07:52:22 PM
Can the arcane mage use their teleport spells for going from 1 colony to another?
Title: Re: [B18] A RimWorld of Magic
Post by: Canute on January 17, 2018, 02:12:36 AM
They work basicly like transport pods, so yes if the other colony is in range.
Title: Re: [B18] A RimWorld of Magic
Post by: Canute on January 17, 2018, 10:41:38 AM
It is just me or does the teleport spell don't work with 1.7.1
Exception ticking Projectile_Teleport260110: System.ArgumentNullException: Argument cannot be null.
Parameter name: type
  at System.Activator.CheckType (System.Type type) [0x00000] in <filename unknown>:0
  at System.Activator.CreateInstance (System.Type type, Boolean nonPublic) [0x00000] in <filename unknown>:0
  at System.Activator.CreateInstance (System.Type type) [0x00000] in <filename unknown>:0
  at Verse.ThingMaker.MakeThing (Verse.ThingDef def, Verse.ThingDef stuff) [0x00000] in <filename unknown>:0
  at TorannMagic.Projectile_Teleport.SingleSpawnLoop (AbilityUser.SpawnThings spawnables, IntVec3 position, Verse.Map map) [0x00000] in <filename unknown>:0
  at TorannMagic.Projectile_Teleport.Impact (Verse.Thing hitThing) [0x00000] in <filename unknown>:0
  at AbilityUser.Projectile_AbilityBase.ImpactSomething () [0x00000] in <filename unknown>:0
  at AbilityUser.Projectile_AbilityBase.Tick () [0x00000] in <filename unknown>:0
  at TorannMagic.Projectile_Teleport.Tick () [0x00000] in <filename unknown>:0
  at Verse.TickList.Tick () [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()

Title: Re: [B18] A RimWorld of Magic
Post by: HerrColonel on January 17, 2018, 12:43:02 PM
Hello I tried this mod yesterday and I love it so far, but does someone knows where is the mana or stamina displayed? Sorry if this has been answered already I didnt feel like reading the 6 pages of discussion
Title: Re: [B18] A RimWorld of Magic
Post by: Torann on January 17, 2018, 01:16:48 PM
Quote from: HerrColonel on January 17, 2018, 12:43:02 PM
Hello I tried this mod yesterday and I love it so far, but does someone knows where is the mana or stamina displayed? Sorry if this has been answered already I didnt feel like reading the 6 pages of discussion
Mana and Stamina show in the Need tab for each character that has become a magic or combat class.

Quote from: Canute on January 17, 2018, 10:41:38 AM
It is just me or does the teleport spell don't work with 1.7.1

I've had no issue with teleport, can you give me some more info on where this was cast; does this happen every time?
Title: Re: [B18] A RimWorld of Magic
Post by: HerrColonel on January 17, 2018, 02:08:55 PM
Thanks a lot Torann
Title: Re: [B18] A RimWorld of Magic
Post by: Canute on January 17, 2018, 04:22:19 PM
Quote from: Torann on January 17, 2018, 01:16:48 PM
Quote from: Canute on January 17, 2018, 10:41:38 AM
It is just me or does the teleport spell don't work with 1.7.1
I've had no issue with teleport, can you give me some more info on where this was cast; does this happen every time?
Currently i got plenty of warnings on startup. I though its about the change you mention about the teleport.
But maybe you forget to add something at the 1.7.1 release.
But now i think thats the reason why the teleport don't work.
https://gist.github.com/91de07830d7a79a500013fbd8ffdc8c9

I use latest jecstools and deleted allways the old TMagic folder before i unzip it into mods.

Edit:
Ok, moved TMagic at the end of the modlist and the teleport warning disappeared.
And then the teleport is working.
Title: Re: [B18] A RimWorld of Magic
Post by: henk on January 17, 2018, 09:51:28 PM
This mod gets more and more interesting... I noticed two visitors fist fighting, but when I went back to check if any of them needed saving, I only saw one wounded. When I clicked on it, its wounds were gone and it only said "regenerating". The visitors had both a paladin and a druid, who healed their wounded comrades. Looking forward to seeing raiders in action!

On a side note, the magic-user icon disappears when you pause the game.

Edit : Is there any problem that Summon doesn't solve?

Invaders coming fast? Summon them one at a time.
Enemies hiding behind cover? Summon.
Ally downed near enemies? Summon.
Slow-walking visitor getting downed on the way out? Walk ahead of him and Summon him.

Forget all the nukes. Summon is the best spell.
Title: Re: [B18] A RimWorld of Magic
Post by: Canute on January 18, 2018, 06:25:22 AM
Hehe for any tarvern fight, keep your paladin buddy close to you ! :-)
Or have a druid girlfriend at home.
But beware to start a social fight with her ! :-)
Title: Re: [B18] A RimWorld of Magic
Post by: Toketsu on January 18, 2018, 05:32:03 PM
I've been rather busy recently, so i ended up not adding more to the notepad. Thanks to that, i got out of tune with the ideas, so i'll post them as they were written, meaning that there's only a handful of things. Discussion on the boss mechanics would be great.

Bosses

Bosses are rare monsters that sometimes spawn. Some of them spawn as a result of events, other as a result of something that triggered the spawn, while others must be spawned manually (be it by players or AI). When spawned, the player gains a red letter message, which pauses the game and informs which boss spawned, and the option to lead the camera there. There can only be one boss active at a time, but if more are spawned or the trigger activates while one is alive, as soon as the first boss ends, the next one will spawn. Each boss will have it's own special drops. Bosses only start spawning after the first year. If playing on extreme difficulty mode, bosses can start spawning on day 5. No triggers/spawns will activate before this period, as to not have massive boss waves once they can spawn. All bosses have an 'enrage' mode, which is triggered when something is or is not done (depends on the boss). Enrage mode is a permanent buff that causes the boss to deal 2x damage and take only 25% damage. All bosses can drop a special, very rare boss statue related to the corresponding boss. These statues provide a 1% boost to every stat for all colonists and allies in the map while placed down. You do not get another 1% boost for having the same statue twice (to avoid people farming easy-to-spawn bosses). Stacks up to 30 times (30 different statues), albeit it's very unlikely that anyone will get this amount without cheating.
Note: Drops on these ideas will also include items that i have previously mentioned in other idea posts. If they it doesn't really matter if they aren't added, i'm adding to the idea for the sake of adding. All bosses will also have between 1 and 4 unique drops, which aren't dropped/gained anywhere else.

I will not provide boss names on these idea posts, as names are the hardest part of getting ideas to be complete (for me). I will simply name them stuff like "Boss 1" or something related to their ability, like "Eater boss".

Eater boss
This boss is spawned by leaving too many humanlike corpses around. Every corpse adds a 1% chance of the boss spawning at midnight, everyday. This boss starts out as weak as a human, but each corpse it eats (humanlike or animal) increases it's strength by 30%. Rotting/dessicated animal corpses cannot be eaten, although humanlike ones can. This boss has the ability to pick up and use weapons, as well as it can use necromancer spells.
Enrage mode is activated by not eating any corpse in 30 seconds. This boss spawns near a random corpse that it can eat.
This boss may drop one of the following: Necromancer tome (rare), spell scroll (higher chance of necromancer spells), a low-tier magic weapon, 5 mana potions or the Consume Corpse spell scroll (rare/unique drop).


Spells

High Voltage (thunder/scroll)
Targetted spell usable on buildings and built floors. Casting on a metallic building or floor will cause electricity to spread to tiles connected via metal. Lower damage the farther it is from the spot it was cast on. Targets with bionic body parts take extra damage. Metals that don't conduct electricity well will mostly be unaffected by this spell.

Consume Corpse (necromancer/boss scroll) (Paladins cannot learn this)
This spell can be used on humanlike corpses or animal corpses (neither can be dessicated or rotting) for a 40% and 20% mana gain respectively. The corpse will vanish, and the pawn that cast it will gain any mood buffs/debuffs related to eating raw corpses (depending on their traits). Necromancers will also have a 1% chance of gaining a skill point. Costs 0 mana to cast, long cooldown.
Edit: I didn't know this was already an spell as i haven't played rimworld since before necromancers got added o-o Just saw it in-game.


Classes

Hero (mana and stamina)
The Hero class cannot be learned. Faction leaders will have a 25% chance to have this class. This class starts out weak, with no skills or spells. It can learn any spell and skill that have a scroll - but cannot learn anything that doesn't have a scroll version. Heroes are the primary target of enemies (must be in sight). Heroes are basically a jack of all trades, and master of none.


Items

Magic Handcuffs
Makes it so the pawn cannot cast magic until it's removed. Can only be removed with magic from another pawn. Good for magical prisoners. Can only be equipped by humanoids.


Other

Make it so pawns with Alzheimer have a small chance of forgetting learnt scroll spells, with the chance triggering every x days.

Edit: I can't seem to be able to level up Phase Strike's skills, other than the main one.

(https://i.imgur.com/t2G2qeN.png)


Error i get when i try to use Teleport spell:

Exception ticking Projectile_Teleport79552: System.ArgumentNullException: Argument cannot be null.
Parameter name: type
  at System.Activator.CheckType (System.Type type) [0x00000] in <filename unknown>:0
  at System.Activator.CreateInstance (System.Type type, Boolean nonPublic) [0x00000] in <filename unknown>:0
  at System.Activator.CreateInstance (System.Type type) [0x00000] in <filename unknown>:0
  at Verse.ThingMaker.MakeThing (Verse.ThingDef def, Verse.ThingDef stuff) [0x00000] in <filename unknown>:0
  at TorannMagic.Projectile_Teleport.SingleSpawnLoop (AbilityUser.SpawnThings spawnables, IntVec3 position, Verse.Map map) [0x00000] in <filename unknown>:0
  at TorannMagic.Projectile_Teleport.Impact (Verse.Thing hitThing) [0x00000] in <filename unknown>:0
  at AbilityUser.Projectile_AbilityBase.ImpactSomething () [0x00000] in <filename unknown>:0
  at AbilityUser.Projectile_AbilityBase.Tick () [0x00000] in <filename unknown>:0
  at TorannMagic.Projectile_Teleport.Tick () [0x00000] in <filename unknown>:0
  at Verse.TickList.Tick () [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()
Title: Re: [B18] A RimWorld of Magic
Post by: billyma6 on January 19, 2018, 01:15:50 AM
Quote from: Toketsu on January 18, 2018, 05:32:03 PM
I will not provide boss names on these idea posts, as names are the hardest part of getting ideas to be complete (for me). I will simply name them stuff like "Boss 1" or something related to their ability, like "Eater boss".

Eater boss
This boss is spawned by leaving too many humanlike corpses around. Every corpse adds a 1% chance of the boss spawning at midnight, everyday. This boss starts out as weak as a human, but each corpse it eats (humanlike or animal) increases it's strength by 30%. Rotting/dessicated animal corpses cannot be eaten, although humanlike ones can. This boss has the ability to pick up and use weapons, as well as it can use necromancer spells.
Enrage mode is activated by not eating any corpse in 30 seconds. This boss spawns near a random corpse that it can eat.
This boss may drop one of the following: Necromancer tome (rare), spell scroll (higher chance of necromancer spells), a low-tier magic weapon, 5 mana potions or the Consume Corpse spell scroll (rare/unique drop).

For that one, what about something menacing like "Consumer of Souls" or something like that?

I'd like to say I'm not that bad at naming stuff.
Title: Re: [B18] A RimWorld of Magic
Post by: Canute on January 19, 2018, 02:40:29 AM
Toketsu,
i think you got the same error i encounter too.
Do you got yellow warning about teleport when you start the game ?
Could you please use Share log button and post the link, i want compare the mods that follow TMagic.

Move TMagic at the end of the modlist that solved the issue for me at last.
Title: Re: [B18] A RimWorld of Magic
Post by: ChJees on January 19, 2018, 05:22:41 AM
After playing with this mod for a while i gotta say the Arcane magician is the best.
Great for rescuing pawns and boosting overall productiveness. (The Magic Missile spell is useless though, would like it replaced for something else :P.)

Would be lovely if there was a "Alchemist\Artificer" class at some point. Would not necessarily have any offensive and defensive abilities on their own but would have the ability to craft Wondrous Items (http://www.d20pfsrd.com/magic-items/wondrous-items/). Like a super crafter. Maybe in conjuction with the Infused mod from NotFood there would be additional chances to infuse the item.
Title: Re: [B18] A RimWorld of Magic
Post by: Canute on January 19, 2018, 07:06:53 AM
Yep i like the Arcanist too.
But more for the teleport spell :-) Ok the other spells are very useful too, and the magic missile if you level it up is good against Centipeds because of the confusion.
Summoner is very handy too, minions that haul for you, elementals to fight and act as target dummies.

About these "Alchemist\Artificer", would be nice if he could enchant item like the Infused mod. 5 level of the skills, 1-4 how strong the random effect are, and the 5. let you pick a special infusion.


Edit:
Ohh i just notice, when you deconstruct the portal you gain Mana potion.
But the non-existent portal still explode.
Title: Re: [B18] A RimWorld of Magic
Post by: Toketsu on January 19, 2018, 08:02:12 AM
Quote from: Canute on January 19, 2018, 02:40:29 AM
Toketsu,
i think you got the same error i encounter too.
Do you got yellow warning about teleport when you start the game ?
Could you please use Share log button and post the link, i want compare the mods that follow TMagic.

Move TMagic at the end of the modlist that solved the issue for me at last.
No idea, i get like over 500 errors when i load the game (none which actually cause issues as far as i know), and the mod is already at the bottom of the list.
Title: Re: [B18] A RimWorld of Magic
Post by: Jimmy P on January 19, 2018, 08:58:58 AM
Cheers for this mod, perfect for that Fantasy Rimworld experience!

I've just had my necromancer create his first undead from a corpse (The corpse of an orc from the orc invasion mod, I suppose that might matter) and this zombie defies all the laws of necromancy; he does social and caring tasks (despite being marked as not being capable) and whenever he hits 52% rest, he drops back down to 50% rest and essentially will sleep forever if I don't draft him to wake him up now and then
Title: Re: [B18] A RimWorld of Magic
Post by: HerrColonel on January 19, 2018, 12:32:22 PM
I LOVE the arcane mage. I think the arcane projectile is good. With the sheer amount of projectiles the dmgs are actually quite good like a LMG. It's a great assassination skill. But I also had issues with teleport (not the blink the actual portal teleport). I tried using it when I had a quest to move around. It did not display fail or succes over the caster's head. It played a sound, but no portal appeared.

Here's the logs (Magic mod was loaded last).
https://gist.github.com/c8c125aeccba4f0d2dfcbb5f46a363a6

What I did before sharing the logs:
Title: Re: [B18] A RimWorld of Magic
Post by: Torann on January 19, 2018, 01:16:27 PM
Quote from: ChJees on January 19, 2018, 05:22:41 AM
After playing with this mod for a while i gotta say the Arcane magician is the best.
Great for rescuing pawns and boosting overall productiveness. (The Magic Missile spell is useless though, would like it replaced for something else :P.)

Would be lovely if there was a "Alchemist\Artificer" class at some point. Would not necessarily have any offensive and defensive abilities on their own but would have the ability to craft Wondrous Items (http://www.d20pfsrd.com/magic-items/wondrous-items/). Like a super crafter. Maybe in conjuction with the Infused mod from NotFood there would be additional chances to infuse the item.
As for magic missile, I have to disagree, I think it's probably one of the strongest spells in terms of direct power.  It's the only DD spell the Arcanist gets, but at max level it can stream 38 projectiles, dealing ~7 damage each which can result in over 250 damage.  That easily puts it in line with the top tier weapon systems.  To add to its power, it has a chance to confuse, the duration is extremely short, so if it triggers once or twice it's more like an interrupt, but it can stack, so at higher levels it can confuse an enemy for 5-10 seconds.
Biggest drawback it has is that it is heavily dependent on the shooting accuracy of the mage, so if you have a terrible shooter / poor eyes, you can miss a lot, especially at longer ranges, making the spell lose a lot of its effectiveness.

You described the design plan for items/artifacts almost precisely!

Quote from: Toketsu on January 18, 2018, 05:32:03 PM
Bosses

Edit: I can't seem to be able to level up Phase Strike's skills, other than the main one.

Error i get when i try to use Teleport spell:
Bosses are definitely planned, along with some other events that will be centered around magic and the Arcane Fold faction.  I think most of these you came up with!
A few on my list:
Rogue elemental portal: a portal has opened on the map and will spawn hostile elementals until the portal is closed.  Will be guarded by a group of elementals and will periodically spawn small groups of elementals to assault the colony until the portal is destroyed.
Arcane Bandits - a small group of mages assault the colony in the attempt to make out with magical artifacts - will have a high concentration of magic users and will fight ferociously
Wandering necromancer - a necromancer enters the map with a group of undead and will prioritize moving about the map raising corpses as minions.  After awhile, the necromancer will either leave or turn hostile and attack the colony.
Reintroduction of the Arcane Tower: An arch-mage makes themself known to the colony by declaring a specific mage to be in violation of using unsanctioned magic.  The colony will have the option of sending the mage to the tower for 'training' or to defy the declaration and keep the mage.  If the player decides to follow the rules and sends the mage away, the pawn will leave the colony.  The arcane tower will remain on the map and may continue making demands of any new mages the colony has.  If the player chooses to defy the arch-mage, then the tower will periodically send raiding parties and will call down powerful spells on the colony (such as firestorm, lightning storm, and blizzard at random points in the home area).  The tower and residing arch-mage will, of course, be attackable.

I don't know if any of those fit in with the "Boss" concept, but Ive been thinking about introducing a new pawn type that excels at magic.  I want to call this creature an "Overlord" and will have improved capacities, health, etc... maybe even unique spells.  Definitely fits in with a boss type though.

As far as those errors, I just double checked and had no issues leveling up the bladedancer skills.  Dimension blade has a bug in the 1.7.1 version that doesn't allow it to be leveled past 1/3, but that's been corrected in the working version and will be fixed next update.  Also, no issues with teleport...

I've implemented and have been testing some exception handling for various skills (blink, teleport, summons, phase strike) that seem to have some unexplained errors I haven't been able to track down (mostly because I can consistently recreate the error).  That being said, the exception handling will restore the ability user to a safe state and restore mana/stamina.

Quote from: Jimmy P on January 19, 2018, 08:58:58 AM
Cheers for this mod, perfect for that Fantasy Rimworld experience!

I've just had my necromancer create his first undead from a corpse (The corpse of an orc from the orc invasion mod, I suppose that might matter) and this zombie defies all the laws of necromancy; he does social and caring tasks (despite being marked as not being capable) and whenever he hits 52% rest, he drops back down to 50% rest and essentially will sleep forever if I don't draft him to wake him up now and then
Thanks for the note, if the undead pawn is directed to sleep during specific hours, they'll still go to sleep.  I was not aware they'd stay asleep however, but that makes sense.  If you set them to never sleep, that should resolve them ever trying.  An undead refinement update is planned and hopefully I can make the undead behave and interact in a more expected manner.
Title: Re: [B18] A RimWorld of Magic
Post by: Torann on January 19, 2018, 01:39:05 PM
Quote from: HerrColonel on January 19, 2018, 12:32:22 PM
Here's the logs (Magic mod was loaded last).
I noticed that under the TMagic mod it has Jecstools 1.0.6.1.  Jecstools dll shouldn't exist under my mod, so you might check your TMagic mod folder and make sure there is no lingering 0Jecstools.dll or Jecstools.dll along with the TorannMagic.dll, if there is, delete it so that the jecstools version you have loaded first won't be overwritten.
Also, I think jecstools is on version 1.0.8.6, though I  only use a sub-class which is AbilityUser and AbilityUserAI, so that might not matter.
Title: Re: [B18] A RimWorld of Magic
Post by: HerrColonel on January 19, 2018, 02:48:59 PM
You were right I found a JecsTools.dll in \TMagic\Assemblies. I deleted it and reloaded my game. So it should take into account my JecsTools version loaded before (it's 1.0.8.6). But the same error still occurs an the portal doesn't open. Just in case, here's the logs again:
https://gist.github.com/01736220f786363f4d7197109f67b542

I appreciate your fast answer on my issue
Title: Re: [B18] A RimWorld of Magic
Post by: Toketsu on January 19, 2018, 02:50:58 PM
Quote from: Torann on January 19, 2018, 01:16:27 PM
Reintroduction of the Arcane Tower: An arch-mage makes themself known to the colony by declaring a specific mage to be in violation of using unsanctioned magic.  The colony will have the option of sending the mage to the tower for 'training' or to defy the declaration and keep the mage.  If the player decides to follow the rules and sends the mage away, the pawn will leave the colony.  The arcane tower will remain on the map and may continue making demands of any new mages the colony has.  If the player chooses to defy the arch-mage, then the tower will periodically send raiding parties and will call down powerful spells on the colony (such as firestorm, lightning storm, and blizzard at random points in the home area).  The tower and residing arch-mage will, of course, be attackable.
This sounds quite interesting o-o

Quote from: Torann on January 19, 2018, 01:16:27 PM
I don't know if any of those fit in with the "Boss" concept, but Ive been thinking about introducing a new pawn type that excels at magic.  I want to call this creature an "Overlord" and will have improved capacities, health, etc... maybe even unique spells.  Definitely fits in with a boss type though.
Considering the name, it could have Mind spells, inducing mental breaks, mind control, map-wide mood debuffs, etc.
Title: Re: [B18] A RimWorld of Magic
Post by: Jimmy P on January 19, 2018, 05:43:18 PM
I reanimated a fire mage and he is trying to do medical jobs. Throws this error:

Attempted to calculate value for disabled stat MedicalTendSpeed; this is meant as a consistency check, either set the stat to neverDisabled or ensure this pawn cannot accidentally use this stat (thing=Stove)
Verse.Log:Error(String)
Verse.Log:ErrorOnce(String, Int32)
RimWorld.StatWorker:GetValueUnfinalized(StatRequest, Boolean)
RimWorld.StatWorker:GetValue(StatRequest, Boolean)
RimWorld.StatWorker:GetValue(Thing, Boolean)
RimWorld.StatExtension:GetStatValue_Patch1(Thing, StatDef, Boolean)
RimWorld.<MakeNewToils>c__Iterator0:MoveNext()
Verse.AI.JobDriver:SetupToils()
Verse.AI.Pawn_JobTracker:StartJob(Job, JobCondition, ThinkNode, Boolean, Boolean, ThinkTreeDef, Nullable`1, Boolean)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob()
Verse.AI.Pawn_JobTracker:EndCurrentJob(JobCondition, Boolean)
RimWorld.Pawn_DraftController:set_Drafted_Patch2(Object, Boolean)
RimWorld.<GetGizmos>c__Iterator0:<>m__0()
Verse.Command_Toggle:ProcessInput(Event)
Verse.GizmoGridDrawer:DrawGizmoGrid(IEnumerable`1, Single, Gizmo&)
RimWorld.InspectGizmoGrid:DrawInspectGizmoGridFor(IEnumerable`1)
RimWorld.MainTabWindow_Inspect:DrawInspectGizmos()
RimWorld.InspectPaneUtility:ExtraOnGUI(IInspectPane)
RimWorld.MainTabWindow_Inspect:ExtraOnGUI_Patch1(Object)
Verse.WindowStack:WindowStackOnGUI()
RimWorld.UIRoot_Play:UIRootOnGUI()
Verse.Root:OnGUI()
Title: Re: [B18] A RimWorld of Magic
Post by: tmo97 on January 19, 2018, 06:14:03 PM
I've done like 10 playthroughs and I still haven't seen a single spell or mana bar yet.
From what I've experienced, this mod was made by that kind of person who gets to late-game without trouble, or by someone who thinks money makes magic.

By the time I have enough money, a magically gifted pawn, the necessary scrolls, I'm already way too much invested in electricity and stuff just to keep myself alive to see the magic.
Then the pawn dies because of a squirrel and all the money, effort and time is wasted.

Fix your fucking mod, this is bad.
p.s. idgaf whether any of you think this is presumptuous
Title: Re: [B18] A RimWorld of Magic
Post by: HerrColonel on January 19, 2018, 07:41:12 PM
Quote from: tmo97 on January 19, 2018, 06:14:03 PM
I've done like 10 playthroughs and I still haven't seen a single spell or mana bar yet.
From what I've experienced, this mod was made by that kind of person who gets to late-game without trouble, or by someone who thinks money makes magic.

By the time I have enough money, a magically gifted pawn, the necessary scrolls, I'm already way too much invested in electricity and stuff just to keep myself alive to see the magic.
Then the pawn dies because of a squirrel and all the money, effort and time is wasted.

Fix your fucking mod, this is bad.
p.s. idgaf whether any of you think this is presumptuous
In my first magic playthrought the first trader caravan I ever encountered had scrolls to sell. It was waaay before I was able to buy any. Magic pawns are super rare though, but that's because of how random traits are. I started with pawns made with prepare carefully, but I also encountered a "fleeing princess" event where the pawn I rescued was actually a gladiator!
Title: Re: [B18] A RimWorld of Magic
Post by: Mikuno on January 19, 2018, 07:59:45 PM
Quote from: tmo97 on January 19, 2018, 06:14:03 PM
Fix your fucking mod, this is bad.
If you are unable to deal with enemy spellcasting, then there is a button in mod settings to turn it off.
You can just start with someone who is already a mage if you feel that it takes you too long to get to the tomes. You can also capture additional mages from pod crashes or raids.
Also BYOG instead of blaming the mod creator.
Title: Re: [B18] A RimWorld of Magic
Post by: Toketsu on January 20, 2018, 04:53:18 AM
The TMagic errors i get when i load the game:

(https://i.imgur.com/lujm29c.png)

If you need the detailed info from them, just say.
Title: Re: [B18] A RimWorld of Magic
Post by: Canute on January 20, 2018, 05:21:37 AM
I got these errors too, but once i moved TMagic at the end of the modlist they didn't appear anymore.
But didn't helped at your case you said.
When did you update jecstools the last time ?
Title: Re: [B18] A RimWorld of Magic
Post by: Toketsu on January 20, 2018, 09:44:05 AM
Quote from: Canute on January 20, 2018, 05:21:37 AM
I got these errors too, but once i moved TMagic at the end of the modlist they didn't appear anymore.
But didn't helped at your case you said.
When did you update jecstools the last time ?
I use steam workshop, so i don't need manual updating, as far as i know.
Title: Re: [B18] A RimWorld of Magic
Post by: crusader2010 on January 20, 2018, 02:12:25 PM
Hi. Can someone tell me the best way to equip a mage? What I mean is, if the pawn also has a weapon and gets drafted, what is he going to use, spells or the weapon?

In other words, is it best to leave mages unarmed or... ?
Title: Re: [B18] A RimWorld of Magic
Post by: Torann on January 20, 2018, 02:55:31 PM
Quote from: crusader2010 on January 20, 2018, 02:12:25 PM
Hi. Can someone tell me the best way to equip a mage? What I mean is, if the pawn also has a weapon and gets drafted, what is he going to use, spells or the weapon?

In other words, is it best to leave mages unarmed or... ?
Hi Crusader.  Some of this depends on the mage or combat class.  Bladedancers require a melee weapon to use their skills and Snipers require a ranged weapon and a Gladiator does best with a melee weapon (imo).  The magic classes don't have weapon restrictions and methods of attack (weapon or magic) are independent, meaning a mage can cast spells and use weapons at the same time.  Spells are directed and in addition to your weapon attack, so you would select the mage then choose the spell to use manually.  If you're out of mana or none of your spells fit in the situation, you can always use your weapon attack as a fallback.
Title: Re: [B18] A RimWorld of Magic
Post by: Canute on January 20, 2018, 02:57:30 PM
I never notice any of my pawn to use spells at their own.
Only NPC who did some spells. Mosttime i just notice they summon one of my pawns.
So i think equip the weapon the pawn can best use (mellee or range), and let them use spells at your command.
Title: Re: [B18] A RimWorld of Magic
Post by: henk on January 20, 2018, 03:09:20 PM
It's true, pawns don't use magic on their own, but keep in mind that most or all offensive spells can't be cast while using a shield belt. Mages are better off with ranged weapons.

I also tend to value my mages higher than other minions, so ranged weapons make sense.

PSA : Be careful about using hard mode. One exploding enemy will kill everything within its range.
Title: Re: [B18] A RimWorld of Magic
Post by: Buli on January 20, 2018, 05:53:49 PM
Hello,

I searched the thread but did not see such question.
Summoner's minions only haul and rescue, but they do not do other chores.
Is it current behavior or I have some conflict on my side?

Thanks
Title: Re: [B18] A RimWorld of Magic
Post by: divxwind on January 21, 2018, 12:56:43 AM
Hi, when using phase strike my pawn sometimes disappears. Like from the game. Is there some lore where they get stuck in the pocket dimension? I end up loading a save to get them back.
Title: Re: [B18] A RimWorld of Magic
Post by: Torann on January 21, 2018, 01:37:37 AM
Quote from: Buli on January 20, 2018, 05:53:49 PM
Hello,

I searched the thread but did not see such question.
Summoner's minions only haul and rescue, but they do not do other chores.
Is it current behavior or I have some conflict on my side?

Thanks
They will also fight for you, though they have many weak spots and will flee from the map if downed, so they don't make great fighters.

Quote from: divxwind on January 21, 2018, 12:56:43 AM
Hi, when using phase strike my pawn sometimes disappears. Like from the game. Is there some lore where they get stuck in the pocket dimension? I end up loading a save to get them back.
This is never intended.  I haven't been able to figure out why this (seemingly randomly) occurs, but have been able to implement some exception handling to restore the pawn to the original location if it does occur.  This fix will be included in the next update (hopefully sometime tomorrow).
Title: Re: [B18] A RimWorld of Magic
Post by: Canute on January 21, 2018, 04:16:00 AM
Quote from: Buli on January 20, 2018, 05:53:49 PM
I searched the thread but did not see such question.
Summoner's minions only haul and rescue, but they do not do other chores.
Is it current behavior or I have some conflict on my side?
Minions are like full trained animal's without master.
They do all your animals would do too.

If you want minion who clean,mine,harvest,deconstruct too, you need to use the Minion mod.

Quote from: divxwind on January 21, 2018, 12:56:43 AM
Hi, when using phase strike my pawn sometimes disappears. Like from the game. Is there some lore where they get stuck in the pocket dimension? I end up loading a save to get them back.

Toran,
I got a similar behavior with the 1.6 version and Vampires, but Valiant charge and the War form from a vampire together.
It gave a great explosion and the vampire was gone.
Title: Re: [B18] A RimWorld of Magic
Post by: crusader2010 on January 21, 2018, 07:22:01 AM
@Torann: thank you for the info :)
Title: Re: [B18] A RimWorld of Magic
Post by: Zxypher on January 21, 2018, 12:17:16 PM
I may be having a mod conflict or possibly a bug but Cure Disease doesn't seem to have any effect even at levels 2/3 in everything (Tested on Flu and Infection). Also pawns tend to run back/away before casting magic making it really difficult to use spells while staying in defensive positions (Could this perhaps be Grenade Fix?)

Any ideas? Thanks for your hard work.
Title: Re: [B18] A RimWorld of Magic
Post by: Toketsu on January 21, 2018, 12:54:16 PM
Quote from: Zxypher on January 21, 2018, 12:17:16 PM
Also pawns tend to run back/away before casting magic making it really difficult to use spells while staying in defensive positions (Could this perhaps be Grenade Fix?)

Any ideas? Thanks for your hard work.

Having pawns drafted seems to stop this behaviour, at least for me.
Title: Re: [B18] A RimWorld of Magic
Post by: Buli on January 21, 2018, 01:26:29 PM
Quote from: Canute on January 21, 2018, 04:16:00 AM
Quote from: Buli on January 20, 2018, 05:53:49 PM
I searched the thread but did not see such question.
Summoner's minions only haul and rescue, but they do not do other chores.
Is it current behavior or I have some conflict on my side?
Minions are like full trained animal's without master.
They do all your animals would do too.

If you want minion who clean,mine,harvest,deconstruct too, you need to use the Minion mod.


Ah, OK. Haulers are really important so I am not complaining, it is just their description seemed to imply they could do other things, so I was not sure if there was some issue.

Thanks for answer.
Title: Re: [B18] A RimWorld of Magic
Post by: crusader2010 on January 21, 2018, 02:00:12 PM
Hello again :) it seems there is a very small bug with showing information in the Food tab of the minions.
Also, they have "Medicine" preselected instead of "herbal medicine" like other animals have.

Can this be fixed?

[attachment deleted by admin: too old]
Title: Re: [B18] A RimWorld of Magic
Post by: Torann on January 21, 2018, 06:27:48 PM
Updated to v1.7.6

Update should resolve the disappearing bladedancer during phase strike - I've been able to see a successful occurrence and recovery for this bug.

As far as pawns running away, they shouldn't, unless you're using a mod that also patches default GotoCastPosition.

Minions used to be able to do more things... like smash walls and consume drugs but I had too many complaints.  ::)
Title: Re: [B18] A RimWorld of Magic
Post by: Toketsu on January 21, 2018, 11:42:14 PM
Quote from: Torann on January 21, 2018, 06:27:48 PM
Updated to v1.7.6


  • The Arcane mage master spell "Gateway" has been added. Through intensive research and study, mages have been able to fold reality between two places, allowing instant travel. This knowledge has manifested in two ways - the Arcane mage can now learn the Gateway master spell and perform a mass summon from any colonist occupied map to the caster position.

[li] Colonies are now able to research a method to apply the Arcane Gateway spell and construct Portals. These artifacts may then be activated by (and only by) Arcane mages that have learned the Gateway spell. As long as a portal is charged with energy, it is capable of instantly transporting items and pawns to a distant location.
[/li][/list]

o-o Been waiting for portals! Also, sorry but i'm 100% dry from ideas, might take a while to recover.
Title: Re: [B18] A RimWorld of Magic
Post by: Canute on January 22, 2018, 03:23:21 AM
*reach Toketsu a Potion of high inspiration and bandage his fingers*
Title: Re: [B18] A RimWorld of Magic
Post by: Toketsu on January 22, 2018, 11:08:15 PM
Quote from: Canute on January 22, 2018, 03:23:21 AM
*reach Toketsu a Potion of high inspiration and bandage his fingers*
o-o
Title: Re: [B18] A RimWorld of Magic
Post by: Harry_Dicks on January 23, 2018, 02:39:39 PM
So I'm thinking with these portals I might be able to have a psuedo Z level with maybe the Set-Up Camp mod. With that, you can make permanent 75x75 maps. I'm thinking if you could just use Dev mode and put rock walls around the edge of your "camp" map, so that the only things that will come into the map will be stuff you spawn in. Don't want raids, animals, plants, or other factions' pawns just wandering in. Would be cool if you could have it as permanent night time too, to simulate this being underground, or deep under a mountain or as your dungeon.

Oh, the new mod Biomes might be perfect for this if I could have a mini cave biome, only accessable with teleporters. I'm thinking it would be cool to have my regular mountain/cave base, but deep within, it will have a teleporter to my special dungeon map, where I do all of my cult, prison labor, and other cynical stuff that I don't want any other factions to see (due to roleplay purposes, or I might put in major malices to mood if anyone sees these things going on.)
Title: Re: [B18] A RimWorld of Magic
Post by: HerrColonel on January 23, 2018, 06:04:02 PM
This update cleared all the error I had, so thanks for that.

I still didn't managed to make the mass teleport work. Now it says "portal has collapsed" and explode instantly (without throwing any error). Does someone manage to use it? I tried with and without the \Mods\TMagic\Assemblies\JecTools.dll and always with the JecTools 1.0.8.6 loaded before

I'm doing the new portal research ATM, I was hoping to use that instead. But as far as I understand I need to build the portals on both end right?
Title: Re: [B18] A RimWorld of Magic
Post by: Torann on January 23, 2018, 11:26:04 PM
Quote from: HerrColonel on January 23, 2018, 06:04:02 PM
This update cleared all the error I had, so thanks for that.

I still didn't managed to make the mass teleport work. Now it says "portal has collapsed" and explode instantly (without throwing any error). Does someone manage to use it? I tried with and without the \Mods\TMagic\Assemblies\JecTools.dll and always with the JecTools 1.0.8.6 loaded before

I'm doing the new portal research ATM, I was hoping to use that instead. But as far as I understand I need to build the portals on both end right?
Think of teleport as a pod launcher, because it basically is, just one with modified carrying capacity and range.  It has to be used outside on flat ground for the target square and every square around it (no rocks, no trees, no people).  If the area you attempt to cast the spell on wouldn't allow a building to be put there, then it won't let the teleport to be summoned there either, and it instantly collapses instead of generating a bunch of errors.

Portals are quite different.  These are buildings that you research, construct, then activate and set a destination.  Destinations can be pretty much anywhere (inside, outside, etc), it still has to be valid ground, you can't set the destination to the middle of a mountain.  They do not pair.  You can also portal to your own map.  This could be useful to move across the map quickly to get some pawns behind a raiding party to flank them (as an example).  The most useful scenario is probably to move items and pawns across the world instantly between colonies, but if you don't have a return portal, it'll be a one way trip.
Also remember that you need a fully trained Arcane mage that has learned Gateway to activate a portal.

Pawn --> Arcane Mage --> Learns Gateway -\
                                                                  |--> Activate Portal (choose destination) --> Charge portal --> use portal
Research Portals ---------> Build Portal-------/
Title: Re: [B18] A RimWorld of Magic
Post by: Harry_Dicks on January 24, 2018, 06:45:08 AM
I think I'm stupid, but the constant use of portal and gateway has me a little confused until I check it out in game :P
Title: Re: [B18] A RimWorld of Magic
Post by: Canute on January 24, 2018, 07:03:16 AM
Portal worked well for me, didn't used gateway yet.
But don't forget to have latest jecstools installed. And when you see yellow warnings about teleport at game startup there is something wrong and teleport didn't work.
Title: Re: [B18] A RimWorld of Magic
Post by: Torann on January 24, 2018, 08:49:22 AM
Quote from: Harry_Dicks on January 24, 2018, 06:45:08 AM
I think I'm stupid, but the constant use of portal and gateway has me a little confused until I check it out in game :P
Haha yes, it can be a bit confusing.

"Teleport" is the pod launcher utility spell.
"Gateway" is the Arcane Mage master spell and works like a mass summon, except it has a global reach. (the area of effect ring currently does not show, but it has a 7square radius)
"Portals" are constructed buildings that can move items or pawns instantly and has a global reach.  (it's a "right click" option, so with a pawn selected, you right click the portal, select menu option "use portal")
Title: Re: [B18] A RimWorld of Magic
Post by: Harry_Dicks on January 24, 2018, 09:02:25 AM
Oh awesome. So they do not require a mage. The previous post you made, with the lines and arrows, I think does not look proper on mobile for me, so I had trouble understanding.

Any chance you think we could have portals as a stand alone mod? ;D
Title: Re: [B18] A RimWorld of Magic
Post by: Canute on January 24, 2018, 09:16:07 AM
You NEED an arcanist, just re-read the post 4 above you from torann.
Title: Re: [B18] A RimWorld of Magic
Post by: HerrColonel on January 24, 2018, 09:32:24 AM
Thanks for the awesome explaination Torann. I'm going to try the teleporter again this evening. I used to cast it on a "clear" area (no trees, walls or chunks). But I didn't account for the small grass or plants that typically need to be removed when building. So I'm going to try again on a 100% clear concrete floor hopefully that is goin to work.
I'll also experiment with portal, but later when I'll have more colonies and the gateway spell =P

I noticed there's a new version of JecsTools on GitHub (1.0.8.7.1) so I'm going to use that. But I'm not sure if I need to keep or delete the JecsTools.dll located in \Mods\TMagic\Assemblies\

Thanks for taking time to reply
Title: Re: [B18] A RimWorld of Magic
Post by: Torann on January 24, 2018, 11:05:19 AM
Quote from: HerrColonel on January 24, 2018, 09:32:24 AM
I noticed there's a new version of JecsTools on GitHub (1.0.8.7.1) so I'm going to use that. But I'm not sure if I need to keep or delete the JecsTools.dll located in \Mods\TMagic\Assemblies\
Delete it.  I'm not sure how that got there, maybe I made a slip in the past and it was included in an old version.  Regardless, the only .dll that should be in the TMagic\Assemblies\ folder is the TorannMagic.dll file.
Title: Re: [B18] A RimWorld of Magic
Post by: Canute on January 24, 2018, 12:10:48 PM
Does these .dll even comes into game ?
I though the first loaded .dll count unlike patches. Thats why required mods should be placed at first.
Title: Re: [B18] A RimWorld of Magic
Post by: Sarge on January 24, 2018, 12:22:33 PM
When I click on my Druid's Regenerate spell procs the Animal Hunting alert mod and releases it again the moment you cast it or cancel it.

I half shat myself twice before realising what was going on :D
Title: Re: [B18] A RimWorld of Magic
Post by: HerrColonel on January 24, 2018, 12:46:44 PM
Quote from: Torann on January 24, 2018, 11:05:19 AM
Delete it.  I'm not sure how that got there, maybe I made a slip in the past and it was included in an old version.  Regardless, the only .dll that should be in the TMagic\Assemblies\ folder is the TorannMagic.dll file.
Since you told me it shouldn't be there, I was surprised to find it in your latest update too. Regardless, it's gone now. I still fail at using the spell  :-\ I made some screenshots because I'm pretty sure I used it correctly.

https://imgur.com/wDOpkgO
https://imgur.com/PIpIRp8

Here's also my logs:
https://gist.github.com/312426f5f9da1ded18acfafac02859ff
What I did was: load game, cast teleport like shown on screenies, upload logs. No error poped during the game, but the logs are still interesting.
QuoteAttempted to create a portal but threw an unknown exception - recovering and ending attempt

and here's my mod list:
https://imgur.com/HxL9jIV
Title: Re: [B18] A RimWorld of Magic
Post by: Harry_Dicks on January 24, 2018, 01:01:37 PM
Quote from: Canute on January 24, 2018, 09:16:07 AM
You NEED an arcanist, just re-read the post 4 above you from torann.

So we still need an arcanist for portals? I thought they were just for gateways or summons? And you just build the portal like it is a building? I think I frustrate Canute with being silly  ;D
Title: Re: [B18] A RimWorld of Magic
Post by: Canute on January 24, 2018, 06:14:12 PM
Quote from: HerrColonel on January 24, 2018, 12:46:44 PM
Here's also my logs:
https://gist.github.com/312426f5f9da1ded18acfafac02859ff
What I did was: load game, cast teleport like shown on screenies, upload logs. No error poped during the game, but the logs are still interesting.
QuoteAttempted to create a portal but threw an unknown exception - recovering and ending attempt

The log shows these "Config error in TM_Teleporter_...."
With this errors it don't work. And since you said you installed the latest jecstool i have no clue.
Since it isn't much work, just delete jecstools and TMagic folder and unzip them again, except you allways delete the mod-folder before you update a mod.
Title: Re: [B18] A RimWorld of Magic
Post by: Harry_Dicks on January 24, 2018, 06:25:56 PM
Quote from: Torann on January 23, 2018, 11:26:04 PM
Quote from: HerrColonel on January 23, 2018, 06:04:02 PM
This update cleared all the error I had, so thanks for that.

I still didn't managed to make the mass teleport work. Now it says "portal has collapsed" and explode instantly (without throwing any error). Does someone manage to use it? I tried with and without the \Mods\TMagic\Assemblies\JecTools.dll and always with the JecTools 1.0.8.6 loaded before

I'm doing the new portal research ATM, I was hoping to use that instead. But as far as I understand I need to build the portals on both end right?
Think of teleport as a pod launcher, because it basically is, just one with modified carrying capacity and range.  It has to be used outside on flat ground for the target square and every square around it (no rocks, no trees, no people).  If the area you attempt to cast the spell on wouldn't allow a building to be put there, then it won't let the teleport to be summoned there either, and it instantly collapses instead of generating a bunch of errors.

Portals are quite different.  These are buildings that you research, construct, then activate and set a destination.  Destinations can be pretty much anywhere (inside, outside, etc), it still has to be valid ground, you can't set the destination to the middle of a mountain.  They do not pair.  You can also portal to your own map.  This could be useful to move across the map quickly to get some pawns behind a raiding party to flank them (as an example).  The most useful scenario is probably to move items and pawns across the world instantly between colonies, but if you don't have a return portal, it'll be a one way trip.
Also remember that you need a fully trained Arcane mage that has learned Gateway to activate a portal.

Pawn --> Arcane Mage --> Learns Gateway -\
                                                                  |--> Activate Portal (choose destination) --> Charge portal --> use portal
Research Portals ---------> Build Portal-------/

Canute, according to Torann's post I don't need an arcane mage to have a portal. I can just research it and then build it? Is there something I am not getting? Arcane mage = gateway = activate portal/change portal/use portal. OR you can research portals = build portal with all the same activate/change/use.

Is this incorrect?
Title: Re: [B18] A RimWorld of Magic
Post by: Canute on January 24, 2018, 06:36:11 PM
Currently i don't play with TMagic so i am not 100% sure.
So far i understood it.
You maybe can research it and build the structure.
But only a Arcanist with the master spell can open on this stucture the portal to somewhere.
Why you don't just try it out and report back ! :-)

Title: Re: [B18] A RimWorld of Magic
Post by: Toketsu on January 24, 2018, 06:50:41 PM
Quote from: Harry_Dicks on January 24, 2018, 06:25:56 PM
Quote from: Torann on January 23, 2018, 11:26:04 PM
Quote from: HerrColonel on January 23, 2018, 06:04:02 PM
This update cleared all the error I had, so thanks for that.

I still didn't managed to make the mass teleport work. Now it says "portal has collapsed" and explode instantly (without throwing any error). Does someone manage to use it? I tried with and without the \Mods\TMagic\Assemblies\JecTools.dll and always with the JecTools 1.0.8.6 loaded before

I'm doing the new portal research ATM, I was hoping to use that instead. But as far as I understand I need to build the portals on both end right?
Think of teleport as a pod launcher, because it basically is, just one with modified carrying capacity and range.  It has to be used outside on flat ground for the target square and every square around it (no rocks, no trees, no people).  If the area you attempt to cast the spell on wouldn't allow a building to be put there, then it won't let the teleport to be summoned there either, and it instantly collapses instead of generating a bunch of errors.

Portals are quite different.  These are buildings that you research, construct, then activate and set a destination.  Destinations can be pretty much anywhere (inside, outside, etc), it still has to be valid ground, you can't set the destination to the middle of a mountain.  They do not pair.  You can also portal to your own map.  This could be useful to move across the map quickly to get some pawns behind a raiding party to flank them (as an example).  The most useful scenario is probably to move items and pawns across the world instantly between colonies, but if you don't have a return portal, it'll be a one way trip.
Also remember that you need a fully trained Arcane mage that has learned Gateway to activate a portal.

Pawn --> Arcane Mage --> Learns Gateway -\
                                                                  |--> Activate Portal (choose destination) --> Charge portal --> use portal
Research Portals ---------> Build Portal-------/

Canute, according to Torann's post I don't need an arcane mage to have a portal. I can just research it and then build it? Is there something I am not getting? Arcane mage = gateway = activate portal/change portal/use portal. OR you can research portals = build portal with all the same activate/change/use.

Is this incorrect?

I haven't played for a while, but from what i read from posts, you need an arcane mage that knows the Gateway spell. I'm unsure if you need him whenever you want to use, or just to 'activate' the portal, but it is a fact that you need an arcane mage with that spell.
Title: Re: [B18] A RimWorld of Magic
Post by: Harry_Dicks on January 24, 2018, 07:02:14 PM
Quote from: Toketsu on January 24, 2018, 06:50:41 PM
I haven't played for a while, but from what i read from posts, you need an arcane mage that knows the Gateway spell. I'm unsure if you need him whenever you want to use, or just to 'activate' the portal, but it is a fact that you need an arcane mage with that spell.

Ahh, I think I understand now. You need to research the portal, and have an arcane mage learn the master spell as well. And only after you have researched and learned it, can the arcane mage summon a permanent portal?

Fuck man. I wanted the arcane mage to be able to summon people to him, and also teleport himself+group to up to X amount of cells (map tiles) away. But I wanted there to also be a "permanent portal" that you can unlock through research, and just be able to build, with or without the arcane mage. I figured the arcane mage for instant spells, but then something else that you unlock through research which will stay open indefinitely. Is that what it is now, where it requires some of the arcane mage's mana to hold open a portal indefinitely?

I swear I'm not trying to make this complicated. I just haven't gotten to trying the mod yet. But it feels like the interchangeable use of portal and gateway makes things get easily mixed up. Maybe just absolute clear definitions for each, and not use each other's terminology in the description. I really need stuff like this. I would think others out there that are like me and might not catch on 100% of the time unless we have crystal clear information that isn't left open to interpretation in any more ways than one.
Title: Re: [B18] A RimWorld of Magic
Post by: Torann on January 24, 2018, 07:37:44 PM
It's not really meant to be complicated, but it's also supposed to be difficult to get which ends up making it complicated.

Portals ARE permanent buildings, and you can do the research and construct them without a single mage.  But without the Arcane mage, it just sits there dormant.  The Arcane mage is the only one that will get the option to activate the portal at which point it's like a prioritized job where they go up to the portal and then it goes to a world map where you select the base and spot you'd like to portal to send things.  After that, you no longer 'need' the Arcane mage, as long as the portal remains active.

Portals can be charged by any mage, and any pawn (mage or muggle) can walk through a portal.

Hope that clarifies portals.

That being said, the Arcane mage master ability, ie the button you click after learning the spell, is called 'Gateway' and acts as a global, mass summon where you can summon a group of pawns/items etc right to the Arcane mage.  Completely independent of portals, but you can't activate a portal without knowing this spell.
Title: Re: [B18] A RimWorld of Magic
Post by: Harry_Dicks on January 24, 2018, 07:52:10 PM
Alright. So anyone can build the portal, but it won't do anything until an arcane mage activates it. However, the arcane mage must first learn this portal master spell. Which also comes with learning the gateway spell. Once this portal is "activated" then it is not owned by anyone, and anyone can take a one way trip through while also hauling something. The only way the portal will ever be closed, is if any arcane mage, that has the portal spell learned, comes along and chooses to close it.

Is there a limit on portals activated per mage? Or is that where I saw they might have to dedicate mana to keep it open?

Also, the "gateway" spell, that is the instant-cast teleport/summon and is the master level arcane mage spell, is needed to be learned first. Once that is learned, the arcane mage then has the ability to also activate/close dormant "portals" that were built by anybody who has done the research.

Is it only arcane mages with the gateway spell learned, that may close portals once opened? Is this the only way they will close once opened? This portal business sounds awesome. Sorry for so many questions  :)
Title: Re: [B18] A RimWorld of Magic
Post by: Torann on January 24, 2018, 08:37:22 PM
You have it just about right.

Quote from: Harry_DicksAlso, the "gateway" spell, that is the instant-cast teleport/summon and is the master level arcane mage spell, is needed to be learned first. Once that is learned, the arcane mage then has the ability to also activate/close dormant "portals" that were built by anybody who has done the research.
Exactly.

Think of the Arcane mage that has learned the Gateway master spell as a key to activating portals.  This Arcane mage could then go around to each colony and activate their portal.  It costs 70% mana so you'll need some recovery time, or mana pots.  Once active, the portal is able to be charged and this pawn can activate as many portals as you want.

Portals hold their own magical energy, but it doesn't generate the energy on its own, it has to be charged by a mage.  Any mage type can do this though and it drains mana from the mage to supply the portal with energy.  There's no active mana drain to keep a portal open and no pawn owns the portal, but when it's used by a pawn or used to transmit items, it consumes energy from the portal.

Also, -any- mage can close a portal.  As a fail-safe, a portal can also deactivate if it detects an invalid destination (ie the map no longer exists, or you built a building on the spot it portals to, or for whatever reason it failed to spawn something at the destination.  So it's a good idea to keep the destination clear...
Title: Re: [B18] A RimWorld of Magic
Post by: ChairmanPoo on January 25, 2018, 04:26:52 AM
Two things:

- I can´t tell my pawns mana points.

- Undead pawns can actually fall in love and get into relationships. This is kind of... wrong wrong wrong... :o
Title: Re: [B18] A RimWorld of Magic
Post by: Canute on January 25, 2018, 06:14:26 AM
When your got mana/stamina you can find the mana bar like all other bars too at the "Needs" Tab.
It should be the first top left.

Hmmm, undead don't mean dumb. Vampire are undead too.
But in this case they are reanimated, but since they nearly got the power of their living live, sure why not social interactions.
Title: Re: [B18] A RimWorld of Magic
Post by: Harry_Dicks on January 25, 2018, 10:41:04 AM
Quote from: Torann on January 24, 2018, 08:37:22 PM
Once active, the portal is able to be charged and this pawn can activate as many portals as you want.

Portals hold their own magical energy, but it doesn't generate the energy on its own, it has to be charged by a mage.  Any mage type can do this though and it drains mana from the mage to supply the portal with energy.  There's no active mana drain to keep a portal open and no pawn owns the portal, but when it's used by a pawn or used to transmit items, it consumes energy from the portal.

Thank you so much for being patient with me and explaining things like I might be retarded, because I really might be retarded ;) Also, where can we see the portals "energy" that is being drained when something goes through it? Is it in the info box when you select it? Finally, if the portal gets too low on "energy," will it just not allow anything to pass through it until it is recharged? And will it still take about 70% of a mage's full mana to do a full recharge on the portal?

How much mana cost is it to recharge a portal, verses "activating" a dormant one that was constructed by anyone? And you said it is only arcane mage's that have learned the "gateway" spell, only they can "activate" a dormant portal. But *any* mage can recharge one, or close it. Because they are not owned by anyone, just a sort of neutral teleporter building/launcher.

Again, thank you for answering all of my dummy questions :)
Title: Re: [B18] A RimWorld of Magic
Post by: Torann on January 25, 2018, 12:13:52 PM
Quote from: Harry_Dicks on January 25, 2018, 10:41:04 AM
Also, where can we see the portals "energy" that is being drained when something goes through it? Is it in the info box when you select it?
Portal energy is depicted graphically by the size of the portal (the portal itself, not the building containing the portal).

QuoteFinally, if the portal gets too low on "energy," will it just not allow anything to pass through it until it is recharged?
Correct, the options will no longer show if the portal doesn't have enough energy to perform the action (transport of items costs more than transport of a pawn)

QuoteAnd will it still take about 70% of a mage's full mana to do a full recharge on the portal?
"Activation" and "charge" are two completely separate actions.  Activation is when you designate where the portal sends things.  Charge is when a mage transfers mana into the portal to provide it with energy.

QuoteHow much mana cost is it to recharge a portal, verses "activating" a dormant one that was constructed by anyone?
70% of the Arcane mage's mana to activate a portal.
5% of the portal's energy to send a pawn.
10% of the portal's energy to send all items within the portal's stockpile zone.
1% of a mage mana => 1% portal energy.

QuoteAnd you said it is only arcane mage's that have learned the "gateway" spell, only they can "activate" a dormant portal. But *any* mage can recharge one, or close it.
Yes.

QuoteBecause they are not owned by anyone, just a sort of neutral teleporter building/launcher.
Not teleporter, that's a completely different spell with different functionality.

Happy to answer your questions.  Might be easier to just turn on dev mode and give it a try though.  ;)
Title: Re: [B18] A RimWorld of Magic
Post by: RyanRim on January 25, 2018, 12:41:32 PM
Quote from: Torann on January 25, 2018, 12:13:52 PM

Not teleporter, that's a completely different spell with different functionality.

Happy to answer your questions.  Might be easier to just turn on dev mode and give it a try though.  ;)

Just tried in dev mode against a pack of mechanoids, was fun porting around with them with cover, although the arcane mage was quite vulnerable. Had to keep sniper ready. Honestly this mod is turning Rimworld into Garry's Mod.
Title: Re: [B18] A RimWorld of Magic
Post by: Sarge on January 25, 2018, 10:20:32 PM
Quote from: Canute on January 25, 2018, 06:14:26 AM
Hmmm, undead don't mean dumb. Vampire are undead too.
But in this case they are reanimated, but since they nearly got the power of their living live, sure why not social interactions.

It actually is a legitimate problem because their upkeep is dependent on the summoner's mana. Something as simple as a mana drain occurrence and you have a pawn in state of tantrums and depression for 2 seasons because he/she can't get anymore necrophiliac action.

Also, it's just "wrong wrong wrong"  ;)
Title: Re: [B18] A RimWorld of Magic
Post by: billyma6 on January 26, 2018, 12:09:47 AM
Hey, anyone know the exact range of the portals? I made a separate settlement on the other side of the planet just to test that, but it appears I can't even teleport there because it's "beyond maximum range". In my opinion, the gateway spell and the portal shouldn't even have a max range since the player IS bending spacetime and creating holes in the fabric of reality, so in that case distance shouldn't be an issue.
Title: Re: [B18] A RimWorld of Magic
Post by: Torann on January 26, 2018, 03:33:48 PM
Agreed, and it was set to 250 map tiles.  I'll bump it up to extend across even large maps.
Title: Re: [B18] A RimWorld of Magic
Post by: Jan2607 on January 26, 2018, 05:53:07 PM
Did you reduce the number of spells the mages will start with?
Title: Re: [B18] A RimWorld of Magic
Post by: billyma6 on January 26, 2018, 06:28:57 PM
Quote from: Torann on January 26, 2018, 03:33:48 PM
bump it up to extend across even large maps

By "large maps" you mean the whole planet right?
Title: Re: [B18] A RimWorld of Magic
Post by: Torann on January 26, 2018, 06:31:47 PM
Quote from: Jan2607 on January 26, 2018, 05:53:07 PM
Did you reduce the number of spells the mages will start with?
Yes.  It now randomly assigns the starting spells.  If your pawn didn't get a spell when they became a mage then you need to 'learn' the spell.  All class spells can be learned via the magic tab and cost between 1-3 ability points depending on the power of the spell.  The 'learn' button will show up next to the spell icon when you have enough ability points.

v1.7.6
Change to the default behavior when assigning abilities. In previous versions, all class abilities would be assigned unless using a torn script to learn an advanced trait. Now, abilities are assigned in a random nature when a pawn is given a trait. This affects all preparatory character creation and mods such as EDB Prepare Carefully and Android printing. Advancing from precursor traits (magically gifted, physically adept) to advanced traits via use a a full arcane script will always assign all class abilities.

QuoteBy "large maps" you mean the whole planet right?
Yes
Title: Re: [B18] A RimWorld of Magic
Post by: blizzardwolf420 on January 26, 2018, 08:25:08 PM
if anyone still has issues with the "master" spell for arcane. 1 research portal, 2 build portal, 3 activate portal ( with an arcane mage that knows the spell) , 4 then charge portal ( with any mage) , then  do steps one thru 4 for the place you want to teleport too. and by "portal" i mean gateway then ??? followed by profit.  you need a gateway in both areas to work
also torran I noticed trees can grow in the area  ( also plants and other things) of the portal is at and (disrupt)  the spell so also keep that in mind people.
Title: Re: [B18] A RimWorld of Magic
Post by: billyma6 on January 26, 2018, 10:30:46 PM
Quote from: blizzardwolf420 on January 26, 2018, 08:25:08 PM
also torran I noticed trees can grow in the area  ( also plants and other things) of the portal is at and (disrupt)  the spell
that's why I paved the ground in rainbow colours beforehand  ;D
Title: Re: [B18] A RimWorld of Magic
Post by: Harry_Dicks on January 26, 2018, 10:36:17 PM
Quote from: blizzardwolf420 on January 26, 2018, 08:25:08 PM
and by "portal" i mean gateway then ??? followed by profit.  you need a gateway in both areas to work

Please don't say one thing and mean another. That is the whole reason for the confusion in the first place. If you use words interchangeably like that, then the whole point of explaining the differences is distorted and people get easily confused (like myself.)

I thought portal and gateway are separate, but to you they are different and the same thing, at the same time! Shrödinger's spells!
Title: Re: [B18] A RimWorld of Magic
Post by: Torann on January 27, 2018, 12:20:44 AM
Small update to v1.7.8, I think most of these are improvements based on feedback and suggestions

Title: Re: [B18] A RimWorld of Magic
Post by: HerrColonel on January 27, 2018, 08:41:15 AM
Quote from: Canute on January 24, 2018, 06:14:12 PM
With this errors it don't work. And since you said you installed the latest jecstool i have no clue.
Since it isn't much work, just delete jecstools and TMagic folder and unzip them again, except you allways delete the mod-folder before you update a mod.
Against all odds, I finally made my portals work! I tried just reinstalling TMagic and JecsTools but it didn't fix. I re-made my game installation with steam and redownloaded the mods there for easier updates and surprisingly that made it work. I can even keep my current save where my magic pawn already have experience and skill points so that's a relief the fun can continue for me.

I still have a question since I didn't use the portal for a practical task yet: What is the Port-fuel the mage loaded the portal with? Did he created that out of his mana pool?

I'm going to keep experiment with other magic users and I'll report there if I encounter any bugs
Title: Re: [B18] A RimWorld of Magic
Post by: Harry_Dicks on January 27, 2018, 09:15:52 AM
Even with the new version I have a JecsTools.dll in my assemblies folder. It is not supposed to be there, correct? We should remove this?
Title: Re: [B18] A RimWorld of Magic
Post by: Canute on January 27, 2018, 09:53:31 AM
Quote from: HerrColonel on January 27, 2018, 08:41:15 AM
I still have a question since I didn't use the portal for a practical task yet: What is the Port-fuel the mage loaded the portal with? Did he created that out of his mana pool?
Yes, the port-fuel get auto. generated when the mage cast the spell. Enough to refuel the portal to max.
I think this is a workaround because he can't spawn full fueled transport pods.
Title: Re: [B18] A RimWorld of Magic
Post by: Torann on January 27, 2018, 10:13:59 AM
Quote from: Canute on January 27, 2018, 09:53:31 AM
Quote from: HerrColonel on January 27, 2018, 08:41:15 AM
I still have a question since I didn't use the portal for a practical task yet: What is the Port-fuel the mage loaded the portal with? Did he created that out of his mana pool?
Yes, the port-fuel get auto. generated when the mage cast the spell. Enough to refuel the portal to max.
I think this is a workaround because he can't spawn full fueled transport pods.
I just changed this, it no longer generates portfuel and simply fuels the teleporter. 
Title: Re: [B18] A RimWorld of Magic
Post by: Torann on January 27, 2018, 10:15:52 AM
Quote from: Harry_Dicks on January 27, 2018, 09:15:52 AM
Even with the new version I have a JecsTools.dll in my assemblies folder. It is not supposed to be there, correct? We should remove this?
I figured out why this was showing up and it won't be included in future updates.  And yes, I recommend removing it (though it shouldn't cause any issues either way).
Title: Re: [B18] A RimWorld of Magic
Post by: Harry_Dicks on January 27, 2018, 11:18:00 AM
I have been getting these two errors for no parts to frostbite for a while, but I think the one about undead is new. Anything to worry about? I assumed that the frostbite one just means that they can't lost any "bits and pieces" of themselves to frostbite :P But the undead one?

Config error in Undead: TraitDef Undead has 0 commonality.
Verse.Log:Warning(String)
Verse.DefDatabase`1:ErrorCheckAllDefs()
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
Verse.GenGeneric:InvokeStaticMethodOnGenericType(Type, Type, String)
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()


Config error in Elemental: no parts vulnerable to frostbite
Verse.Log:Warning(String)
Verse.DefDatabase`1:ErrorCheckAllDefs()
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
Verse.GenGeneric:InvokeStaticMethodOnGenericType(Type, Type, String)
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()


Config error in Minion: no parts vulnerable to frostbite
Verse.Log:Warning(String)
Verse.DefDatabase`1:ErrorCheckAllDefs()
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
Verse.GenGeneric:InvokeStaticMethodOnGenericType(Type, Type, String)
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()
Title: Re: [B18] A RimWorld of Magic
Post by: Torann on January 27, 2018, 11:35:39 AM
Quote from: Harry_Dicks on January 27, 2018, 11:18:00 AM
I have been getting these two errors for no parts to frostbite for a while, but I think the one about undead is new. Anything to worry about? I assumed that the frostbite one just means that they can't lost any "bits and pieces" of themselves to frostbite :P But the undead one?
Don't worry about any of these.  0 commonality just means a pawn will never get assigned the 'undead' trait, which makes sense because undead are created by necromancers.  You are correct about the frostbite, this just means minions and elementals have no body parts that can be hurt by frostbite.
Title: Re: [B18] A RimWorld of Magic
Post by: Jan2607 on January 27, 2018, 01:43:38 PM
I have two suggestions:

1) Could you add the update notes to the workshop page? I don't read every page of this thread and so I miss a lot of the notes. Or just add it to the starting post of this thread.

2) Could you disable the autogenerating home ares around defense pylons? My map is full of them and my cleaners are working on the wrong places :D
Because the pylons exist only for a short time period, I think it is unnecessary to generate these areas. And deleting them amnually is annoying. Switching the whole autogeneration off is not really an option for me.
Title: Re: [B18] A RimWorld of Magic
Post by: Torann on January 27, 2018, 03:04:52 PM
Quote from: Jan2607 on January 27, 2018, 01:43:38 PM
I have two suggestions:

1) Could you add the update notes to the workshop page? I don't read every page of this thread and so I miss a lot of the notes. Or just add it to the starting post of this thread.
Done - update notes will be displayed as a news item in-game using the Hugslib Update Feature.

Quote from: Jan2607 on January 27, 2018, 01:43:38 PM
2) Could you disable the autogenerating home ares around defense pylons? My map is full of them and my cleaners are working on the wrong places :D
Because the pylons exist only for a short time period, I think it is unnecessary to generate these areas. And deleting them amnually is annoying. Switching the whole autogeneration off is not really an option for me.
Done - but included all summoned structures, not just pylons

Thanks for the suggestions.
The above updates and some other minor tweaks/bug fixes are included in v1.7.9
Title: Re: [B18] A RimWorld of Magic
Post by: Jan2607 on January 27, 2018, 03:14:07 PM
Thank you very much :)
Title: Re: [B18] A RimWorld of Magic
Post by: henk on January 27, 2018, 10:57:35 PM
A few more comments, mostly regarding late-game powerful spells.

I don't think any one spell should singlehandedly win a battle. The master spells, while needing to be powerful to justify their cost, should be toned down or come with a serious drawback.

- Firestorm : A possible drawback would be to causes burns to the user.
- Blizzard : Mostly fine, since it's pretty unpredictable. Using it where there's mountain roof causes way too many collapsed mountains.
- Eye of the storm : lots of fun. Everything in its path feels the pain. A possible downside would be to leave the user stunned for an extended period after using.
- Regrow limb : it appears to work even when it gives an error message saying it didn't; this also bypasses any temporary downside to the affected limb.

Additionally, I think enemies should have as chance to resist being Summoned, as this allows to eliminate enemies one by one with little to no risk. No resist for downed enemies. Longer cooldown would also help. Perhaps additional mana cost for more distant targets?

As for research, initial releases could include :
- Researching mana potions.
- A crafting table to transmute resources. i.e. food to wood, or stone to steel. Gold, jade and plasteel at higher tier. Usable by all, but casters get a speed bonus.
- The ability to craft ?? scripts and torn scripts, at proportional costs.
- A ritual to create a random high-value item, at great cost - possibly getting attacked in the process.
- A wizard-themed joy item, which gives small wizard training to magic users.
- Perhaps great downsides to using master-level spells, with researches which reduce or remove them.

And other ideas :
- A healing spell to take care of lesser permanent wounds, like scars, missing digits or ears/noses.
- A spell to mutate a target's random body part, improving its efficiency like a bionic.
- A spell that improves map travel speed, stealthiness or food consumption.
Title: Re: [B18] A RimWorld of Magic
Post by: Jan2607 on January 28, 2018, 08:33:01 AM
One of my enemies was a sharpshooter, but because he was a tribesman and had no sniper rifle equipped, I got the message he wouldn't have equipped a valid weapon, whenever he tried to use his abilities.
I think, I shouldn't get a message when my enemy can't use his ability.

Title: Re: [B18] A RimWorld of Magic
Post by: Canute on January 28, 2018, 09:50:39 AM
Btw. i just wanted ask why you limit the sharshooter to advanced (industrial+) weaponry ?
Do you think it is to overpowered for bow's and pila's ?
Title: Re: [B18] A RimWorld of Magic
Post by: billyma6 on January 28, 2018, 01:07:19 PM
Quote from: Canute on January 28, 2018, 09:50:39 AM
Btw. i just wanted ask why you limit the sharshooter to advanced (industrial+) weaponry ?
Do you think it is to overpowered for bow's and pila's ?

sharp·shoot·er
ˈSHärpˌSHo͞odər
noun
a person skilled in shooting, especially with a rifle

"rifle", which is a type of gun. And just for realism's sake,  just imagine how a tribal archer could get the arrow to the velocities of a sniper bullet.
Title: Re: [B18] A RimWorld of Magic
Post by: Harry_Dicks on January 28, 2018, 01:39:00 PM
Maybe the idea of "sharpshooter" can also be applied to a sort of "Robin Hood" with bows. Just because that definition mentions rifles, I am not sure the meaning has always been that. I would think if you studied the etymology of sharpshooter, that you might be able to trace it's meaning back to where it does not imply only gunpowder weapons. However, maybe the "shooter" part of the word implies gunpowder. I'm sure there were phrases for these types who were extremely accurate with bows, crossbows, slings, or whatever, but this phrase could be eluding us because of our modern vocabulary.
Title: Re: [B18] A RimWorld of Magic
Post by: Torann on January 28, 2018, 02:51:19 PM
Well if I can get the projectiles to dynamically reconfigure to match the projectile of the weapon, then the sniper might regain some of their skills with bows.  I tried that initially and I got errors instead of arrows. Change was made since the class didn't feel right with a bow user shooting bullets.  I'll come back to this at some point and hopefully make it when bow user uses headshot or disabling shot, it looks and sounds like an arrow.

Quote from: Jan2607 on January 28, 2018, 08:33:01 AM
One of my enemies was a sharpshooter, but because he was a tribesman and had no sniper rifle equipped, I got the message he wouldn't have equipped a valid weapon, whenever he tried to use his abilities.
I think, I shouldn't get a message when my enemy can't use his ability.
Will be corrected in next update.

Quote from: henk on January 27, 2018, 10:57:35 PM
A few more comments, mostly regarding late-game powerful spells.

I don't think any one spell should singlehandedly win a battle. The master spells, while needing to be powerful to justify their cost, should be toned down or come with a serious drawback.
I hear you, and spells, even late game ones, shouldn't be "single-handedly" winning fights.  I would say that, in general, magic is more powerful than it should be (at this point in time). That being said, fully upgraded late game spells are supposed to be close to the effectiveness of, say, a doomsday rocket.  Arguably, with arcane weakness, late game spells essentially disable the casting pawn for the rest of the fight.  Though, it wouldn't be too hard to add some physical drain, eg loss of food or rest which could cause the caster to collapse from exhaustion.  I could also implement some form of "backlash" that could physically harm the caster.  I'm a firm believer that the 'cost' of magic needs to balance the reward, so if you have idea's on how to better balance the cost/risk/reward, I'm all ears.

I think what really needs to happen is an overall balance sweep across all abilities.  I've been thinking about this for awhile, and rather than endless tweaking with every patch, I want to introduce the remaining classes, events, and items/crafting/enchantments... at that point I think will be the most effective time to perform an organized re-balancing.  Drastic adjustments will still happen as needed though - for example, summon.

I certainly agree that it can disrupt enemy formations very quickly so I'll look at reducing the range a bit and increasing the recast timer.  This is a difficult spell to balance though, without making summoning of items basically useless.

Quote- Regrow limb : it appears to work even when it gives an error message saying it didn't; this also bypasses any temporary downside to the affected limb.
Thanks for the note on this, I'll take a look to see why this could be occurring.
Title: Re: [B18] A RimWorld of Magic
Post by: Harry_Dicks on January 28, 2018, 03:05:10 PM
Torann I think the idea of "exhausting" the mage after their spells is fantastic. Not tied to rest or anything, but maybe the caster could have some temporary consciousness loss. I'm not sure, but I like where you are heading with this idea.

I think it is a fantastic idea also, that if it comes down to it and shit is hitting the fan, you finally cast your Eye of the Storm spell to wreck the last oncoming wave of raiders that would decimate your remaining pawns that are barely hanging on. But this should be a big bargain, because afterwards your mage will be spent for a few days to maybe a week. For me, I think it would be awesome to have day long malices for using these big game breaker spells. It will make you really consider having to use it. Will we be okay next week with my master mage out of action if a raid comes? Do we go ahead and start regrowing these limbs now or wait until next spring? That would be awesome!
Title: Re: [B18] A RimWorld of Magic
Post by: HerrColonel on January 28, 2018, 03:38:09 PM
Quote from: Harry_Dicks on January 28, 2018, 03:05:10 PM
Torann I think the idea of "exhausting" the mage after their spells is fantastic.

I don't like it because I like to use my paladin as a melee monster with a greatsword. He can use his spells to heals his teammates or jump further into the melee. And the shield goes great along with that. Why should he suffer a consciousness debuff =(
Title: Re: [B18] A RimWorld of Magic
Post by: Harry_Dicks on January 28, 2018, 05:04:10 PM
Quote from: HerrColonel on January 28, 2018, 03:38:09 PM
I don't like it because I like to use my paladin as a melee monster with a greatsword. He can use his spells to heals his teammates or jump further into the melee. And the shield goes great along with that. Why should he suffer a consciousness debuff =(

Well I am all for more options to the player. Right now in the mod options you can adjust mana regen rate, and other things. But the idea is that smaller spells would not do this, only the big master, blow all your mana and juice at once, spells. So it should not affect the Paladin in any real, significant way.

I suppose the idea could be implemented into different tiers, maybe certain tiers for physical fighters and certain tiers for magic. I also think it would be cool if you had a weighted slider to adjust the amount of physical vs magic users occurring in the world. I love having the magic in my game and "personal lore" but maybe I want these mages to be even rarer. So that in my roleplaying fantasy, they are hunted down by these mage hunters, who are sending raids to try and purge any magic users. Anyone remember from Dragonfall: Origins, where they had the group that hunted rogue magic users, something like that. Great idea for raiders with this mod IMO.

Speaking of paladins, you are making me think I need to get some of that Medieval Times armor in my game! Man I wish there were a lot more content for the medieval time period, and not just ALL WEAPONS AND ARMOR PACKS! >:(
Title: Re: [B18] A RimWorld of Magic
Post by: Celestial on January 28, 2018, 07:46:12 PM

Game now has this in the debug log. Is probably saved to file since it persists across saves and loads.

Exception ticking Projectile_SummonPylon547558: System.NullReferenceException: Object reference not set to an instance of an object
  at TorannMagic.Projectile_SummonPylon.Destroy (DestroyMode mode) [0x00000] in <filename unknown>:0
  at Verse.Projectile.Impact (Verse.Thing hitThing) [0x00000] in <filename unknown>:0
  at AbilityUser.Projectile_AbilityBase.Impact (Verse.Thing hitThing) [0x00000] in <filename unknown>:0
  at TorannMagic.Projectile_SummonPylon.Impact (Verse.Thing hitThing) [0x00000] in <filename unknown>:0
  at AbilityUser.Projectile_AbilityBase.ImpactSomething () [0x00000] in <filename unknown>:0
  at AbilityUser.Projectile_AbilityBase.Tick () [0x00000] in <filename unknown>:0
  at TorannMagic.Projectile_SummonPylon.Tick () [0x00000] in <filename unknown>:0
  at Verse.TickList.Tick () [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.Game:<LoadGame>m__3()
Verse.LongEventHandler:ExecuteToExecuteWhenFinished()
Verse.LongEventHandler:UpdateCurrentAsynchronousEvent()
Verse.LongEventHandler:LongEventsUpdate(Boolean&)
Verse.Root:Update_Patch1(Object)
Verse.Root_Play:Update()
Title: Re: [B18] A RimWorld of Magic
Post by: Canute on January 29, 2018, 04:26:25 AM
I bet most of us use Prepare carefully when they setup a new colony.
And at last i use the "Use points" option to keep the start a bit balanced.

But i notice when i add traits it nearly cost no or very less points.
Maybe you could change it that the traits from your mod cost something ?
Title: Re: [B18] A RimWorld of Magic
Post by: WitchLyfe on January 29, 2018, 07:55:36 AM
Some images or a video would be nice.  I can't tell if my game is bugged or not.  I just picked this up, my Necromancer doesn't seem to start with any spells.  I waited for exp to go up naturally with maxed mp and leveled up the raise dead spell but I'm not finding it or any way to use the magic.  I thought it'd show up like the vamp spells in Rim of Madness Vampires but I'm not seeing anything.

No dev commands either to test things?  Or am I missing them?

Oh, think I leveled one of the passives instead of getting the actual skill?  Maybe the passives shouldn't be directly under the spells, lol.  Great, now I get to wait another week or two for exp from MP since he apparently has no spells to use.  I think it's a little odd that you can level up passives for skills that you don't have yet. 

So far the poison gas seems pretty balanced, strong against idling enemies but does nothing against manhunters and people rushing you.  I hope it doesn't get too overpowered, I'm liking it so far.
Title: Re: [B18] A RimWorld of Magic
Post by: Jan2607 on January 29, 2018, 09:17:52 AM
Your mages will earn XP on a slow rate over time. You earn more XP, when you use abilities.
You can go to options -> mod options, to set the XP gain rate higher.

With some bnad luck it can happen that you start without spells. You can learn spells via the skill tree (in your colonists tab "Magic") or through spell scrolls which you can buy or find in quests.
If everything works right, it should look like this:



[attachment deleted by admin: too old]
Title: Re: [B18] A RimWorld of Magic
Post by: Canute on January 29, 2018, 11:00:46 AM
Quote from: WitchLyfe on January 29, 2018, 07:55:36 AM
Some images or a video would be nice.  I can't tell if my game is bugged or not.  I just picked this up, my Necromancer doesn't seem to start with any spells. 

You need 1-3 points to "Learn" spells.
A little button "Learn" appear next to the spell icon at the magic tab only when you got enough points to learn it.
Title: Re: [B18] A RimWorld of Magic
Post by: WitchLyfe on January 29, 2018, 11:36:21 AM
Quote from: Jan2607 on January 29, 2018, 09:17:52 AM
Your mages will earn XP on a slow rate over time. You earn more XP, when you use abilities.
You can go to options -> mod options, to set the XP gain rate higher.

With some bnad luck it can happen that you start without spells. You can learn spells via the skill tree (in your colonists tab "Magic") or through spell scrolls which you can buy or find in quests.
If everything works right, it should look like this:

Thanks for the image and yeah, I know about the max MP exp.  Seems I just got really bad luck on my first test and ended up with no spells at the start.  Kinda funny to call yourself a Necromancer and you can't use a single spell... Lol
Title: Re: [B18] A RimWorld of Magic
Post by: henk on January 29, 2018, 12:03:54 PM
I support the suggestion of making skill upgrades unavailable if you haven't learned the spell yet. In addition, listing the learning cost of spells would be useful to new players.
Title: Re: [B18] A RimWorld of Magic
Post by: WitchLyfe on January 29, 2018, 12:21:27 PM
Quote from: henk on January 29, 2018, 12:03:54 PM
I support the suggestion of making skill upgrades unavailable if you haven't learned the spell yet. In addition, listing the learning cost of spells would be useful to new players.

I thought maybe there was a level requirement to some spells, didn't know some require multiple skill points till I just read it here.

Oh, Necromancers get a debuff for observing corpses, haha.  Zombies are really cool, kinda sad that they can't use magic but that's understandable (Killed a Druid and Ice Mage and kept them in my freezer in hopes they could).  They get a penalty for nudity, is that intentional?  Guess it depends on how human they remain.  Seems they still get a lot of buffs/debuffs like that.  Observing corpse though...  Sometimes they seem immune to that stuff but then randomly I'll catch them with some debuff for a bit, hmm.

Is there some way to dismiss/drop individual undead without penalty?  Occasionally I have to raise some minions in battle to distract enemies but I don't want them permanently on my team.  I do have some zombies I want to keep forever though.  Keep a freezer full of corpses ready for emergencies.  Raising the hasten undead passive doesn't seem to improve existing undead under your control as well, so it'd be nice if I could just drop them and rerez them instead of having to remurder them everytime I level the passive.

I somehow always manage to kill the magic users and leave all the useless pawns alive...

My undead also stopped gaining mining exp at level 7, is this intentional?  They're still getting crafting exp I believe.  I also think having an undead minion as a Necromancer will prevent you from gaining passive exp at max MP, unless there's a level cut off for that.  It won't raise at max MP anymore.

I made a Thrumbo undead and he's just constantly eating, his food gauge is dropping incredibly fast so it's all he can do.  What's up with that?  Tested with a MegaSloth and same thing.  Right after they eat their food gauge bombs, so they just eat constantly.

Sum up:

1. Undead still get some weird debuffs occasionally (Nudity for example seems odd).  Some may have been left over from when they were alive, not sure.  I'll try to test it more.  Yeah they get most the debuffs colonists can get, though it doesn't seem to affect them much.  Still kinda weird seeing it in their menu.

2. Undead seem to stop gaining mining exp at level 7, but continue gaining crafting exp past that level.

3. Having Necro summons out seems to stop you from gaining passive max mp exp, unless there's a level cut off for that.  Dunno if intentional.  It makes it pretty hard to level a Necro.  Shows 100% mana but no exp gain at all. 

4. Would like a way to "unrez" individual zombies.  I keep one as a crafting/cleaner but would like to be able to raise some temporarily for combat that don't stay in my colonist window and continue draining my pawn's mana.  I think the only way to get rid of them is to manually kill them atm?  Not sure if that'd give a debuff, I haven't tried it yet.  They're kinda a pain to kill anyways.

5. Turning some animals undead makes them constantly eat food, tested with MegaSloth and Thrumbo.  As soon as they eat, their food gauge drops back to where it was before they ate.  So they just eat forever.

6. Necro probably shouldn't get "Observed Corpse" debuff.  It's kinda their job, lol.

7. Minor, but increasing "Hasten" for undead summons doesn't improve existing undead under the Necro's control.  Wouldn't be much of an issue if number 4 is added, but having to rekill your zombies every time you raise the passive is obnoxious.

Edit:  Actually, I just tested killing my long time zombie and upon rerez'ing them, they appear to have lost all the skills they gained as an undead.  That really blows, I hope that can be fixed.  Atm I'd rather stick with the level 1 zombie but they're so slow...

8. Healing Consumption passive on the Consume Corpse spell doesn't seem to work at all.  Tested it on various animals and corpses.  Oh, it's just almost unnoticeable on animals.  I finally saw a slight improvement in health on a human corpse after checking percents.  A lot weaker than I thought it'd be.  It's kinda like, you get an extra hour before you bleed to death, lol.
Title: Re: [B18] A RimWorld of Magic
Post by: Jan2607 on January 29, 2018, 02:58:20 PM
Downed elementals won't despawn when summon duration expires. Even when they can walk again.

My bad, it was a downed hostile elemental...
Title: Re: [B18] A RimWorld of Magic
Post by: Jan2607 on January 30, 2018, 10:18:16 AM
Do you plan to give the combat classes some more learnable abilities? There are so many scrolls that mages can learn but I would love to have some textbooks for my sniper.
Title: Re: [B18] A RimWorld of Magic
Post by: HerrColonel on January 30, 2018, 01:00:08 PM
Quote from: Harry_Dicks on January 28, 2018, 05:04:10 PMBut the idea is that smaller spells would not do this, only the big master, blow all your mana and juice at once, spells. So it should not affect the Paladin in any real, significant way.
I misunderstood. I'm OK with some extra costy spells.

Quote from: Harry_Dicks on January 28, 2018, 05:04:10 PM
Speaking of paladins, you are making me think I need to get some of that Medieval Times armor in my game! Man I wish there were a lot more content for the medieval time period, and not just ALL WEAPONS AND ARMOR PACKS! >:(
I especially would like a shield for him (not his shield spell, an actual wooden shield =P) because right now the best option is a greatsword =/ having 1H shield would make many 1H weapons viable. I'll keep the greatsword on gladius though for the insane AOE dmg with high quality
Title: Re: [B18] A RimWorld of Magic
Post by: exuvo on January 30, 2018, 01:10:57 PM
Mod compatibility bug report:
I am playing with this mod and Zombieland which works pretty well except for a Projectile_FogOfTorment seems to have made a zombie vomit. And as zombies are stripped down pawns they don't have needs and therefore the default vomit job (https://github.com/josh-m/RW-Decompile/blob/master/RimWorld/JobDriver_Vomit.cs) fails when adding more hunger to the zombie.

Could you add a check for if the target pawn has the hunger need (or any needs at all) before adding the vomit job?
More debug info can be found on my initial bug report (https://github.com/pardeike/zombieland/issues/11) to zombieland
Title: Re: [B18] A RimWorld of Magic
Post by: Harry_Dicks on January 30, 2018, 03:09:29 PM
Quote from: HerrColonel on January 30, 2018, 01:00:08 PM
I especially would like a shield for him (not his shield spell, an actual wooden shield =P) because right now the best option is a greatsword =/ having 1H shield would make many 1H weapons viable. I'll keep the greatsword on gladius though for the insane AOE dmg with high quality

Man, there was a shield mod for A17 I saw somewhere, and I think I have it downloaded for the textures. But I only found one mod that added a shield for B18. I want to say it was a tribal shield maybe, it might have come from Tribal Essentials, or Survivalist Additions mods. I had planned on just adding in the textures from the A17 mod, and making new defs for the different shield types I had. All of that is lost somewhere in one of my dozens upon dozens of daily "bin" folders, from all of my RimWorld mod downloading/editing shenanigans.

Just know, if you really want a shield for him, it wouldn't take you but maybe an hour or two of your time to make your own shield mod, using the resources of other people's mods, if you are actually dedicated to it. You shouldn't steal their textures/code to make your own mod for distribution, though, without at least getting the original author's permission first. I'm not sure if you knew that already or not, but at least putting it out there for others that don't! :)

EDIT: Also, I'm not sure if making a shield mod this way would actually achieve what you want, as I'm not sure what you actually want from a shield mod either. Because I think the mod that adds it, the shield just counts as the middle or shell layer, or both, on only one of the pawns' arms/hands and possibley that shoulder. So I think this means it would only ever actually be effective if the pawn were to receive damage on those limbs. Or you could go with the head canon that I'm going with. That is, the shield belt in this sci-fi setting is perfect for a futuristic paladin! ;) I'm actually using the Hardcore Armors Hellfire and Goliath mods, that come with their own shield belt built in. Made by the same guy who made Rah's Bionics, so you know they look nice and it is a well built mod.
Title: Re: [B18] A RimWorld of Magic
Post by: Canute on January 30, 2018, 04:44:06 PM
Since i didn't caravan much since i got the teleport spell i didn't notice it before.
On a caravan you don't gain mana.
Title: Re: [B18] A RimWorld of Magic
Post by: ChJees on January 30, 2018, 04:48:17 PM
Quote from: Canute on January 30, 2018, 04:44:06 PM
Since i didn't caravan much since i got the teleport spell i didn't notice it before.
On a caravan you don't gain mana.

That is quite the oversight. Should not be hard to fix though for Torann.
Title: Re: [B18] A RimWorld of Magic
Post by: Jan2607 on January 30, 2018, 07:33:09 PM
I got a caravan request to deliver 242 bows - for one combat form: gladiator. Wtf?  :D
Title: Re: [B18] A RimWorld of Magic
Post by: henk on January 30, 2018, 09:42:16 PM
Quote from: Jan2607 on January 30, 2018, 07:33:09 PM
I got a caravan request to deliver 242 bows - for one combat form: gladiator. Wtf?  :D
They tried to learn how to gladiator but couldn't figure it out, so they said screw it, let's be archers.
Title: Re: [B18] A RimWorld of Magic
Post by: Torann on January 30, 2018, 10:27:41 PM
Quote from: WitchLyfe on January 29, 2018, 12:21:27 PM
Quote from: henk on January 29, 2018, 12:03:54 PM
I support the suggestion of making skill upgrades unavailable if you haven't learned the spell yet. In addition, listing the learning cost of spells would be useful to new players.
I thought maybe there was a level requirement to some spells, didn't know some require multiple skill points till I just read it here.
I'll see what I can do to make this more intuitive and provide more information in the GUI.

Quote
Oh, Necromancers get a debuff for observing corpses, haha. 
Made it so neither necro's or undead get this debuff.  In fact, made quite a few thought changes for both traits.  Undead will still have some.. they aren't quite zombies, just shells of what they once were.

Quote
Is there some way to dismiss/drop individual undead without penalty?
Yes, you can use consume corpse on undead.  Although, the corpse is then gone and you won't have anything left to raise... choices!

Quote
My undead also stopped gaining mining exp at level 7, is this intentional?  They're still getting crafting exp I believe.
They aren't supposed to gain xp at all.  I just verified that this is the case for everything except crafting.  For some reason, crafting still provides skill gain so I'll have to trace down this code path.   

QuoteI also think having an undead minion as a Necromancer will prevent you from gaining passive exp at max MP, unless there's a level cut off for that.  It won't raise at max MP anymore.
Nice catch, it is fixed for next update.

Quote
I made a Thrumbo undead and he's just constantly eating
For some reason, large animals have food levels that extend past 0-1, so assigning them a constant of .5 was forcing them to always search for food.  I've fixed this, and the fact that they want to sleep forever, for the next update.

Quote
4. Would like a way to "unrez" individual zombies.
This is what consume corpse was initially intended to do, but then it got morphed a little and it does destroy the undead, just like it does with a corpse.
That being said, consume corpse has many variations...
Consuming an undead returns significantly more mana than a corpse, with humanlike undead returning more mana than animal undead, and fresh is better than rotten or bones.  Generally speaking, the quality of corpse is measured in this order: humanlike undead -> animal undead -> humanlike corpse (fresh) -> humanlike corpse (rotten) == animal corpse (fresh) -> animal corpse (rotten).  The quality of corpse also affects how much Healing Consumption heals the necro.
Consuming a humanlike corpse also provides the necromancer with a mood boost and rest, while consuming an animal corpse provides the necro with food.

So, all that being said - do we need an ability to "Release Undead"?  Stand-alone, necro only?  Maybe consume corpse becomes the learnable spell while Release Undead would be canon?

Also, I really expected the undead churn rate to be much higher, it's not intended to become attached to undead but rather use them as an expendable resource.  This is what I was initially shooting for, but open for debate.  There may be room down the line for an undead creature that's less... expendable.

Anyways, great feedback, keep it coming.  I haven't had a chance to do a playthrough with the necro myself so the suggestions and thoughts are a big help.
Title: Re: [B18] A RimWorld of Magic
Post by: Torann on January 30, 2018, 10:38:21 PM
Quote from: Jan2607 on January 30, 2018, 10:18:16 AM
Do you plan to give the combat classes some more learnable abilities? There are so many scrolls that mages can learn but I would love to have some textbooks for my sniper.
Yes!  I'm glad you asked.  Toketsu had a great idea for "sustained" abilities and I've got quite a few stand-alone abilities planned that will function in this manner, and be usable by all the melee classes.  For example: "quick time" will increase movement speed by 20% but will require a 40% stamina to sustain.  You'll be able to toggle these abilities on and off.
Title: Re: [B18] A RimWorld of Magic
Post by: Torann on January 30, 2018, 10:55:18 PM
Quote from: exuvo on January 30, 2018, 01:10:57 PM
Could you add a check for if the target pawn has the hunger need (or any needs at all) before adding the vomit job?
I added a check for both Fog of Torment and Disabling Shot, both of these abilities add vomit in the hediff they add.
Oh, zombies will now get healed inside the fog of torment, just like undead.
Title: Re: [B18] A RimWorld of Magic
Post by: Harry_Dicks on January 31, 2018, 12:25:14 AM
Torann, you're awesome at this stuff!

Quote from: Torann on January 30, 2018, 10:27:41 PM
I'll see what I can do to make this more intuitive and provide more information in the GUI.

I think this will be a huge quality of life improvement. I will be honest with you, I think the spells/magic tab is layed out poorly. When I first started using it, I was a bit confused as to where the different abilities I could level up where. I wasn't sure if I had to go in any order or what, at least from any visual clues I ascertained from first glance.

About the necro and having a more "non throwaway summon." Thinking back to D2, the necro had I think 4-5 different golems to choose from that it could have summoned, only one at a time. Not sure if I am remembering everything correctly, but the golem would last a lot longer, or indefinitely. I think something like that would be awesome. Could spell upgrades have different branches? Wow, if you could have branches, for different KINDS of certain classes, man that would be fucking awesome.

A dark paladin versus a light paladin versus a gray paladin.
An ice mage that focuses more on area of effect vesus one that focuses on individual spells.
A druid that heals and protects or one that goes on the offense with nature and weather.

Maybe some spells are locked behind others, but some spells you could mix & match? Honestly, for me at least, I think it is twice as cool if you could have at least two variants for most classes. That way, if you say already have a druid as your only magic user, but then get another druid, you won't be as disappointed (at least I would be) that you didn't get something from a different class. Sure a second druid is nice, but not nearly as cool as it would be if you knew you could have *all* of the druid spells available to you at some point because you will be able to have one of each kind. Also, I'm the kind of person that when I would receive my magic user, and I finally get to a "crossroads" point where I must choose one path or another, I will sit there and stress about this choice over and over again. Not that it's a bad thing, I am definitely enjoying myself. More so enjoying myself with class variants, rather than have only one variant per class. I completely understand if this is not in your plans for the mod, but I thought it would at least be worth throwing out there! ;)

So, many, possibilities! I think I need to get deep into this mod while you are actively working on it and making so many changes. We can make this one for the books! ;)
Title: Re: [B18] A RimWorld of Magic
Post by: Jan2607 on January 31, 2018, 07:10:37 AM
Sounds great! :)
Why can't the druid heal mechanites?
Title: Re: [B18] A RimWorld of Magic
Post by: Canute on January 31, 2018, 09:13:05 AM
Because this is called repair not healing ! :-)
You would need an alchemist for that with a restoration spell.

Yeeeesssss, you can say in a Sci-Fi setup, magic don't realy exist. All magic are just quantum and nanite effects. And nanites don't care if they restore/repair organic or anorganic.
But i think this isn't the intention of the mod author, he want the magic more the classic way.

Title: Re: [B18] A RimWorld of Magic
Post by: WitchLyfe on January 31, 2018, 10:59:21 AM
Oh, knowing undead aren't supposed to gain skill exp and they're made to be temporary changes how I see them quite a bit and the exp loss on death makes more sense.  I got attached to my zombie as a crafter that's only possible because of a bug :(

Ah, well, I guess I should just drop my undead crafter.  She's been with me for 2 years though, it'll be a sad moment.  At least I can upgrade to a faster zombie.  She's kept my colonists clothed and made most the stone resources for my buildings though, such a useful little corpse, I'll miss her.  Maybe I'll make my first sarcophagus for her.  Most upsetting thing is my colonists probably all hate her even though she's saved them countless times, haha.

I would love a more permanent version if/when that stuff is going to be altered (Maybe a high tier/master spell or something where they still gain skill exp?), and a way to drop them without consuming the corpse would be nice.  You can keep a corpse freezer with useful summons to raise when the right situation arises.  Probably don't need a Thrumbo wandering around most the time but it'd sure be nice when a raid is plotting on your outskirts. 

I like the idea of Necromancers being able to plan ahead with corpses too.  So far they seem kinda weaker than other classes in straight up battles but more strategic.  I am still missing Corpse Explosion and the insta death spell that would probably help with that though, so my experience is a bit lacking (Literally).  Once the max mp exp thing is fixed, I should be able to start leveling them a bunch again.

Looking forward to future content.  This mod is pretty well balanced, I especially like that the enemies can use some special spells and attacks as well.  That early Paladin with shield and heal was sure a pain until I managed to shoot out his organs.
Title: Re: [B18] A RimWorld of Magic
Post by: Jan2607 on January 31, 2018, 06:48:53 PM
Is there any use for portfuel beside refueling used portals that fired their capsule? I wondered why my storage is full, here is the answer: Portfuel. Portfuel everywhere :D
Title: Re: [B18] A RimWorld of Magic
Post by: exuvo on January 31, 2018, 10:35:43 PM
Quote from: Torann on January 30, 2018, 10:55:18 PM
I added a check for both Fog of Torment and Disabling Shot, both of these abilities add vomit in the hediff they add.
Oh, zombies will now get healed inside the fog of torment, just like undead.
Thanks!
Title: Re: [B18] A RimWorld of Magic
Post by: Canute on February 01, 2018, 03:45:37 AM
Quote from: Jan2607 on January 31, 2018, 06:48:53 PM
Is there any use for portfuel beside refueling used portals that fired their capsule? I wondered why my storage is full, here is the answer: Portfuel. Portfuel everywhere :D
Currently there is no use for Portfuel.
A portal spawn complety full now and when a portal collapse the remaining portfuel lay on the ground instead to get destroyed.
You should exclude them from your stockpiles and create an extra one outside so it deteriort slowly.

Title: Re: [B18] A RimWorld of Magic
Post by: Canute on February 01, 2018, 03:51:33 AM
Toran,
new issue with Minions and Pick up and haul
https://ludeon.com/forums/index.php?topic=35832.0
Minion's refuse to work, but all other pawn's and animals work/haul like they should
Exception in SetupToils (pawn=TM_MinionR271259, job=HaulToCell (Job_545255) A=Thing_Apparel_UCFASTStone263939 B=(138, 0, 220)): System.NullReferenceException: Object reference not set to an instance of an object
at PickUpAndHaul.PawnUnloadChecker.CheckIfPawnShouldUnloadInventory (Verse.Pawn,bool) <0x0004f>
at PickUpAndHaul.HarmonyPatches.JobDriver_HaulToCell_PostFix (Verse.AI.JobDriver_HaulToCell) <0x000c8>
at (wrapper dynamic-method) Verse.AI.JobDriver_HaulToCell.MakeNewToils_Patch1 (object) <0x00030>
at Verse.AI.JobDriver.SetupToils () <0x00037>
lastJobGiver=RimWorld.JobGiver_Haul, curJob.def=HaulToCell, curDriver=Verse.AI.JobDriver_HaulToCell
Verse.Log:Error(String)
Verse.AI.Pawn_JobTracker:StartErrorRecoverJob(String)
Verse.AI.JobDriver:SetupToils()
Verse.AI.Pawn_JobTracker:StartJob_Patch1(Object, Job, JobCondition, ThinkNode, Boolean, Boolean, ThinkTreeDef, Nullable`1, Boolean)
Verse.AI.Pawn_JobTracker:JobTrackerTick()
Verse.Pawn:Tick()
AbilityUser.PawnSummoned:Tick()
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()

https://gist.github.com/HugsLibRecordKeeper/51f4978db7735e379ebd73609a5d1f13

When i remove that mod, minion start to work again.
I will post at the other mod topic too.
Title: Re: [B18] A RimWorld of Magic
Post by: Jan2607 on February 01, 2018, 07:32:08 AM
It would be great, if you could burn that port fuel in the crematory or use it as normal fuel.
Or just delete the fuel when the portal collapses.
Title: Re: [B18] A RimWorld of Magic
Post by: Harry_Dicks on February 01, 2018, 10:22:49 AM
Quote from: Jan2607 on February 01, 2018, 07:32:08 AM
It would be great, if you could burn that port fuel in the crematory or use it as normal fuel.
Or just delete the fuel when the portal collapses.

You could just delete it through dev mode. Hmm, if Torann doesn't have any other planned uses for portfuel, I could make a patch that would allow you to refine it into chemfuel or something like that.
Title: Re: [B18] A RimWorld of Magic
Post by: Jan2607 on February 01, 2018, 11:21:55 AM
Yeah, I could delete it, but I don't like to use devmode, that's like cheating. It would be better if there is a solution in the mod included.
Title: Re: [B18] A RimWorld of Magic
Post by: Torann on February 01, 2018, 11:59:46 AM
Since there's no longer a need to load it and it has no other function than to fuel the teleporter, I've made portfuel destroy on drop.
Title: Re: [B18] A RimWorld of Magic
Post by: Canute on February 01, 2018, 12:48:40 PM
Good idea, but do it still explode ? :-)
Title: Re: [B18] A RimWorld of Magic
Post by: Edixo on February 02, 2018, 04:20:04 AM
I absolutely love this mod. I've been playing around with physical classes, and I want to give my input on my favorite one; Sniper.

In order to have it be in the same genre as the others, why not rename it to Ranger? And, Disabling Shot might need a tweak, since I know many of us are playing with the Allow Tool mod that adds the Finish Off option to downed targets. With it and a sniper, you can kill a Thrumbo with two moves.
Title: Re: [B18] A RimWorld of Magic
Post by: Torann on February 02, 2018, 08:40:06 AM
Quote from: Edixo on February 02, 2018, 04:20:04 AM
I absolutely love this mod. I've been playing around with physical classes, and I want to give my input on my favorite one; Sniper.

In order to have it be in the same genre as the others, why not rename it to Ranger? And, Disabling Shot might need a tweak, since I know many of us are playing with the Allow Tool mod that adds the Finish Off option to downed targets. With it and a sniper, you can kill a Thrumbo with two moves.
Wasn't really aware of that, I might just replace the downed state change with stun, or make a modified downed state.

Ranger is a separate class and is mid development right now and will likely be released this weekend (along with the priest class).
Title: Re: [B18] A RimWorld of Magic
Post by: Canute on February 02, 2018, 09:06:09 AM
Some feedback about the minion's from the summoner.
A good trained summoner can have 6 or 8 minion at once. I think this is a bit overpowered.
What do you think to change the minion like the undead from the necro ?
You summon 1-2 minion/ greater minion depend on skills and they stay until the master leave the map,run out of mana or cancel the spell.

Maybe the same for elemental's.
Title: Re: [B18] A RimWorld of Magic
Post by: Harry_Dicks on February 02, 2018, 09:11:38 AM
Quote from: Edixo on February 02, 2018, 04:20:04 AM
I absolutely love this mod. I've been playing around with physical classes, and I want to give my input on my favorite one; Sniper.

In order to have it be in the same genre as the others, why not rename it to Ranger? And, Disabling Shot might need a tweak, since I know many of us are playing with the Allow Tool mod that adds the Finish Off option to downed targets. With it and a sniper, you can kill a Thrumbo with two moves.

I think a ranger would be an awesome new class, but it should be separate from sniper. It would be cool, in my opinion, if the sniper was focused around guns, but the ranger was focused around any ranged weapon that are not gunpowder/lasers/high tech. Basically just bows and crossbows, pila, slings, etc. But the ranger will specialize also in having a few distinct companion pets. Maybe a wolf with special colors or markings, to make him stand out from regular wolves. Same thing with other traditional ranger pets, like bears, hawks, some kind of reptile thing, etc. You could also have special arrow spells, that could really do so many different things, especially if you borrow from other ranger classes from other games. Here's what I'm thinking, and mind that any summoned animal mentioned would be a special looking animal, not the normal looking ones, to make them stand out. Perhaps they could be spectral, but I don't really think of a ranger as summoning a spectral animal, but more of a physical, maybe slightly magical one. Also, in any of the beastial skills listed where I mention "ranger's pets" you could have these buffs apply to only a ranger's summoned animals, or regular animals that are assigned the ranger as a master, or any nearby colony animal, or any colony animal no matter where it is. Maybe the beastial skills could also buff the ranger, along with their pets. Perhaps the summoned animals do not leave filth, or do not require food.

Summon wolf (medium health, medium damage, medium speed)

Summon bear (high health, medium damage, slow speed)

Summon hawk (low health, medium damage, fast speed)

Summon snake (low health, high damage, medium speed)

Entangling shot (stops the target in place, they can still fight but cannot move for so many seconds)

Guiding arrow (100% accuracy with some extra damage)

Multishot (if there is an additional enemy within 1-4 cells from the initial target, with also a clear line of site, they will be damaged as well, additional levels could increase the amount of enemies hit)

Rain of vengeance (fire a magical arrow into the air, which will then cause dozens of arrows to fall into an AoE over the course of 5ish seconds, basically an AoE DoT)

Tar trap (able to setup a secret (like traps) tar trap/pit that will tar X amount of enemies for Y amount of time that pass over it, setting them up for a combo with flaming arrow)

Tarred arrow (slows the enemy down, and "tars" them, setting them up for a combo with flaming arrow)

Flaming arrow (low damage, but if the enemy is tarred, they will be set on fire)

Bleeding arrow (target will bleed, you could possibly have stacking effects, too)

Trailblazing (active or passive, the ranger will not be slowed down by any environmental factors, like moving over rocks or trees)

Elemental arrows (heat/cold/electric or whatever elemental damage, kinda boring though)

Beastial tranquility (able to calm a manhunter animal)

Beastial tongue (able to instantly tame a wild animal)

Beastial roar (boost the damage of the ranger's pets)

Beastial comfort (able to heal wounded animals)

Beastial endurance (add in a damage reduction to the ranger's pets)

Beastial charge (increases the ranger's pets speed)

Beastial feast (give your puppers some suppers!)

Also, if you do ever decide to have specialized classes, you could have the one ranger who focuses on arrows and ranged damage, one that is more focused on melee and setting traps, and one focused on pets and healing them along with their buffs.
Title: Re: [B18] A RimWorld of Magic
Post by: Torann on February 02, 2018, 11:41:17 AM
Lot of good idea's for the ranger.  They will be distinct from the Sniper very similarly to how you're describing, where the ranger excels at bow/crossbow use and the sniper at more modern weapons.  Sniper can't use most skills without an advanced weapon right now.  Likewise, ranger will not be able to use at least 1 skill without a bow equipped, and the passive 'bow mastery' will only give a damage boost when using a bow.

The ranger will get a pet that is tamed, similar to any tamed animal, but will receive significant stat boosts for forming a bond with the ranger.
Title: Re: [B18] A RimWorld of Magic
Post by: Harry_Dicks on February 02, 2018, 12:14:43 PM
Quote from: Torann on February 02, 2018, 11:41:17 AM
The ranger will get a pet that is tamed, similar to any tamed animal, but will receive significant stat boosts for forming a bond with the ranger.

Awesome. Will you do anything to make this pet stand out? Also, I am now going to have to find some cool bow textures. I honestly didn't ever care for bows before, unless tribal, but if we get the ranger class, it will give a whole new reason to have some interesting and unique bows/crossbows.
Title: Re: [B18] A RimWorld of Magic
Post by: HerrColonel on February 02, 2018, 12:30:39 PM
Quote from: Torann on February 02, 2018, 11:41:17 AM
Lot of good idea's for the ranger.  They will be distinct from the Sniper very similarly to how you're describing, where the ranger excels at bow/crossbow use and the sniper at more modern weapons.  Sniper can't use most skills without an advanced weapon right now.  Likewise, ranger will not be able to use at least 1 skill without a bow equipped, and the passive 'bow mastery' will only give a damage boost when using a bow.

The ranger will get a pet that is tamed, similar to any tamed animal, but will receive significant stat boosts for forming a bond with the ranger.
That seems quite interesting. Ranger will be the best class to fight along with a tamed animal if I get it right. It makes sense it uses ranged weapons, like sniper, but spec into low-tech weapons.

What I would suggest would be a single "boost tamed animal" ability instead of many abilities to boost either speed, attack or defense. That ability would buff attack dmg (or attack speed) and running speed of the pet, but also make it more resistant to dmgs for a short period of time. The resistance buff could be either like the paladin's shield (block X amount of dmg overall) or like the Gladiator's fortitude (block X amount of dmg of each strike. It's stronger against a swarm of low dmg attacks but weaker against hard-hitting pawns).

That ability would be good for attack but also for defense when you realize the pet is going to die in melee before your pawns are able to deal with the bad guys. But ofc it should be remaining for a very short time (Animals like thrumbos would be totally OP with that kind of permanent buff IMO)

I wouldn't suggest giving this class an animal manhunter cancel ability as the druid has one already, that would make the druid less useful.

Eventually I think a "Teleport my pet to me" (or whistle or anything but doing essentially that) ability could be nice. I like the arcane mage because it's so good to react to threats like "X is attacked by a wolf". In this case I pause and blink the arcane mage for instant help (also instant kill using magic projectiles). This ability would serve the same purpose for the ranger when in combat and alone, able to summon his pet from anywhere (but on the same map as the ranger) to help defending him.

Also is this class going to use might or magic?
Title: Re: [B18] A RimWorld of Magic
Post by: Jan2607 on February 02, 2018, 01:33:31 PM
I build that really expensive portal, but I didn't figure out yet how it works. Can someone explain it to me?
Title: Re: [B18] A RimWorld of Magic
Post by: HerrColonel on February 02, 2018, 02:56:06 PM
Quote from: Jan2607 on February 02, 2018, 01:33:31 PM
I build that really expensive portal, but I didn't figure out yet how it works. Can someone explain it to me?
I didn't experience the persistent portal myself. I used the temporary teleport version but Torann also explained the other portal on page 19 post #6 of this thread. there must be all the answers you need https://ludeon.com/forums/index.php?topic=37161.270
Title: Re: [B18] A RimWorld of Magic
Post by: Jan2607 on February 02, 2018, 03:01:22 PM
Thank you :)
Title: Re: [B18] A RimWorld of Magic
Post by: Radis_cale on February 02, 2018, 04:01:41 PM
Having played with this mod for quite some time already, I would like to give my opinion, i wrote this with the help of Google translation, I hope it will be understandable.

-About the druid spell cure disease, improving cure disease power at level 2 say: 75% chance to reduce severity by 2, and at level 3 it say: 52% chance to reduce severity by 2 and 32% chance to reduce severity by 3. Is it intended ? Is it me that doesn't understand something ?

-My summoner has killed three mechanoids without fighting and without any injury, and I do not even mention raids ravaged by one or two of my mages. Mages are overpowered, but it would not be funny if it was not the case, is there something planned for the future?

-Mana sickness, the idea of the mana drain event does not bother me that much, but seriously, why it takes so long to recover from mana sickness, and also the mages who do not have 100% mana at the beginning of the drain have a great chance of dying, it's a bit extreme.

I would like to share my ideas too.

-Change the mana drain event, instead of draining the mana, force the mages to use more mana to cast their spells, with why not a longer cooldown or even disable the most powerful spells.

-Paws could gain xp and / or recover mana / stamina by meditating or doing similar things.

-Everyone should be able to become a mage! Some would have a gift, others would be very bad at it, but with time and hard training, the efforts will be rewarded.

-Experienced pawns could share tips and tricks to others, if they like them, a fire mage could give advice to a novice ice mage, after all, the basis of magic should be the same for all, no ?

-Learn a new skill or improve it should not be instantaneous, pawns would have a chance to think of a new spell or improve a already known one, it could happen when the pawn uses spells, talks with other mages or meditates, it would be visible in the health tab, it would grow like a disease, and when it reaches 100% the pawn gets a new spell or improve an already known.

-Create backstories that Automatically grants magic or combat traits.

Love this mod, i hope you'll like some of my ideas.
Title: Re: [B18] A RimWorld of Magic
Post by: WitchLyfe on February 02, 2018, 04:26:55 PM
I really like the idea that anybody could become a mage too.  But maybe they have much lower mana reserves or their spells are weakened, probably make it so it takes much longer to learn spells and/or they can't learn master spells.

I don't think it should be something that's easy and there should be a price for it (Having low mana reserves would make them really susceptible to mana drain events for example.) and I wouldn't want them being as strong as gifted type mages of course, but it would be cool.  Maybe they also have to be trained by another mage or something. 

Well anyways, I'd prefer that's something that's rare or toggle-able in the options and I think you already have plans to make mages more or less common, so that's similar in a way.

In my current game I haven't managed to capture a singler magic user alive yet.  Found a gifted pawn but I haven't been able to find them scrolls or whatever is needed to class them properly.  Been hoping for a Druid because my Necro lost his eye (Can a Druid even restore an eye?).  Also waiting/hoping for a fix for Necro exp before I continue that save, that'll be so helpful.

Don't mean to rush or anything, just looking forward to it.  I was having a lot of fun with this mod.  Actually, I might just start up a different class/scenario in the mean time.  Current game just has my Necro but maybe I'll try a Druid + Pally combo in my next one...  Sounds entertaining.
Title: Re: [B18] A RimWorld of Magic
Post by: Canute on February 02, 2018, 05:16:18 PM
QuoteI really like the idea that anybody could become a mage too.  But maybe they have much lower mana reserves or their spells are weakened, probably make it so it takes much longer to learn spells and/or they can't learn master spells.

Very curious.
He mention that mages are overpowered, but then he want that everyone become a mage! :-) To made them are rare is the only way to balance them.
But otherhand, if anyone is a mage, mellee fights would be very difficult when everyone can explode ! :-)

If you want every pawn with spells/abilities maybe try out the Vampire mod.
Title: Re: [B18] A RimWorld of Magic
Post by: Harry_Dicks on February 02, 2018, 05:44:07 PM
Quote from: Canute on February 02, 2018, 05:16:18 PM
QuoteI really like the idea that anybody could become a mage too.  But maybe they have much lower mana reserves or their spells are weakened, probably make it so it takes much longer to learn spells and/or they can't learn master spells.

Very curious.
He mention that mages are overpowered, but then he want that everyone become a mage! :-) To made them are rare is the only way to balance them.
But otherhand, if anyone is a mage, mellee fights would be very difficult when everyone can explode ! :-)

If you want every pawn with spells/abilities maybe try out the Vampire mod.

Well if there are different tiers of magic, you might have different ways of building it.

One build is like the Vampires mod, where if a lesser mage "consumes" the "mana/soul/whatever" of a higher tier mage, then this mage will advance to the tier of the mage they just consumed.

Another way could be everyone has a much higher chance of being magical, but the highest tiers have a very low chance of ever spawning into the game. Most people would only be a basic magic user, maybe even none at all.
Title: Re: [B18] A RimWorld of Magic
Post by: WitchLyfe on February 02, 2018, 07:23:20 PM
Quote from: Canute on February 02, 2018, 05:16:18 PM
QuoteI really like the idea that anybody could become a mage too.  But maybe they have much lower mana reserves or their spells are weakened, probably make it so it takes much longer to learn spells and/or they can't learn master spells.

Very curious.
He mention that mages are overpowered, but then he want that everyone become a mage! :-) To made them are rare is the only way to balance them.
But otherhand, if anyone is a mage, mellee fights would be very difficult when everyone can explode ! :-)

If you want every pawn with spells/abilities maybe try out the Vampire mod.

Are you dense or something?  Lol.  There are plenty of ways to balance that anybody could become a mage.  If you read my post, I listed some examples.  I didn't plan for it to be something easy/simple to do.  I mentioned it could have special requirements like items, quests, requiring special training, and have penalties to balance it.  I also mentioned that I'd want it to be optional if it happened because it could still be unbalanced, or might not be what everybody wants.

Reading is hard huh?  Why randomly pick a fight with somebody over their opinion, especially without reading their post properly?  Lmao.  You could have easily said "This isn't something I'd want", without attacking my opinion, but you chose to be a dick, why is that?  Rough home life or something?

This mod is just fun to talk about since it has so much potential.  Not like I think the dev will actually add anything I'm mentioning.  First really big rpg/fantasy type mod I've found.  Vampires is great too but it's still poorly balanced in my opinion and I get bored of it quickly.  The fact that the enemies can use spells does wonders for this mod's balance.

Quote from: Harry_Dicks on February 02, 2018, 05:44:07 PM

Well if there are different tiers of magic, you might have different ways of building it.

One build is like the Vampires mod, where if a lesser mage "consumes" the "mana/soul/whatever" of a higher tier mage, then this mage will advance to the tier of the mage they just consumed.

Another way could be everyone has a much higher chance of being magical, but the highest tiers have a very low chance of ever spawning into the game. Most people would only be a basic magic user, maybe even none at all.

Tiers of mages would be awesome.  Would be similar to everybody being born with different physical potentials.  Most people can play basketball, but without the proper height you're at a massive advantage trying to become a pro eh?
Title: Re: [B18] A RimWorld of Magic
Post by: Harry_Dicks on February 02, 2018, 08:00:46 PM
Quote from: WitchLyfe on February 02, 2018, 07:23:20 PM
Are you dense or something?  Lol.  There are plenty of ways to balance that anybody could become a mage.  If you read my post, I listed some examples.  I didn't plan for it to be something easy/simple to do.  I mentioned it could have special requirements like items, quests, requiring special training, and have penalties to balance it.  I also mentioned that I'd want it to be optional if it happened because it could still be unbalanced, or might not be what everybody wants.

Reading is hard huh?  Why randomly pick a fight with somebody over their opinion, especially without reading their post properly?  Lmao.  You could have easily said "This isn't something I'd want", without attacking my opinion, but you chose to be a dick, why is that?  Rough home life or something?

This mod is just fun to talk about since it has so much potential.  Not like I think the dev will actually add anything I'm mentioning.  First really big rpg/fantasy type mod I've found.  Vampires is great too but it's still poorly balanced in my opinion and I get bored of it quickly.  The fact that the enemies can use spells does wonders for this mod's balance.

Oh my god I'm dying over here. I think Canute means well, but he has trouble with English as a secondary language.

Canute, my friend, I'm sorry but you really do have an issue of misunderstanding people a lot. Maybe it's the language thing, but you should understand that the way you come across to people, you can be off-putting. Listen, I'm no angel, but you seem to put that out there more often than not. I love you buddy, but c'mon man. ::)

Quote from: WitchLyfe on February 02, 2018, 07:23:20 PM
Tiers of mages would be awesome.  Would be similar to everybody being born with different physical potentials.  Most people can play basketball, but without the proper height you're at a massive advantage trying to become a pro eh?

Definitely. I love how well Torann is developing this mod. It's like every update is just around the corner with something awesome for us! ;D
Title: Re: [B18] A RimWorld of Magic
Post by: WitchLyfe on February 02, 2018, 08:02:42 PM
Quote from: Harry_Dicks on February 02, 2018, 08:00:46 PM
Oh my god I'm dying over here. I think Canute means well, but he has trouble understanding English.

Canute, my friend, I'm sorry but you really do have an issue of misunderstanding people a lot. Maybe it's the language thing, but you should understand that the way you come across to people, you can be off-putting. Listen, I'm no angel, but you seem to put that out there more often than not. I love you buddy, but c'mon man.

Oh...is that it?  Now I kinda feel bad if they weren't intentionally as hostile as they seemed x.x
Title: Re: [B18] A RimWorld of Magic
Post by: Harry_Dicks on February 02, 2018, 08:05:48 PM
Quote from: WitchLyfe on February 02, 2018, 08:02:42 PM
Oh...is that it?  Now I kinda feel bad if they weren't intentionally as hostile as they seemed x.x

I wouldn't feel too bad, I've said something to him twice now recently because he keeps doing the same thing to me. He is saying silly stuff, a lot.
Title: Re: [B18] A RimWorld of Magic
Post by: Torann on February 02, 2018, 08:45:55 PM
Quote from: Radis_cale on February 02, 2018, 04:01:41 PM
-About the druid spell cure disease, improving cure disease power at level 2 say: 75% chance to reduce severity by 2, and at level 3 it say: 52% chance to reduce severity by 2 and 32% chance to reduce severity by 3. Is it intended ? Is it me that doesn't understand something ?
This is a good question, sorry it's a bit confusing.  Many types of diseases or infections have stages to them, so when trying to cure a disease that is in the later stages, it might lessen the disease instead of cure it outright.  For example, the Flu has minor, major, and extreme stages - so if you are curing a pawn that is in the extreme stage of flu with level 2, it has a 75% chance to reduce the Flu stage to 'minor' and a 25% chance to reduce it back to 'major.'  At level 3, it has a 32% chance to completely cure the Flu.  I hope that makes sense.

Quote
-Mana sickness, the idea of the mana drain event does not bother me that much, but seriously, why it takes so long to recover from mana sickness, and also the mages who do not have 100% mana at the beginning of the drain have a great chance of dying, it's a bit extreme.
I haven't noticed it being very lethal, but if the event starts and you have low mana then it's definitely possible.  A few things you can do: keep mana potions on hand, you can "administer mana potion" if the mage becomes unconscious.  Also, wounded mages (mages in pain) or mages with lowered consciousness are more susceptible to mana drain effects.  Siphon Mana and Transfer Mana can also be very useful in these situations.

Quote
I would like to share my ideas too.
Thanks for the feedback, I really like the idea of social interactions between magic users, kind of like a mentor!

Quote from: WitchLyfe on February 02, 2018, 07:23:20 PM
Not like I think the dev will actually add anything I'm mentioning. 
Believe it or not, I take notes of every idea contributed here.  Just realize that I'm a single modder and this is a hobby so I'm limited on time.  I imagine most modders are in the same situation.  We also have to figure out how to build idea's into RimWorld, some idea's are easier and have ways already built to do this, others can be very difficult and have to be implemented from scratch.

Also, there are quite a few bugs mentioned that are fixed in the version I'm working on, but the Ranger class is only partially complete and will need to be finished prior to the next update - sorry about the delay.
Title: Re: [B18] A RimWorld of Magic
Post by: henk on February 02, 2018, 09:08:29 PM
Quote from: Radis_cale on February 02, 2018, 04:01:41 PM
-Mana sickness, the idea of the mana drain event does not bother me that much, but seriously, why it takes so long to recover from mana sickness, and also the mages who do not have 100% mana at the beginning of the drain have a great chance of dying, it's a bit extreme.

I would like to share my ideas too.

-Change the mana drain event, instead of draining the mana, force the mages to use more mana to cast their spells, with why not a longer cooldown or even disable the most powerful spells.
I like this. Mana drain hits without warning, and if you don't have potions, can very easily kill a pawn. On the other hand, mages ARE overpowered...
Title: Re: [B18] A RimWorld of Magic
Post by: henk on February 02, 2018, 09:22:05 PM
It seems minions don't clean, even when idle. Is it just me? Could be a mod conflict. They do rush to combat though, even though their flavor text says they dislike combat.

If you pause the game, draft a pawn, give them a move order, then chain a bunch of spells, the pawn will cast all spells, ignoring cooldowns and mana costs (their mana cannot go below 0).

Please remove the cooldown on dry ground and moisturize ground. It makes sense to want to cast those spells quickly, since they cost so little and only affect one tile each.

What about having more than one master spell per profession, but each pawn is only able to learn one master spell?

And what about having other magic-type traits?

- Magical prodigy : cannot learn spells with levels, but can learn any non-master scroll spell.
- Magical savant : cannot learn spells with levels, but can learn any number of master spells from any specialization. Only master spells.

And traits that affect only magic users (assuming you can have traits require other traits)
- Fickle mage : cannot accumulate skill points. Skill points are spent automatically when leveling. May unlock new spells for 1 skill point.
- Superior mind : increases the maximum mana pool (or halves mana costs and mana regeneration)
- Wild mage : Increased mana regeneration, but every spell gives negative effects
- Quick caster : half casting time for spells. Increased cooldowns
Title: Re: [B18] A RimWorld of Magic
Post by: Ramsis on February 02, 2018, 10:01:06 PM
Quote from: WitchLyfe on February 02, 2018, 08:02:42 PM
Quote from: Harry_Dicks on February 02, 2018, 08:00:46 PM
Oh my god I'm dying over here. I think Canute means well, but he has trouble understanding English.

Canute, my friend, I'm sorry but you really do have an issue of misunderstanding people a lot. Maybe it's the language thing, but you should understand that the way you come across to people, you can be off-putting. Listen, I'm no angel, but you seem to put that out there more often than not. I love you buddy, but c'mon man.

Oh...is that it?  Now I kinda feel bad if they weren't intentionally as hostile as they seemed x.x

Witch try to keep in mind that our forum is global in terms of welcomed users. A community built upon countless languages and ideas, as such just because someone speaks in your tongue doesn't mean they grasp it 100 percent. :D Save me the trouble of having to yell at you next time by just not assuming everyone is being a negative individual. Not to mention if someone is being a hostile bugger just report them with the forum's report function. Ask Harry, I loooooove stepping in! <3
Title: Re: [B18] A RimWorld of Magic
Post by: Harry_Dicks on February 02, 2018, 10:16:24 PM
I see a new post on the magic thread, and I say to myself, "awesome!" As I am scrolling down, I see the red on the left of the screen, then more red letters on the screen, and I'm thinking, "Shit! This is it. Welp, it's been fun, boys!"
Title: Re: [B18] A RimWorld of Magic
Post by: Torann on February 02, 2018, 10:43:54 PM
Quote from: henk on February 02, 2018, 09:22:05 PM
It seems minions don't clean, even when idle. Is it just me? Could be a mod conflict. They do rush to combat though, even though their flavor text says they dislike combat.
Yeah, there's some growth needed in the minion AI thinktree.

Quote
Please remove the cooldown on dry ground and moisturize ground. It makes sense to want to cast those spells quickly, since they cost so little and only affect one tile each.
Done.

Quote from: henk
What about having more than one master spell per profession, but each pawn is only able to learn one master spell?

And what about having other magic-type traits?

- Magical prodigy : cannot learn spells with levels, but can learn any non-master scroll spell.
- Magical savant : cannot learn spells with levels, but can learn any number of master spells from any specialization. Only master spells.

And traits that affect only magic users (assuming you can have traits require other traits)
- Fickle mage : cannot accumulate skill points. Skill points are spent automatically when leveling. May unlock new spells for 1 skill point.
- Superior mind : increases the maximum mana pool (or halves mana costs and mana regeneration)
- Wild mage : Increased mana regeneration, but every spell gives negative effects
- Quick caster : half casting time for spells. Increased cooldowns
Biggest thing holding up class development right now is the magic pane.  It can't scroll and it's not as clear or intuitive as I'd like, so that needs to be fixed first.  After that's done, it'll open up a lot of new things, like sub-classes or selective development and more ability options in general.  Lot of good supporting traits ideas, most of which shouldn't be too hard to add.

I'll look into the bug.
Title: Re: [B18] A RimWorld of Magic
Post by: Canute on February 03, 2018, 02:55:36 AM
Quote from: WitchLyfe on February 02, 2018, 08:02:42 PM
Quote from: Harry_Dicks on February 02, 2018, 08:00:46 PM
Oh my god I'm dying over here. I think Canute means well, but he has trouble understanding English.


Oh...is that it?  Now I kinda feel bad if they weren't intentionally as hostile as they seemed x.x
Don't worry i have a magic shield against this ! :-)
Title: Re: [B18] A RimWorld of Magic
Post by: Radis_cale on February 03, 2018, 04:06:59 AM
Just got a incapable of violence necromancer, he can't do anything, even raising the dead is violent ^^
Title: Re: [B18] A RimWorld of Magic
Post by: Harry_Dicks on February 03, 2018, 05:48:33 AM
Quote from: Radis_cale on February 03, 2018, 04:06:59 AM
Just got a incapable of violence necromancer, he can't do anything, even raising the dead is violent ^^

Well who are you to interfere with this necromancer's moral conundrum? ;D

UNDEAD LIVES MATTER!

Maybe try RF - Pawns Are Capable! until this is fixed. ;)
Title: Re: [B18] A RimWorld of Magic
Post by: henk on February 03, 2018, 08:56:20 AM
Still better than an incapable of violence blademaster. Not even one passive skill helped with non-violent tasks. But hey, that's Rimworld traits for you!
Title: Re: [B18] A RimWorld of Magic
Post by: billyma6 on February 03, 2018, 04:50:15 PM
Quote from: Harry_Dicks on February 03, 2018, 05:48:33 AM
Quote from: Radis_cale on February 03, 2018, 04:06:59 AM
Just got a incapable of violence necromancer, he can't do anything, even raising the dead is violent ^^

Well who are you to interfere with this necromancer's moral conundrum? ;D

UNDEAD LIVES MATTER!

Maybe try RF - Pawns Are Capable! until this is fixed. ;)

...but undead aren't living, so how do they have lives...?
Title: Re: [B18] A RimWorld of Magic
Post by: Harry_Dicks on February 03, 2018, 05:51:38 PM
Quote from: billyma6 on February 03, 2018, 04:50:15 PM
...but undead aren't living, so how do they have lives...?

Only a LIFE-IST would say that! Oooohh look at mister PRIVILEGED over here who just so happens to be ALIVE trying to keep the undead man down!
Title: Re: [B18] A RimWorld of Magic
Post by: blizzardwolf420 on February 03, 2018, 07:10:01 PM
Quote from: billyma6 on February 03, 2018, 04:50:15 PM
Quote from: Harry_Dicks on February 03, 2018, 05:48:33 AM
Quote from: Radis_cale on February 03, 2018, 04:06:59 AM
Just got a incapable of violence necromancer, he can't do anything, even raising the dead is violent ^^


Well who are you to interfere with this necromancer's moral conundrum? ;D

UNDEAD LIVES MATTER!

Maybe try RF - Pawns Are Capable! until this is fixed. ;)

...but undead aren't living, so how do they have lives...?

but undead means not dead so therefore life is in them , albeit not the same amount of life lol.
Title: Re: [B18] A RimWorld of Magic
Post by: billyma6 on February 03, 2018, 09:30:12 PM
Quote from: blizzardwolf420 on February 03, 2018, 07:10:01 PM
Quote from: billyma6 on February 03, 2018, 04:50:15 PM
Quote from: Harry_Dicks on February 03, 2018, 05:48:33 AM
Quote from: Radis_cale on February 03, 2018, 04:06:59 AM
Just got a incapable of violence necromancer, he can't do anything, even raising the dead is violent ^^


Well who are you to interfere with this necromancer's moral conundrum? ;D

UNDEAD LIVES MATTER!

Maybe try RF - Pawns Are Capable! until this is fixed. ;)

...but undead aren't living, so how do they have lives...?

but undead means not dead so therefore life is in them , albeit not the same amount of life lol.
but technically by definition, "undead" means dead but still animate so they're still dead lol.
Title: Re: [B18] A RimWorld of Magic
Post by: Torann on February 04, 2018, 12:24:15 AM
Just updated to 1.8.1 on steam and moddb.
Adds the preist and ranger classes.
Fixes that necro bug where having an undead prevents gaining xp at max.  With Mehni's help, the conflict with "pick up and haul" and minions was fixed, plus quite a few more tweaks and bugs.
AI will use their buffs a bit more, especially before a fight.

Title: Re: [B18] A RimWorld of Magic
Post by: Harry_Dicks on February 04, 2018, 12:26:36 AM
Quote from: Torann on February 04, 2018, 12:24:15 AM
Just updated to 1.8.1 on steam and moddb.
Adds the preist and ranger classes.
Fixes that necro bug where having an undead prevents gaining xp at max.  With Mehni's help, the conflict with "pick up and haul" and minions was fixed, plus quite a few more tweaks and bugs.
AI will use their buffs a bit more, especially before a fight.

YES! Toran, I don't know how much longer you can keep this up. You've been running at 200% awesomeness non stop for too long!

Somebody stop this man, he's too powerful!
Title: Re: [B18] A RimWorld of Magic
Post by: Harry_Dicks on February 04, 2018, 02:19:47 AM
I'm getting these two errors, from Minify Everything and the elemental rifts. I was looking at the defs and saw the thingcategory is commented out. Is that so you don't have it on your build menu? Also, is that why Minify Everything is picking this up as an error? I like that mod a lot, better than Miniaturisation Overload, because it seems to just pull the entire list over all types of buildings/furniture in your game, and gives you the option if you want them to minifiable or not. Even things you can't select, like terrain that I can terraform with from a mod.

Either way, this isn't too big a deal, is it? I haven't gotten around to checking out the rift yet, so I'm guessing it isn't something for me to build anyway, especially from the description.

Is there anything I can change on my end, that you know of, so that I won't have this error? If not no biggie :)

Also two sound errors because there is no sound called Bullet.

And good job with the patch notes popping up, I love how I can see all documented minor changes. You are doing a really, really great job with this man. I look forward everyday to see if you post something new ;)

EDIT: Latest update also gave me these bugs as well. KF Colonist Bar lost all of it's icons (on the bar itself and on colonists) and I lost my Prepare Carefully button! I promise, the only mod that I changed was the TMagic update. Because then once I turned *only* TMagic off, my Prepare Carefully button came back, along with Colonist Bar icons.

Failed to find Verse.ThingDef named TM_ElementalRift_Blueprint_Install. There are 7154 defs of this type loaded.
Verse.Log:Error(String)
Verse.DefDatabase`1:GetNamed(String, Boolean)
Verse.ThingDef:Named(String)
MinifyEverything.MinifyEverything:RemoveMinifiedFor(ThingDef)
MinifyEverything.<>c:<.cctor>b__0_1(ThingDef)
System.Collections.Generic.List`1:ForEach(Action`1)
MinifyEverything.MinifyEverything:.cctor()
System.Runtime.CompilerServices.RuntimeHelpers:RunClassConstructor(IntPtr)
System.Runtime.CompilerServices.RuntimeHelpers:RunClassConstructor(RuntimeTypeHandle)
Verse.StaticConstructorOnStartupUtility:CallAll()
Verse.PlayDataLoader:<DoPlayLoad>m__2()
Verse.LongEventHandler:ExecuteToExecuteWhenFinished()
Verse.LongEventHandler:UpdateCurrentAsynchronousEvent()
Verse.LongEventHandler:LongEventsUpdate(Boolean&)
Verse.Root:Update_Patch1(Object)
Verse.Root_Entry:Update()


Could not execute post-long-event action. Exception: System.TypeInitializationException: An exception was thrown by the type initializer for MinifyEverything.MinifyEverything ---> System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation. ---> System.NullReferenceException: Object reference not set to an instance of an object
  at Verse.DefDatabase`1[Verse.ThingDef].Remove (Verse.ThingDef def) [0x00000] in <filename unknown>:0
  at (wrapper managed-to-native) System.Reflection.MonoMethod:InternalInvoke (object,object[],System.Exception&)
  at System.Reflection.MonoMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) [0x00000] in <filename unknown>:0
  --- End of inner exception stack trace ---
  at System.Reflection.MonoMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) [0x00000] in <filename unknown>:0
  at System.Reflection.MethodBase.Invoke (System.Object obj, System.Object[] parameters) [0x00000] in <filename unknown>:0
  at Harmony.Traverse.GetValue (System.Object[] arguments) [0x00000] in <filename unknown>:0
  at MinifyEverything.MinifyEverything.RemoveMinifiedFor (Verse.ThingDef def) [0x00000] in <filename unknown>:0
  at MinifyEverything.MinifyEverything+<>c.<.cctor>b__0_1 (Verse.ThingDef td) [0x00000] in <filename unknown>:0
  at System.Collections.Generic.List`1[Verse.ThingDef].ForEach (System.Action`1 action) [0x00000] in <filename unknown>:0
  at MinifyEverything.MinifyEverything..cctor () [0x00000] in <filename unknown>:0
  --- End of inner exception stack trace ---
  at (wrapper managed-to-native) System.Runtime.CompilerServices.RuntimeHelpers:RunClassConstructor (intptr)
  at System.Runtime.CompilerServices.RuntimeHelpers.RunClassConstructor (RuntimeTypeHandle type) [0x00000] in <filename unknown>:0
  at Verse.StaticConstructorOnStartupUtility.CallAll () [0x00000] in <filename unknown>:0
  at Verse.PlayDataLoader.<DoPlayLoad>m__2 () [0x00000] in <filename unknown>:0
  at Verse.LongEventHandler.ExecuteToExecuteWhenFinished () [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.LongEventHandler:ExecuteToExecuteWhenFinished()
Verse.LongEventHandler:UpdateCurrentAsynchronousEvent()
Verse.LongEventHandler:LongEventsUpdate(Boolean&)
Verse.Root:Update_Patch1(Object)
Verse.Root_Entry:Update()
Title: Re: [B18] A RimWorld of Magic
Post by: Jan2607 on February 04, 2018, 08:58:38 AM
Is it possible to retrain mages to other classes? I have no gifted pawns anymore and I want to have one of my arcane mages retrained to a priest.
Title: Re: [B18] A RimWorld of Magic
Post by: Canute on February 04, 2018, 09:13:46 AM
No you can't retrain them.
But they still can read Spell scrolls to learn this kind of spell.


Torann,
about the Portal.
- the Portal itself need a charging display rather then how big the vortex are or when a mage try to charge it.
Would be nice if you can see the percent at the info window when you select the portal.

- i don't think you can made it possible that pawn's auto. path through the portal when the destination is at the same map ?

- it would be nice if you could adjust the portal to an outpost, to establish a trade connection. You can either use the Com console or the portal to trade with the destination. Would cost 30-50% to do a trade, or dynamical how many items you trade.
Title: Re: [B18] A RimWorld of Magic
Post by: Torann on February 04, 2018, 10:41:11 AM
Quote from: Harry_Dicks on February 04, 2018, 02:19:47 AM
I'm getting these two errors
For the 'minify everything' you are correct that the elemental rift isn't player built.  This is a structure that triggers the elemental assault and will create and destroy itself for the event, so you shouldn't need to worry about this.  It's strange though, there shouldn't be a significant different between the elemental rift and the teleporter, for example, because neither should show up in any menu to build.  So I'll look at why the rift may generate this error.

When do you get the sound error?  I can't find any place where I'm using bullet as the sound for anything.

I'm using KF Colonist Bar and Prepare Carefully also and both seem to work fine.  I created a new game to check the prepare carefully button and had no problems using the button and making a custom start.  I didn't see any problems with icons not show for the colonist bar, even on existing games.  I'm putting TMagic at the top of the mod load order, I don't know if that'll make a difference.
Title: Re: [B18] A RimWorld of Magic
Post by: Harry_Dicks on February 04, 2018, 11:34:05 AM
I'll post the two audio ones, along with the HugsLib log, and my modlist. I'm trying to move your mod around to see if it helps, but so far no luck. And all of these issues go away if I revert to the most previous version of TMagic I have, and that is the only thing I change.

Could not resolve cross-reference: No Verse.SoundDef named Bullet found to give to Verse.DamageDef TM_Arrow (using undefined sound instead)
Verse.Log:Warning(String)
Verse.WantedRefForObject:TryResolve(FailMode)
Verse.DirectXmlCrossRefLoader:ResolveAllWantedCrossReferences(FailMode)
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()


Could not resolve cross-reference: No Verse.SoundDef named Bullet found to give to Verse.DamageDef TM_Shrapnel (using undefined sound instead)
Verse.Log:Warning(String)
Verse.WantedRefForObject:TryResolve(FailMode)
Verse.DirectXmlCrossRefLoader:ResolveAllWantedCrossReferences(FailMode)
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()
Title: Re: [B18] A RimWorld of Magic
Post by: Torann on February 04, 2018, 11:56:36 AM
Ah, found em, thanks.  Neither of those should have an explosion sounds at all.
Title: Re: [B18] A RimWorld of Magic
Post by: Harry_Dicks on February 04, 2018, 12:28:16 PM
Also, here was the huglib report, https://gist.github.com/bf5a7b9beb70390147af5ca353e966dd

EDIT: So by putting TMagic at the bottom of my list (which I didn't want to try) is giving me these same errors that I've had before with other mods. Somewhere I suppose near the bottom of my list, I have a mod that is redefining core defs, and it is messing up everything after them, if I put certain mods after it, saying I need to define the <thingClass> as a building. I had this issue before with cupro's mods and having them later in my list, and he explained it to me. Someone else has made something that redefines a core mod that is required for a mod that is loaded after it, so then this later mod (that is built properly) will throw errors, making it look like they are at fault, when really the one at fault is the mod loaded earlier that's redefining core defs!

Also, the hugslib report I posted is from my normal modlist load order, which has been working 100% for me so far. The only errors I even get are a couple from TMagic because of the frostbite parts, no biggie, and a couple other insignificant ones like androids bed type and a display radius for a table. Those won't affect anything though, as far as I have been able to tell through extensive restarts and short playthrough testing. In other words, game was fine, put in new update, game now not fine. Move TMagic to bottom, get Prepare Carefully back, but issues now from other mods, which I'm going to start working on now actually.

Sigh, looks like I really need to finally tackle this problem. Well, guess I'm going to leave TMagic at the end, and start playing the process of elimination. I'll just start taking out 50% mods at a time, then re-adding and taking the other halves off, and I will just keep halving my list until I can find the culprit.

I'll report back later on. Also, putting TMagic at the end of my list, let me get my Prepare Carefully button back, but no my Colonist Bar icons, and I still have all those errors because some of your defs depend on cores, and someone else further up the line is messing your mod up for me! >:(
Title: Re: [B18] A RimWorld of Magic
Post by: henk on February 04, 2018, 05:02:00 PM
Mana now restores during caravans! But cooldowns don't pass... And it seems minions can join caravans, which glitches out the food count (mine shower -8000 days of food)
Title: Re: [B18] A RimWorld of Magic
Post by: Harry_Dicks on February 04, 2018, 05:37:56 PM
Playing around with the load order. I've gotten my Prepare Carefully button to come back up, by my Colonist Bar icons are still missing. It's weird too, because the mod is working, I'll show a screenshot where it has a colonist highlighted, and you can see at the top of the screen, where the bar is, it shows where the icons and mood bar would be.

Anyway, going to try and do some more narrowing down, and I'll report back. Also, when loading up the screen to pick your pawns, I got these errors that I'll post for you.

https://gist.github.com/40e07889318bc5cb4fc23fd711cbee67

Got a about a dozen of these errors I'll post below, and 2 for Shield, and they had another red error between all of them. All of these red errors happen right after world gen, before I pick my landing site.

EDIT: Moving Colonist Bar further up in the mod list brought the icons back. Hmm, it must be something else still causing this issue. Determined to find it..

EDIT: Final update. After narrowing it down, it was Blocks Convert causing me many headaches. BuildBase abstract was redefined, making everyone after him look like the bad guy. Sorry for the extra issues :)

Tried to get a resource "Other/MageMark" from a different thread. All resources must be loaded in the main thread.
Verse.Log:Error(String)
Verse.ContentFinder`1:Get(String, Boolean)
Verse.MaterialPool:MatFrom(String, Shader, Color)
TorannMagic.CompAbilityUserMagic:.cctor()
System.Reflection.MonoCMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoCMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MonoCMethod:Invoke(BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.ConstructorInfo:Invoke(Object[])
System.Activator:CreateInstance(Type, Boolean)
System.Activator:CreateInstance(Type)
AbilityUser.AbilityUserUtility:TransformPawn(Pawn)
AbilityUser.AbilityUserMod:InternalAddInAbilityUsers(Pawn)
AbilityUser.AbilityUserMod:InitializeComps_PostFix(ThingWithComps)
Verse.ThingWithComps:InitializeComps_Patch3(Object)
Verse.ThingWithComps:PostMake()
Verse.ThingMaker:MakeThing_Patch1(ThingDef, ThingDef)
Verse.PawnGenerator:TryGenerateNewNakedPawn(PawnGenerationRequest&, String&, Boolean)
Verse.PawnGenerator:GenerateNewNakedPawn_Patch1(PawnGenerationRequest&)
Verse.PawnGenerator:GeneratePawnInternal(PawnGenerationRequest)
Verse.PawnGenerator:GeneratePawn(PawnGenerationRequest)
Verse.PawnGenerator:GeneratePawn(PawnKindDef, Faction)
RimWorld.Faction:GenerateNewLeader()
RimWorld.FactionGenerator:NewGeneratedFaction(FactionDef)
RFC_Code.FactionGenerator_GenerateFactionsIntoWorld:Prefix()
RimWorld.FactionGenerator:GenerateFactionsIntoWorld_Patch1()
RimWorld.Planet.WorldGenStep_Factions:GenerateFresh(String)
RimWorld.Planet.WorldGenerator:GenerateWorld_Patch2(Single, String, OverallRainfall, OverallTemperature)
RimWorld.Page_CreateWorldParams:<CanDoNext>m__0()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()


(https://i.imgur.com/sVyvJwT.png)
Title: Re: [B18] A RimWorld of Magic
Post by: Radis_cale on February 04, 2018, 07:01:16 PM
Soft drawn does not decrease the stasmina cost of the Ranger Arrow Storm.
Mages are not marked when the game is paused.
Mana pylons destroy furniture (such as chairs) and trade beacons when placed on them.

A pawn with a very low movement is downed when it casts a large spell due to arcane weakness, which results in a waste of mana and an un-cast spell.

Why not adding an event like Incapacitated refugee, but with a mage you can rescue, it would have a small chance to happen after a mana drain event ?
Title: Re: [B18] A RimWorld of Magic
Post by: Torann on February 04, 2018, 09:25:47 PM
Quote from: Radis_cale on February 04, 2018, 07:01:16 PM
Soft drawn does not decrease the stasmina cost of the Ranger Arrow Storm.
Ah, thanks.  I just uploaded the fix.

Quote from: Radis_cale on February 04, 2018, 07:01:16 PM
Mages are not marked when the game is paused.
Meant to fix that last update but it's fixed now.

Also fixed: elemental rift can no longer be deconstructed or claimed; AI won't continue to buff themselves if they're already buffed.
Title: Re: [B18] A RimWorld of Magic
Post by: Harry_Dicks on February 05, 2018, 01:26:17 AM
What is the difference between a Woodsman and Ranger?
Title: Re: [B18] A RimWorld of Magic
Post by: Torann on February 05, 2018, 09:37:53 AM
Quote from: Harry_Dicks on February 05, 2018, 01:26:17 AM
What is the difference between a Woodsman and Ranger?
Ranger, like Sniper and Bladedancer, has multiple stages to their trait.  Stages can be advanced through training.
Ranger: woodsman->hunter->scout->ranger
Title: Re: [B18] A RimWorld of Magic
Post by: Canute on February 05, 2018, 10:53:33 AM
At 1.8.1 When a pawn leave the map with the gateway, the bed don't get unassigned. Not a major issue, but when you can fix it.

I notice at all these world events, the rewards allways was Torn/magical scripts. Not a single combat style.
Is this just unluck or did you didn't add them as reward.
Title: Re: [B18] A RimWorld of Magic
Post by: Jackalvin on February 05, 2018, 01:30:02 PM
Hi, just started playing with the new classes, and I have another class suggestion:
The Pysker
Able to move and shape matter just by thoughts, the Psyker is a subtle manipulator of the battlefield.
Toss
The caster launches a selected target through the air. the target becomes a weapon, dealing blunt damage to all in their way. For extra awesomeness, make this a skill: At level 0, the target will break through wood doors. At level 1, the target will go through steel doors and wood walls. At level two, The target will go though steel walls and stone doors. At level 3, the target will go through most walls and all doors.

Crush. The targeted area will have higher gravity. All who pass through are slowed and get dealt blunt damage.

Wall of force
An impassable barrier is put up to block gunfire and movement. This has a limited time.

Telepathy
This grants colonists more sight and manipulation for a long time, at the cost of their social life "Y's thinking about B! That bastard!

Ultimate: Pysker's scream.
This has a large aoe, and only affect enemies. The effects varies:
Deaf: No effect
Dull: Stun
Normal: Ear damage, mood debuff and Stun
Sensitive: Massive ear damage, blood losses out of orifices
Hypersensitive: Cranial Hemorrhaging, massive brain trauma.


Title: Re: [B18] A RimWorld of Magic
Post by: WitchLyfe on February 05, 2018, 02:50:44 PM
Nice fixes, didn't know if enemies not showing their mage status was just me until the patch.  I don't have to run my Necro around casting spells awkwardly every time their mp maxes, whooo.  Finally able to start leveling some of the offensive spells.

Can any heal spells heal scars?  By the sound of it, I thought Rejuv from the Druid would.  Seems tough to balance so I understand why that might not be possible, just wish it was a little clearer.

Any way to lower the cost of the upkeep on zombies?  Seems like the mana cost reduction for casting spells probably doesn't help that.  Noticed even with 3/5 regen I still lose mana with 2.  Also noticed zombies regen their missing body parts when revived, I didn't know that...I've been tossing them away when they lose a limb.  Is that new?  I might revive one of my older zombies...  I still like having one always around as a clean and misc job bot, and prepped for raids.

Killing my colonist zombie so I could rerevive them after I level the undead passive caused massive social penalties for my Necro.  A -10 with his wife seems to not be going away at all...that sucks x.x  Little thing but my zombie still carries around food too even though they don't eat.

At least I finally managed to catch a fire mage and find a Druid scroll for my gifted pawn.  The buff from the fire mage is pretty misleading at initial levels and becomes really strong when maxed.  Wish I could know that ahead of time.  I've found some spells to not scale so well.  Hard to tell where to put points.

I find it kinda odd that mana potions use existing drugs, I was hoping they'd have their own herbs and stuff.  I wanna make a little alchemy/potion/growing room for my mages, lol.  Gotta look up some mage/fantasy armor and clothes too...  I wonder if there's a caldron and witch type furniture somewhere as well.

Wonder if it's possible to make an all mage team with how rare they are.  I kinda wanna try a run where I don't use any traditional weapons unless it's their specialty (My Necro running around with a sniper rifle always feels odd, haha).  Necro would be terrible for that, but maybe Fire/Ice/Lightning could do it.  There a chance we could get staves or wands or something that do a basic magic attack instead of using firearms?  I'd love that, even if they don't have any bonuses to magic use.  Magic hunters using them instead of firearms would help a lot with immersion.
Title: Re: [B18] A RimWorld of Magic
Post by: Harry_Dicks on February 05, 2018, 06:57:31 PM
Torann I was curious about the Ranger. To get the boost from bows, does the game know if you are using a bow but it's from a mod? I want to use the bow from the Forsakens mod, but will your mod recognize it as a bow? I didn't know if there was something in the defs that actually differentiates between firearms and bows that your mod uses.

Anyway, I was thinking of having a class called the Tactician/Engineer. His abilities would "create/summon" temporary structures that will last until new ones are placed elsewhere, or they are destroyed from damage. The focus of abilities would revolve around two or three specialized turrets that could be created, along a barrier or two, possibly some other stationary things to create, like healing wards, buffing wards, etc. Give them a nice balance of defensive damage and supporting skills. A good chunk of the skills that the tactician upgrades will enable his turrets to gain new abilities. For example, as he levels skills they could: give turrets and occasional area of attack round that fires every so often, give turrets the ability to increasingly slow their targets, make turrets fire faster/more often/longer bursts.

He could also create temporary barriers, forcing enemies to try to break through them or be forced to go around. This makes the class able to direct the flow of battle to their control, bringing enemies to where it will be best for the colony. Maybe the tactician can also set wards and/or traps. These could be healing wards, stun wards, increase accuracy wards, force field wards, shield wards, fast/slow wards, all kinds of fun status buffs/debuffs/affects. Really you could take these offensive/defensive/utility devices in many directions.

I'm thinking of this class as one of the better defensive/support roles, especially with all stationary things they create. Thoughts?

Quote from: Canute on February 05, 2018, 10:53:33 AM
At 1.8.1 When a pawn leave the map with the gateway, the bed don't get unassigned. Not a major issue, but when you can fix it.

What? If that's true, how is that possible Torann? I ask because other people were asking in a different thread if there was a way to make people stay assigned to their things even if they leave the map. I think this was stuff for like dubs Bad Hygiene, but there are other situations where people don't want any of their colonists' stuff to get unassigned. Is there a toggle for this or anything? Could a pawn be assigned to a bed in one map, and a bed in another at the same time?
Title: Re: [B18] A RimWorld of Magic
Post by: Torann on February 05, 2018, 09:47:49 PM
Quote from: Jackalvin on February 05, 2018, 01:30:02 PM
Hi, just started playing with the new classes, and I have another class suggestion:
The Pysker
Really like this idea, ill add it to the list of possible new classes.

Quote from: WitchLyfe on February 05, 2018, 02:50:44 PM
Can any heal spells heal scars? 
Yes, the priest spell "purify" can heal scars, brain damage, age related or genetic weaknesses (like asthma or frailty), and reduce or remove addiction withdrawal.  You can actually cure someone of luciferium, though it's hard.  Purify is a high mana cost spell and drains the priest, and even at maxed power, purify will only cure .2 luciferium severity each time it's used.  Consuming luciferium once starts a pawn at .5 severity, and each additional dose adds .1 severity... so certainly not an easy thing to do and the clock is against you.  The priest can not heal missing limbs.

The Druid spell "cure disease" is only for curing infections and diseases, it does nothing for genetic failings or scars.  The regeneration spell from the druid acts as a "heal over time" which heals small amounts of physical damage (cuts, bruises, etc) each time it ticks.  The Druid gets "regrow limb" and, like the name says, regrows limbs only (feet, hands, legs, arms), but does nothing currently for eyes, nose, etc.

Between the two classes, you should be able to cure pretty much everything though.

Quote from: WitchLyfe
Any way to lower the cost of the upkeep on zombies undead?  Seems like the mana cost reduction for casting spells probably doesn't help that.
You know, that's a great point.  Right now the only thing that really helps a necro out is the global skill "Clarity" as it increases amount of mana gained.  I'll probably add a reduction in upkeep cost through the "Cheating Death" skill.

Quote from: WitchLyfe
Killing my colonist zombie so I could rerevive them after I level the undead passive caused massive social penalties for my Necro.
Well that's not supposed to happen, I thought I'd gotten all the negative thoughts from an undead dying, can you tell me what the caption on the mood penalty is?

Also agree on the item stuff, it's coming in the near future - along with enchantments and useable, magical items.

Quote from: Canute on February 05, 2018, 10:53:33 AM
I notice at all these world events, the rewards allways was Torn/magical scripts. Not a single combat style.
Is this just unluck or did you didn't add them as reward.
I think just unlucky, I double checked and they're definitely in there.  They don't have "torn" versions so that reduces the chance for the class book a bit.

Quote from: Harry_Dicks on February 05, 2018, 06:57:31 PM
Torann I was curious about the Ranger. To get the boost from bows, does the game know if you are using a bow but it's from a mod?
This goes through several filters to (hopefully) be as flexible as possible without allowing non-bows.
I just checked and can confirm the forsaken bow is recognized as a valid bow to use with the ranger and the damage bonus is applied as well.

Quote
Anyway, I was thinking of having a class called the Tactician/Engineer. Thoughts?
I'll have to see, I'd like to try to keep any mechanical skills out of the mod so that people playing on low tech games can easily use the mod; this is why the sniper can't use skills without a gun. Also very similar to the summoner class.  That being said, you won't mind if I use some of the idea's for stand-alone spells do you?  ;)

Quote
Quote from: Canute on February 05, 2018, 10:53:33 AM
At 1.8.1 When a pawn leave the map with the gateway, the bed don't get unassigned. Not a major issue, but when you can fix it.
What? If that's true, how is that possible Torann?
Interesting.  I'm sure it has to do with the fact that I bypass all normal "exit map" functions when moving a pawn through a portal.  But it sounds like there might be some merit to the behavior to look into, though I'm not sure what the disadvantages would be but I'm sure there are some...
Title: Re: [B18] A RimWorld of Magic
Post by: billyma6 on February 05, 2018, 11:59:40 PM
Hey guys, you know there's a Make Rain spell for the water class right? Why not a Clear Skies one for the fire class? It'd be useful when you make it rain and then change your mind, or if it's already raining, stop it for improving aim in battles as an example.
Title: Re: [B18] A RimWorld of Magic
Post by: WitchLyfe on February 06, 2018, 01:20:36 AM
Social penalty is just "Killed Colonist: -10".  There's no mood debuff, but it is hurting all his relationships and causing problems.  I can't see any detailed info on it unless there's a way with the dev menu.  Would love to see the duration if possible but I can't figure out how to.  He hasn't attacked/killed anybody but the undead.  I thought only his wife had it but it's actually all colonists.

I like that the Druid seems to have beef with the Necro over his choice of profession though.

Oh, just remembered one time I tried euthanizing the undead to avoid issues before I had consume corpse and got penalties for that too, lol.  Same killed colonist social hit and a euthanized colonists mood debuff.  Actually, my doctor still has that social penalty on all the colonists, that musta been a year ago at least, dang.  I don't have corpse explosion yet, but maybe that triggers it as well? Wonder about consume corpse.

Oh, cool about the items and stuff, something new to look forward to.

Starting a new colony to test out the Priest and found a Summoner quickly, this should be interesting.  A Paladin just dropped out of the sky right next to my base too, he almost took out my solar panels.  Well this is pretty dang close to a total magic squad at this point.  He joined on first attempt, haha.

My Priest has tried tending to people twice without using medicine (even though they're set to use best meds and there are meds like 10 steps away), what's up with that?  I'll try to test it more. Edit:  Didn't happen next time, hmm.  I'll try to watch for that, maybe it was because they were about to be fully healed naturally or something.

Love the Summoner minion, it's so helpful.  Though I'm contemplating changing the sprite to something more...Demongirly or imp-like, lol.
Title: Re: [B18] A RimWorld of Magic
Post by: Canute on February 06, 2018, 03:18:35 AM
Quote from: Torann on February 05, 2018, 09:47:49 PM
Quote
Quote from: Canute on February 05, 2018, 10:53:33 AM
At 1.8.1 When a pawn leave the map with the gateway, the bed don't get unassigned. Not a major issue, but when you can fix it.
What? If that's true, how is that possible Torann?
Interesting.  I'm sure it has to do with the fact that I bypass all normal "exit map" functions when moving a pawn through a portal.  But it sounds like there might be some merit to the behavior to look into, though I'm not sure what the disadvantages would be but I'm sure there are some...
I think you can ignore this.
Yes the bed don't get unassigned, right after the pawn leave the map.
But once these pawn seeks a new bed, the bed at the other colony got free.
Title: Re: [B18] A RimWorld of Magic
Post by: WitchLyfe on February 06, 2018, 03:22:43 PM
Mage traders might be a tad overstocked.  My colony wealth just went from 52k to 135k after taking one out, lmao. 

Summoner is a wee bit strong as well with the turrets and mines it seems.  A level 1 turret was just shredding enemies left and right (the 3 shots seemed to kill or chunk enemies by half).  The mine exploded I think but stayed on the ground (Something exploded...)?  I guess that's a pretty hard event to balance for since I had so much prep time and could snipe out the most dangerous threat (Outside Fire Mage), before we even started the fight.  Going to have to nickname my Summoner "Caravan Ambusher".

I think I still got lucky, they were split between outside and inside my base, put a turret and mine outside and took care of the ones inside first (Some lived and remained trapped).  They fled real quick and I managed to gun down all their slow ass dromedary before they could escape.  My paladin running around shanking bitches and dromedary was pretty funny.

Got the Priest revive spell and a bunch of scrolls and spells to choose from for my gifted pawn, Priest, Paladin, Summoner.  Revived one of the Fire Mages with the new Priest resurrection spell (without penalty) and captured them too.  I don't think this run could be much better/easier, lol.  I'm about to have all the mage classes at this point.

Being able to take out a whole mage caravan should be a lot tougher if they're going to be that loaded.  They just got wrecked, I didn't even have any injuries.  Was surprised by how quickly they fled, I think it was partly because some were trapped inside.  Upside is the coming raids should be a pain in the ass.

So tldr:  Summoner might need some nerfing, they're incredibly powerful.  Probably shouldn't be able to summon the defense structure and mine so easily with how strong they are at least.  Mage caravan might need a bit of toning down early game as well.  They seem to have a massive stock over vanilla caravans at the same wealth point.

Tried running the event again and didn't do nearly as well, so maybe it was a bit of luck/skill.  I think them all being grouped up on the mine was the big thing.  Ay, now I don't feel so bad about winning since I was a lot more careful with placement the first time.

Mine also seems to have a lot smaller explosion radius than the blast it seems, kinda misleading, is that the max range it can boom?  I haven't upgraded it yet.
Title: Re: [B18] A RimWorld of Magic
Post by: Harry_Dicks on February 06, 2018, 04:17:47 PM
Quote from: Torann on February 05, 2018, 09:47:49 PM
I'll have to see, I'd like to try to keep any mechanical skills out of the mod so that people playing on low tech games can easily use the mod; this is why the sniper can't use skills without a gun. Also very similar to the summoner class.  That being said, you won't mind if I use some of the idea's for stand-alone spells do you?  ;)

I understand what you mean. Okay, well maybe we can re imagine this as a witch doctor? Instead of turrets, he will summon temporary totems and wards. He will still be limited to say 3 totems, which would essentially be like temporary turrets in a way. I'm thinking either all three totems are the same and have the same abilities, or have one big, one little, and one other... maybe utility totem. If you have the 3 different totems, you could of course let them all 3 have different abilities that they use periodically, direct attacks or area of effect abilities that radiate out from the totem, or other abilities that affect all enemies within a radius of the totem.

These totems could either be invulnerable or you could destroy them, not sure. I'm thinking you can destroy them, but they have a decent amount of health, and they also have a decent cooldown on each of them, maybe a 1-2 minutes each. This will make the decision of where you place them when a battle starts very important, and you can't just go throwing them out there all willy-nilly and wasting them. But you also want a decent balance so that if you encounter these totems as an enemy, you can make a decision to take them out or not, disabling the witch doctors powers, while not having to sacrifice too much of your own time/health/opportunity.

The witch doctor could also have temporary wards that he summons, which he could possibly have more than one of each. Things like healing wards, speed wards, aiming wards, armor wards, etc. Maybe something like stun/slow/negative accuracy wards for offense as well?

Maybe for the temporary barriers it could be something like a "wall of overgrowth" that sprouts up from the ground, or more kind of voodoo magic and it's a "barrier of shadow arms and hands" reaching out from the abyss, slowing and/or damaging anything trying to cross it.

I'm also thinking the witch doctor could have some fun damage over time or poison or disease abilities. Maybe he could heal diseases, if you don't have that already for other classes, or he could make enemies have a new disease that would have near immediate effects, so that way it would be worth using in battle. Maybe they fight for your side for a time, or they go insane and kill themselves. Maybe they attack their allies (your enemies) with a poison bite or attack, that will kill them over time, forcing their old allies to kill their old buddy before he infects more of them.

Maybe the witch doctor can curse enemies, or curse a ground beforehand, or have an active aoe curse with status effects for the enemies. Mass slow, confusion, make enemies throw all of their weapons 10 cells away, make it so if enemies that cross this barrier will heal anyone for X% that attacks them.

I don't know, just some fun ideas. Of course Torann you are more than welcome to use any of them. In fact, I would be ecstatic if they do make it into your mod! ;D

EDIT: Also, if the witch doctor could make enemies have a heart attack, I think that would be really fun. Imagine if a witch doctor raider makes one of your super healthy pawns have a heart attack in the middle of battle. Now you've got to get one of his battle buddies to haul him off immediately to the operating room, times-a-tickin'!

Or a witch doctor has made some enemies go (temporarily or permanently) blind! Now their accuracy is whatever it is for a pawn has that has no vision! Or maybe they go 90% blind? Or maybe the blind severity increases as the spell level does? Maybe it could be cast multiple times to stack? ;)

Blindness, deafness, jaw stops working so they have trouble eating, I'm thinking of all sorts of interesting voodoo hexes and curses and how witch doctors/voodoo priests had those little dolls that they could damage and it would hurt the person in real life. Also, hexes, forces people to turn into a pig or cow or something, again temporary or permanent!

To sum it up, when I think of a witch doctor or voodoo priest, I imagine this: Totems, wards, hexes, poisons and damage over times, odd afflictions and debuffs, area status effects, things from the "abyss", maybe even arms/tentacles/shadow limbs all appearing out of either the ground or some sort of temporary swirly portal thing that they "reach out from" if any of this makes sense.

Also, you could build the whole "theme" around voodoo, witch doctors, "occult priests", "dark arts/magics" that sort of stuff.

I will be so freakin' ecstatic if Torann even uses any of these!
Title: Re: [B18] A RimWorld of Magic
Post by: billyma6 on February 06, 2018, 08:21:02 PM
Speaking of disarming pawns, what about a spell that makes pawns drop their weapon when cast? It could give an advantage in battle as they'd be left defenseless after the spell.
Title: Re: [B18] A RimWorld of Magic
Post by: Darkmark8910 on February 07, 2018, 10:22:00 AM
O Glorious ModMaker,

I enjoy a certain Rimworld stream, so I'm going to test this mod with the mods the streamer's using, per below:

HugsLib ; Expanded Prosthetics and Organ Engineering ; Basic Bridges ; Medical Tab ; B18 More Furniture ; Relations Tab ; Blueprints ; Change Dresser ; Hand me that brick ; EdB Prepare Carefully ; Rimsenal Storyteller ; Rimsenal Rimhair ; Area Unlocker ; More Faction Bases ; Medieval Times ; MJ MiniMap ; Hospitality ; Sunlamp power ; ResearchPal ; A dog said ; SS researchable stat upgrades ; Archipalago ; More Trade ships ; More trait slots ; Wall lights ; Animal Tab ; Razzle Dazzle! ; that garden mod whose name I'm forgetting ; that extra stones & minerals mod whose name I'm also forgetting

I may add in a few more for testing. Any requests, O Modmaker? And any particular features you'd like tested on this mod? ^.^
Title: Re: [B18] A RimWorld of Magic
Post by: Torann on February 07, 2018, 02:51:32 PM
Quote from: Darkmark8910 on February 07, 2018, 10:22:00 AM
O Glorious ModMaker,

I enjoy a certain Rimworld stream, so I'm going to test this mod with the mods the streamer's using, per below:

HugsLib ; Expanded Prosthetics and Organ Engineering ; Basic Bridges ; Medical Tab ; B18 More Furniture ; Relations Tab ; Blueprints ; Change Dresser ; Hand me that brick ; EdB Prepare Carefully ; Rimsenal Storyteller ; Rimsenal Rimhair ; Area Unlocker ; More Faction Bases ; Medieval Times ; MJ MiniMap ; Hospitality ; Sunlamp power ; ResearchPal ; A dog said ; SS researchable stat upgrades ; Archipalago ; More Trade ships ; More trait slots ; Wall lights ; Animal Tab ; Razzle Dazzle! ; that garden mod whose name I'm forgetting ; that extra stones & minerals mod whose name I'm also forgetting

I may add in a few more for testing. Any requests, O Modmaker? And any particular features you'd like tested on this mod? ^.^
Nothing in particular I suppose.  I'm not 100% clear on what you're looking for in your test.  If it's immersion, the necromancer and summoner are the roughest and have the most 'social' impact on a colony.  The priest and ranger are the newest classes, and thus have had the least feedback on playstyle, power, etc.  If you're looking for bugs/conflicts, I don't see anything there that should cause an issue and I use most of those mods myself.  I'd be curious to know how 'SS researchable stat upgrades' affects this mod.  I don't have a built-in custom scenario yet, but if you're using EDB prepare carefully then I'd recommend a "magically gifted and/or physically adept" trait for 1 (crash landed) or 2 (tribe), if you want a faster start, select one of the advanced traits to start with (Lightning Mage for example).  Other than that, let me know how it goes!
Title: Re: [B18] A RimWorld of Magic
Post by: Harry_Dicks on February 07, 2018, 03:15:38 PM
Quote from: Torann on February 07, 2018, 02:51:32 PM
I'd be curious to know how 'SS researchable stat upgrades' affects this mod.

I was posting some stuff for the thread on Researchable Stat Upgrades, because when I was looking at it, there is some very interesting stuff. For example, one research makes your turrets shoot 4 instead of 3 bullets. He has made a custom class that can, "This class is made especially for editing things inside <verbs><li>. This includes weapon properties" this also works for comps as well. I have been thinking about customizing this mod a lot, you can have it change all sorts of interesting things as you progress through the game.

Hypothetically, could we ever have a mod similar to this, but made for TMagic? For example, we have an entire research trees/tabs dedicated to physical and magic users. As you progress throughout the magical tree, it could increase your magic users maximum mana, mana recovery rate, whatever. It could maybe even level up "universal" spells that any mages can learn. Same things for stamina for the physical classes. Maybe also things like +X% fire spell damage upgrades, fireball now casts two fireballs, eye of the storm now lasts 10% longer, etc.

Anyway, thoughts on the witch doctor/voodoo priests? If it's a no-go because of the stationary mechanics and such, I understand. Was just curious of other's and Torann's thoughts. :)
Title: Re: [B18] A RimWorld of Magic
Post by: Torann on February 07, 2018, 08:47:30 PM
I think the totem concept has real potential.  I see the class as a more utility focused version of the summoner and I've already added it to my design manual as a class type.  Right now, that list has about 12-13 new classes that could potentially find their way into the mod.

That being said, I'm putting my focus on refining the classes that are in the game as well as introducing some new features.  The Bard is in the works now, but that will be the last class for a bit while other aspects of the mod get developed.
Title: Re: [B18] A RimWorld of Magic
Post by: Harry_Dicks on February 07, 2018, 09:22:51 PM
Sounds great! I'm excited in whatever direction you decide to take your mod. Do you plan on making any special items? Maybe there could be a very rare, or takes a long time to make, legendary weapons for the classes? Maybe 2-3 different types each? Example, maybe the ranger has a bow that will give very long range and great accuracy, but has a long cooldown and poor short range. A different bow could be fast firing, low damage, medium range, things like that. Maybe one bow allows the ranger to have flaming arrows, one to have ice arrows, one to have bleeding damage arrows, etc.

Hmm, most of that stuff is xml only anyway, might have to whip up something at least for myself, if there aren't any plans for special items in the future. I love how well this mod is bringing fantasy into RimWorld's sci-fi universe, but it feels like it is blending so well. ;D
Title: Re: [B18] A RimWorld of Magic
Post by: WitchLyfe on February 07, 2018, 10:29:34 PM
Been enjoying the Priest so far.  I love that they're a pacifist to balance them.  Sadly I haven't had a major raid yet or disease issue to test their full potential (Worst was a centipede that only shot one of my colonists).  Funny because I'm on Randy Insane.  Really surprised my Priest managed to resurrect a pawn without any penalty to them at base skill.  Well, she herself is puking her guts out and will be useless for a while.  Oh the pawn I res'd does have res sickness, didn't notice it at first.  I guess that'd suck if she wasn't just sitting in jail, lol.

Still haven't gotten around to testing the physical classes though.  I'm curious about the Hunter.

Edit:  WELL, nothing tests a mage team like a massive manhunter pack of lynxs, lmao.  Sure makes them seem a LOT more balanced now (Not like my normal guns could handle these straight on either).  The difference between Necro and a lot of the other classes is a lot more clear now.

Ay, managed to win by funneling them through a door so only one could come at a time with shielded Pally tanking and people sniping behind him (And Priest healing).  Fun combo.  The explosion from the Summoner turret probably did the most damage though, that's a bit nuts.

Heal spells will cancel on a target if they're incapacitated but still cost mana/go on cooldown.  Beyond the probably known if you try to cast a spell that's out of range, it will eat your mana as well.  At least the latter is easy enough to avoid.

So far the Summoner seems by far the strongest mage class I've tested.  The CD and mana cost keeps a lot of the others in check, but he's just running around throwing explosions and turrets down, and has a bunch of ways to distract enemies as well.  Necro is actually one of the most balanced classes, I thought he was pretty OP but his first spell being kinda weak direct damage helps.  Still never got around to testing corpse explosion, but the mana cost of all his spells seems to keep him in check enough.

Summoner also seems to level really quick, I guess always tossing out his minions helps that.  He's out leveling the rest of my team quite a bit.  Early game OPness of most the mage classes has calmed down a bit but he's still really strong.  Ice mage seems a bit weak so far, but I did just turn my gifted pawn into one (First time I got all spells immediately from a book).  They have some useful buffs and debuffs though, so that makes sense.

Err, my Greater Minion just ate a human corpse's leg...  I was going to revive them x.X  At least I think he did.  For some reason he's just running back and forth to try to consume corpses in my corpse freezer even though there's stuff to mine and clean.  I thought the minor ones cleaned, hmm.

Just recruited the Fire Mage finally.  Fireclaw is really awesome, nice job with that.  Probably my favorite offensive spell now.  Haven't tested it in battle but I like the rng to it.  Do mage bolt type spells use the shooting skill?  Not sure how their accuracy works with the spells that can miss.
Title: Re: [B18] A RimWorld of Magic
Post by: Torann on February 07, 2018, 11:29:46 PM
Quote from: Harry_Dicks on February 07, 2018, 09:22:51 PM
Sounds great! I'm excited in whatever direction you decide to take your mod. Do you plan on making any special items?
I only mention that class thing since it may be some time before new classes go into development, but I'm certainly not ignoring or discarding class ideas.

For items, I probably will only have a very limited amount of items, particularly weapons or armor or robes that have their own graphics. 

I'm planning a few 'unique' items/item types that will have specific properties to A RimWorld of Magic.  An example would be an item that grants mana cost reduction to all spells used by the wearer.  Other flavor of items will create a magical effect when used, like a belt that allows the wearer to blink or cast a small heal.  For those types of items, they will fill an existing slot type so you'll have to choose between the magical item or maybe a tech superior with better stats.
Some artifacts may do both (magical effect + passives).

notfood gave permission to use "Infused" as a basis for enchantments so I'll be able to build on an already considerable mod.  Enchantments will come before items.
Title: Re: [B18] A RimWorld of Magic
Post by: Harry_Dicks on February 08, 2018, 02:58:52 AM
That sounds great. If I may offer one bit of info of something I found I didn't like about Infused - it's that items that were infused never had their value affected in any significant way (if they were even affected at all). I think an item's value should at least somewhat reflect the power of the infusion.

Would you plan more special items if you had an artist that could supply you with the textures? BTW I'm always down for more cool looking robes, hooded or not! ;) I also love the idea of "blink belts" and other fun stuff like that. I feel like the whole "belt" category is really underutilized by mods, and is a great slot to have unique things that you've described.

Also, maybe you are interested in shields, especially for the paladin. In the new LotR mod that is being made, there is a new test build for the Dwarves that has couple new shield types built in. Just something I thought you might be interested in looking at :)
Title: Re: [B18] A RimWorld of Magic
Post by: HerrColonel on February 08, 2018, 04:51:11 PM
I really like your last updates. The mod is really fleshed out now.

One thing I still feel weird with is how to equip my mages pawns.
Usually I give them a ranged weapon because I readed shield belt dont work with spells (didnt tested though) and the maximum amount of armor to prevent any permanent dmg.
But that would be nice if we had some special gear for mages (or normal gear made out of a special stuff like maybe cloth enchanted by a mage's spell) like robes and hats that we would value over helmets and armor vests because of buffs like reduced spell cost.
Maybe we could also have something equipped as weapon like staffs or wands with other buffs so we value it higher than an actual weapon for mages. Like ability to carry more mana. Guns for mages is a bit redundant, for example I give my necro a sniper rifle because she fights with her zambes usually at max range of the fog spell so that's what fits her the best. But it doesn't make sense a necromancer needs to use a sniper rifle. Mods like sidearms (sorry for butchering the title) can also be nice to switch to a personal defense weapon in case the mage is out of mana. In this case, the mana pool buff would not carry on and the mage would be down to 100% out of 150% if he re-equips it afterwards.
I think stuff like that can be worth looking into because we have so much different classes already
Title: Re: [B18] A RimWorld of Magic
Post by: Harry_Dicks on February 08, 2018, 07:08:06 PM
I am using the ice and fire wands from the Filthy Orc Invasion mod (along with the heads on spikes!) and I think that goes well. I am also using the bow that shoots three arrows from the Forsaken mod. I'm thinking if Torann does do it, he can make all kinds of awesome weapons with interesting effects. Maybe a wand that makes enemies get entangled with roots, a bow that shoots ice arrows, a staff with ranged attack that makes enemies bleed the more they move. The sky is the limit! ;D
Title: Re: [B18] A RimWorld of Magic
Post by: Canute on February 09, 2018, 03:52:58 AM
Hmm, i think most of us agree that mage's are pretty overpowered.
And HerrColonel mention about mage weapons
(too bad an old magic mod don't got an active link to the mod anymore) why not made all mage classes violent.
Like at most RPG games all mages are paper class, much attack power with their spell but can't directly any foe.

Ok, but then mages can't equip weapons to enhance their magic.
I think low DPS mellee weapon with increased dodge chances and boni to increase the max. mana pool
Title: Re: [B18] A RimWorld of Magic
Post by: Harry_Dicks on February 09, 2018, 04:36:31 AM
Quote from: Canute on February 09, 2018, 03:52:58 AM
(too bad an old magic mod don't got an active link to the mod anymore) why not made all mage classes violent.

Unifica Magic? A real shame that he got so far, too. I actually posted on his thread on February 2nd and he responded. Anyone interested, check out page out the work this guy did in this thread. Such a shame, in my opinion, to see all of that work just sitting their idle, unable to be enjoyed by anyone not still on A17.

https://ludeon.com/forums/index.php?topic=31826.msg395839#msg395839
Title: Re: [B18] A RimWorld of Magic
Post by: Canute on February 09, 2018, 06:20:09 AM
No i mean
[A16] Alchemy and Black Magic
https://ludeon.com/forums/index.php?topic=30439.0
The mod got nice robes and hats, together with staff/wands.
Title: Re: [B18] A RimWorld of Magic
Post by: Harry_Dicks on February 09, 2018, 06:34:39 AM
Quote from: Canute on February 09, 2018, 06:20:09 AM
No i mean
[A16] Alchemy and Black Magic
https://ludeon.com/forums/index.php?topic=30439.0
The mod got nice robes and hats, together with staff/wands.

I am actually looking for robes, hates, staffs, and wand textures. However I browsed through all of the textures in that mod and there were none for those, just one wand. Is there another mod you are thinking of? I would love to be able to grab some stuff like that, even from old mods. I will make them into a new mod for myself, if needed. I'm just a terrible artist, so I have to use other's art for this stuff :-/
Title: Re: [B18] A RimWorld of Magic
Post by: henk on February 10, 2018, 01:12:50 PM
New bugs :
Visitors using a buff spell give the "boop" sound, which is confusing.
You get a "gained a deeper understanding" message when a visitor gains a level.
Friendly-summoned minions will haul for you.
Title: Re: [B18] A RimWorld of Magic
Post by: Torann on February 10, 2018, 08:41:04 PM
Update notes for v1.8.3:
Title: Re: [B18] A RimWorld of Magic
Post by: Harry_Dicks on February 10, 2018, 09:02:07 PM
Watching the development of this mod is fantastic. Everything just keeps getting so much better.
Title: Re: [B18] A RimWorld of Magic
Post by: HerrColonel on February 10, 2018, 09:25:15 PM
Thanks Torann my necro definitely enjoy the cheating death buff.

I agree with you Harry Dicks. I just relaunched my game to add the insulating walls mod, and noticed the magical update! awesome!
Title: Re: [B18] A RimWorld of Magic
Post by: Harry_Dicks on February 10, 2018, 09:28:58 PM
Torann at this rate, I don't know how long you plan on going this strong with your mod and it's updates. But hypothetically if you keep it up, you really will have one of the best mods for RimWorld. I don't know if you plan on it, but if you were to keep developing this all the way to 1.0, I can't even begin to imagine how much it will have been expanded and polished.
Title: Re: [B18] A RimWorld of Magic
Post by: WitchLyfe on February 11, 2018, 12:07:44 AM
Quote from: Torann on February 10, 2018, 08:41:04 PM
Update notes for v1.8.3:

  • Minions and Elementals should no longer generate errors from frostbite or hypothermia.

  • Elemental Rift event will now end correctly following a reload.

  • The Necromancer skill "Cheating Death" will also add a reduction in undead upkeep cost.  Undead should no longer attempt tasks they cannot perform.
    Feeling singled out, Necromancers have begun returning the social distaste expressed by paladins, priests, and druids.

  • Mod Settings have been added to allow players to adjust the rarity of magic traits.

  • The Arcane Fold, in response to increased threats against their caravans and colonies, has increased the training and equipment of their guards.

  • The Magic pane displays points required to learn class spells;  spells that haven't been learned yet will no longer give the option to upgrade a related skill.

  • The mana cost for Summoner skills has increased slightly. Each minion now requires an upkeep cost that reduces the amount of mana a summoner gains each turn by 20%.  Unlike undead, minion upkeep costs are not shared, and each summoner may only have 4 minions at any given time.  Summoning additional minions over this amount will dismiss the oldest minion.  The duration of a summoned minion has doubled and its cooldown has been drastically reduced.

Oh snap, crazy update, can't wait to test it out when I have more free time.  If you can change the mage appearance to 100%, this is going to be nuts, lol.  Sounds like it's almost time to try a permadeath run with this mod.  That or just put the magic user appearance to max for the improved chaos.
Title: Re: [B18] A RimWorld of Magic
Post by: Canute on February 11, 2018, 03:14:35 AM
QuoteSounds like it's almost time to try a permadeath run with this mod. 
Do you realy think it is a good idea to do a permadeath colony with mods ? :-)

Sure TMagic is pretty stable but not 100%.

Title: Re: [B18] A RimWorld of Magic
Post by: WitchLyfe on February 11, 2018, 04:36:31 AM
Quote from: Canute on February 11, 2018, 03:14:35 AM
QuoteSounds like it's almost time to try a permadeath run with this mod. 
Do you realy think it is a good idea to do a permadeath colony with mods ? :-)

Sure TMagic is pretty stable but not 100%.

Oh I don't mean actually using permadeath in settings, I mean more just no savescumming.  So far I had no idea what the balance/strength of everything in the mod was like so I've been testing things a lot.  Balance seems to be improving enough that I can play seriously is all.  The skill improvements/clarity helps too.  I wouldn't use the actual permadeath setting even in vanilla with the chance of bugs and issues.
Title: Re: [B18] A RimWorld of Magic
Post by: Prince Kasta on February 12, 2018, 07:46:27 AM
A necromancer prisoner leveled up in prison and I can pick an upgrade for him, is that intentional?
Title: Re: [B18] A RimWorld of Magic
Post by: HerrColonel on February 14, 2018, 08:06:32 AM
I noticed ennemy mages level up when in your jails. But you can't actually assign their points. It just looks like it. If you manage to recruit them you'll have x amount of unspent points to use. Maybe the message shouldn't be there, because I agree it's confusing
Title: Re: [B18] A RimWorld of Magic
Post by: PreDiabetic on February 14, 2018, 07:13:38 PM
Class;Shaman

Basic Abilities;
Natural Surge; Heal allies but doesn't grow limbs. If target already healthy increase it's capacities.
Earthen Core; Cool or heat a room with risen Earthen Core from ground. (1x1 Size) (Act like a cooler or heater)
Deep Waves; Wash over all dirt, blood etc in area also slows things that pass over.

Ultimate;
Crumble, destroy natural rocks in that area. If targeted area has resource then resources also drop (like mining).
I say 3x10 range. Also removes roofs.[/size]
Title: Re: [B18] A RimWorld of Magic
Post by: Canute on February 15, 2018, 02:38:44 AM
Even when the word "mage" come into the classname, it has nothing to do with magic.
Sure we can now discuss now the nature of magic, and agree that all kind of magic/psi is more or less some quantummanipulation.

But a Technomag is just a user of some advance technology (if he understood it or not) and basicly nothing different then someone with a charge rifle.
Title: Re: [B18] A RimWorld of Magic
Post by: PreDiabetic on February 15, 2018, 04:39:08 AM
Quote from: Canute on February 15, 2018, 02:38:44 AM
But a Technomag is just a user of some advance technology (if he understood it or not) and basicly nothing different then someone with a charge rifle.
You are stuck with Babylon Technomages. I'm not talking about them.

Priest and Paladin has same power source which is Holy but they are differ with extras. If I can literally summon turrets from thin air, reverse time to repair buildings prevent solar flares that would make me mage (especially Arcane) that specialize in Technology hence Technomage.

"Magic's just science that we don't understand yet"
Title: Re: [B18] A RimWorld of Magic
Post by: Harry_Dicks on February 15, 2018, 07:33:51 AM
Quote from: PreDiabetic on February 15, 2018, 04:39:08 AM
Quote from: Canute on February 15, 2018, 02:38:44 AM
But a Technomag is just a user of some advance technology (if he understood it or not) and basicly nothing different then someone with a charge rifle.
You are stuck with Babylon Technomages. I'm not talking about them.

Priest and Paladin has same power source which is Holy but they are differ with extras. If I can literally summon turrets from thin air, reverse time to repair buildings prevent solar flares that would make me mage (especially Arcane) that specialize in Technology hence Technomage.

"Magic's just science that we don't understand yet"

PreDiabetic I would recommend you read the past couple pages on this thread. I already tried suggesting a sort of "tactician" class or something like that with permanent/temporary turrets. Torann said something like the "mechanical" style of them did not fit with his idea of the mod, or something to that effect. I did try to re-imagine the turrets as a sort of "temporary totem" that would be summoned by a witch doctor class, which he did say sounds interesting. But as of right now I think he is more focused on polishing then adding new classes. I won't speak for him, but I think he might add some more later, after he cleans up the UI and other things first.

Torann, I am looking forward to see if you are going to change the layout of the magic tab. I wanted to put out a little suggestion for you, I hope you don't mind :)

What would you think about have a special border on all of the spell icons, that would be able to relate to the player what "school" of magic a spell comes from, or if it is a "neutral" spell that is not class specific? This isn't something super huge or a big deal. But if I am ever playing any sort of game that has spells or magic in it, it's these little things that I think help it look that much more polished and professional, without (hopefully) requiring too much effort.

For example, on say lightning spells, you could have some small little bits of lightning/electric/sparks around the spell icon's border. For fire spells you could have tiny flames. And for the neutral spells, maybe just something that is simple but easy to identify. Also, if you don't want to have those little graphics on them, I suppose you could just do a color on the border that would represent the spells "family" that it comes from.

Another thing, I was thinking if you ever wanted to differentiate different tiers of spells. Like when we talked about having a "master spell", these could have not only the flavor border, but also something more elaborate or special that could go on all master levels spells, so the player can instantly know these are the "ultimates" of this class. Maybe you can have a little Roman Numeral inside of the icon to show what level the spell is? I'm thinking you could have all sorts of things change on the icon between spell levels, but that might be a bit too much work, at least for right now. But I think having a I, II, III etc. on spells would be a nice touch.

Finally, maybe you could have an icon that appears on the spell's icon that will show if this is an active or passive spell? Or in the spell tab, you could have any passive spells located in a certain section of the tab. Hmm, not sure.

Anyway, none of them are a really big deal. Just something I was thinking of. Keep up the great work, I can't wait to see what you have for us next. Even if it's just polish and nothing new, those matter just as much to me! ;D

PS I am not complaining about any of the icons, and I don't know if you make them yourself or not, but was curious. Do you make your own spell icons, or do you use any of the free icon packs available online?
Title: Re: [B18] A RimWorld of Magic
Post by: PreDiabetic on February 15, 2018, 07:56:16 AM
Quote from: Harry_Dicks on February 15, 2018, 07:33:51 AM
PreDiabetic I would recommend you read the past couple pages on this thread. I already tried suggesting a sort of "tactician" class or something like that with permanent/temporary turrets. Torann said something like the "mechanical" style of them did not fit with his idea of the mod, or something to that effect. I did try to re-imagine the turrets as a sort of "temporary totem" that would be summoned by a witch doctor class, which he did say sounds interesting. But as of right now I think he is more focused on polishing then adding new classes. I won't speak for him, but I think he might add some more later, after he cleans up the UI and other things first.

All good and cool, it's just a suggestion of course it's his right to do whatever he wants.
Title: Re: [B18] A RimWorld of Magic
Post by: Harry_Dicks on February 15, 2018, 07:59:27 AM
Quote from: PreDiabetic on February 15, 2018, 07:56:16 AM
All good and cool, it's just a suggestion of course it's his right to do whatever he wants.

Of course! I didn't mean it as you should refrain from suggestions. I was just trying to point out that I had something very similar and it was kinda shot down. Wanted to give you a heads up :)
Title: Re: [B18] A RimWorld of Magic
Post by: Torann on February 18, 2018, 12:11:25 AM
Some minor updates this week for 1.8.4
Let me know if you find any bugs related to this change, I haven't had a chance to test all abilities yet.
Title: Re: [B18] A RimWorld of Magic
Post by: Harry_Dicks on February 18, 2018, 04:44:36 AM
A minor update with some great quality of life improvements. ;D
Title: Re: [B18] A RimWorld of Magic
Post by: henk on February 18, 2018, 02:24:48 PM
With the latest patch, none of my pawns can cast any targeted spell. Rainmaker still works, but anything with a target (either ground or a pawn) gives the error
"Exception in SetupToils [...] System.MissingFieldException : Field 'AbilityUser.VerbProperties Ability.canCastInMelee' not found."

This message appears whether or not the spell is cast at melee range.


Never mind. The error fixed itself once I updated JecsTools. Thank you Herr Colonel.
Title: Re: [B18] A RimWorld of Magic
Post by: HerrColonel on February 18, 2018, 04:27:02 PM
Quote from: henk on February 18, 2018, 02:24:48 PM
With the latest patch, none of my pawns can cast any targeted spell. Rainmaker still works, but anything with a target (either ground or a pawn) gives the error
"Exception in SetupToils [...] System.MissingFieldException : Field 'AbilityUser.VerbProperties Ability.canCastInMelee' not found."

This message appears whether or not the spell is cast at melee range.
It's weird because I tested today too and I was able to cast spells like blink, invoke, magic missiles, consume corpses, etc. Those all target pawns and I had no error (the spell worked). I didn't test any spell targeting the ground like dry.

Maybe you could upload the full logs?

Edit: You're welcome henk!
Title: Re: [B18] A RimWorld of Magic
Post by: Prince Kasta on February 19, 2018, 08:45:13 AM
A few things I noticed when playing and some suggestions:

1. When an undead dies it causes your Colonists Killed stat in the History tab to increase, it isn't gameplay impacting but it is kinda annoying as they die very quickly and should be expandable.
Also it causes the Psychology mod to give them funerals which is amusing but not really relevant to this mod.

2. Outpost attack 101 - An Arcanist teleport himself and a high level Summoner, the Summoner kills the entire outpost by himself because he is that strong then the Arcanist teleport both of them and any wanted items back.
The only problem I saw with that is a possibly of turrets which can be dealt with by destroying their power source after everyone is dead.

3. The Priest's resurrection ability is just too overpowered, what if in order to use it he need to be in "Mana high"?
Or maybe give him the ability to use the Mana potion to go above 100% mana and have the mana requirement be 120% (and only a priest with max focus and efficiency can reduce it to below 100%).
Above 100% the Priest's mana will rapidly decrease until it will reach 100%, so he have to potion up before he resurrects.

4. The summon ability of the Arcanist is amazing, it's such a free out of jail card.

5. They are too many world quests giving one to twenty mana potions as a reward, they aren't worth the effort at all.

6. The tool-tip of the summon and blink abilities are wrong for level 0, they say 1s cast time so it looks like leveling them up makes them worse (level 1 is 8s IIRC).

7. I feel the Necromancer is pretty bad, only raise undead is useful and the rest of his abilities are situational and two of them require an ingredient.
The fog of torment is useful for delaying an upcoming enemy horde but isn't really viable as an attack as far as I can see.
He needs a buff power - as an example 'Ghost': The Necromancer raises an ancient ghost to possess and aid the target raising sight, hearing and pain tolerance but also raises the Mental break threshold and decreases his blood pumping.
Something passive that he can use without an ingredient or as an attack.

8. The Summoner lacks a master spell, what about 'Duplication': The Summoner uses an item as an anchor for a portal to an otherworldly plane that spews identical item to the anchor every week. If the anchor is moved or used the portal will explode.
The Summoner will need to maintain the portal.
Can't be used on artifacts and foods or textiles will give a 75 stack.

The Paladin's master spell can be a 'Nullification field': The Paladin calls a holy force around himself that cause any magic effects to stop.
Undead around him will die, summons will flee to their home plane, the Paladin and friendlies close to him will be immune to all targeted magic spells like Death Mark or Summon and will nullify hostile magic shields.
To be honest I want that ability used by raiders, will spice things up. 






Title: Re: [B18] A RimWorld of Magic
Post by: HerrColonel on February 19, 2018, 09:45:56 AM
Quote from: Prince Kasta on February 19, 2018, 08:45:13 AM
7. I feel the Necromancer is pretty bad, only raise undead is useful and the rest of his abilities are situational and two of them require an ingredient.
The fog of torment is useful for delaying an upcoming enemy horde but isn't really viable as an attack as far as I can see.
He needs a buff power - as an example 'Ghost': The Necromancer raises an ancient ghost to possess and aid the target raising sight, hearing and pain tolerance but also raises the Mental break threshold and decreases his blood pumping.
Something passive that he can use without an ingredient or as an attack.

In my opinion, both the cloud and corpse explosion can be useful attacks.
I still agree this class is weak compared to others. I never used corpse explosion in combat, and I never *successfully* used death mark against ennemies. I don't know if a buff ability would make it that much more useful because there's tons of mages buffs already. Ice mage, lightning mage, fire mage, arcane mage. I'd like it better if death mark was reworked maybe to increase any damage on the target? So that would be a very useful spell to get rid of strong pawns like mechanoids or thrumbos faster when you're shooting them with all you got.
Alternatively, that spell could be changed to a direct attack, maybe a low damage low range low cooldown shadow attack. That would give the necro more defense potential by himself, without being as OP as the magic missiles for example (necro doesnt need something as strong because most of the necro dmg are dealt by the zombies I think).

Quote from: Prince Kasta on February 19, 2018, 08:45:13 AM
The Paladin's master spell can be a 'Nullification field': The Paladin calls a holy force around himself that cause any magic effects to stop.
Undead around him will die, summons will flee to their home plane, the Paladin and friendlies close to him will be immune to all targeted magic spells like Death Mark or Summon and will nullify hostile magic shields.
To be honest I want that ability used by raiders, will spice things up.
OMG absolutely this!
Title: Re: [B18] A RimWorld of Magic
Post by: Harry_Dicks on February 19, 2018, 10:01:35 AM
I feel like Paladins and Necromancer's should get into fisticuffs a lot more often if you have both as colonists. I think I saw in the thoughtdefs that a lot of people don't like necros as it is, but this could be some even more added flavor ;D

In fact, an entire DnD alignment system could be fun, maybe for some other mod.

Torann do you plan to add more interactions among the different classes? Also, what do you think about "combo spells?" Something like a druid could get a tornado going, and a fire or lightning mage supe it up, and now you've got a fiery tornado or a tornado that shoots out bolts of lightning. Anyone ever play ChronoTrigger will remember all of the awesome double and triple skill/spell combos. Could also have a cross "fighter/magic" skills/spells. Maybe have the mage's buff up their non-magical brethren with active or passive timed buffs. Like a fire mage could make X% of a fighter's melee attacks also cause additional splash fire damage in Y radius of their target for Z time.
Title: Re: [B18] A RimWorld of Magic
Post by: mmance on February 19, 2018, 10:30:39 AM
So if you cast Torment and a zombie from the zombie mod walks into it,  the map goes black unless your paused, then its fine.  I had to find the offending zombie and kill it to fix the game.  Not sure if I should be posting this here or in ZombieLand. 

NullReferenceException: Object reference not set to an instance of an object
at RimWorld.JobDriver_Vomit/<MakeNewToils>c__Iterator0.<>m__1 () <0x000c2>
at (wrapper dynamic-method) Verse.AI.JobDriver.DriverTick_Patch1 (object) <0x00369>
at Verse.AI.Pawn_JobTracker.JobTrackerTick () <0x00305>
at ZombieLand.Zombie.CustomTick () <0x000b2>
at ZombieLand.TickManager.ZombieTicking () <0x0015e>
at ZombieLand.Patches/Verse_TickManager_TickManagerUpdate_Patch.ZombieTick () <0x00054>
at (wrapper dynamic-method) Verse.TickManager.TickManagerUpdate_Patch0 (object) <0x00187>
at Verse.Game.UpdatePlay () <0x00029>
at Verse.Root_Play.Update () <0x00073>

Title: Re: [B18] A RimWorld of Magic
Post by: HerrColonel on February 19, 2018, 10:33:42 AM
Mhhh I don't know if I want a bigger social penality between the classes =X not like those social fights are too much a problem, but if the mechanic becomes more punishing, there's no way you'll want a necromancer at all (you'll always prefer druids, paladins and priests). Or maybe as a mod option: social penalities difficulty between ennemy classes (should apply to zombies too). So we get the choice to get rid of it completely, or make it super hard for them to coexist.
Title: Re: [B18] A RimWorld of Magic
Post by: henk on February 19, 2018, 10:46:59 AM
I also think necromancers need a rework... Summon zombie and Fog of Torment are fine, but Death Mark and Consume Corpse are not.

Death mark is just too random, and having it used by an enemy on your pawn is akin to having a tornado spawn on top of your base : you lose stuff, and there's nothing you could have done to stop it. Instead, why not have a "horrify" spell which downs an enemy for its duration?

Consume corpse is just... weird. Weird and icky.

Any time you want to use it, you generally don't have a corpse nearby. Also, who could possibly consume an entire corpse in one sitting?

Why not instead give the necromancer a new kind of resource that can be used for higher power spell? A Drain Soul spell, which gives the necromancer some resource and rots the corpse would perhaps be more useful, and could be used outside of battle. Necromancers don't mind rotten corpses anyway. You could make most of their abilities consume resources, have a master-level spell that summons a great ethereal undead for lots of resources, or have the option to enhance spells with resources with a spell menu (like selecting the material for furniture).

The paladin is also in kind of a weird place. I feel like he should be using melee weapons to make full use of his abilities, but he doesn't really feel buff enough to go in melee. Perhaps the paladin could be made into a physical class? Divine magic usually doesn't require arcane knowledge anyway.

As always, love your mod!
Title: Re: [B18] A RimWorld of Magic
Post by: HerrColonel on February 19, 2018, 11:12:37 AM
Quote from: henk on February 19, 2018, 10:46:59 AM
The paladin is also in kind of a weird place. I feel like he should be using melee weapons to make full use of his abilities, but he doesn't really feel buff enough to go in melee. Perhaps the paladin could be made into a physical class? Divine magic usually doesn't require arcane knowledge anyway.

As always, love your mod!
Personally I use the paladin as a melee fighter. (I love the paladin since I know about this mod and I think he's a bit OP) Shield will mitigate a lot of damage, and he has two AOE if you count jump and overwhelm. That + hitting like a truck with his greatsword, he's able to get rid of a lot of ennemies if they're packed, with very low damage taken if any. His heal also has a low range too, so I think his place is in the melee where he'll be able to heal other melee fighters.
So I think he's perfectly fit for the melee role already
Title: Re: [B18] A RimWorld of Magic
Post by: Harry_Dicks on February 19, 2018, 01:10:40 PM
Quote from: HerrColonel on February 19, 2018, 10:33:42 AM
Mhhh I don't know if I want a bigger social penality between the classes =X not like those social fights are too much a problem, but if the mechanic becomes more punishing, there's no way you'll want a necromancer at all (you'll always prefer druids, paladins and priests). Or maybe as a mod option: social penalities difficulty between ennemy classes (should apply to zombies too). So we get the choice to get rid of it completely, or make it super hard for them to coexist.

Speak for yourself. Right now I've got my residual colony jerk, and I love him. He makes things that much more interesting. I'm at the point now where I don't want just straight "content", but more nuanced stuff, like more mental breaks, events, fluff stuff, ya'know :P

(https://cdn.discordapp.com/attachments/214523406727512065/414781170358812672/unknown.png)

(https://cdn.discordapp.com/attachments/214523406727512065/414781183231000577/unknown.png)
Title: Re: [B18] A RimWorld of Magic
Post by: HerrColonel on February 19, 2018, 01:41:09 PM
Yeah that's why it would be nice to have it as a mod option to accommodate different kind of players
Title: Re: [B18] A RimWorld of Magic
Post by: henk on February 19, 2018, 01:47:39 PM
Incidentally, the mod option to turn off explosion on death doesn't work. Explosions generally kill everyone standing near them, too. Not fun.
Title: Re: [B18] A RimWorld of Magic
Post by: Canute on February 19, 2018, 05:14:19 PM
Then try not to stay close to mages when they die.
Thats one reason why mages get an extra icon, you see the danger, try to avoid it.
And there is at last one other race that explode on death.
Title: Re: [B18] A RimWorld of Magic
Post by: henk on February 19, 2018, 05:19:10 PM
That doesn't worth against arcane mages, who will teleport on top of you at the first opportunity. A real kamikaze maneuver...
Title: Re: [B18] A RimWorld of Magic
Post by: HerrColonel on February 19, 2018, 05:33:32 PM
Quote from: henk on February 19, 2018, 05:19:10 PM
That doesn't worth against arcane mages, who will teleport on top of you at the first opportunity. A real kamikaze maneuver...
Never happened to me oO
It seems the attackers AI does a lot of random shit with spells. I see the buffs spells all the time but otherway very rare. One of my pawns got summoned once (and killed on spot xD), another time I got targeted by magic missiles (low rank). But never seen the kamikaze manoeuver
Title: Re: [B18] A RimWorld of Magic
Post by: Torann on February 19, 2018, 07:48:52 PM
Quote from: Prince Kasta on February 19, 2018, 08:45:13 AM
A few things I noticed when playing and some suggestions:
I appreciate the feedback Prince Kasta, thanks for taking the time to post.

Summoner (and elementals) were recently nerfed a bit, do you feel they are still OP?  What makes them OP?  Cheap spells?  Ability to stay out of danger?  The summons themselves?

Oddly enough, summon was also reduced recently, but I agree that it definitely has a lot of creative uses.

I like the idea's on resurrection and really like the nullification field idea for paladin. 
Title: Re: [B18] A RimWorld of Magic
Post by: Torann on February 19, 2018, 07:56:32 PM
Quote from: Harry_Dicks on February 19, 2018, 10:01:35 AM
I feel like Paladins and Necromancer's should get into fisticuffs a lot more often if you have both as colonists. I think I saw in the thoughtdefs that a lot of people don't like necros as it is, but this could be some even more added flavor ;D

In fact, an entire DnD alignment system could be fun, maybe for some other mod.

Torann do you plan to add more interactions among the different classes? Also, what do you think about "combo spells?" Something like a druid could get a tornado going, and a fire or lightning mage supe it up, and now you've got a fiery tornado or a tornado that shoots out bolts of lightning. Anyone ever play ChronoTrigger will remember all of the awesome double and triple skill/spell combos. Could also have a cross "fighter/magic" skills/spells. Maybe have the mage's buff up their non-magical brethren with active or passive timed buffs. Like a fire mage could make X% of a fighter's melee attacks also cause additional splash fire damage in Y radius of their target for Z time.
Yep, definitely looking to add more social behavior revolving around mages to the mod.  I kind of consider this more fluff than core so the stuff completed so far has been more breaking ground than full implementation.  Plus there are still have several core features I want to push out, hopefully before 1.0.  Same goes with the overall balance rework, seems somewhat pointless to start a crusade to balance spells when core features like magic items and enchantments that will offset casters isn't even in yet.  That being said, I've got some idea's, and a class or three, that I feel will really liven up the social scene.

I haven't really looked at dual mage combo's, but do have a theory class that would be able to perform combo's themself - tip of the hat to Mass Effect Biotics.
Title: Re: [B18] A RimWorld of Magic
Post by: Torann on February 19, 2018, 08:00:58 PM
Quote from: henk on February 19, 2018, 01:47:39 PM
Incidentally, the mod option to turn off explosion on death doesn't work. Explosions generally kill everyone standing near them, too. Not fun.
Hmm, there's not exactly an option to turn it completely off, but I did push out a mini update to steam today that allows the option to be set to .1, which should effectively only ever hit the caster (edit: or pawns in the same tile... darn those kamikaze mages) as a means of avoiding capture.
Title: Re: [B18] A RimWorld of Magic
Post by: SzaryKaptur on February 19, 2018, 08:19:34 PM
Last version isn't working. Can't cast any spell.
I found out! It's not updated Jecs tools. So if you update its working like a charm!
Field 'AbilityUser.VerbProperties_Ability.canCastInMelee' not found.
at (wrapper dynamic-method) Verse.AI.JobDriver.SetupToils_Patch1 (object) <0x000a5>
at Verse.AI.Pawn_JobTracker.StartJob (Verse.AI.Job,Verse.AI.JobCondition,Verse.AI.ThinkNode,bool,bool,Verse.ThinkTreeDef,System.Nullable`1<Verse.AI.JobTag>,bool) <0x006de>
at Verse.AI.Pawn_JobTracker.TryFindAndStartJob () <0x0018e>
at Verse.AI.Pawn_JobTracker.EndCurrentJob (Verse.AI.JobCondition,bool) <0x002f4>
at Verse.AI.JobDriver.EndJobWith (Verse.AI.JobCondition) <0x00038>
at Verse.AI.Pawn_JobTracker.TryTakeOrderedJob (Verse.AI.Job,Verse.AI.JobTag) <0x001a0>
at AbilityUser.PawnAbility.UseAbility (AbilityUser.AbilityContext,Verse.LocalTargetInfo) <0x00101>
at AbilityUser.PawnAbility.TryCastAbility (AbilityUser.AbilityContext,Verse.LocalTargetInfo) <0x00194>
at AbilityUser.AbilityUserMod.ProcessInputEvents_PreFix (RimWorld.Targeter) <0x002ee>
at (wrapper dynamic-method) RimWorld.Targeter.ProcessInputEvents_Patch1 (object) <0x0002e>
at RimWorld.MapInterface.HandleMapClicks () <0x00043>
at RimWorld.UIRoot_Play.UIRootOnGUI () <0x000ed>
at Verse.Root.OnGUI () <0x000c6>
Title: Re: [B18] A RimWorld of Magic
Post by: henk on February 19, 2018, 09:41:49 PM
I don't mind mages exploding on death, but do they have to kill everything in range? Reduced damage would make the feature more interesting. Maybe mage-type themed damage would work (i.e. fire for fire mages, hypothermia for ice mages).
Title: Re: [B18] A RimWorld of Magic
Post by: Harry_Dicks on February 19, 2018, 10:12:00 PM
Quote from: henk on February 19, 2018, 09:41:49 PM
I don't mind mages exploding on death, but do they have to kill everything in range? Reduced damage would make the feature more interesting. Maybe mage-type themed damage would work (i.e. fire for fire mages, hypothermia for ice mages).

If Torann were to want to do anything like this, then perhaps Mehni might have something already setup (but I am not speaking on his behalf for giving permission to use this). Recently I worked with him with Elemental Boomalopes, and he has a custom deathclass thing in the xml that links to C#. Anyway, it allows the boomalopes to die in a special fashion based upon what they are. Poofalopes die and have a big cloud of smoke, Foamalopes have an firefoam go everywhere, etc.

Figured if this was something that you, Torann, are interested in, then this route could save you some time. Unless of course you have your own plans :)
Title: Re: [B18] A RimWorld of Magic
Post by: BetaSpectre on February 20, 2018, 12:50:15 AM
Not a fan of mages exploding on death myself, I thought it was a specific skill at first, but  sadly I never seem to get that ability. Would be nice if some options could be turned on or off, was just hoping to get a few Paladins in my game.
Title: Re: [B18] A RimWorld of Magic
Post by: Prince Kasta on February 20, 2018, 06:51:11 AM
Quote from: Torann on February 19, 2018, 07:48:52 PM
Quote from: Prince Kasta on February 19, 2018, 08:45:13 AM
A few things I noticed when playing and some suggestions:
I appreciate the feedback Prince Kasta, thanks for taking the time to post.

Summoner (and elementals) were recently nerfed a bit, do you feel they are still OP?  What makes them OP?  Cheap spells?  Ability to stay out of danger?  The summons themselves?

Oddly enough, summon was also reduced recently, but I agree that it definitely has a lot of creative uses.

I like the idea's on resurrection and really like the nullification field idea for paladin.
No problem, I having a lot of fun in my current playthrough mainly because of your mod.

For the Summoner, I'm talking about a max level summoner.
My strategy in taking bases with them is to shot a pawn which will aggro the outpost then spawn a pylon in front of them.
The pylon will take down at least 2, when it dies you spawn the greater elemental who will slaughter the rest and if they aren't fleeing already just summon another pylon.
I never even got shot at once.

My summoner is definitely most of my firepower in raids but funny enough he is actually weaker in colony defense because the greater elemental will get friendly fired A LOT.

So I think the greater elemental is what makes him OP, that thing will pretty much one shot pawns while distracting every one from the Summoner
My suggestion is either turning the elemental to a tank with meager damage or making his attack weaker but with a small AOE. In rpg terms currently he is a tank that does more damage than the dps classes.
The pylons should have halved range when spawning them so the Summoner can't just throw them into the enemy like hand grenades that spawn turrets in stand of an explosion.
The mines and minions are fine in my opinion. 
Title: Re: [B18] A RimWorld of Magic
Post by: Torann on February 20, 2018, 11:42:01 AM
Quote from: henk on February 19, 2018, 09:41:49 PM
I don't mind mages exploding on death, but do they have to kill everything in range? Reduced damage would make the feature more interesting. Maybe mage-type themed damage would work (i.e. fire for fire mages, hypothermia for ice mages).
I'll add this as another option so the amount of damage done can be reduced.
One of the purposes of the retaliation was to limit the amount of fully trained mages that could be acquired from prisoner recruits, bypassing the difficulty in capturing a mage reduces the worth of mages in general.  While I have no problems adding options to reduce threat risk of the death retaliation spell, the concept of preventing a mass influx of mages will still be adhered to, though it looks like I'll need another method to help shape this.
Title: Re: [B18] A RimWorld of Magic
Post by: Harry_Dicks on February 20, 2018, 01:18:27 PM
Would it be possible to have a dynamic % of recruitment difficulty for anyone with mage/magically gifted/physical traits? For example, if you've gotten two mages or something already in your colony, could you make it more difficult to recruit new ones (and have it not effect regular pawns)? I'd imagine this could be quite a bit of work, though..

Maybe having too many mages on the map could affect a map wide mana regen rate for your guys, or maybe have a lot more social malices for mages being in a colony with too many other mages? This could tie into the whole social fights and relations among the different classes we were just talking about.

Maybe mages are very selfish, and having to share the glory will piss them off and lead to all sorts of interesting "mage social breaks". Maybe the fire mage gets all pissy and starts throwing fireballs everywhere? Or the ice mage has had it with the necro always taking their seat at the dinner table, and so freezes your necro solid for 24 hours. Who knows ::)
Title: Re: [B18] A RimWorld of Magic
Post by: henk on February 20, 2018, 08:41:47 PM
I'd love to see events that happen only if you have a certain amount of mages - i.e. elemental portals only happen if you have at least 2 mages, and anti-mage crusaders could invade if you have at least 4 mages. A similar event could happen for physical fighters, with raiders "challenging" you to a fight.
Title: Re: [B18] A RimWorld of Magic
Post by: Harry_Dicks on February 20, 2018, 11:34:51 PM
I think that's a great idea. The more mages/physical fighters/magically gifted/whatever you have as colonists, then it could affect raids in a specific way. Maybe Torann has an anti magic guild planned at one point? ::)

The thing I really want to see a lot more of, which I think all of RimWorld mods are lacking a lot of, are more events and incidents. I want to have like 300-400 possible events/incidents/fun awesome stuff to pop off!

Torann, if we think of more awesome events/incidents, would you want to implement them at some point in the future? I think that would be some really great icing on the cake, all sorts of fantastic stuff that can happen only if you have certain people or to them or whatever. Among all of the different classes, I think it would be amazing if they could all have at least a 2-3 each. I know that sounds like a crazy tall order, but hey, a boy can dream can't he? ;)
Title: Re: [B18] A RimWorld of Magic
Post by: billyma6 on February 23, 2018, 12:57:16 AM
Hey guys, what about a spell or an effect that makes it so the armor/weapons your pawn is carrying are repaired and as long as the spell has effect, don't degrade even during combat? It could be like level I is only for a minute or so, level II is around 5 minutes, and level III could be forever, and the mana costs would be adjusted accordingly. This sort of spell could be named "Infuse" and would have a description something like this;

"Infuses mana into the materials that make up the target pawn's armor/weapons, causing them to be immune to degradation and external damage."

Of course, this effect only lasts on the items that the player has equipped at that time, so removing it from your inventory would cause it to no longer work and to regain the effect on your current equipment you'd have to cast the spell again.

Thoughts?
Title: Re: [B18] A RimWorld of Magic
Post by: Harry_Dicks on February 23, 2018, 08:13:59 AM
I 3/4 like the idea, Billyma6.

That's because I usually don't pay much attention to my gears durability, it usually isn't too important to me, especially with Mending.

Personally, I think it would be more fun if the infusion did something else to the weapons/gear, maybe have special effects.

For example, maybe the ice mage gets a type of "ice barrier" so that any melee attackers get chilled/slowed down, or maybe the fire mage can put a ring of fire around an ally, or make their weapons now set enemies on fire.

I think active affects and spells are a bit cooler than something like not having to worry about durability for a few minutes. My 2 cents :)
Title: Re: [B18] A RimWorld of Magic
Post by: Canute on February 23, 2018, 10:27:46 AM
Yep, some kind of aura's you can toggle on/off.
And when they are on they lower magic regeneration by 50%
Title: Re: [B18] A RimWorld of Magic
Post by: henk on February 23, 2018, 10:52:23 AM
Lowered or removed item degradation would be a great addition to some otherwise bland physical classes. Taking care of their gear is what fighters do, and you could even add "doesn't drop weapon when downed" for extra reliability.
Title: Re: [B18] A RimWorld of Magic
Post by: Canute on February 23, 2018, 11:10:53 AM
Or maybe some kind of summoned magic weapon.
Vanish on drop, but could be summoned anytime.
But how this would work well with simple Sidearms ? :-)
Or just enhance the unarmed damage like power arms do.

Title: Re: [B18] A RimWorld of Magic
Post by: Harry_Dicks on February 23, 2018, 11:29:33 AM
I think at most for any sort of "durability skills/spells" it could maybe just be a universal skill that any physical fighter could pick up. The tiers could be something like, "lowers degradation of equipped items by 25%/50%/75%/100%". Honestly, it just really doesn't sound like it is that exciting of an ability to me, compared to if that same amount of work were to be put into something interesting that has different effects.

Not meant to bash the idea, just how I feel about it ;)
Title: Re: [B18] A RimWorld of Magic
Post by: billyma6 on February 23, 2018, 01:55:47 PM
Quote from: Harry_Dicks on February 23, 2018, 11:29:33 AM
it could maybe just be a universal skill that any physical fighter could pick up. The tiers could be something like, "lowers degradation of equipped items by 25%/50%/75%/100%".
True, it would probably be better if it was a universal skill for anyone to pick up, but it's just a little side thing, not meant to be game-changing or whatever. It's only for if someone doesn't want to remake that armor every time it breaks or, in the case of the Mending mod, unequip it, haul it, and then mend it every time it gets damaged.

Also I'm not totally sure anyone saw my previous suggestion, but it was something like a spell for either Water or Fire that instead of making it rain like the water mages' Rainmaker, stops it/makes it clear.
Title: Re: [B18] A RimWorld of Magic
Post by: HerrColonel on February 26, 2018, 12:35:10 PM
Here is a minor QoL suggestion:

I find myself using the magical heaters a lot (it's -50°C half of the year on this map so it helps my power a lot lol) but I have to manually uncheck "Use as a gather spot". Is it possible to make them spawn disabled by default?
Title: Re: [B18] A RimWorld of Magic
Post by: Coolphoton on February 26, 2018, 06:45:50 PM
As a QoL suggestion, is it possible to make the heaters and coolers sustained instead of fire and forget? Maybe as a second spell so you could have both or something. its just i tend to lose them right after a big fight or something and several times I've had people die from heatstroke because of a heatwave that happens close to a raid
Title: Re: [B18] A RimWorld of Magic
Post by: Torann on February 26, 2018, 08:46:10 PM
Quote from: HerrColonel on February 26, 2018, 12:35:10 PM
Here is a minor QoL suggestion:

I find myself using the magical heaters a lot (it's -50°C half of the year on this map so it helps my power a lot lol) but I have to manually uncheck "Use as a gather spot". Is it possible to make them spawn disabled by default?
I think the magical heater works more like a standard heater and less like a fire so I think this is a fine option for default and I'll look at changing it.

Quote from: Coolphoton on February 26, 2018, 06:45:50 PM
As a QoL suggestion, is it possible to make the heaters and coolers sustained instead of fire and forget? Maybe as a second spell so you could have both or something. its just i tend to lose them right after a big fight or something and several times I've had people die from heatstroke because of a heatwave that happens close to a raid
Not quite sure what you mean 'sustained' instead of 'fire and forget', do you mean they incur a constant mana drain while active instead of an "up front" cost?  These currently last for about half a season and should help get through the worst temperatures (or save food in an eclipse or power loss).  But a complete reliance on magic is intentionally risky - you can use buffs and utility spells to help develop the colony, or save it for a raid that may not happen.  That balance of risk vs reward is what causes the player to deliberate when and where to use magic and is exactly what I'm shooting for  ;)
Title: Re: [B18] A RimWorld of Magic
Post by: Coolphoton on February 26, 2018, 09:08:47 PM
I meant as a semi-permanent spell with a persistent mana cost like the Necros undead. And thanks for explaining your risk/reward goal.
As an aside, dose anyone know how ranger and sniper interact with non vanilla weapons? For example is an arbalest from Medieval Times gonna work for snipers now that there is a restriction on sniper weapons?
Title: Re: [B18] A RimWorld of Magic
Post by: Torann on February 26, 2018, 09:19:53 PM
Quote from: Coolphoton on February 26, 2018, 09:08:47 PM
I meant as a semi-permanent spell with a persistent mana cost like the Necros undead. And thanks for explaining your risk/reward goal.
As an aside, dose anyone know how ranger and sniper interact with non vanilla weapons? For example is an arbalest from Medieval Times gonna work for snipers now that there is a restriction on sniper weapons?
Sniper weapons can't be tagged as neolithic.  That's pretty much it, so if the Arbalest for Medieval Times uses other tags, or no tags, then a sniper would be able to use it.
Rangers have quite a few filters - if the name of the weapon has "bow" in it, or if it shoots arrows, or does damage of type arrow, it's considered a bow and can be used by a ranger.  If the arbalest shoots something like a "bolt" and uses a custom defined damage type, then it won't match any of those criteria and wouldn't be considered a bow.
Both classes will tell you if the weapon doesn't meets the criteria if you try using weapon specific abilities (arrow storm for ranger and any of the shots for sniper).  If you can use arrow storm, the bow mastery buff should also apply.
Title: Re: [B18] A RimWorld of Magic
Post by: Torann on February 26, 2018, 11:59:43 PM
Happy to announce the latest update: v1.9.0
Title: Re: [B18] A RimWorld of Magic
Post by: Harry_Dicks on February 27, 2018, 07:44:14 AM
Wow this sounds great! Are the magical enchantments similar to the buffs you would receive from the mod Infusion, if you are familiar with it?
Title: Re: [B18] A RimWorld of Magic
Post by: Torann on February 27, 2018, 11:57:15 AM
Quote from: Harry_Dicks on February 27, 2018, 07:44:14 AM
Wow this sounds great! Are the magical enchantments similar to the buffs you would receive from the mod Infusion, if you are familiar with it?
No, enchantments do not apply any benefits to standard capacities.  After discussing with notfood (author of Infused), I ended up taking another approach to enchantments than the one Infused uses with equipment.  Enchantments only affect magical stats at this time - cast speed, ability cooldowns, max mp, mana regen, and mana cost.  More will be added in the future, like spell damage and magic resistances.
Title: Re: [B18] A RimWorld of Magic
Post by: Harry_Dicks on February 27, 2018, 12:42:33 PM
Dude, that sounds awesome! Personally, I was not a fan of the final product of the mod Infusion. I didn't like how the cost of equipment didn't reflect any enchantments it might have. Also, I like that some of the things that you mentioned that get enchanted sound like they are a lot more interesting that a simple +X armor, +Y damage.

New random idea: You could have a few "ultimate" type of weapons for classes that could unlock new abilities, or alter the classes abilities in new and interesting ways? Here are a few examples, along with how I think it could possibly help differentiate pawns of the same class. So if you have 2 fire mages for example, they won't have to be exact copies of each other.

I am still a fan of having different "builds" with the skills and abilities you pick for your magic users, with the limitation that no magic user can have 100% of all of the abilities available to them learned. Or, if the mage/fighter can eventually unlock everything (whether these are class skills and/or universal skills), make it so that unlocks for new abilities past what a normal mage/fighter would have (quantity and quality wise, aka the total repertoire that the pawn has available and unlocked so far) that each new spell/ability/skill takes considerably longer or a higher investment to unlock.

This could encourage the player to make any of their mages and fighters be more specialized if they want to have the higher level abilities available earlier for their pawns. Where as if they were to make this fighter a "jack of all trades" with as many different abilities unlocked as possible, then these abilities should be limited to lower levels and/or the pawn will not have enough "unlocks/skill points" available to unlock the higher, master level abilities. Or if they do want to still have these master abilities in addition to a crap ton of lower level abilities, make it so that this will take a considerable investment of exp or whatever is needed to level these particular traits.

Anyway, I was thinking about the ranger for example, and I'm not sure if I had said anything similar before. Let's say there is an ultimate bow for the ranger, which will now make it so that every time the ranger uses their weapon, they now shoot two or three arrows instead of one. Maybe this could be an enchantment to put on a bow? Maybe this could be a very high level enchantment, or super rare, or requires a very rare scroll that is 1 time use? Maybe these scrolls could be tiered, or it will have a random chance for whatever tier of this enchantment it will put on the bow. For example, if you enchant the bow, it could make it now shoot anywhere from 2-5 arrows per shot. Or maybe you only have enchantments that only add in 1 arrow at a time, but they can stack. So the player can keep adding onto the same weapons over time, making them feel attached to specific items and feel like they have a real investment in them. The bow slowly goes from shooting 1 arrow at a time, to two, then three, four, etc. as the player slowly acquires more of these enchantment scrolls, or slowly increases the skill level of their enchanter, or whatever.

Honestly, I have no idea how you have implemented the enchanting in game yet, as I haven't had a chance to check it out. I just wanted to throw out some fun ideas that were popping into my head, and how it could relate back to your unique classes.

I think you could do all sorts of other fun stuff for the fighters weapons too, and honestly I think if you expanded on an aspect of the mod in such ways, that you can make the fighters just as interesting as the mages, with special abilities granted to them via enchanted gear. Not that they are boring now, but personally, I would  always take a mage over a fighter, they just seem that much cooler to me.

Anyone familiar with D2/D3 and remember how all these awesome unique effects your guys could be granted by wearing specific gear. Some stuff could be class specific, and some stuff will be generic. For example you could have a special piece of chest armor (or an enchantment that you put on it) that will allow pawns to now blink once every X seconds to Y cells away. Or now they get a sort of "shield belt" buff that they can activate whenever they want, but it has a long cooldown, whatever.

I'm not sure if you plan to take the enchantments in any of these directions Torann, but if you are, I think it could be really, really awesome. It's a lot of fun just spitballing all of these ideas of the different ways you could take this.

Also, does enchanting come from a pawn, random scrolls, buyable or producable scrolls, is there any chance involved in anything, can enchantments stacks or overwrite each other, can things be enchanted multiple times, what are the (if any) limitations behind enchanting? Could you elaborate in anyway how this system works, please? Thanks! :)
Title: Re: [B18] A RimWorld of Magic
Post by: Prince Kasta on February 27, 2018, 04:14:12 PM
The gear tab of every colonist that isn't a mage is blank after the 1.9.0 update for me.
Title: Re: [B18] A RimWorld of Magic
Post by: Torann on February 27, 2018, 06:40:00 PM
Just pushed out an update that should fix the empty tabs.  It's uploaded on steam, if you use moddb, redownload the latest (1.9.0) file.
Title: Re: [B18] A RimWorld of Magic
Post by: Torann on February 27, 2018, 11:40:02 PM
Quote from: Harry_Dicks on February 27, 2018, 12:42:33 PM
Also, does enchanting come from a pawn, random scrolls, buyable or producable scrolls, is there any chance involved in anything, can enchantments stacks or overwrite each other, can things be enchanted multiple times, what are the (if any) limitations behind enchanting? Could you elaborate in anyway how this system works, please? Thanks! :)
At its base, enchanting is a commodity and uses a core set of resources, research, production, and time to develop.  You can find raw magicyte in any mineable stone and a pawn can randomly break loose a piece when mining.  These can be refined on the gemcutting table to form usable enchanting stones.  The gemcutting table is a new production table, and research has to be complete to construct it.  Raw magicyte and refined magicyte can be bought and sold like any other commodity (from the right vendor).  As mentioned before, an enchanted item gets no boost to monetary value, so any commodity value is lost after performing an enchantment.  The (future) enchanter class might gain some ability to extract an enchantment.  Enchantments are not random, so unlike the infused mod, you'll never run across an item on a pawn in a raid that's enchanted.

At this point, it deters from standard commodities and becomes something specific to magic.  Mages can equip an enchanting gemstone and use mana to enchant an item.  Non-mages get zero benefit from equipping an item with any of the current enchantments (though I suppose they would benefit from spell resistance). The enchanting process is fairly unique - rather than use workbenches and bills that could become incredibly unwieldy, this is all done through a float menu.  Right click on the enchanting stone you'd like to apply and equip it, right click on the item to enchant, that's it.  Somewhat more "manual" and it doesn't use the bills process but with the rarity of gemstones and the customization it will offer, I think that's fine.

Enchantments on an item can be viewed in a simple tab menu that shows up when selecting an item on the ground and opening the "Enchanted" tab.  Items can be enchanted with 1 of each type of enchantment where new enchantments overwrite old enchantments of the same kind.  Since there are 5 "types" of enchantments, a single item could maintain 5 separate enchantments.  Right now there are no caps, but that might change.  When items are equipped, you can see the accumulated enchantment status on the pawn's health tab.

A few concerns that I'd appreciate feedback on:
1. Since magicyte is essentially an added commodity at no cost, how can this be balanced out?  Is it too easy to make money from magicyte?  I've used "Jade" as a resource required in the processing of magicyte, so you'll need to collective substantial amounts of jade to form powerful enchanting stones.  That being said, jade always seemed like an under-utilized resource to begin with, so I'm not sure that's a effective control.  Of course, the research and production times are an added sink.
2. There needs to be a good balance, or maybe a soft cap, to enchanting - are the current enchantment values too strong/too weak?  Is it too easy to super-power a caster with enchantments?
3. Do the enchantments themselves make sense?  Are they all worthwhile or is there just 1 or 2 you'd always get?  I'd like to see some enchantments be "better" for certain classes, without necessarily being class specific.
4. Lastly, I mentioned the plan for two new enchantment types - spell damage and spell resistance, what other enchantments would you like to see?  Keep in mind that the definition here is of a property and not an effect, those will come later.
Title: Re: [B18] A RimWorld of Magic
Post by: henk on February 28, 2018, 12:00:27 AM
Since you get magicites by mining, does that mean flat maps have essentially no magicite?

How about making wild elemental corpses have a chance to drop magicite? Right now, butchering them gives nothing at all.
Title: Re: [B18] A RimWorld of Magic
Post by: billyma6 on February 28, 2018, 01:02:43 AM
Hey, so I'm trying to make some of the new gems to upgrade, but when I right-click the bench with the bills in it, it doesn't do anything, even when I have all the materials required and the pawn is a mage.
Title: Re: [B18] A RimWorld of Magic
Post by: Harry_Dicks on February 28, 2018, 02:40:15 AM
Torann this sounds incredible! It's apparent that you've been toiling away adding in all of these awesome new features. I'm really excited to try them out in game hopefully later today. :)

I also love your idea of doing enchantments through floating context menus. Personally, I hate seeing cluttered "recipe screens".

Quote from: billyma6 on February 28, 2018, 01:02:43 AM
Hey, so I'm trying to make some of the new gems to upgrade, but when I right-click the bench with the bills in it, it doesn't do anything, even when I have all the materials required and the pawn is a mage.

Quote from: Torann on February 27, 2018, 06:40:00 PM
Just pushed out an update that should fix the empty tabs.  It's uploaded on steam, if you use moddb, redownload the latest (1.9.0) file.
Will this fix your problem, billyma6?
Title: Re: [B18] A RimWorld of Magic
Post by: Torann on February 28, 2018, 08:45:51 AM
Quote from: henk on February 28, 2018, 12:00:27 AM
Since you get magicites by mining, does that mean flat maps have essentially no magicite?
How about making wild elemental corpses have a chance to drop magicite? Right now, butchering them gives nothing at all.
Yeah, that's a good idea... but are you getting wild elementals or do you mean elementals from the rift?  Elementals should never appear in the wild.  But it also reminds me that elemental rift has no rewards since I planned on it rewarding magicyte, so I'll have to add that in.

Quote from: billyma6 on February 28, 2018, 01:02:43 AM
Hey, so I'm trying to make some of the new gems to upgrade, but when I right-click the bench with the bills in it, it doesn't do anything, even when I have all the materials required and the pawn is a mage.
The gemcutting bench works like any other bench and lets you craft enchanting stones.  The stones that are produced from the gemcutting bench are what you'll equip on a mage to perform an enchantment.  When you have equipped an enchanting gem, then you right click the item you want enchanted (not the bench).
Title: Re: [B18] A RimWorld of Magic
Post by: henk on February 28, 2018, 09:14:25 AM
There's no wild elementals, I meant the rift... But there COULD be. Manhunter elementals? Traveling summoner raid with several elementals? Elemental migration? Elementals are interesting creatures and could be added to a lot of events to make them more interesting.
Title: Re: [B18] A RimWorld of Magic
Post by: bethorien on February 28, 2018, 11:14:26 AM
Is there a way that you could make it so one can cast regeneration on downed pawns?
Title: Re: [B18] A RimWorld of Magic
Post by: henk on February 28, 2018, 02:48:38 PM
You can cast spells on downed pawns and creatures.
Title: Re: [B18] A RimWorld of Magic
Post by: Canute on February 28, 2018, 03:44:09 PM
You can cast regneration on any living pawn, this include downed pawn's too.
If this isn't possible, there is something wrong.
Title: Re: [B18] A RimWorld of Magic
Post by: henk on February 28, 2018, 03:51:18 PM
Why are all the research projects Transcendent level? It makes them cost much more than they should for neolithic tribes.
Title: Re: [B18] A RimWorld of Magic
Post by: billyma6 on February 28, 2018, 07:27:12 PM
Quote from: Torann on February 28, 2018, 08:45:51 AM
Quote from: billyma6 on February 28, 2018, 01:02:43 AM
Hey, so I'm trying to make some of the new gems to upgrade, but when I right-click the bench with the bills in it, it doesn't do anything, even when I have all the materials required and the pawn is a mage.
The gemcutting bench works like any other bench and lets you craft enchanting stones.  The stones that are produced from the gemcutting bench are what you'll equip on a mage to perform an enchantment.  When you have equipped an enchanting gem, then you right click the item you want enchanted (not the bench).
No, I mean like you can right-click a workbench with uncompleted bills to prioritize doing those bills immediately, right? In every other bench I can right click on and it'll say "Prioritize smelting weapon", etc. but when I want to prioritize making the gems no popup shows saying "Prioritize".

Edit: From looking around the file structure, it appears you're lacking a WorkGiver definition, and perhaps that's why there's no popup for Prioritize.
Title: Re: [B18] A RimWorld of Magic
Post by: Torann on February 28, 2018, 08:59:14 PM
Quote from: billyma6 on February 28, 2018, 07:27:12 PM
Quote from: Torann on February 28, 2018, 08:45:51 AM
Quote from: billyma6 on February 28, 2018, 01:02:43 AM
Hey, so I'm trying to make some of the new gems to upgrade, but when I right-click the bench with the bills in it, it doesn't do anything, even when I have all the materials required and the pawn is a mage.
The gemcutting bench works like any other bench and lets you craft enchanting stones.  The stones that are produced from the gemcutting bench are what you'll equip on a mage to perform an enchantment.  When you have equipped an enchanting gem, then you right click the item you want enchanted (not the bench).
No, I mean like you can right-click a workbench with uncompleted bills to prioritize doing those bills immediately, right? In every other bench I can right click on and it'll say "Prioritize smelting weapon", etc. but when I want to prioritize making the gems no popup shows saying "Prioritize".

Edit: From looking around the file structure, it appears you're lacking a WorkGiver definition, and perhaps that's why there's no popup for Prioritize.
Ah, gotcha.  I'll take a look, thanks.

Quote from: henk on February 28, 2018, 03:51:18 PM
Why are all the research projects Transcendent level? It makes them cost much more than they should for neolithic tribes.
Hmm, true, that was a bit of an oversight.  The transcendent cost was decreased to put the spacer research cost where I wanted it, but didn't take into account it would double for tribes, which doesn't make sense.
Title: Re: [B18] A RimWorld of Magic
Post by: billyma6 on February 28, 2018, 09:14:37 PM
Quote from: Torann on February 28, 2018, 08:59:14 PM
Quote from: henk on February 28, 2018, 03:51:18 PM
Why are all the research projects Transcendent level? It makes them cost much more than they should for neolithic tribes.
Hmm, true, that was a bit of an oversight.  The transcendent cost was decreased to put the spacer research cost where I wanted it, but didn't take into account it would double for tribes, which doesn't make sense.
Isn't there a mod for that? Like either AI Uplifting Assistant or TechAdvancing?

Also I looked around online for the Def structure, and yeah; the WorkGiver def makes the player pawns able to prioritize. I'm not that great a modder, but I think that's it.
Title: Re: [B18] A RimWorld of Magic
Post by: Torann on February 28, 2018, 09:51:28 PM
Quote from: billyma6 on February 28, 2018, 09:14:37 PM
Quote from: Torann on February 28, 2018, 08:59:14 PM
Quote from: henk on February 28, 2018, 03:51:18 PM
Why are all the research projects Transcendent level? It makes them cost much more than they should for neolithic tribes.
Hmm, true, that was a bit of an oversight.  The transcendent cost was decreased to put the spacer research cost where I wanted it, but didn't take into account it would double for tribes, which doesn't make sense.
Isn't there a mod for that? Like either AI Uplifting Assistant or TechAdvancing?

Also I looked around online for the Def structure, and yeah; the WorkGiver def makes the player pawns able to prioritize. I'm not that great a modder, but I think that's it.
I completely missed that hadn't been included.  It's there now as v1.9.1a, thanks billyma6.
Also adjusted the tech level and fixed some other bugs that popped up...
Title: Re: [B18] A RimWorld of Magic
Post by: henk on February 28, 2018, 10:08:09 PM
Tech level doesn't make much sense for magic research anyway. Magic should have its own tech level, separate from the science tech level! And it'd be way better than that pesky science tech tree!
Title: Re: [B18] A RimWorld of Magic
Post by: Canute on March 01, 2018, 03:39:37 AM
Then he would need an own research bench like Rimatomics with seperated researches.
I think extra research bench like from Cult of madness, still include the same tech level.
Title: Re: [B18] A RimWorld of Magic
Post by: Fatos on March 01, 2018, 04:37:11 AM
Hi Torann, I love your mod since ever. Good Job, and well done, it's amazing mod. But, since the latest patch, I enconter few bugs. Such as "Poison" and "Beguile Animal". Poison no longer deal any additional Dot beside the initial damage and Beguile Animal simply dosn't show any effect on animals.

Next, I would like to give some suggestion to few IMO underpower spells, if you are interested. The Draw/Dispell Heat, Dry/Moisturize Ground, Charge Battery.
1,Draw/Dispell Heat: While this spell is pretty usefull in early game. I think it will be much more interesting if it allow you to increase/decrease temperture without a cap. More spell, more changes in temperture.
2,Dry/Moisturize Ground: it's really useless when it only change 1 tile per cast. Would be much interesting and usefull if it can cast as a aoe spell, or simuliar to a moisture pump with time limite.
3,Charge Batteries: This spell isn't bad, but will be cooler if you can summon a ball of eletricity which act as battery with limited life time.

Once again thanks for your hard work. Keep it going.
Title: Re: [B18] A RimWorld of Magic
Post by: Torann on March 01, 2018, 09:43:44 AM
Quote from: Fatos on March 01, 2018, 04:37:11 AM
Hi Torann, I love your mod since ever. Good Job, and well done, it's amazing mod. But, since the latest patch, I enconter few bugs. Such as "Poison" and "Beguile Animal". Poison no longer deal any additional Dot beside the initial damage and Beguile Animal simply dosn't show any effect on animals.

Next, I would like to give some suggestion to few IMO underpower spells, if you are interested. The Draw/Dispell Heat, Dry/Moisturize Ground, Charge Battery.
1,Draw/Dispell Heat: While this spell is pretty usefull in early game. I think it will be much more interesting if it allow you to increase/decrease temperture without a cap. More spell, more changes in temperture.
2,Dry/Moisturize Ground: it's really useless when it only change 1 tile per cast. Would be much interesting and usefull if it can cast as a aoe spell, or simuliar to a moisture pump with time limite.
3,Charge Batteries: This spell isn't bad, but will be cooler if you can summon a ball of eletricity which act as battery with limited life time.

Once again thanks for your hard work. Keep it going.
Hi Fatos, thanks for the feedback.
2. I was planning to make these aoe but they will cost a bit more mana
3. I really like the idea of creating a temporary power cell and will add that to my list of stand-alone spells to add to the game.
Title: Re: [B18] A RimWorld of Magic
Post by: vengent on March 01, 2018, 04:12:09 PM
Working with 1.9.1a, playing with the gemcutting table.

I made a Major Gem of Learning, which listed a 15% increased gain.    I equipped to the player, then right clicked on a pair of pants and told it to enchant it. Took quite a while, then shazaam, gem was gone and I saw the extra tab on the piece of equipment.

All sounds well so far I think.  (although I think the amount of time to apply enchantment is excessive.)  the "work" is at the gemcutting table to imbue it.

Couple interesting things.  One, I can't enchant anything i'm wearing, maybe a technical limitation, but first thing I thought of intuitively.

Second, Every single mage on my map is showing the bonus under health now.

Whole Body Enchantment - XP Gain: (115%)

The pair of pants I enchanted is still on the floor in my warehouse, no one is wearing it at all.

Noticing a persistent error in the console that may be related.
This constantly scrolls and increments in the console.

parent of max mp hediffcomp is TM_HediffEnchantment_xpGain


parent of max mp hediffcomp is TM_HediffEnchantment_xpGain
Verse.Log:Message(String)
TorannMagic.Enchantment.HediffComp_Enchantment:CalculateMaxMP()
TorannMagic.Enchantment.HediffComp_Enchantment:CompPostTick(Single&)
Verse.HediffWithComps:PostTick()
Verse.Pawn_HealthTracker:HealthTick()
Verse.Pawn:Tick_Patch1(Object)
TickMultiThread.SpecialInjector_TickMultiThreadDetour2:_Tick(TickList)
TickMultiThread.SpecialInjector_TickMultiThreadDetour3:_DoSingleTick(TickManager)
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()


I then created another gem to apply, major gem of holding.  put it on gear, rinse repeat.  Now every mage has Max MP: (115%) and no one has XP Gain.  I equipped the xp gain one, now nearly everyone has xp, but a few still have max mp.  (I was expecting only the person wearing the enchanted equipment to gain the bonus).

And now I sere the parent of max mp hediffcomp is TM_HediffEnchantment_maxMP in the console as well.

Update:   Deleted both the items off the map using the debug option, and the errors, and the buffs persist.

Title: Re: [B18] A RimWorld of Magic
Post by: bethorien on March 01, 2018, 04:43:18 PM
Quote from: Canute on February 28, 2018, 03:44:09 PM
You can cast regneration on any living pawn, this include downed pawn's too.
If this isn't possible, there is something wrong.
I just went and had a colonist shoot a squirrel so i could test it again and it let me cast it this time. idk why it wouldn't let me cast it on downed pawns before but it's good to know its working now. I did however lose an alpaca when i didn't need to so I'm still sad.
Title: Re: [B18] A RimWorld of Magic
Post by: Torann on March 01, 2018, 07:43:39 PM
Quote from: vengent on March 01, 2018, 04:12:09 PM
Update:   Deleted both the items off the map using the debug option, and the errors, and the buffs persist.

Thanks for the feedback, I'm looking into it now.
Title: Re: [B18] A RimWorld of Magic
Post by: xRg on March 02, 2018, 04:50:10 AM
Hi, Torann!
In first  - really great job you did. One of the best rimmod ever.
i have one question: if really need this "one use ability" button like ranger, bow, sniper training, ets, can you do promotes like star wars mod - automatically?
Title: Re: [B18] A RimWorld of Magic
Post by: bethorien on March 02, 2018, 09:05:12 AM
I got like 40 magicyte from mining a tiny plasteel vein in the mountains at an item stash and was wondering if that's intended? It seems like quite a lot and i was getting like 9 every time any dropped during mining.
Title: Re: [B18] A RimWorld of Magic
Post by: Torann on March 02, 2018, 09:49:23 AM
Quote from: xRg on March 02, 2018, 04:50:10 AM
Hi, Torann!
In first  - really great job you did. One of the best rimmod ever.
i have one question: if really need this "one use ability" button like ranger, bow, sniper training, ets, can you do promotes like star wars mod - automatically?
Yep, I'm planning to make that change soon so the affect works automatically and the button will no longer show since it's not required.

Quote from: bethorien on March 02, 2018, 09:05:12 AM
I got like 40 magicyte from mining a tiny plasteel vein in the mountains at an item stash and was wondering if that's intended? It seems like quite a lot and i was getting like 9 every time any dropped during mining.
It sounds like you got a bit lucky, but nothing too unusual.  Plasteel has a very high work amount to mine, and each time you land a mining blow it has a chance to break free a chunk of magicyte, so you're more likely to find magicyte in a single block of plasteel than in a single block of granite.
I also made some adjustments to the drop value - it used to be 1 piece, now it's random from 6 to 16 pieces per drop.  This is to help keep the resource similar to other raw resources so it works well with other mods (like quarry, which give you ~15 pieces per find).  It's a bit heavier to transport now, and also has a reduced sell value.
Title: Re: [B18] A RimWorld of Magic
Post by: vengent on March 02, 2018, 01:45:15 PM
Another bug i've found.  If you have multiple spells in a stack, and tell a toon to "read", it uses all of them instead of only one.

The glittertech mod had this same problem with mech serums, but solved it so it only decrements by 1.
Title: Re: [B18] A RimWorld of Magic
Post by: mmance on March 04, 2018, 02:21:12 PM
Does anyone else use moody with this mod?  I get lots of visual glitches and this error:

QuoteNullReferenceException: Object reference not set to an instance of an object
at WAMH_Code.ThoughtWorker_WAMH.CurrentStateInternal (Verse.Pawn) <0x0014e>
at RimWorld.ThoughtWorker.CurrentState (Verse.Pawn) <0x0002b>
at (wrapper dynamic-method) RimWorld.SituationalThoughtHandler.TryCreateThought_Patch1 (object,RimWorld.ThoughtDef) <0x000a8>
at RimWorld.SituationalThoughtHandler.CheckRecalculateMoodThoughts () <0x00185>
at RimWorld.SituationalThoughtHandler.AppendMoodThoughts (System.Collections.Generic.List`1<RimWorld.Thought>) <0x0004d>
at RimWorld.ThoughtHandler.GetAllMoodThoughts (System.Collections.Generic.List`1<RimWorld.Thought>) <0x000ce>
at RimWorld.ThoughtHandler.GetDistinctMoodThoughtGroups (System.Collections.Generic.List`1<RimWorld.Thought>) <0x0002c>
at RimWorld.ThoughtHandler.TotalMoodOffset () <0x0002c>
at RimWorld.Need_Mood.get_CurInstantLevel () <0x00021>
at RimWorld.Need.get_CurInstantLevelPercentage () <0x00016>
at Moody.DataCache.UpdateMood (Verse.Pawn) <0x00184>
at Moody.DataCache.Recalculate (Verse.Pawn) <0x0013a>
at Moody.DataCache.UpdateCache (bool) <0x00348>
at Moody.MoodyWindow.WindowUpdate () <0x00012>
at Verse.WindowStack.WindowsUpdate () <0x00050>
at Verse.UIRoot.UIRootUpdate () <0x0003c>
at RimWorld.UIRoot_Play.UIRootUpdate () <0x00024>
at (wrapper dynamic-method) Verse.Root.Update_Patch1 (object) <0x0008d>
at Verse.Root_Play.Update () <0x00024>


(Filename:  Line: -1)

in my log with I have raised undead in my colony and I am on either the summary or thoughts tab in moody.

If I am on another tab or I remove the undead, the errors go away.
Title: Re: [B18] A RimWorld of Magic
Post by: Torann on March 04, 2018, 05:18:17 PM
v1.9.2 update:
Title: Re: [B18] A RimWorld of Magic
Post by: Fatos on March 04, 2018, 11:03:43 PM
Hi Torann, love to seeing you busy making this mod more and more amazing. I want to inform you a bug regard the summon minions ability, the update seems to break it. (No longer can summon minions) It's a shame I am not good at modding or C#, or I would love to contribute in your stunning mod.
Title: Re: [B18] A RimWorld of Magic
Post by: Torann on March 05, 2018, 12:03:09 AM
Quote from: Fatos on March 04, 2018, 11:03:43 PM
Hi Torann, love to seeing you busy making this mod more and more amazing. I want to inform you a bug regard the summon minions ability, the update seems to break it. (No longer can summon minions) It's a shame I am not good at modding or C#, or I would love to contribute in your stunning mod.
Thanks for making me aware of the issue.  A patch has been uploaded on steam.  I've replaced the moddb v1.9.2 with an updated copy that's fixed.
Title: Re: [B18] A RimWorld of Magic
Post by: Fatos on March 05, 2018, 01:21:39 AM
Hi Torann, I just notice there is a looping phenomenon related to Ranger and Blade master traits. The phenomenon occurred in the needs tab, causing pawn's mood going back and forward and potentially decrease pawn's mood in the process. Dispel Heat don't seems to show any effect indoor.
Title: Re: [B18] A RimWorld of Magic
Post by: Torann on March 05, 2018, 09:51:43 AM
Quote from: Fatos on March 05, 2018, 01:21:39 AM
Hi Torann, I just notice there is a looping phenomenon related to Ranger and Blade master traits. The phenomenon occurred in the needs tab, causing pawn's mood going back and forward and potentially decrease pawn's mood in the process. Dispel Heat don't seems to show any effect indoor.
Again, thanks for the report, you're a regular bug finder.  Both issues have been fixed (along with some recipe updates) and uploaded to the latest version.
Title: Re: [B18] A RimWorld of Magic
Post by: Harry_Dicks on March 05, 2018, 07:05:36 PM
Hey I was curious, how does TMagic detect a bow from a mod? Say I've got some bows from Medieval Times, but I have them incorporated into my own mod, and I have changed the def names. Didn't I read somewhere that as long as I have "bow" in the name, it should work? Thanks! :)

Oh and also, I am having trouble remembering, but what is your stance, Torann, on special weapons for certain class(es), and/or legendary weapons that could potentially unlock more powerful versions of spells a mage/fighter already has, and/or unlocking new abilities for mages and fighters? Is this something you would consider implementing at some point in the future?
Title: Re: [B18] A RimWorld of Magic
Post by: Coolphoton on March 05, 2018, 08:26:47 PM
The arbalest, hand crossbow and crossbow all seem to work fine for rangers and snipers....witch makes sense from a historical perspective. They were the transition weapons between bows and guns. But I have no idea what bits make it work.

Edit: also, is anyone else finding that the magic cooler spell isn't working in 1.9.2?
Title: Re: [B18] A RimWorld of Magic
Post by: Torann on March 06, 2018, 11:36:57 AM
Quote from: Coolphoton on March 05, 2018, 08:26:47 PM
Edit: also, is anyone else finding that the magic cooler spell isn't working in 1.9.2?
Someone else mentioned the same issues with the cooler, I made some tweaks and did a contained (no other mods) test and it was working fine.  v1.9.2 has been updated on moddb, so you can try downloading the version again to get the version fix.  If you're using steam, it's updated as well.
Title: Re: [B18] A RimWorld of Magic
Post by: SihvMan on March 06, 2018, 01:22:21 PM
Idea/Request: Scroll manufacturing. Mages can use magicyte to scribe scrolls of spells/scripts that they know. It's been kinda weird that my "mages society" colony can't exchange known spells/train magically gifted apprentices.

Second Idea: A mage for later tech level colonies.
Technomancer - Trait gives bonus to construction and crafting speed/success.
Title: Re: [B18] A RimWorld of Magic
Post by: vengent on March 06, 2018, 06:46:44 PM
Spell Idea. wow has a spell called power word barrier, that basically creates temporary shield to deflect/reduce incoming damage.
Mechanics wise, could be very similar to the mods that create a force field shield.  Would fit nicely with priests.  Able to provide brief moments of respite from enemies.
(https://i.imgur.com/wEo8pzl.jpg)
Title: Re: [B18] A RimWorld of Magic
Post by: Harry_Dicks on March 06, 2018, 06:56:51 PM
Anyone remember the slow time AOE spell from D3? I thought it was amazing that projectiles would slow down to like 5% of their speed once they entered the bubble. Anyway, I think a sort of mix between how Rikiki's MiningCo. Forcefield and a regular "area protection bubble" would be awesome. I think it would be cool if when the shield/bubble took damage, it could flash a color, or you could somehow have a visual clue of it's remaining strength.

Maybe their could be a malice for the pawns inside of the bubble. Extreme heat as it takes damage perhaps? Or they have decreased ranged accuracy while inside of it?

I think I'm just becoming more sadistic because I keep wanting to see more new negatives in abilities, or at least some kind of spin on powerful abilities to help balance them out, while making things even more interesting, and the choices you make have even more consequences.
Title: Re: [B18] A RimWorld of Magic
Post by: billyma6 on March 06, 2018, 09:59:37 PM
Quote from: Harry_Dicks on March 06, 2018, 06:56:51 PM
I think I'm just becoming more sadistic because I keep wanting to see more new negatives in abilities, or at least some kind of spin on powerful abilities to help balance them out, while making things even more interesting, and the choices you make have even more consequences.
Cons are good for balance, but be careful not to put too many negatives or else no one will want to use the ability if there are so many or so severe consequences for the caster or the colony as a whole.
Title: Re: [B18] A RimWorld of Magic
Post by: SihvMan on March 07, 2018, 05:39:24 PM
Possible bug report: Arcane Power Nodes aren't expiring. Don't get me wrong, I love infinite free energy, but I'm pretty sure this isn't intended.

At a guess, CompProperties_Power is interfering with CompProperties_Lifespan. Using CompProperties_Refuelable with <destroyOnNoFuel>true</destroyOnNoFuel> might work.
Title: Re: [B18] A RimWorld of Magic
Post by: Dezan on March 07, 2018, 09:59:43 PM
Love your mod, can't really help you out too much but I just got a crash during an elemental rift event.


It spawned and nothing happened, so I started blowing it up since I saw it had an HP Bar... when it was about Dead, or Died... that's when it crashed my game, the error log window popped up saying something about an elemental rift and the game locked up otherwise I would of got a screenshot.


I've got way too many mods to screw around and test some things out but yours is the newest one i've added and this is the first time I've had a full crash at least on a18
Title: Re: [B18] A RimWorld of Magic
Post by: Torann on March 08, 2018, 07:39:28 PM
Quote from: vengent on March 06, 2018, 06:46:44 PM
Spell Idea. wow has a spell called power word barrier, that basically creates temporary shield to deflect/reduce incoming damage.
Someone made the suggestion for a barrier spell earlier and I plan to add it as the paladin's ultimate ability.  BTW - paladin, necromancer and summoner are the only classes without an ultimate at this time.  The paladin and necro are pretty much locked but I'm still bouncing around thoughts on summoner if anyone has any great idea's.  (I'm shying away summoning of permanent items/consumables as that lies more with the planned enchanter/alchemist niche roles)

Quote from: SihvMan on March 07, 2018, 05:39:24 PM
Possible bug report: Arcane Power Nodes aren't expiring. Don't get me wrong, I love infinite free energy, but I'm pretty sure this isn't intended.

At a guess, CompProperties_Power is interfering with CompProperties_Lifespan. Using CompProperties_Refuelable with <destroyOnNoFuel>true</destroyOnNoFuel> might work.
Thanks for the report, I'll push out a fix soon.

Quote from: Dezan on March 07, 2018, 09:59:43 PM
Love your mod, can't really help you out too much but I just got a crash during an elemental rift event.
I'll take a look - really two issues I see, the other being why no hostile elementals spawned, so I'll investigate that also.
Title: Re: [B18] A RimWorld of Magic
Post by: Harry_Dicks on March 08, 2018, 08:00:20 PM
Summoners ultimate could make all of his summons gain new temporary abilities(eg. 2x movement, or attacks have splash damage and double speed, all attacks slow, etc.), or summon a new group of temporary summons(a couple battle thrumbos?) Something that they would want to use at the height of the battle/just the right moment?
Title: Re: [B18] A RimWorld of Magic
Post by: henk on March 08, 2018, 09:26:59 PM
Summoner ideas? Sure!
- Summon Avatar : After a long summoning time, a truly powerful entity appears. The avatar can tank like a thrumbo and fights like a warg on go-juice. While the avatar is active, the summoner is stunned.
- Summon portal : Like an elemental rift that spawns friendly elementals.
- Otherworldly grab : Spawns one or a few item with worth proportional to the spell level. Tends to create rarer items (Weapons, drugs, one-shot items) but may just spawn a stack of resources.

Or heck, have all three available, but the summoner can only learn one.
While we're at it, 3 ultimate abilities for each class! Sounds easy enough.

Dry ground says it only works on muddy ground, but it should work on shallow water too. It does not work on shallow ocean water. Is that intended? It seems ocean water is a different ground type than shallow water...
Title: Re: [B18] A RimWorld of Magic
Post by: Heni on March 09, 2018, 12:00:01 PM
I dont have seen any bug in the mod for now. i wish to ask if is possible to make the undead of the necromancer rotten or squeletons will be nice! Add some clothes and armors for every class will be very good too! (sorry my english)
Title: Re: [B18] A RimWorld of Magic
Post by: SihvMan on March 09, 2018, 02:21:24 PM
Quote from: SihvMan on March 06, 2018, 01:22:21 PM
Idea/Request: Scroll manufacturing. Mages can use magicyte to scribe scrolls of spells/scripts that they know. It's been kinda weird that my "mages society" colony can't exchange known spells/train magically gifted apprentices.

Got bored and filled my own request. Figured I'd share it here in case anyone was interested:
https://github.com/SihvMan/Rim-of-Magic---Book-Maker

This sub-mod (which requires Rimworld of Magic to be loaded) allows the production of "Unfinished" Martial and Arcane books for 300 magicyte apiece. Then, pawns with magic or physical traits can write into these books to make the appropriate scripts to train new pawns.

Torann, feel free to use as much or as little as you want from this.

Now to figure out how to do the same for scrolls...
Title: Re: [B18] A RimWorld of Magic
Post by: Torann on March 09, 2018, 07:53:34 PM
Made some minor bug fixes in v1.9.3 to fix the elemental rift issues and the power node failure to expire.

Quote from: Harry_Dicks on March 08, 2018, 08:00:20 PM
Summoners ultimate could make all of his summons gain new temporary abilities(eg. 2x movement, or attacks have splash damage and double speed, all attacks slow, etc.), or summon a new group of temporary summons(a couple battle thrumbos?) Something that they would want to use at the height of the battle/just the right moment?
Hmm, interesting... what about elementals that gained magic skills according to their element?  Or should that be the norm?  Maybe a new type of summon where it calls (depending on which upgrade is chosen) an elemental mage or an elemental prince?

Quote from: Heni on March 09, 2018, 12:00:01 PM
I dont have seen any bug in the mod for now. i wish to ask if is possible to make the undead of the necromancer rotten or squeletons will be nice! Add some clothes and armors for every class will be very good too! (sorry my english)
Good suggestions - I'll see what it will take to give undead an color caste/overlay so they look more undead-like.  Items/Armor/Weapons are being developed; I'm at different stages for drawing of 4 different armor/robe graphics, 1 staves and 1 sword, plus Draegon1993, the auther of "Biomes" mod, contributed some graphics as well. These items will look and feel more magical in nature, and play to a mage or fighter strengths but won't have the same armor ratings of conventional tech armor.

Quote from: henk on March 08, 2018, 09:26:59 PM
Dry ground says it only works on muddy ground, but it should work on shallow water too. It does not work on shallow ocean water. Is that intended? It seems ocean water is a different ground type than shallow water...
It should work on shallow water, but only freshwater.  Ocean tiles are a completely different tile type and aren't affected by dry ground. Should also work on marshy ground.
Title: Re: [B18] A RimWorld of Magic
Post by: Torann on March 09, 2018, 08:23:04 PM
Quote from: SihvMan on March 09, 2018, 02:21:24 PM
Quote from: SihvMan on March 06, 2018, 01:22:21 PM
Idea/Request: Scroll manufacturing. Mages can use magicyte to scribe scrolls of spells/scripts that they know. It's been kinda weird that my "mages society" colony can't exchange known spells/train magically gifted apprentices.

Got bored and filled my own request. Figured I'd share it here in case anyone was interested:
https://github.com/SihvMan/Rim-of-Magic---Book-Maker

This sub-mod (which requires Rimworld of Magic to be loaded) allows the production of "Unfinished" Martial and Arcane books for 300 magicyte apiece. Then, pawns with magic or physical traits can write into these books to make the appropriate scripts to train new pawns.

Torann, feel free to use as much or as little as you want from this.

Now to figure out how to do the same for scrolls...
That's awesome, nice work.
If you prefer, you can always directly contribute to the mod itself through github:  https://github.com/TorannD
I'd be happy to roll it up under the mod, if you want, as I planned to add something like this in the future (though it's several updates away on my roadmap), or leave it as an add-on.
Title: Re: [B18] A RimWorld of Magic
Post by: WitchLyfe on March 09, 2018, 08:29:29 PM
Nice fixes/additions since the last time I played.  My Necro still ended up with the "Killed Colonist" debuff somehow, even though I've been dismissing, so I guess that still counts as killing (Even though I rezed them afterwards).  At least it's more convenient.  So glad mana isn't wasted anymore on fail casting, I think the only time I had that happen since the fix is when I was trying to revive someone and my animal hauled the corpse off, haha.  Can't do much about that.  Oh, and undead portraits sometimes get stuck in the "Downed" mode after being revived, seems just graphical but figured I should mention it.

Summoner seems a lot more balanced, only issue I've seen with them is the AI dropping mines directly on your characters and them going boom before you can even react.  I wouldn't mind a delay before they can be triggered/explode (Including for your own Summoner) to give some counterplay.  They can even catch you with them while your pawns are running sometimes.  100% to insta dead pretty often.  I don't mind it being something that can kill or maim easily if you're negligent, but only way I've found to avoid it completely is stay out of its range or bait it with animals (Or undead :3) or something.  Ranged mines just seem incredibly difficult to balance though.

An enemy lighting mage also amped my characters (None of their allies were nearby), so I think it might have "Target enemy" AI instead of "Target ally", I didn't mind the help though, lol.

Now the major issue is with arcane mages.  Holy hell they're strong as hell as enemies.  I still need to test them more as allies but confusion seems nuts.  I've been testing common mages, so I'm getting a lot of first hand knowledge of how oppressive some of the ai is with some classes.  Getting an arcane mage and Summoner in a raid against you is pretty GG if you don't have sacrifices prepared.

I also don't really understand the point of enemy mages exploding on death.  It's to make it more difficult to acquire them right?  But they usually just take out most of their teammates and make fights easier, lol.  I put the aoe radius/explosion down so I can't use them as a free bomb, but it's still kinda sad to have them blow themselves up.  Could it be possible to just make them much more resistant to joining you or something?  I usually end up just savescumming until they don't explode if I really want them, kinda defeats the point.  Already have the random death rng fucking with you, seems like that should be enough.

Pretty crazy for them to OHKO all your melee attackers on death too with default settings.  That seems more like it should be the special move of a Paladin or something than the default for all mages to explode on death.  Oh, that'd be interesting if Paladins exploded on death and auto revived once a battle, hmm.

Looking forward to trying out the enchanting (Need to find jade) and I dig the max mana increase passive.  I hope the rest of the master spells are coming soon.

Oh, just noticed mana potions show up under drugs and magic items in the categorized inventory ui.
Title: Re: [B18] A RimWorld of Magic
Post by: SihvMan on March 09, 2018, 10:06:30 PM
Quote from: Torann on March 09, 2018, 08:23:04 PM
Quote from: SihvMan on March 09, 2018, 02:21:24 PM
Quote from: SihvMan on March 06, 2018, 01:22:21 PM
Idea/Request: Scroll manufacturing. Mages can use magicyte to scribe scrolls of spells/scripts that they know. It's been kinda weird that my "mages society" colony can't exchange known spells/train magically gifted apprentices.

Got bored and filled my own request. Figured I'd share it here in case anyone was interested:
https://github.com/SihvMan/Rim-of-Magic---Book-Maker

This sub-mod (which requires Rimworld of Magic to be loaded) allows the production of "Unfinished" Martial and Arcane books for 300 magicyte apiece. Then, pawns with magic or physical traits can write into these books to make the appropriate scripts to train new pawns.

Torann, feel free to use as much or as little as you want from this.

Now to figure out how to do the same for scrolls...
That's awesome, nice work.
If you prefer, you can always directly contribute to the mod itself through github:  https://github.com/TorannD
I'd be happy to roll it up under the mod, if you want, as I planned to add something like this in the future (though it's several updates away on my roadmap), or leave it as an add-on.

Roll it up into the mod. Still new to github, so you'll have to walk me through it if something needs to be done on my end.
Title: Re: [B18] A RimWorld of Magic
Post by: Heni on March 10, 2018, 09:36:21 AM
Torann is good to see that you team is doing an excelent work!
Title: Re: [B18] A RimWorld of Magic
Post by: Torann on March 10, 2018, 06:01:46 PM
Update v1.9.4 comes almost exclusively courtesy of SihvMan, so big thanks for the contributions.
Title: Re: [B18] A RimWorld of Magic
Post by: Dezan on March 11, 2018, 12:59:17 AM
Managed to get a screencap of the error.

The Elemental Assault runs for a while doing nothing but spitting out those errors and then locks up Rimworld indefinitely.

I'm just assuming here but the duration seems to be long enough for it to be the closing of the event, or maybe a second phase?

[attachment deleted due to age]
Title: Re: [B18] A RimWorld of Magic
Post by: Canute on March 11, 2018, 05:12:14 AM
Dezan,
at your screenshot we can see the green button "Share logs" maybe try to use it next time instead of a screenshot ! :-)
If it fail to upload, you need to update hugslib mod.
Title: Re: [B18] A RimWorld of Magic
Post by: Torann on March 11, 2018, 11:16:09 AM
Quote from: Dezan on March 11, 2018, 12:59:17 AM
Managed to get a screencap of the error.

The Elemental Assault runs for a while doing nothing but spitting out those errors and then locks up Rimworld indefinitely.

I'm just assuming here but the duration seems to be long enough for it to be the closing of the event, or maybe a second phase?
Those errors look like something is failing between the type defined in xml and the type being used in C#.  What version are you using?  An easy fix might be to delete the mod folder then do a clean install of the latest version.  You might also want to make sure you've got the latest version of JecsTools.
Title: Re: [B18] A RimWorld of Magic
Post by: amimai on March 11, 2018, 03:51:47 PM
I'll now have a slave army of the undead to do my bidding, clean my fortress and mine stone for the stonecutters -my thoughts the last time I got a primitive villager raid on my colony!

really necromancer or summoner have to be the best classes early on, free labour is best labour, at the rate i get new volunteers from the villages i don't even need to worry about their health or well being, only necromancers deserve food, everyone else can simply survive on mana!
Title: Re: [B18] A RimWorld of Magic
Post by: WitchLyfe on March 11, 2018, 06:50:34 PM
Quote from: amimai on March 11, 2018, 03:51:47 PM
I'll now have a slave army of the undead to do my bidding, clean my fortress and mine stone for the stonecutters -my thoughts the last time I got a primitive villager raid on my colony!

really necromancer or summoner have to be the best classes early on, free labour is best labour, at the rate i get new volunteers from the villages i don't even need to worry about their health or well being, only necromancers deserve food, everyone else can simply survive on mana!

Yeah, probably my favorite class even though I don't use the death mark or corpse explosion (I might start testing them, just not really my playstyle.).  I do wish the Necromancer could bond with their undead, they must be so lonely, lol.  I really like their aoe too, one of the more balanced ones since it's hard to catch manhunter and moving enemies with it (I think it doesn't effect mechs either).  I wonder if the Necro can keep 2 undead up without losing mana now with the upkeep reduction.  I should test that soon, I almost have that and their regen maxed.

I wonder what their master spell will be, there's a ton of good options for them. 

Love Priest too, it's hard to play without them.  Their aoe heal seemed really weak the couple times I tested it, but maybe that's because I didn't have too many points into it and its passives yet.  For how strong they are everywhere else, not a big deal.  Could still be useful recovering your whole team/animals after a battle anyways.  Resurrection is just the best thing ever...

Druid master spell seems pretty underwhelming, but EPOE is to blame for that.  Would be great without it.  Bionics are usually way easier than finding and using the Druid regrow.  Only time I see that being useful is on prosthophobes.

Another issue I'm having with using a mostly mage team is everybody and their grandma has massive buffs, it's so easy to stack insane modifiers on all pawns.  I just started not raising some like Lightning Mage's AMP because I already have Priest and Arcane Mage for buffing.  Leveling my mage team's skills is also a full time job during a mana surge, lol.

Still haven't found jade to play with enchanting yet...  I dunno what the better choice is between regen and max mana (Is mp regen flat per tick or work with your max mp?).  I should check the options next time I play.
Title: Re: [B18] A RimWorld of Magic
Post by: henk on March 11, 2018, 07:10:12 PM
Druid regrowth is great for tribal starts, who don't have access to electricity and bionics. The only downside is the need for mana potions, which require industrial-era drugs to make.

I'm hoping the balance pass comes soon. Pretty much every class has multiple overpowered spells which end fights, and it's no fun to get no challenge or have them used against you.
Title: Re: [B18] A RimWorld of Magic
Post by: WitchLyfe on March 11, 2018, 07:16:35 PM
Quote from: henk on March 11, 2018, 07:10:12 PM
Druid regrowth is great for tribal starts, who don't have access to electricity and bionics. The only downside is the need for mana potions, which require industrial-era drugs to make.

I'm hoping the balance pass comes soon. Pretty much every class has multiple overpowered spells which end fights, and it's no fun to get no challenge or have them used against you.

I still haven't even made mana potions, I just found nero finally so I might try that soon.

Agreed, siege's are a complete joke now.  Any of the aoe abilities can pretty much one shot them as they set up.  Most raids can be baited with a single animal or undead into halting in an aoe too.  Manhunter packs can still be obnoxious though since they charge you.

Basically the default enemy human AIs are to blame for aoes being so OP.  If they tried running out of the aoe radius, that would be awesome.  Not sure if that's possible though.  ATM I usually just try to avoid the heavy aoe classes and abilities.  I still haven't played with  the Fire/Lightning/Ice mages too much for that reason.  I really wanna make a little pyro if/when they're balanced a bit more.  That snakeing fire attack (Fireclaw) is probably my favorite offensive spell so far.  I like that their firebolt can miss too, I think most targeted abilities should be like that.
Title: Re: [B18] A RimWorld of Magic
Post by: Harry_Dicks on March 11, 2018, 07:25:17 PM
Could we somehow make raiders always be split up into more stretched out groups? I know with Mehni's Sun Tzu mod, it makes raiders split up when they attack your base. Maybe if we could have something like this incorporated, maybe have it happen more often to mitigate the chances of players being able to AoE all of the enemies at once?
Title: Re: [B18] A RimWorld of Magic
Post by: Torann on March 11, 2018, 08:44:47 PM
A lot of those issues, spell power/buffs/item costs/negative effects, will be addressed in the balance update, which is not too far off now. 
To give you some idea of what the roadmap looks like...

The next update will add about 7 unique pieces of equipment designed specially for mages and will be the most powerful equipment available to compliment a mage.  It'll be important for balancing since it will give the start<->end of how powerful a mage can get.  The update after that will fill in some of the missing components like master spells, stand-alone spells, enchantments, items, etc.  Following that, I'll be adding the Bard and Enchanter classes which will round out the final arch-types with the bard being a "social" type class and the enchanter as a "magical crafting" type class.  Well, the enchanter might come after a specific update for spell scrolls and items that have abilities, though I'll see if I can push that into one of the other updates. After that will be the balance update.  So best guess, about a month out from the balance update. 

I'll likely add a 'subclass' or some form of divergent class development at some point, but I haven't decided on how this will be implemented yet so it'll come after the balance.  There's also quite a few new classes I'd consider in the 'design' phase and a lot of those are listed on the workshop page discussion if you're interested in voting for one or adding to the list.
Title: Re: [B18] A RimWorld of Magic
Post by: WitchLyfe on March 11, 2018, 08:59:42 PM
Oh cool, thanks for the heads up.  Bard seems like it could be a fun class.  Social stuff has been pretty difficult with some of my mages.  I guess I'll just play around with my current team more and work on enchanting, then take a break till new classes or balance patch.  Most the only major issues I can find now are balance things, so not too much reason to keep testing until then.

Nice to have stuff pretty solidified to look forward to with this.

Lol, after posting this I tried raising a gladiator as an undead and they kept their skills.  I'm guessing that's not intended?  They lost the gladiator trait.  Stamina is regenerating too...well, this is useful.  They're also stuck with fortitude and Sprint activated (Says it needs to recharge) from when they were alive.  They have no "Might" tab though for leveling the skills up.  After using all their skills once, I keep getting the "Needs time to recharge", aww.

2/3 Upkeep on undead and 4/5 mp regen from skills is also not enough to maintain 2 undead without mana loss, good to know.  It seems close and is easy enough to keep up with consuming corpses though.  Wait, weird.  After a while my Necro started gaining mana with 2 undead up, no idea why.  There wasn't a mana surge or mana drain at either time.
Title: Re: [B18] A RimWorld of Magic
Post by: Torann on March 12, 2018, 01:19:19 AM
Quote from: WitchLyfe on March 11, 2018, 08:59:42 PM
Oh cool, thanks for the heads up.  Bard seems like it could be a fun class.  Social stuff has been pretty difficult with some of my mages.  I guess I'll just play around with my current team more and work on enchanting, then take a break till new classes or balance patch.  Most the only major issues I can find now are balance things, so not too much reason to keep testing until then.

Nice to have stuff pretty solidified to look forward to with this.

Lol, after posting this I tried raising a gladiator as an undead and they kept their skills.  I'm guessing that's not intended?  They lost the gladiator trait.  Stamina is regenerating too...well, this is useful.  They're also stuck with fortitude and Sprint activated (Says it needs to recharge) from when they were alive.  They have no "Might" tab though for leveling the skills up.  After using all their skills once, I keep getting the "Needs time to recharge", aww.

2/3 Upkeep on undead and 4/5 mp regen from skills is also not enough to maintain 2 undead without mana loss, good to know.  It seems close and is easy enough to keep up with consuming corpses though.  Wait, weird.  After a while my Necro started gaining mana with 2 undead up, no idea why.  There wasn't a mana surge or mana drain at either time.
Arcane Weakness.  Remember, this kicks in if you use a spell that use a spell that costs 25% or more mana.  Raise undead costs (45% base) enough mana to cause the caster to enter a state of arcane weakness which has some debuff effects as well as reduced mana regeneration while the mage is in a weakened state. 

Undead animals draw 15% of base mana regen, undead pawns draw 30%. At 5/5 Clarity, you gain 125% mana regen; 3/3 Cheating Death reduces draw to 10.5% and 21% respectively.
So without any mana efficiency boosts, you can maintain 3 undead pawns at once and still get 10% of the mana you would normally gain.  Maxing both skills turns this into 5 undead pawns with 20% mana gain (or 6 undead pawns losing 1% each iteration).  Assuming you have no other modifiers on the map or pawn.

Arcane weakness reduces -adjusted- mana gain to 25%, so even completely maxed out, you'll lose mana if you are maintaining 2 or more undead pawns and are suffering arcane weakness.
Title: Re: [B18] A RimWorld of Magic
Post by: WitchLyfe on March 12, 2018, 03:09:11 AM
Oh, I don't remember reading about arcane weakness reducing mana regen, that explains a lot.

Does reducing the mana cost of spells reduce the arcane weakness penalty percent or even remove it altogether if the adjusted cost goes below 25% mana cost?  Obviously noticed the arcane weakness penalty being higher on more difficult/costly spells.  Just dunno if it's tied to base, adjusted cost, or the spell itself.  Might be a good reason to go heavy into cost reduction...especially for Priest.

Edit:  Oh it is adjusted mana price, nice.  Better go heavy into cost reduction enhancements.  Tired of my Priest always being half dead.  Now if I can just find jade, better work on drilling next.
Title: Re: [B18] A RimWorld of Magic
Post by: Canute on March 12, 2018, 04:45:26 AM
Most of us agree that Magic user are very powerful.
I just got an idea to give them another weakness (beside that they can explode).
At many magic concept's the caster can't use Iron/steel weapon's without weaken their abilities.
Or incompactible with modern tech.

The idea are to limit all caster to non-industruous/spacer tech weapon.
Similar thing toran allready did for Ranger/Sniper.
And they should be unable to work at powered workbenches.
(A lighting mage still could charge a battery, but if he would touch it, Zzzzzz. :-) )
I think this part would be harder to realize, special since it can be dynamic because some powered workbenches can work without power.
And ofcouse each bionic part would reduce their magic ability/regeneration.

What does other people think about it, or got own idea's to power down the mages abit.

Title: Re: [B18] A RimWorld of Magic
Post by: amimai on March 12, 2018, 04:47:12 AM
Quote from: WitchLyfe on March 11, 2018, 06:50:34 PM
Yeah, probably my favorite class even though I don't use the death mark or corpse explosion (I might start testing them, just not really my playstyle.).  I do wish the Necromancer could bond with their undead, they must be so lonely, lol.  I really like their aoe too, one of the more balanced ones since it's hard to catch manhunter and moving enemies with it (I think it doesn't effect mechs either).  I wonder if the Necro can keep 2 undead up without losing mana now with the upkeep reduction.  I should test that soon, I almost have that and their regen maxed.

I have 3 zombies/necromancer at the moment with only 2x cheating death, i think regen is based on % empty since their mana dropped lick a rock then stabilised at 40-60%
Title: Re: [B18] A RimWorld of Magic
Post by: Canute on March 12, 2018, 04:59:06 AM
amimai,
Toran just explain the Arcane weakness.
When you raise a undead pawn, you mana regen is temp. crippled to 25%
That's why your mana droped like a rock.
Title: Re: [B18] A RimWorld of Magic
Post by: amimai on March 12, 2018, 07:44:18 AM
On the subject on magic being overpowered:
I play this mod with combat extended, and that mod is brutal... for the most part with CE enabled magic is relegated to supporting roles, it's great to be able to lob a fireball or summon a elemental for a distraction but the longer range, suppression mechanics, and sheer deadlines of pirate shotgunners means getting in close is both dangerous and daring.

Most magic spells are surprisingly short range compared to CE guns and means you are well within range for rifles MG and shotguns to accurately kill you in 1-2 shots

also if the obvious solution to your restriction on magic users is MORE ZOMBIES! it is not a good solution @Canute

TL:DR play magic with combat extended, they mesh perfectly and balance each other well
Title: Re: [B18] A RimWorld of Magic
Post by: Canute on March 12, 2018, 10:39:04 AM
Yeah, i refused to play with CE yet.
It needed to many patches for this and that and since i was trying out many mod-set it wouldn't be compatible with CE.

And that's prolly why you put the magic into the Support box, because of a missing CE addaption. But that isn't a bad thing either.

Title: Re: [B18] A RimWorld of Magic
Post by: Harry_Dicks on March 12, 2018, 11:04:56 AM
Quote from: amimai on March 12, 2018, 07:44:18 AM
also if the obvious solution to your restriction on magic users is MORE ZOMBIES! it is not a good solution @Canute

TL:DR play magic with combat extended
No where did Canute say anything about more zombies being an "obvious solution".

Also, you can't just suggest people use Combat Extended to fix their balance issues. That is a total Comcast overhaul mod, people should only use it if it's something that they really want, and should fully understand ALL of the caveats that come with it, such as the huge amount of mods that it's incompatible with. Not as something that you just turn on or off to fix a minor balancing issue.
Title: Re: [B18] A RimWorld of Magic
Post by: amimai on March 12, 2018, 11:15:55 AM
Quote from: Harry_Dicks on March 12, 2018, 11:04:56 AM
Quote from: amimai on March 12, 2018, 07:44:18 AM
also if the obvious solution to your restriction on magic users is MORE ZOMBIES! it is not a good solution @Canute

TL:DR play magic with combat extended
No where did Canute say anything about more zombies being an "obvious solution".

Also, you can't just suggest people use Combat Extended to fix their balance issues. That is a total Comcast overhaul mod, people should only use it if it's something that they really want, and should fully understand ALL of the caveats that come with it, such as the huge amount of mods that it's incompatible with. Not as something that you just turn on or off to fix a minor balancing issue.

um actually : magic works perfectly fine with combat extended and combat is very fun and magic filled (bloody arcane mages...) in the last fight I nearly lost 2 of my starting 3 because (a) a (enemy)arcanist teleported my sniper into the middle of a mob of mele and (b) a fire claw killed 2 shotgun zombies, set off all their ammo, which in itself killed 4 invading barbarians and 2 other colonists...

thank god i have 2 druids and a priest, it sometimes feels like im runing a trauma unit rather then a colony with how hard i work to keep my people (and soon to be indentured mages) from bleeding out after battle.

TL:DR CE works perfectly fine with magic, not even a single error/behaviour issue in my 8hr long game!

Load Order(Core, HugsLib, JecsTools, Allow Tool, EdB Prep Carefully, Combat Extended, Mechanoids extraordinaire, CEguns, MiningCo ,Rimwords magic)
if you load it last it has no issues since its AI files supersede CE where nesesary

------------------

PS: he did not say it, but its the obvious solution... have some pride as a gamer, if someone gives you a class restriction, munchkin it to hell
Title: Re: [B18] A RimWorld of Magic
Post by: Harry_Dicks on March 12, 2018, 01:12:47 PM
"um actually" I never said that CE doesn't work with TMagic. Now you've gone and put words into two people mouths for things that they haven't said. Do you have a problem with reading comprehension, or are you just trying to act smarter than you are and failing? Because you seem to have a lot of trouble understanding what people say, and then you go on to keep making wrongful assumptions.

Also to your, "have some pride as a gamer" is one of the lamest things I've ever heard. Maybe you feel that your life is that meaningless and you are that boring that you have to apply a "gamer" tag to help identify your personality, but that shit isn't for me. "Gamer pride", especially coming from someone like you, is especially cringey. If that's what you associate yourself with, then I would only ever want to distance myself from any of your associations.
Title: Re: [B18] A RimWorld of Magic
Post by: WitchLyfe on March 12, 2018, 01:32:16 PM
Well thankfully there are a lot of ways to balance or improve on how strong the mages are.  Arcane Weakness is a good start, beyond that the aoe range could be reduced or AI could be improved to work around it better.  Just gotta wait and see what the dev has planned for it.  It seems that Torann is already pretty aware of it and is waiting to see the max ability of mages before balancing all of them.

I like the idea that mages can't use most traditional weapons, but we'd have to wait/hope for mage weapons.  Mages would need some consistent damage, rather than just taking away their reliable weapons and not replacing them at all afterall.  A lot of the mage classes don't have reliable low tier offensive spells.

In my current heavy mage playthrough, I'm just trying to amass wealth to test mages against huge swarms of enemies.  It's pretty entertaining.  The tribals become really dangerous with common mage spawns with their high numbers.  They come with a ton of mages and fighter types, it's pretty interesting.  If I didn't have some of the aoe classes, I'd be toast.  Druid for example does almost nothing against that many enemies, at least if there aren't strong animals nearby to manhunter into them.  I just focused them on their support spells.  Poison is cool, but it's really only useful against thrumbos or something.
Title: Re: [B18] A RimWorld of Magic
Post by: amimai on March 12, 2018, 02:14:25 PM
(Looks at crazy rant)Mmm moving along...

Druids are probably better healers then priests, in terms of utility Necro>Druid>Summoner>Priest but combat is pretty much dominated by fire mages(fireball portable artillery strikes) with snipers and arcanist a close second for their capture spells

That being said I would hate to do a play through with no weapons on casters rule unless I got a source of shotgun zombies early on ingame(visit me tribespeople!)
Title: Re: [B18] A RimWorld of Magic
Post by: Harry_Dicks on March 12, 2018, 02:57:26 PM
Quote from: amimai on March 12, 2018, 02:14:25 PM
(Looks at crazy rant)Mmm moving along...
(Looks at some fool's nonsense)Mmm yeah an idiot who thinks if they say the magical phrase "crazy rant" then it will instantly negate any valid criticism towards themselves.
Title: Re: [B18] A RimWorld of Magic
Post by: henk on March 12, 2018, 06:25:31 PM
Summoners with well-leveled turrets can win fights by themselves... Turrets will benefit from cover, too, and since minions love to rush into battle, you'll never be out of expendable meatshields while you have a summoner.

Now, if only minions didn't bleed all over the place...
Title: Re: [B18] A RimWorld of Magic
Post by: WitchLyfe on March 12, 2018, 06:34:23 PM
Well the good news is that if you have mages on common occurrence, eventually raids become terrifying.  If you don't have time to set everybody up or focus all their mages, you start eating aoes finally.  Had to run most my team out of a Storm Cloud right after a Fog of Torment.  Some got stuck stunned or puking and my healer had to save them all while my Undead and Summoner minions caught up.  "Attacking immediately" type raids are still about as bad as manhunter packs thankfully.  As long as you don't use a crazy kill box anyways (I never do, even in vanilla).

I really hope the fights in the future are more like that with Sieges and Waiting type raids.  It was nice because there weren't any "cheap" enemy classes and I couldn't just bait the enemies all into one aoe from safety with my Undead tanking/distracting.  That was the first time I felt like it was an actual raid.  Of course, once my team got set up, it was over damn fast, lol.  Two undead, level 3 summons, near maxed fog of tormet, gg.

First time I've really taken damage.  A lot of that was a wolf deciding to munch on my Summoner just as it started though.  Stopped her from being able to set up her stuff in the right place.  Guns were just absolutely pointless though as expected, lol.  95% of the damage on either side was magic.  Kinda considering putting mages to max now that my team is finished just to see what a horde of mages in a raid is like...  Then I remember what happens if the enemy team has some Summoners/Arcane Mages...Lol.

I've gotta start using my Arcane Mage synergy more often, I just recently leveled up her Blink and Summon stuff.  Maybe just me but I find having more than 3-4 mages in a team to be pretty overwhelming.  I like focusing on a small elite team.  Now that I've tested most the classes a bit, I'll probably go back to a more selective set up like that next colony.
Title: Re: [B18] A RimWorld of Magic
Post by: amimai on March 12, 2018, 06:48:43 PM
Quote from: WitchLyfe on March 12, 2018, 06:34:23 PM
-snip
you needed more fireballs, fire solves every problem!
(https://static1.squarespace.com/static/5739ed2d8a65e2cf0f300597/t/5a0372aa085229fe447199de/1510175406580/c4jt321.png?format=750w)

btw if i enable hard mode magic AI it causes all mages to asplode on incapacitation, is that intended? (not that watching a siege go off like fireworks from a single shot isn't funny)
Title: Re: [B18] A RimWorld of Magic
Post by: Gungnier on March 15, 2018, 09:48:04 AM
I have a lot of general and spell/class ideas so i made a big list of it i hope you find them interesting

General idea:
-Bag of holding: goes into shield belt slot and increase carry capacity
-"rare" spell its like the spell scrolls which can be learned by every mage but its unique to the classes like the ultimate spells

Here my spell ideas:
Arcane Mage:
-Arcane Barrier: a sandbag like temporary fortification

Ice Mage:
-Ice wall:a temporary wall of ice

Druid:
Dryads blessing:AOE spell which makes crops instantly grow by 25%

Fire mage:
Cauterize Wound:Instantly treats every bleeding but counts as a really bad treatment (high infection chance)

Lightning Mage:
Machine overload: Doubles the work speed on the (electricity using) "machine" but increases its break chance.

Necromancer:
Preserve corpse: Makes a corpse into "frozen" state for a week.

Paladin:
Purify: Aoe spell which "cleans" the area

Priest:
Blessed Feast:Summon Blessed Lavish Meal for nutrition and mood buff

Summoner:
-Permanence: Limits mana by 20% for every use: makes one Time out type summon permanent (summons,mines,turrets)

New classes:

Trickster: Mana based class
Trait:
+Dodge chance
+Movement speed
+Better trade prizes

Skills:
-Apport: high cooldown and high mana cost, teleports a random item from the target inventory or equipped items in front of you but has a 20% chance to fail and to damage instead (upgrade to lower fail chance to 1%) (upgrade to take 2 and finally 3 random items)
-Jack in the box: Summon a trap which on activation cauzes terror (upgrade to increase range)
-Mirror image: summon 2 "clones" nearby which cant attack or or do anything but the enemy still targets them as usual pawns
-Cheat death: (Ultimate spell only from scroll) Transfer every non permanent injury you have to your "humanoid" target, high cd and gives you a strong consciousness debuff

Totemist: mana based melee class
trait:
+movement speed
+hit chance
+art crafting speed

Add totems into the sculptor's table which normally servers as simple decoration but have 3 type: Bear,Cougar,Monkey

Skills:
-Totemic Might(passive):Bonus manipulation,movement speed,some type of damage reduction
-Infuse Totem:Infuses a totem with mana which gives an aura buff to every friendly nearby:
   -Bear: +% all armor
   -Cougar: +melee hit chance
   -Monkey: +Dodge Chance
Buff size depends on the quality of totem and totem gets destroyed after one use.
-Carve Tatoo: Like the druid regrow limb spell but ads a "tatoo" to the torso which reduces Pain Shock Threshold and adds bonus manipulation and moving
-Ancestors ritual: Can be used only on masterwork or legendary totem to summon a pack of friendly combat ready animals based on totem (times out like elementals)
Title: Re: [B18] A RimWorld of Magic
Post by: Jackalvin on March 15, 2018, 11:30:35 AM
I have some ultimate ideas as well as classes (also, do fighters have ults or will they?)
Ultimates
Necromancer: Necroexercitus
Summons a massive undead army off-map. Takes a day or two to come. They are none controllable but friendly. They slowly crumble and die
Priest: The Servant Of Heaven
A fiery sword of radiance strikes a large portion of the map, dealing light damage to all those who are not pure of heart, and double to necromancers and psychopaths.
Classes
Lucky - This person is a... Odd one at best. They can control some factors of luck.
Passive H-how?: The Lucky doesn't take damage as long as it's a single number between 1-100. This is upgraded to up to 10 times to increase the amounts of absorb able digits

Living on the edge: temporarily increases an body part to triple efficiency, at the cost of one part that's increased to a 3rd of it's efficiency. 

Bending Fate: aoe that decreases accuracy to 5%.

Ultimate:
The Last Gamble
Makes one kind of damage unable to hurt the pawn, at the cost of one instantly incaping them, a small chance of death. This can be upgraded to decrease the chance of death
Title: Re: [B18] A RimWorld of Magic
Post by: WitchLyfe on March 15, 2018, 03:35:15 PM
Quote from: Gungnier on March 15, 2018, 09:48:04 AM
I have a lot of general and spell/class ideas so i made a big list of it i hope you find them interesting

General idea:
-Bag of holding: goes into shield belt slot and increase carry capacity
-"rare" spell its like the spell scrolls which can be learned by every mage but its unique to the classes like the ultimate spells

Here my spell ideas:
Arcane Mage:
-Arcane Barrier: a sandbag like temporary fortification

This is alright

Quote from: Gungnier on March 15, 2018, 09:48:04 AM
Ice Mage:
-Ice wall:a temporary wall of ice

Like this too

Quote from: Gungnier on March 15, 2018, 09:48:04 AM
Druid:
Dryads blessing:AOE spell which makes crops instantly grow by 25%

Eh, might be a bit OP with devilstrand and make starving close to impossible.  I do think the Druid should have more to do with nature/gardening though, so it's a good start.

Quote from: Gungnier on March 15, 2018, 09:48:04 AM
Fire mage:
Cauterize Wound:Instantly treats every bleeding but counts as a really bad treatment (high infection chance)

Eh, there's enough healing already.  I don't really want the stronger aoe classes having it too.  Usually the healers have penalties (Druid has no aoe, Priest can't be violent, etc)

Quote from: Gungnier on March 15, 2018, 09:48:04 AM
Lightning Mage:
Machine overload: Doubles the work speed on the (electricity using) "machine" but increases its break chance.

Hmm, not sure how that'd work...  They basically do the same thing with their buff already by amping teammates.

Quote from: Gungnier on March 15, 2018, 09:48:04 AM
Necromancer:
Preserve corpse: Makes a corpse into "frozen" state for a week.

Of course I love this idea.  Lost some good corpses in my corpse freezer to early heat waves and repeated solar flares.

Quote from: Gungnier on March 15, 2018, 09:48:04 AM
Paladin:
Purify: Aoe spell which "cleans" the area

Hmm...kinda weird.  I think this would fit Druid or Summoner better if anybody was going to have something like this.

Quote from: Gungnier on March 15, 2018, 09:48:04 AM
Priest:
Blessed Feast:Summon Blessed Lavish Meal for nutrition and mood buff

Again, I think this would maybe fit Druid better (Growing plants/food).  I do like the idea of Druids having something to help with gardening, if it isn't too OP.  Would be cute if they could summon some strawberries or maybe ambrosia rarely.  Cost of mana potions is kinda silly atm, ambrosia being the worse offender, so Druids helping with that would be nice.  Maybe they can sprout a random food occasionally would be interesting.  Sometimes you get rice, sometimes you get ambrosia, maybe haygrass, lol.

I think my favorite version of "Druids help with food/gardening" would be something like they summon a special tree or plant sprout that grows faster than normal stuff and/or creates more food than normal.  It would aid in obtaining food, but you'd still have to wait for it to complete to harvest it.  Maybe limit it to one plant/tree.  Maybe it has special properties like it can grow indoors.  Imagine having some massive Druid tree/plant in the middle of your base, dropping food on your colonist's heads every once in a while, haha.  Maybe they could grow something that improves mood, beauty or mana regeneration or something around your base.


Druid is the most underwhelming class in my opinion.  Again, mostly on EPOE for making their ultimate rather useless in a lot of scenarios (So far, I've managed to get to bionics twice now before I even find their ultimate).  I'd love some stuff to give them more identity than just an alternate healer.  Poison is cool in theory, but I rarely use it because it's overkill for most humans and aoes will wipe everybody out anyways. 

Their cure disease would be useful in jungle biomes, but outside that it's pretty rare you need it.  I use the Priest's ability to remove scars and prisoner addicitions almost daily, but I don't think I've ever needed the Druid's ability yet (Randy RNG for sure).  Infections shouldn't be an issue if you plant medicine right away.  I find myself rarely using beguile animal either, though it could be useful.  Maybe I've just had bad luck with it, never seem to be the right animals around to use it for raids and I'd rather just kill manhunter packs with other classes.  It's a cool class, just wish it had more...consistency I guess?  It's almost like everything they do only works in very special situations that don't happen very often.

For example, late game I gave my Druid transfer mana and they just became an mp bot for my Priest (Because they're always casting Purify and low on mana) and Fire Mage (To level)...lol.  I almost never used their abilities compared to the other classes.  They'd fall behind every other class if I didn't actively level them constantly.  Even Lightning/Fire/Arcane Mages have better buffs, Priests and Pallies have more direct healing and give the target less downtime.  Their ult is difficult and easily replaced by a common mod.  Although I agree it's not great to balance a mod around another mod people might not have, EPOE is hella common, if there was any mod to take into consideration, it'd probably be that.  Kinda weird that resurrecting somebody from the dead is easier than regrowing their missing pinky toe too, lol.

In short:  Druids aren't bad, they just don't look great in comparison to the other classes.  I feel like they just stand around and watch other mage classes be awesome 95% of the time.  Even Priest is exciting to use...but Druid is just kind of...there.
Title: Re: [B18] A RimWorld of Magic
Post by: Canute on March 15, 2018, 05:12:21 PM
Druid's are compared to a Priest not that fast at healing, but they still can fight and got even some offensive spells.
Title: Re: [B18] A RimWorld of Magic
Post by: henk on March 15, 2018, 05:33:50 PM
Beguile animals on a pack of muffalos or elephants becomes an easy win. Or for extra fun, use it on boomalopes!

But I agree, druid needs more of a personality. It might just be that every other class has overpowered spells that can one-shot a raid, and thus merely being good means they fall behind in usefulness.
Title: Re: [B18] A RimWorld of Magic
Post by: WitchLyfe on March 15, 2018, 05:37:54 PM
Quote from: henk on March 15, 2018, 05:33:50 PM
Beguile animals on a pack of muffalos or elephants becomes an easy win. Or for extra fun, use it on boomalopes!

But I agree, druid needs more of a personality. It might just be that every other class has overpowered spells that can one-shot a raid, and thus merely being good means they fall behind in usefulness.

Yeah this is kind of it.  They aren't bad, actually they're probably one of the most balanced classes.  On their own they're fine, but put them in a mage squad and they won't be seeing much use.  Don't want people thinking I'm saying they're useless, I just want them to have more to do in a group setting.

Definitely think they should be attached more to growing, I see Druids as being really close to plants/nature, and right now they don't really do much for the plant side.  Lots of options for that.
Title: Re: [B18] A RimWorld of Magic
Post by: henk on March 15, 2018, 05:50:23 PM
I vote for the "druid-only unique plant" option. Maybe a plant that harvests into random objects? Glitter medicine, ambrosia, magicite...
Title: Re: [B18] A RimWorld of Magic
Post by: Torann on March 15, 2018, 06:01:11 PM
Quote from: Gungnier on March 15, 2018, 09:48:04 AM
I have a lot of general and spell/class ideas so i made a big list of it i hope you find them interesting
Some really great ideas here, Gungnier, thanks for taking the time to share.  I think "Cauterize Wound" is a great idea, though I might couple it with a high chance to cause burn scars instead of infection since you usually cauterize wounds to avoid infection.

I've had the concept to create a barrier on my list of new spells for some time, along with a (druid) ability to speed up growth of crops, so expect to see both of those at some point.  I'm also planning another skill for the druid to summon a thorn brier trap that slows and does light damage.

Quote from: Jackalvin on March 15, 2018, 11:30:35 AM
I have some ultimate ideas as well as classes (also, do fighters have ults or will they?)
No, fighters don't have any ultimates and I'm not planning any at this time.
Your suggestion of a "Lucky" class sounds a bit like the mimic class I'm planning and I think I could easily integrate some of the skills you suggest into this class.  Your "Last Gamble" sounds a lot like Feign Death =)

Quote from: WitchLyfe on March 15, 2018, 03:35:15 PM
In short:  Druids aren't bad, they just don't look great in comparison to the other classes.
I agree that druids are somewhat situational, but I think that' to be expected from a support/utility class, but I also think they're one of the better balanced classes.
Title: Re: [B18] A RimWorld of Magic
Post by: Umbreon117 on March 15, 2018, 10:24:42 PM
I've finally made a colony focused around this mod...As focused as you can can with 70 other mods at least.


Anyway, I haven't run into any problems that stem from this mod, but I do have one minor annoyance: I can't tell how many minions I have, and where they are easily. Is it possible to do something that either tells the summoner to keep a certain number of minions up at a given time automatically? Would just be a QOL thing, but would make things much easier.

Edit: I don't know if this has been mentioned yet (or if I am just blind), but how does everyone feel able pawns being unable to learn a spell, or unable to become a certain class?
Title: Re: [B18] A RimWorld of Magic
Post by: Torann on March 17, 2018, 08:12:07 PM
Updated to v1.9.5

- Magic items
- New enchantments

[attachment deleted due to age]
Title: Re: [B18] A RimWorld of Magic
Post by: Harry_Dicks on March 17, 2018, 08:41:24 PM
Quote from: Torann on March 17, 2018, 08:12:07 PM
Updated to v1.9.5

- Magic items
- New enchantments

NICE! ;D
Title: Re: [B18] A RimWorld of Magic
Post by: Jernfalk on March 17, 2018, 09:36:59 PM
Quote from: Torann on March 17, 2018, 08:12:07 PM
Updated to v1.9.5

- Magic items
- New enchantments

Is it safe to overwrite the folder to add those to a current game? (The last version is installed on it)
Title: Re: [B18] A RimWorld of Magic
Post by: Torann on March 17, 2018, 11:43:59 PM
Quote from: Jernfalk on March 17, 2018, 09:36:59 PM
Is it safe to overwrite the folder to add those to a current game? (The last version is installed on it)
Yes, I did it with my own game and didn't have any issues.
Title: Re: [B18] A RimWorld of Magic
Post by: Canute on March 18, 2018, 03:50:47 AM
Beside the thing, you shouldn't overwrite a mod folder, delete the old one then copy the new one.
That prevent error's if any mod auther decide to change the file structure.

Nice looking appareal btw :-)

Title: Re: [B18] A RimWorld of Magic
Post by: Harry_Dicks on March 18, 2018, 09:53:28 AM
Something very minor that I'm crossing my fingers might get changed in the future: a small black outline around apparel, to give it more of that "vector" art style and blend in better with other vanilla/modded apparel that has kept the same aesthetics? I'm a horrible 0/10 artist, so I might try at some point in the distant future if nothing happens by then. Or maybe I could pay someone to do it :P

BTW-I really, really love all of the apparel you've added Torann. Browsing over the texture files for them, this is exactly the type of stuff I was hoping you would add. Can't wait to see more future iterations with more equipment :)
Title: Re: [B18] A RimWorld of Magic
Post by: Jernfalk on March 18, 2018, 12:53:48 PM
Quote from: Harry_Dicks on March 18, 2018, 09:53:28 AM
Something very minor that I'm crossing my fingers might get changed in the future: a small black outline around apparel, to give it more of that "vector" art style and blend in better with other vanilla/modded apparel that has kept the same aesthetics? I'm a horrible 0/10 artist, so I might try at some point in the distant future if nothing happens by then. Or maybe I could pay someone to do it :P

BTW-I really, really love all of the apparel you've added Torann. Browsing over the texture files for them, this is exactly the type of stuff I was hoping you would add. Can't wait to see more future iterations with more equipment :)

I must agree. Some of those are a bit odd to look at. I'd be willing to re-do them. I could even make a few samples to give you all a feel of my art. (I'm really not a professional, but I don't accept less than great in my work xD)
Title: Re: [B18] A RimWorld of Magic
Post by: Torann on March 18, 2018, 07:30:50 PM
Quote from: Jernfalk on March 18, 2018, 12:53:48 PM
I must agree. Some of those are a bit odd to look at. I'd be willing to re-do them. I could even make a few samples to give you all a feel of my art. (I'm really not a professional, but I don't accept less than great in my work xD)
Go for it.  Those took about 2 weeks for me to do and it's the first time doing anything like that so I ended up doing a lot of redrawing.  I'm a bit worn out from drawing for a bit.  I'm happy to take contributions if you have some ideas and would like to make some improvements!

Also forgot to mention earlier, all the wands are the work of Draegon.  He's got some awesome art in his own mod "Biomes" https://ludeon.com/forums/index.php?topic=38312.0
Title: Re: [B18] A RimWorld of Magic
Post by: WitchLyfe on March 18, 2018, 10:32:19 PM
Poison Traps seem to have bugged out when upgrading to the latest patch.  My Hunter goes to place them, just stands on the spot and uses up their stamina but it won't place and there's no warning that it was erasing an old trap like it used to occasionally when not placing (If there are even some still up.)  I tried until my stamina ran out and no dice on it placing the trap.  Also uses the cd.

Now that I'm mentioning that, it's always been obnoxious if you're already at max traps and it uses the cd and your stamina just to remove an old trap without placing the new trap.  I didn't know if it was intentional but having to use the ability 4 times just to place 2 traps sucks and drains your Hunter's stamina to 0 for the start of a fight for some traps that probably won't be triggered (unless used in a choke), not fun.  It also doesn't seem to proc on manhunting animals.  I learned that the hard way while hunting some Thrumbos, lol.  It does seem to proc on allies though...

Oh, and Beguile Animal and Arrow Storm can be leveled up but have no tooltip info explaining what they do.  I assume Beguile Animal has a higher chance of procing or something?  I can almost never get it to work on manhunting animals.

Looking forward to trying out the new clothes.  I just recently started a new tribal run so researching all that is taking a bit.
Title: Re: [B18] A RimWorld of Magic
Post by: Torann on March 19, 2018, 01:34:19 PM
Quote from: WitchLyfe on March 18, 2018, 10:32:19 PM
Poison Traps seem to have bugged out when upgrading to the latest patch.  My Hunter goes to place them, just stands on the spot and uses up their stamina but it won't place and there's no warning that it was erasing an old trap like it used to occasionally when not placing (If there are even some still up.)  I tried until my stamina ran out and no dice on it placing the trap.  Also uses the cd.

Now that I'm mentioning that, it's always been obnoxious if you're already at max traps and it uses the cd and your stamina just to remove an old trap without placing the new trap.  I didn't know if it was intentional but having to use the ability 4 times just to place 2 traps sucks and drains your Hunter's stamina to 0 for the start of a fight for some traps that probably won't be triggered (unless used in a choke), not fun.  It also doesn't seem to proc on manhunting animals.  I learned that the hard way while hunting some Thrumbos, lol.  It does seem to proc on allies though...

Oh, and Beguile Animal and Arrow Storm can be leveled up but have no tooltip info explaining what they do.  I assume Beguile Animal has a higher chance of procing or something?  I can almost never get it to work on manhunting animals.

Looking forward to trying out the new clothes.  I just recently started a new tribal run so researching all that is taking a bit.
Poison traps won't be triggered by animals of any faction, this is the trade off for not being able to be detected by humanoids.  You might want to check that you have the latest update, poison trap detection was changed (in the same patch as the equipment update) so they can't be triggered by non-hostile factions and old, destroyed traps get removed from the register prior to placing a new trap.  Placing a new trap should always place a trap regardless if it removes an old one.
I tested all the above on my existing game and didn't have any problems, so maybe try removing and readding the mod.

I think there are two different manhunter states and I don't think it will pacify a manhunter animal as a result from a failed tame.  I'll check into that, I think it ought to just do both anyways.

I added the descriptions - beguile animal increases aoe  size, max targets, range, and cooldown each upgrade; arrow storm increases number of arrows fired, how quick they're fired, and the range
Title: Re: [B18] A RimWorld of Magic
Post by: WitchLyfe on March 19, 2018, 08:51:47 PM
That's how I always upgrade, by removing the whole mod and adding the new one.  TMagic B18 v1 9 5, most recent hugs and jecs.  Most of my complaints were with the old version I think, I had no idea the latest version modified how they worked since it wasn't mentioned.  I'll be happy to test them again if I can get them to work in my current save, lol.

Just tried a new colony and they work.  So it only broke my current save.  Poison Traps aren't worth starting this over, any way to salvage it in my current run/save?

I just got to Bionics in my tribal run before I could Druid Regrow again.  I haven't even found it yet again, 3rd time now starting with a Druid and making it to Bionics before I even find the spell.  I'm never going to be able to use it, lol.  Oh well, EPOE's to blame.  I think it might actually be cheaper to rush Bionics than try to unlock all the stuff and get the resources to use Regrow too, at least in my last few runs.  I'd actually rather use the Druid spell than turn my pawns all into OP cyborgs, but it's being a pain in the ass all around.  Still need neutroamine too.

Nearly died (Tribal + desert) trying to caravan to look for it early this run too, but no dice.  At least I have comms and can call for magic traders now.  Just in time to not need it anymore.  I still wanna try to use it though.  EPOE becomes way too powerful.  Maybe one day I'll find it and can afford to use it x.x  Hopefully before I get bored again.  My mages are already maxed out and raising their max mp now.

My RNG on finding the spell is shit, but I still don't understand the cost of it.  The other master spells are like automatic upgrades and initially useful, but it requires a lot of random resources you may not find regularly until late game.  I feel like the Druid should unlock a special plant or something that needs to grow to use it.  The random drugs are odd.  Randy Intense is rarely kind in my testing of this mod... 

I think the new gems and fighter scrolls are bogging down the mage trader's inventory.  I haven't been able to find hardly any spells I'm interested in since those were added.  Guess I just have to try to scribe everything.

Also noticed there are two Mana Potion recipes.  One comes with the Drug Lab and the other with Gem Crafting.  They use different resources, that intentional?

Edit:  Finally found Regrow Limb!  And Firestorm.  Regrow Limb stub reduces total speed by 80%, rather than just the one limb efficiency/speed, that seems like a mistake to me.  Dunno why one functioning limb and one stub would cripple them worse than a missing limb, lol.  I used it on my Hunter with maxed passives who's otherwise healthy and she's walking around like she's half dead (25% total movement).  I know it's called "Regrow Limb", but kinda disappointed it doesn't work on eyes.  That's where 80% of missing body parts are in B18 after all.  After all that, I have to use EPOE anyways, rip.

Fucking huskies ate my regrow seed and mana potions once too...lol.

Well, at least Fire Mage was fun.  Love their rng and they're pretty balanced, at least in damage vs reward since they burn bodies and gear to ashes, lol.  Maxed Fire Claw erases thrumbos when it hits.  It's kind of a "Fair enough" feeling for all that damage, lol.  Not much to salvage after a 50+ Fire Mage fights, even if you're quick on the fire extinguishing, the raw damage becomes pretty nuts.  I haven't even gotten into gems or clothes yet either. 

Think I prefer Lightning or Ice Mages though.  Lightning is probably the most useful thanks to all their lingering aoes.  Ice Mage seemed a bit UP in comparison to them, but I do need to test them more.
Title: Re: [B18] A RimWorld of Magic
Post by: henk on March 21, 2018, 10:20:43 AM
I agree that the whole concept of a seed of regrowth seems clumsy - probably a compromise to allow the spell to work at all. It's too bad regrow limb relies so heavily on medicine. If you get a druid from a ??? scroll that can't do medicine, they basically can't use their ultimate. Maybe regrow limb shouldn't be a master spell, but a regular one?

Ice mage spells are cheap, and tend to incapacitate enemies rather than kill them. Use the rainmaker spell if you have too much fire!
Title: Re: [B18] A RimWorld of Magic
Post by: WitchLyfe on March 21, 2018, 10:43:34 AM
Quote from: henk on March 21, 2018, 10:20:43 AM
I agree that the whole concept of a seed of regrowth seems clumsy - probably a compromise to allow the spell to work at all. It's too bad regrow limb relies so heavily on medicine. If you get a druid from a ??? scroll that can't do medicine, they basically can't use their ultimate. Maybe regrow limb shouldn't be a master spell, but a regular one?

Ice mage spells are cheap, and tend to incapacitate enemies rather than kill them. Use the rainmaker spell if you have too much fire!

That's the feeling I was getting with it too.  Regrow Limb just seems really underwhelming.  It feels more on par with a Priest's Purify rather than an ultimate atm.  So many penalties and hoops to jump through to be able to use it.  Compare it to Resurrect for example that can save your pawns or give you a free slave.  Man, I love Priests/Resurrect.  Priests just overall feel really great to use.  I don't get that too often with Druids I guess.  I tried to like them x.x  Someone said they'd feel more useful in tribal runs, but that didn't help.  Think the only time I'll start with them again is if I'm doing a rainforest run, but that's my least favorite biome.

Ice sounds fun, I've recruited them later in runs, but I haven't started with one yet, so they're always behind in levels.  If I'm feeling up to it, I might try them next.  It's really hard to capture pawns without crippling them with a Fire Mage.  I'm down for a bit less damage, lol.  I really shoulda brought one along into this desert run/colony for their soil transform spell.  That woulda made my life much easier.

I really don't like trying to catch low level mages up in levels late game, rather just start over to test them.  At this rate with the base cost of clothes/gems, I might never get to test them though...  I might have to up the rate of magicyte next run.  Default rate seems balanced more towards mountainous areas/bases that I don't play/use.  I usually only have a couple hundred by the time I've stripped my colony of visible resources.  Guess you could just buy them too.
Title: Re: [B18] A RimWorld of Magic
Post by: Torann on March 21, 2018, 11:06:17 AM
Quote from: WitchLyfe on March 21, 2018, 10:43:34 AM
I really don't like trying to catch low level mages up in levels late game, rather just start over to test them.  At this rate with the base cost of clothes/gems, I might never get to test them though...
As always, nice feedback WitchLyfe.  I'll be looking into how to make regrow limb (and possibly add nose/ear/eyes) more balanced very soon.
As for leveling late game mages, I'll be adding some social features that will allow higher level mages to have conversations for both social interactions as well as training younger mages.  This should help late game mages level up much quicker (as long as they have a nearby mentor).
Title: Re: [B18] A RimWorld of Magic
Post by: Canute on March 21, 2018, 11:12:13 AM
Quote from: henk on March 21, 2018, 10:20:43 AM
Ice mage spells are cheap, and tend to incapacitate enemies rather than kill them. Use the rainmaker spell if you have too much fire!
You should try a Gladiator.
Grapple a friend, with a good chance you legswipe him too that incapacitate it, and you can capture it.
Or one of your pawn/animal got berserk/manhunter/mental state, grapple him to cure him/it. :-)

And i agree to the Druids, Regrowth limb should be seperated from surgery.
Cast the master spell on a pawn, the pawn get a growing limb replacement, with 10% functionality, and each day it increase by 10%.
And it should work not only at limbs, other missing parts should work too (ribs,nose,eye,lungs,...).
Title: Re: [B18] A RimWorld of Magic
Post by: henk on March 21, 2018, 11:25:51 AM
Perhaps the druid master spell, then, could be something that regrows any limb, is independent of medicine, and can be used on the druid themselves. The downside being that the affected pawn would have increased hunger and tiredness for the duration.

As for grapple, I'm thinking it should be a stun, rather than a down, seeing as downing is so powerful...
Title: Re: [B18] A RimWorld of Magic
Post by: Coolphoton on March 21, 2018, 05:53:58 PM
druids really shine in tech restricted games. they can save your game if you get any major outbreaks or unlucky raids. in fact once i get two of them, i tend to stop using medicine at all. there slower than priest but they don't have the same massive draw back ether. over all id say there a solid middle ground between paladins and priests as healer, with more flexibility than ether.
Title: Re: [B18] A RimWorld of Magic
Post by: WitchLyfe on March 21, 2018, 10:56:42 PM
Hmm, Glad sounds fun then.  Only classes I haven't tried at all are that and Sniper.  I've tried Arcane Mage, Priest, Druid, Necromancer, Fire Mage, Ranger, Summoner to 50+, some several times (Especially Necro, Summoner and Priest...I use them too often).  Tried Pally, Ice and Lightning to about 20-40.  Maybe my next run with be Pally, Ice and Glad start.  I might wait for a new patch first though before starting a new colony.  If Glad makes it easier to capture pawns, maybe I can get a Priest early enough to remove all the scars my meleers are going to get, lol.

I wanna use Lightning Mages more too, but they seem prone to causing brain damage, and that hurts recruiting options early on.  Probably need to start with a Priest if I'm going to use them again.  Just went through my Fire Mage being my main offense and crippling pretty much every raider that manages to survive.  Thought my Druid would be able to fix them up but it took too long to find and use Regrow.  Fire Mage ends a tribal raid of like 20+ enemies with 1-2 "surviving" with a third of their body parts missing, haha.  Need a break from crippling everybody.

Desert tribal was a really poor choice to test the new clothes/scribing too, took so long to get Devilstrand going.

Quote from: Torann on March 21, 2018, 11:06:17 AM
As always, nice feedback WitchLyfe.  I'll be looking into how to make regrow limb (and possibly add nose/ear/eyes) more balanced very soon.
As for leveling late game mages, I'll be adding some social features that will allow higher level mages to have conversations for both social interactions as well as training younger mages.  This should help late game mages level up much quicker (as long as they have a nearby mentor).

Awesome, and thanks for making a mod that's worth testing so much/giving feedback, lol.
Title: Re: [B18] A RimWorld of Magic
Post by: wedekit on March 22, 2018, 04:52:27 AM
Just from a design standpoint, I noticed that most classes tie not only to combat but to some kind of utility in the day-to-day life of the colonists. However, it doesn't look like there is anything that helps out with farming/plant growth, which seems would easily fall into the realm of Druids (earth magic). Druids in general seem to have quite a bit of overlap with other types of magic/classes.

In general, when classes overlap in abilities (e.g., multiple classes can heal) they in turn lose their uniqueness unless they are intended to be a hybrid. I think you had some clear vision on how the different combat/magic classes fill unique shoes on the battlefield.

Here are some thoughts you may or may not find helpful just based on my fondness for elemental systems and magic in games. :

Hopefully you get some inspiration from these (if you were even searching for any). It would be cool to see some more options regarding colony utility for the different classes, as they clearly have drawbacks in regards to combat utility (e.g., starting a wildfire with a Fire Mage). Perhaps you can even make a forced choice where they have to pick between a combat spell or a utility spell. It would make those magically inclined people that aren't soldiers/combatants still make use of specific class. Your (1) researcher/surgeon/hauler/hunter can specialize in air; (2) doctor/artist/cleaner/recruiter on Water; (3) trader/crafter/construction/miner on Earth; (4) Smelter/Smith/Cook/Brawler on Fire.
If I wasn't clear, this is probably the most exciting mods I've come across in a while. Utility/QoL mods are great, but this one shows a great deal of creativity that I admire and think this game can use more of. It'd be nice to see some screenshots and proper advertisement for the mod would help in getting more feedback as the OP doesn't really convey how much work has gone into it. I'm sure plenty of this mods artistically-inclined fans of this mod would be happy to help out in that regard if you ask!

If you wanted someone to bounce ideas off of for mechanics type things I'm your guy. I can be a useful mind to run things past when it comes to balance and making sure every class stays unique and tempting.
Title: Re: [B18] A RimWorld of Magic
Post by: henk on March 23, 2018, 09:49:42 PM
Would it be possible to make gaining a class that disables a work type also remove that work type from the work priority list? Right now, if they can't do a job, but the job was allowed before they gained the class, the work type will stay enabled and can't be removed, and they'll do it with no skill. Similarly, they should probably lose passion in a skill if the skill becomes unusable. Maybe they could also gain passion in skills relevant to their class? Like shooting or melee for physical classes, medicine for priests or plant work for druids.
Title: Re: [B18] A RimWorld of Magic
Post by: Torann on March 24, 2018, 11:22:39 PM
Quote from: wedekit on March 22, 2018, 04:52:27 AM
Just from a design standpoint, I noticed that most classes tie not only to combat but to some kind of utility in the day-to-day life of the colonists.
I hope that's the case in combat since that's how I've attempted to design every class - to fill a specific role.  Those that don't have strong combat abilities usually have significant utility abilities; that being said, though I don't think there's much (enough) that distinguishes the "combat" classes outside of combat, and there should be.  When I do the balance update, this will be one of the things I'll be looking for, along with some mundane task trade-off's for being a mage/fighter.

Quote from: wedekit
[/list]Hopefully you get some inspiration from these (if you were even searching for any). It would be cool to see some more options regarding colony utility for the different classes, as they clearly have drawbacks in regards to combat utility (e.g., starting a wildfire with a Fire Mage). Perhaps you can even make a forced choice where they have to pick between a combat spell or a utility spell. It would make those magically inclined people that aren't soldiers/combatants still make use of specific class. Your (1) researcher/surgeon/hauler/hunter can specialize in air; (2) doctor/artist/cleaner/recruiter on Water; (3) trader/crafter/construction/miner on Earth; (4) Smelter/Smith/Cook/Brawler on Fire.
If I wasn't clear, this is probably the most exciting mods I've come across in a while. Utility/QoL mods are great, but this one shows a great deal of creativity that I admire and think this game can use more of. It'd be nice to see some screenshots and proper advertisement for the mod would help in getting more feedback as the OP doesn't really convey how much work has gone into it. I'm sure plenty of this mods artistically-inclined fans of this mod would be happy to help out in that regard if you ask!

If you wanted someone to bounce ideas off of for mechanics type things I'm your guy. I can be a useful mind to run things past when it comes to balance and making sure every class stays unique and tempting.
Always appreciate feedback, suggestions, and idea's.  I tend to agree with your assessment of the elements and their general classifications - afterall, you wouldn't really expect a fire mage to be very good at growing crops.  So something like this is certainly helpful blueprint when I'm drawing up those small distinctions in the future!
Title: Re: [B18] A RimWorld of Magic
Post by: Torann on March 24, 2018, 11:29:50 PM
Update v1.9.6

This update includes a bunch of bug fixes also, some that have been around for awhile, so thanks to Mehni for the rigorous bug testing and feedback.

Diannetea has a mod with quite a few retextures and you can check it out here: https://ludeon.com/forums/index.php?topic=39284.0

Quote from: henk on March 23, 2018, 09:49:42 PM
Would it be possible to make gaining a class that disables a work type also remove that work type from the work priority list? Right now, if they can't do a job, but the job was allowed before they gained the class, the work type will stay enabled and can't be removed, and they'll do it with no skill. Similarly, they should probably lose passion in a skill if the skill becomes unusable. Maybe they could also gain passion in skills relevant to their class? Like shooting or melee for physical classes, medicine for priests or plant work for druids.
I included this - applies to undead (though I think it did before)
Necromancer when upgrading to lich form will get a passion boost to intellectual and a boost to shooting from none to minor (all other skill passion = 0 and all work types disabled when lich form is assumed)
Priest - shooting and melee passions = 0 and hunter work type disabled, gains a passion boost in medicine to minor if it was none
Title: Re: [B18] A RimWorld of Magic
Post by: coldcell on March 25, 2018, 04:16:57 AM
Hi,

This mod sounds awesome. Gaining certain classes disable some work types? That makes sense... Priest vs guns/melee, etc. But can I disable this option or is it a must?

Edit: Is there a list of what class disables what work? I can't find it in the 1st page. Also do the raiders have the ability to use magic too?
Title: Re: [B18] A RimWorld of Magic
Post by: WitchLyfe on March 25, 2018, 08:09:21 AM
Trying out Necro and Pally in a new game, looking good so far.  The undead are balanced better and it seems when they're rerez'd, their stats don't randomize each time like they used to.  Looking forward to testing the new/modified spells.  I never used the old Death Mark, but this new one seems a lot more balanced and has counterplay rather than just hoping something dies/doesn't die.

Ah, found a bug with undead.  Had one die in combat to a Thrumbo, his head was eaten by a raccoon and I had to wait a while to revive him because of a mana drain.  When he came back up he had levels in all attributes like when he was alive even though his profile says he's incapable of them.  When I dismissed him and revived him earlier that didn't happen I don't think.

Oh yeah, and his avatar image at the top is still missing his head, lol.  Interestingly, tabbing out of the game and tabbing back in fixed this.  Thought it was worthy of a screencap though: https://i.imgur.com/wlEjeS8.png

Well...An Arcane Supplier just appeared with Necro and Pally master spells early game.  I only have 200 silver and nothing to sell.  Here I go killing again...  Will have fun with that when I play later.  At least I have a nice big base set up to trap them in.
Title: Re: [B18] A RimWorld of Magic
Post by: Canute on March 25, 2018, 09:54:53 AM
Too bad you allready made a Necro Master spell.
Because i just got an idea.
(Brain)Parasit,
cast on pawn to get control over these pawn.
The pawn got limited abilities like the reanimated corpses.
The Parasit slowly eat the brain, and when the pawn dies the parasit seeks for a new host in a range of 3 or 5 tile's. If he don't find one he dies.
The Parasit prefer hostile over neutral over friendly, so be careful where the parasit host dies.
A host can be cured with the Priest prurify spell and/or with a craftable potion from some necro-knowledge.
Title: Re: [B18] A RimWorld of Magic
Post by: Torann on March 25, 2018, 11:45:32 AM
Quote from: WitchLyfe on March 25, 2018, 08:09:21 AM
Trying out Necro and Pally in a new game, looking good so far.  The undead are balanced better and it seems when they're rerez'd, their stats don't randomize each time like they used to.  Looking forward to testing the new/modified spells.  I never used the old Death Mark, but this new one seems a lot more balanced and has counterplay rather than just hoping something dies/doesn't die.

Ah, found a bug with undead.  Had one die in combat to a Thrumbo, his head was eaten by a raccoon and I had to wait a while to revive him because of a mana drain.  When he came back up he had levels in all attributes like when he was alive even though his profile says he's incapable of them.  When I dismissed him and revived him that didn't happen.
I fixed this, raising an undead should correctly reset skills again.
Title: Re: [B18] A RimWorld of Magic
Post by: Prince Kasta on March 25, 2018, 02:49:48 PM
X fully healed
X fully healed
X fully healed

Whenever lighting wound ticks the game wrongly tell you that pawn healed.
Title: Re: [B18] A RimWorld of Magic
Post by: Zxypher on March 25, 2018, 03:16:50 PM
Sprint broke one of my colonists lol.

Exception ticking Toni: System.NullReferenceException: Object reference not set to an instance of an object
at TorannMagic.Verb_Sprint.TryCastShot () <0x0032f>
at Verse.Verb.TryCastNextBurstShot () <0x00040>
at Verse.Verb.VerbTick () <0x0005c>
at AbilityUser.PawnAbility.Tick () <0x00099>
at AbilityUser.CompAbilityUser.CompTick () <0x00148>
at TorannMagic.CompAbilityUserMight.CompTick () <0x000c0>
at Verse.ThingWithComps.Tick () <0x00048>
at (wrapper dynamic-method) Verse.Pawn.Tick_Patch1 (object) <0x00069>
at Verse.TickList.Tick () <0x002c6>

Verse.Log:Error(String)
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()
Title: Re: [B18] A RimWorld of Magic
Post by: WitchLyfe on March 25, 2018, 03:30:37 PM
Was not expecting that master Necro spell, not sure how I feel about it.  It's the kinda thing you really need to plan for.  My Necro is my main crafter (Crafting + research passion, was going to be my magic item crafter), so I don't think I can use it.  Kinda sad I got it so early but it wouldn't be good to use it yet.  Maybe if I find a magic crafter replacement...

The bonuses are probably overall worth it, but it's so specialized it's pretty awkward.  Shouldn't a lich be able to craft magic items?  Already hard enough to find a decent pawn with crafting + research passion for magic stuff.  Pretty funny to imagine a powerful lich just wandering around all day and night with nothing to do when you run out of things to research, rip.  Early game you want as many available workers as possible, and late game they'll have nothing to do most the time (Unless you throw them at enemy colonies constantly), hmm.

I can't see myself really using it unless I plan a whole colony around it.  Almost useless outside of combat, and it's not like I'm really hurting for combat power already.  Would suck to toss away all the skills you've built up until you find it too.  I used it for about a minute to test the spells and see the buffs/penalties and reverted the save, lol.  Lich spells are cool anyways.
Title: Re: [B18] A RimWorld of Magic
Post by: Torann on March 25, 2018, 04:46:03 PM
Quote from: Prince Kasta on March 25, 2018, 02:49:48 PM
X fully healed
X fully healed
X fully healed

Whenever lighting wound ticks the game wrongly tell you that pawn healed.

Which ability is this?  Heal, Advanced Heal, Inner healing, and Regenerate are the only healing spells.  Do you get a log message or a standard message that's telling you the pawn is healed?
Title: Re: [B18] A RimWorld of Magic
Post by: Canute on March 25, 2018, 05:04:14 PM
That isn't a healing spell.
The pawn got some temporary effect which reduce his max. HP.
The effect recline with the time, the max. HP raise, since that is just a tiny step he heal up and cause these message.
Prince Kasta, should say what effect these pawn got, if Torann don't know about it.

Title: Re: [B18] A RimWorld of Magic
Post by: Prince Kasta on March 25, 2018, 05:29:47 PM
Quote from: Torann on March 25, 2018, 04:46:03 PM
Quote from: Prince Kasta on March 25, 2018, 02:49:48 PM
X fully healed
X fully healed
X fully healed

Whenever lighting wound ticks the game wrongly tell you that pawn healed.

Which ability is this?  Heal, Advanced Heal, Inner healing, and Regenerate are the only healing spells.  Do you get a log message or a standard message that's telling you the pawn is healed?

As I said, a lightning wound.
You will probably get it from the lightning storm spell or lightning bolt.
Whenever the wound heal by anything (be it 0.4 hp or 8 hp from a spell) it will say the pawn is fully healed.

I get the standard message but I checked now and I do get a lot of warnings on load.
Config error in TM_LightningCloud: has HediffComp_TendDuration but tendable = false
Config error in TM_Lightning: has HediffComp_TendDuration but tendable = false

It actually does that for a lot of spells, is this something on my end?

Config error in TM_Holy: has HediffComp_TendDuration but tendable = false
Config error in TM_Poison_HD: has HediffComp_TendDuration but tendable = false
Config error in TM_Firebolt: has HediffComp_TendDuration but tendable = false

and more.
 
Title: Re: [B18] A RimWorld of Magic
Post by: Torann on March 25, 2018, 08:31:12 PM
Quote from: Prince Kasta on March 25, 2018, 05:29:47 PM
Quote from: Torann on March 25, 2018, 04:46:03 PM
Quote from: Prince Kasta on March 25, 2018, 02:49:48 PM
X fully healed
X fully healed
X fully healed

Whenever lighting wound ticks the game wrongly tell you that pawn healed.

Which ability is this?  Heal, Advanced Heal, Inner healing, and Regenerate are the only healing spells.  Do you get a log message or a standard message that's telling you the pawn is healed?

As I said, a lightning wound.
You will probably get it from the lightning storm spell or lightning bolt.
Whenever the wound heal by anything (be it 0.4 hp or 8 hp from a spell) it will say the pawn is fully healed.

I get the standard message but I checked now and I do get a lot of warnings on load.
Config error in TM_LightningCloud: has HediffComp_TendDuration but tendable = false
Config error in TM_Lightning: has HediffComp_TendDuration but tendable = false

It actually does that for a lot of spells, is this something on my end?

Config error in TM_Holy: has HediffComp_TendDuration but tendable = false
Config error in TM_Poison_HD: has HediffComp_TendDuration but tendable = false
Config error in TM_Firebolt: has HediffComp_TendDuration but tendable = false

and more.

Yes, you have another mod conflicting the behavior of this mod by changing the default "InjuryBase" hediff, which is tendable.  This is a setting defined in vanilla rimworld, so it will affect any and all behavior from any mod that uses this and is not otherwise specifying their hediff to be tendable.
Title: Re: [B18] A RimWorld of Magic
Post by: Prince Kasta on March 26, 2018, 08:40:15 AM
Quote from: Torann on March 25, 2018, 08:31:12 PM
Quote from: Prince Kasta on March 25, 2018, 05:29:47 PM
Quote from: Torann on March 25, 2018, 04:46:03 PM
Quote from: Prince Kasta on March 25, 2018, 02:49:48 PM
X fully healed
X fully healed
X fully healed

Whenever lighting wound ticks the game wrongly tell you that pawn healed.

Which ability is this?  Heal, Advanced Heal, Inner healing, and Regenerate are the only healing spells.  Do you get a log message or a standard message that's telling you the pawn is healed?

As I said, a lightning wound.
You will probably get it from the lightning storm spell or lightning bolt.
Whenever the wound heal by anything (be it 0.4 hp or 8 hp from a spell) it will say the pawn is fully healed.

I get the standard message but I checked now and I do get a lot of warnings on load.
Config error in TM_LightningCloud: has HediffComp_TendDuration but tendable = false
Config error in TM_Lightning: has HediffComp_TendDuration but tendable = false

It actually does that for a lot of spells, is this something on my end?

Config error in TM_Holy: has HediffComp_TendDuration but tendable = false
Config error in TM_Poison_HD: has HediffComp_TendDuration but tendable = false
Config error in TM_Firebolt: has HediffComp_TendDuration but tendable = false

and more.

Yes, you have another mod conflicting the behavior of this mod by changing the default "InjuryBase" hediff, which is tendable.  This is a setting defined in vanilla rimworld, so it will affect any and all behavior from any mod that uses this and is not otherwise specifying their hediff to be tendable.
Thanks, putting Tmagic higher in the load order helped.
Title: Re: [B18] A RimWorld of Magic
Post by: mmance on March 26, 2018, 12:25:02 PM
Since I updated to newest version of mod, whenever I try to recruit a raised dead, the pawn freezes and all the onscreen menus disappear.  I can use "." to switch off of them and use other pawns, but at that point they are frozen.  I have to dismiss them and re-raise them to use them again.  Other then recruit, they work as intended.

I have put TMagic just below jecs tool. 
Title: Re: [B18] A RimWorld of Magic
Post by: Bgkillas on March 26, 2018, 05:55:37 PM
why cant my melee read the gladiator book
Title: Re: [B18] A RimWorld of Magic
Post by: Torann on March 26, 2018, 07:40:43 PM
Quote from: mmance on March 26, 2018, 12:25:02 PM
Since I updated to newest version of mod, whenever I try to recruit a raised dead, the pawn freezes and all the onscreen menus disappear.  I can use "." to switch off of them and use other pawns, but at that point they are frozen.  I have to dismiss them and re-raise them to use them again.  Other then recruit, they work as intended.

I have put TMagic just below jecs tool.
Interesting. You shouldn't really need to recruit undead... you can just kill it and re-raise it to make it yours.  Are you using the latest version?  If you are, how does an enemy have any undead?

Quote from: Bgkillas on March 26, 2018, 05:55:37 PM
why cant my melee read the gladiator book
Make sure the pawn has the "physically adept" trait.  There are two class types, melee (which use "physically adept") and magic (which uses "magically gifted") - they don't cross train.
Title: Re: [B18] A RimWorld of Magic
Post by: coldcell on March 28, 2018, 04:36:11 PM
How do I progress my Sharpshooter to Legendary Sniper? Just keep on accumulating experience?

Also how do I learn new spells? I notice that if I start my pawn as Mage, I don't get all the spells right off the bat. Thanks.
Title: Re: [B18] A RimWorld of Magic
Post by: Canute on March 28, 2018, 05:21:38 PM
Accumulate more points until the "Learn" button appear to unlock missing spells.
But the Master spell still need to be bought/rewarded.

Title: Re: [B18] A RimWorld of Magic
Post by: mmance on March 28, 2018, 09:44:51 PM
My apologies.  I mean draft an undead.  When I draft them, they are unusable until I kill them and re-raise.
Title: Re: [B18] A RimWorld of Magic
Post by: Jernfalk on March 29, 2018, 09:40:26 PM
I think I discovered a bug on raising zombies too.
This one involves the game considering all zombies as having "Thin" body type.
Here's a screenshot to demonstrate:
(https://i.gyazo.com/5872bebc59847d1586f9120339efbba9.png)
Title: Re: [B18] A RimWorld of Magic
Post by: Jernfalk on March 30, 2018, 08:03:06 PM
Other than that, I reeeeeeeeeally recommend the Fireball spell.
(https://i.gyazo.com/8ea95cf577e669710ae00f92bef3838a.png)
Title: Re: [B18] A RimWorld of Magic
Post by: macbuk on March 31, 2018, 12:04:38 PM
Could anyone help me with editing files so that I can make summonable minions not only haul but also clean? As they stand right now they have no real use outside of hauling and making them clean could give them a little more usefulness.
Title: Re: [B18] A RimWorld of Magic
Post by: coldcell on March 31, 2018, 12:16:51 PM
I don't know if this is a dumb question or not, but is this mod compatible with CE? I'm not sure if the abilities added to the game will conflict with CE or not.
Title: Re: [B18] A RimWorld of Magic
Post by: macbuk on March 31, 2018, 01:44:00 PM
Quote from: coldcell on March 31, 2018, 12:16:51 PM
I don't know if this is a dumb question or not, but is this mod compatible with CE? I'm not sure if the abilities added to the game will conflict with CE or not.
Works just fine, I'm using it with Hardcore SK which uses CE and there are absolutely no conflicts that I've noticed.
Title: Re: [B18] A RimWorld of Magic
Post by: Canute on March 31, 2018, 04:24:34 PM
Quote from: coldcell on March 31, 2018, 12:16:51 PM
I don't know if this is a dumb question or not, but is this mod compatible with CE? I'm not sure if the abilities added to the game will conflict with CE or not.
Someone reported it works.
And CE even scale down the power of the combat spells, or the effects of them. Summoner and fireball's arn't that deadly like at non-CE games.
Title: Re: [B18] A RimWorld of Magic
Post by: Torann on April 01, 2018, 12:03:28 PM
Quote from: Jernfalk on March 29, 2018, 09:40:26 PM
I think I discovered a bug on raising zombies too.
This one involves the game considering all zombies as having "Thin" body type.
Here's a screenshot to demonstrate:
I had a good laugh at that screenshot.  The 'thin' body types on zombies shouldn't occur anymore, but I think the old ones might be stuck.

Quote from: macbuk on March 31, 2018, 12:04:38 PM
Could anyone help me with editing files so that I can make summonable minions not only haul but also clean? As they stand right now they have no real use outside of hauling and making them clean could give them a little more usefulness.
I'll look at adding this in the next couple of patches.  It's always been the intent that they clean.  If you'd like to take on modifying the mod to allow this, I'd encourage you to do so by making a contribution to the mod so everyone can benefit. Github link: https://github.com/TorannD
Title: Re: [B18] A RimWorld of Magic
Post by: Torann on April 01, 2018, 12:05:50 PM
I've updated the mod to v1.9.7:

Title: Re: [B18] A RimWorld of Magic
Post by: Prince Kasta on April 01, 2018, 03:05:40 PM
Quote from: Torann on April 01, 2018, 12:05:50 PM
I've updated the mod to v1.9.7:


  • New Class: Bard (magic) - the bard utilizes a variety of social interaction and abilities to improve the morale and efficiency of other colonists. The bard is naturally skilled at social activities to include diplomacy, trade, and negotiations.
    Abilities:
    *Entertain - uses charm, wit, and humor to improve the mood of other colonists. This is a new social interaction (like chit chat or deep talk) that is always active (once learned) and is unique to the bard class. In addition, the bard may activate the 'entertain' ability to identify other colonists that are reaching their breaking points and attempt to improve their mood.
    *Inspire - another ability of the bard that works in the background (once learned) and will attempt to inspire nearby colonists.
    *Lullaby - the bard plays an enchanting lullaby that washes away consciousness of any pawns in the affected area.
    *Battle Hymn (master) - plays an exhilarating battle song that increases the fighting spirit of any nearby pawns. The effects of Battle Hymn build over time.

  • Three new stand-alone spells:
    *Cauterize Wounds (fire mage) - instantly cleans and tends any wounds on the target, but has a chance to cause burn scars.
    *Spell Mending (any mage) - Combines arcane power of the mage and physical energy of the target to repair the equipment worn by the target.
    *Fertile Lands (druid) - blesses a large area of land with the power of the druids that increases the growth rate of any plants within the area by 200%. This spell is maintained by the druid, and reduces mana regeneration by 40%.

  • As part of the Bard update, 6 new inspirations have been added: Learning (introspection), Social (outgoing), Farming, Mining, and two special inspirations unique to mage and fighter classes.

  • Mages that share a positive social standing can now exchange arcane knowledge as part of a Mentor/Student interaction. This allows less experienced mages to learn from those more experienced in the magical arts.
*Inspire - another ability of the bard that works in the background (once learned) and will attempt to inspire nearby colonists.

Is there a way to disable certain Inspire event warnings?
Because I really want to disable those for "go" or "work" inspires who are just passive unlike say the trader one.

*Lullaby - the bard plays an enchanting lullaby that washes away consciousness of any pawns in the affected area.

That sounds interesting, depending on how fast this is you can neutralize pyros or mental break easily.

For Cauterize Wounds, why take that rather than the Heal spell?
Because unless it is way stronger risking another wound seems unnecessary.

Small request/question, can you make Enchantments put a tag on their clothes like deadman's [D]?
It just that I can't figure out a way how to see which clothes are enchanted by looking at the gear tab, you have to strip and look at each piece.
In a 40 pawns colony you forget who wears what fast.
Title: Re: [B18] A RimWorld of Magic
Post by: SihvMan on April 01, 2018, 10:44:35 PM
Quote from: Torann on April 01, 2018, 12:05:50 PM
Mages that share a positive social standing can now exchange arcane knowledge as part of a Mentor/Student interaction. This allows less experienced mages to learn from those more experienced in the magical arts.

What does this involve? Do they gain spells? Experience?
Title: Re: [B18] A RimWorld of Magic
Post by: Torann on April 01, 2018, 10:52:46 PM
Quote from: SihvMan on April 01, 2018, 10:44:35 PM
Quote from: Torann on April 01, 2018, 12:05:50 PM
Mages that share a positive social standing can now exchange arcane knowledge as part of a Mentor/Student interaction. This allows less experienced mages to learn from those more experienced in the magical arts.

What does this involve? Do they gain spells? Experience?
Experience points as a mage.
Title: Re: [B18] A RimWorld of Magic
Post by: SihvMan on April 01, 2018, 11:53:43 PM
Quote from: Torann on April 01, 2018, 10:52:46 PM
Quote from: SihvMan on April 01, 2018, 10:44:35 PM
Quote from: Torann on April 01, 2018, 12:05:50 PM
Mages that share a positive social standing can now exchange arcane knowledge as part of a Mentor/Student interaction. This allows less experienced mages to learn from those more experienced in the magical arts.

What does this involve? Do they gain spells? Experience?
Experience points as a mage.

Nice!

BTW, would you be interested in me whipping up a new way for the Druid's Regrow Limb spell to function? I've got an idea to bypass the surgery phase and regrow limbs and organs directly onto the target pawn.
Title: Re: [B18] A RimWorld of Magic
Post by: Torann on April 02, 2018, 01:20:38 PM
Quote from: SihvMan on April 01, 2018, 11:53:43 PM
BTW, would you be interested in me whipping up a new way for the Druid's Regrow Limb spell to function? I've got an idea to bypass the surgery phase and regrow limbs and organs directly onto the target pawn.
Sure, I'd love to see what you come up with. I retained the surgery/bill platform when using the regrowth since it allows the player to specify which limb to regrow and reserves the jobs for both pawns.  I also wanted to incorporate the additional "mana" cost by adding in the two mana potions along with the seed of regrowth. A few other things I like about the surgery is that it forces the patient to be in a bed or medical spot and applies anesthetic.  I think those are bonuses inherent that make the process feel more significant. Like the resurrection process, it should be a straining process on both the patient and the druid.

It would be quite a bit easier, from an implementation standpoint, to simply cast spell -> BAM missing limb is back, but that doesn't really retain the 'feel' of a magic regrowth ability.  I was planning on removing the mana potion requirement and bumping up the mana cost slightly, along with some other tweaks as part of the global rebalance patch, but if you've got some idea's to improve on regrowth, then I'll leave this one to you!
Title: Re: [B18] A RimWorld of Magic
Post by: SihvMan on April 02, 2018, 02:03:02 PM
Quote from: Torann on April 02, 2018, 01:20:38 PM
Quote from: SihvMan on April 01, 2018, 11:53:43 PM
BTW, would you be interested in me whipping up a new way for the Druid's Regrow Limb spell to function? I've got an idea to bypass the surgery phase and regrow limbs and organs directly onto the target pawn.
Sure, I'd love to see what you come up with. I retained the surgery/bill platform when using the regrowth since it allows the player to specify which limb to regrow and reserves the jobs for both pawns.  I also wanted to incorporate the additional "mana" cost by adding in the two mana potions along with the seed of regrowth. A few other things I like about the surgery is that it forces the patient to be in a bed or medical spot and applies anesthetic.  I think those are bonuses inherent that make the process feel more significant. Like the resurrection process, it should be a straining process on both the patient and the druid.

It would be quite a bit easier, from an implementation standpoint, to simply cast spell -> BAM missing limb is back, but that doesn't really retain the 'feel' of a magic regrowth ability.  I was planning on removing the mana potion requirement and bumping up the mana cost slightly, along with some other tweaks as part of the global rebalance patch, but if you've got some idea's to improve on regrowth, then I'll leave this one to you!

I'm planning on it being a 90% mana cost ability, that replaces missing limbs/organs with a 'dummy' part that starts off at low efficiency, and recovers over time (5 days?), kinda like an inverse infection.

This method would regrow all missing components (it's a single target cast), but balance wise it seems to be in line with resurrection spell. If need be, I could probably work a negative hediff into the regrowing process, if you feel more balance is needed.
Title: Re: [B18] A RimWorld of Magic
Post by: Canute on April 02, 2018, 02:10:10 PM
Thats the same idea i got too.
I hope you can get this running ! :-)

Since the regrowth spell still got some level to develop. Level 1-2 you can't target missing part, just a random missing part get regrow.
At level 3 you can select what part you want regrow.
Level 1 just arm,hand,leg,feet.
Level 2 all outer parts, eye,jaw,ear,nose.
Lelvel 3 anything missing even organs.

Title: Re: [B18] A RimWorld of Magic
Post by: henk on April 02, 2018, 02:28:47 PM
I like the idea of regrowth being detached from the medical skill, and being able to cast regrowth on the druid would be nice.

And as a more general comment, I'd like healing skills having redundancy; more than one skill that can remove scars (Purify, Regrowth, maybe Regeneration, and perhaps some physical skill to allow scar regeneration), more than one skill that can help with disease (for example, Purify could add +5 disease immunity or -5 disease progress, some of the buff skills help with diseases, and maybe give paladins access to Cure Disease). This way, if you have a limited number of mages, you can still take care of long-term injuries.
Title: Re: [B18] A RimWorld of Magic
Post by: Torann on April 02, 2018, 03:19:55 PM
A bit surprised to hear you say that, henk.  You're usually the one making the argument for more drawbacks to powerful spells, and limiting application for healing abilities is one of the best ways to do that for the heal type abilities. I don't think I'd lean towards the cross-over's either, because then it becomes 3 classes with the same functions but different names.

That being said, I think there's probably some room for one of the ability skills to add some small bonuses (like the +5 immunity gain idea) at high skill level, as long as it's controlled.

The global re-balance will add more restrictions/penalties in traits, to help differentiate classes both in and out of combat. What that means is that your colony might not be able to support 6/6 colonists being mages since you might be giving up too many mundane functions
in return for the class combat/utilities - so there will be trade-offs (think priest and lich, but more nuanced). I think it should be the same way with abilities.
Title: Re: [B18] A RimWorld of Magic
Post by: WitchLyfe on April 02, 2018, 09:46:30 PM
Problem I see with some restrictions is that enemy raids won't be affected by a lot of them (Day to day stuff that won't hurt during a raid).  If your colony can't support more than a certain amount of mages, you could be overwhelmed in high level raids if the mage spawn chance is high or you get unlucky.  Tribal can already be pretty dangerous with base spawn chance. 

For example: If the enemy is capable of spawning/bringing a Lich along to raid you (I hope they can in the future, if it's balanced for it anyways), they'd receive none of the penalties of it, they'd just be OP as fuck in a fight and that's all that would matter for them.  You with a Lich are stuck with somebody who can only research outside combat (And who had to abandon most the skills they built).  Stack a bunch of penalties like that on all your mages vs their easy peezy combat only mages and you're at an extreme disadvantage.  We already have to deal with the chance of a raid at the end of a mana drain event and such.

This is one of the reasons I'm really not fond of the Lich restrictions.  I'd rather they be weaker and not be so incredibly specialized.  Priest's inability to fight and the social penalties of Necro before that are fine.  Most mages are still OP of course, I'm just worried about them becoming Lich-like.  Most the restrictions make sense so far, but if mages are just going to become that useless outside their few tricks, that'd suck.  Lich feels like getting a pawn that can only do 2-3 jobs in vanilla.  Just not worth the trouble, even if they do them really well.

I'd rather damage balance, aoe range, and mana cost tweaking before going into crazy restrictions like that.  I actually prefer small mage teams btw, just worried about how combat is going to be balanced around raids.

TLDR kinda:  Lich just doesn't feel good to use to me, even if technically their bonuses/penalties are balanced (I didn't play them enough to find out exactly how OP they are).  I think adding a lot of restrictions like that could easily cause more balance issues rather than fixing them.  Seems like Lich is too strong/weak.  I don't want more stuff that can one shot enemy raids or my whole team basically.  Of course abandoning skills feels really crappy too.  I hope future stuff won't be that extreme.  Pretty sad I don't want to use Necro's ultimate.
Title: Re: [B18] A RimWorld of Magic
Post by: henk on April 03, 2018, 12:04:25 AM
Restrictions... Yes, I dislike that many spells seem to be powerful with no drawback. I do, however, hate scars. And missing body parts. And, often, you can't pick what mages you get. Sure, late game, you can get several mages, with each discipline covered, but for most of the game, you're lucky to have any mage at all.

Healing spells also seem to be the least overpowered spells right now. If penalties are needed to make scars and missing noses go away, then sure, that's fine. I just like having all pawns at perfect health.
Title: Re: [B18] A RimWorld of Magic
Post by: WitchLyfe on April 03, 2018, 09:36:51 AM
Quote from: henk on April 03, 2018, 12:04:25 AM
Restrictions... Yes, I dislike that many spells seem to be powerful with no drawback. I do, however, hate scars. And missing body parts. And, often, you can't pick what mages you get. Sure, late game, you can get several mages, with each discipline covered, but for most of the game, you're lucky to have any mage at all.

Healing spells also seem to be the least overpowered spells right now. If penalties are needed to make scars and missing noses go away, then sure, that's fine. I just like having all pawns at perfect health.

I like Fire Mage's balance.  Their basic attack will pretty much always miss moving targets, Fire Claw is RNG in whether in lands, and Fireball is pretty slow and needs to be aimed well, though it is their most reliable spell with its large radius.  Of course burning gear and bodies can also hurt.  Their damage of course gets crazy at high levels, but most the mages are like that atm.  Turning a Thrumbo to ashes with Fire Claw is pretty silly/funny.

Yeah, hard for me to play without a Priest to fix scars.  Scars are so prevalent (Especially eyes) and completely cripple your team quickly if you're not the type to use a killbox or use a horde of animal to tank enemies for you.  Missing limbs are less likely, but I use EPOE for that, even though I'd rather they just have their original body parts repaired than become all powerful cyborgs, lol.  So I getcha there.  I'm looking forward to Druid's Regrow Limbs possibly being reworked.  If it is changed, I'll pretty much always want a Druid and Priest in my teams though...That could be an issue. 

I just use Prepare Carefully with this mod, so I can't really talk about the rough start up anyways.  My starting pawns are usually balanced though (I remove points and such to make the mage start weaker).

At least we can now craft a lot of the mage spells and even force a non magic user to become a mage.  That helps with that, though I've yet to play a colony long enough to be able to afford any of that.  Desert really hurts magic crafting advancements as I mentioned earlier.

Hmm, not sure if I'm up to testing out Bard just yet.  Might wait another patch or two first.
Title: Re: [B18] A RimWorld of Magic
Post by: Torann on April 03, 2018, 12:46:27 PM
Well don't get too worked up, the priest and especially lich, are more of the extreme cases. To put it into perspective, most of the earlier class traits give bonuses to move speed, learning, etc and that doesn't really make sense.  So, for example, the ice mage being more cold, calculating might have +20% to learning but would have a slight offset to work speed (-10%) and less comfortable in warm temperatures.  While the fire mage might be more aggressive and move faster, but would lose a bit of ranged accuracy and have more of an abrasive personality.

The Lich has a bunch of little combat contributors (like self mending wounds, moderate damage mitigation) plus the new abilities.  But even with all that, the lich is probably less powerful (currently) than some of the heavy hitters like arcanist and fire mage and that's because he was designed more balanced to begin with and has some pretty significant restrictions (work type and move speed). With the lich, you also have to keep in mind that his ability to control undead indirectly gives the lich access to every work type except medicine/caring and social - but it's definitely a 'niche' class and that's by design.

One thing I'd like to do is release a 'test' version of the rebalance to give the core contributors here a chance to test and give feedback on the changes.  Each change makes a ripple and there's going to be a ton of ripples and those could combine into waves and I'd like to catch those before updating to the majority of players. For those interested, I'll be looking to push that test version out around Friday/Saturday.
Title: Re: [B18] A RimWorld of Magic
Post by: SihvMan on April 03, 2018, 12:54:10 PM
I don't mind some restrictions (like less speed or accuracy), just don't have too many outright restrictions on which worktypes a pawn can do. Powerful magic means nothing if the pawn can't do important things like craft or doctor.

Edit: I'm down for a test version, if you'd like.
Title: Re: [B18] A RimWorld of Magic
Post by: WitchLyfe on April 03, 2018, 06:12:27 PM
Removing bonuses I get, but some of the personality stuff I'm unsure of.  Normally you could say that a Druid/Priest was attracted to that type of magic to help people and/or are naturally in tune with nature or whatever, so their bonuses/penalties make sense.  A Necro is somebody who probably focused on learning to control undead because they're probably pretty anti/asocial or something.  But what happens when somebody learns to use magic from a scroll?  It suddenly forces personality changes on them?  That's kinda weird...  Learn Fire Magic and you suddenly become irritable?  Hmm.  Sure, raising Undead is going to cause issues with others regardless of the mage's intentions, but most magic is useful for any personality type.  So some of the bonuses/penalties don't make sense to just tack onto any pawn that learns that magic type in my opinion.

I wonder if there's a way to make it so that there are two types of mages.  One that had a natural affinity (And the personality bonuses/penalties) for that magic type (They were born with it), and one that just learned magic on their own (And is lacking the personality bonuses/penalties).  That'd kinda solve that issue anyways.

The first system really kinda forces a narrative anyways.  I guess I'm not too fond of that...  The stuff up until now has made enough sense that it didn't bother me, but it sounds like everything is going to become more specialized...  I like the idea that there could be a Necromancer that tries to get along with people, even though their undead scare people and such.  A calm Fire Mage, maybe even a Druid/Priest that enjoys combat.  Maybe they have a screw loose or something and like hurting people so they can heal them :p  That or they only care about protecting themselves/their allies.  Forcing personalty types on Mages is odd to me and really playstyle restrictive.  I mean, if you want your Fire Mage to be abrasive, you could just give them the abrasive trait.

Could also be later in a mage's career that they "specialize" further into their magic type and gain those penalties/bonuses if they choose to.  Kinda like how Lich is avoidable if you don't want the penalties.  Maybe all classes gain a "Specialize" spell or unlock it at a certain level?  Before then they don't have any of those "Life changing" personality changes or bonuses/penalties?

Short version is that I hope any major penalties/bonuses are avoidable like Lich in the future.  If stuff is forced, I can already tell I'm not going to want to play a lot of the classes anymore.  I mean, fair enough if that's the way this mod is headed, I've just lost a bit of interest in Necros with the Lich update and am not looking forward to anything else like that...  Necro was one of my favorite classes even without ult, so anything other than "Something I'll probably never use" for an ultimate would have been nice x.X  In fairness, if I knew exactly what was going to be restricted for Lich, I could have planned better for it and it wouldn't have been completely no-go in my current run.  I didn't think crafting magic items would be considered "mundane".  I thought it'd mostly be like cooking, cleaning, hauling and such.

Again, I'd rather the balancing be mostly in the damage/aoe range/mana costs and such over personality/job type stuff.  Ah, well anyways, I've probably been playing/testing this too much and will probably be taking a break for a while.  Maybe I'll check in in a few weeks or something or when Enchanter is released.
Title: Re: [B18] A RimWorld of Magic
Post by: Coolphoton on April 03, 2018, 08:19:16 PM
Learning fire magic making someone irritable makes perfect since. Its the element of change, anger, and passion. The magic elements- fire, water, aether, earth, wood, and metal have always been associated with emotions and personality.
Title: Re: [B18] A RimWorld of Magic
Post by: Bgkillas on April 03, 2018, 10:47:07 PM
I had 11 poppies join my colonie so I tried to feed them and save them but they just wouldn't eat so I sold them but can you fix them cause they ran back like the flight ability for lich but not as far.
Title: Re: [B18] A RimWorld of Magic
Post by: Canute on April 04, 2018, 05:11:02 AM
QuoteBut what happens when somebody learns to use magic from a scroll?  It suddenly forces personality changes on them?  That's kinda weird...
What do you think when your best friend would learn Raise undead.
At first he got some undead cat/dog with them which don't smell that good.
And next month he bring his undead girlfriend to your barbeque party. :-)

Sure a friend which learned fireball would be the entertainment hit on any party, free fireworks. But a nightmare for the insurence-agentcy.
Title: Re: [B18] A RimWorld of Magic
Post by: WitchLyfe on April 04, 2018, 11:16:03 AM
I already mentioned that Necro is one of the only classes where those penalties pretty much always make sense.  Being comfy around/playing corpses already says something about your personality.  Even if they aren't completely antisocial/asocial or whatever, it would still cause issues. 

They haven't "Always been associated with emotions and personalities", there are many different versions of magic in fantasy, lol.  Just casually forgetting about all the other available options because it doesn't suit your tastes?  Okay.  If you woulda just said "This is what I want because it's what I like", that's fine, lol.  Startin to sound like some Wicca shit or something :p  In plenty of stories, magic is just a tool or weapon like any other.

Anyways, as usual, I'm asking for options so everybody can be happy, rather than one way only if possible.  Doesn't seem like it'd be difficult to make separate versions of the classes without the major personality changes and penalties/bonuses, but maybe it is.  If the dev just isn't interested in that, maybe I can alter it myself if it's just in traits.
Title: Re: [B18] A RimWorld of Magic
Post by: Umbreon117 on April 04, 2018, 11:34:21 AM
Quote from: WitchLyfe on April 04, 2018, 11:16:03 AM
I already mentioned that Necro is one of the only classes where those penalties pretty much always make sense.  Being comfy around/playing corpses already says something about your personality.  Even if they aren't completely antisocial/asocial or whatever, it would still cause issues. 

They haven't "Always been associated with emotions and personalities", there are many different versions of magic in fantasy, lol.  Just casually forgetting about all the other available options because it doesn't suit your tastes?  Okay.  If you woulda just said "This is what I want because it's what I like", that's fine, lol.  Startin to sound like some Wicca shit or something :p  In plenty of stories, magic is just a tool or weapon like any other.

Anyways, as usual, I'm asking for options so everybody can be happy, rather than one way only if possible.  Doesn't seem like it'd be difficult to make separate versions of the classes without the major personality changes and penalties/bonuses, but maybe it is.
Why not have the personality change be gradual?

Like an infection, have a person slowly become more abrasive if they are a Fire mage. Cold (?) if they are an Ice mage. Anti-social if Necro. Etc.
Title: Re: [B18] A RimWorld of Magic
Post by: WitchLyfe on April 04, 2018, 11:38:49 AM
Quote from: Umbreon117 on April 04, 2018, 11:34:21 AM
Quote from: WitchLyfe on April 04, 2018, 11:16:03 AM
I already mentioned that Necro is one of the only classes where those penalties pretty much always make sense.  Being comfy around/playing corpses already says something about your personality.  Even if they aren't completely antisocial/asocial or whatever, it would still cause issues. 

They haven't "Always been associated with emotions and personalities", there are many different versions of magic in fantasy, lol.  Just casually forgetting about all the other available options because it doesn't suit your tastes?  Okay.  If you woulda just said "This is what I want because it's what I like", that's fine, lol.  Startin to sound like some Wicca shit or something :p  In plenty of stories, magic is just a tool or weapon like any other.

Anyways, as usual, I'm asking for options so everybody can be happy, rather than one way only if possible.  Doesn't seem like it'd be difficult to make separate versions of the classes without the major personality changes and penalties/bonuses, but maybe it is.
Why not have the personality change be gradual?

Like an infection, have a person slowly become more abrasive if they are a Fire mage. Cold (?) if they are an Ice mage. Anti-social if Necro. Etc.

Yeah that makes more sense.  That was kinda what I was getting at with the "specialize" unlock later in a mage's career.  I do prefer that it's optional, but gradual changes would at least be more realistic than just straight drastic personality changes.  Somebody slowly becoming corrupted by power is about as realistic as things could get after all :p
Title: Re: [B18] A RimWorld of Magic
Post by: Jernfalk on April 04, 2018, 11:58:39 AM
Then again, it's a massive workload for the modder, especially because modding personalities in this is a huge pain. And while it would be a cool feature to have, I don't think the effort-to-result ratio would be big enough to make it worthwhile. At best, the changes would provide a little "Oh look, they began a fight because now they think differently", at worse, it would make a reliable pawn break-up with his wife and send the colony into a tantrum-spiral.

I think another, more reasonable way to approach this would be to add mood buffs and debuffs instead. Like a Fire Mage getting a +something for seeing an object gets destroyed by fire or an Ice Mage get a -something because of a heat wave.
Title: Re: [B18] A RimWorld of Magic
Post by: henk on April 04, 2018, 12:52:59 PM
Another way to look at it is that magic affects YOU in ways you cannot prevent. Being a fire mage makes you hot-headed, not because you like fire, but because fire likes you.

Necromancers are just creepy though.
Title: Re: [B18] A RimWorld of Magic
Post by: Canute on April 04, 2018, 01:14:13 PM
Maybe some more mental state events.
- magic user loose control over his magic and something happen.
Fire mage create like a pyromanic some random fire around him, how many and range depend on his skill.
Ice mage, create these cooling spot/portal that lower the temp.
Lighting mage, lighting aura that damage electrified devices.
Necro, raise undead rats.
Priest, shinning aura, let other pawns watch it.
Druid, grown plants around even at floored tiles.

Not to speak that if they are high on any drug their concentration are lowered and the chance for these event's raise.
Noone want a drunken firemage at home. :-)

The event lower the opinion of the colony to these pawn for a while.


Title: Re: [B18] A RimWorld of Magic
Post by: Jernfalk on April 04, 2018, 02:03:51 PM
Quote from: Canute on April 04, 2018, 01:14:13 PM
Maybe some more mental state events.
- magic user loose control over his magic and something happen.
Fire mage create like a pyromanic some random fire around him, how many and range depend on his skill.
Ice mage, create these cooling spot/portal that lower the temp.
Lighting mage, lighting aura that damage electrified devices.
Necro, raise undead rats.
Priest, shinning aura, let other pawns watch it.
Druid, grown plants around even at floored tiles.

Not to speak that if they are high on any drug their concentration are lowered and the chance for these event's raise.
Noone want a drunken firemage at home. :-)

The event lower the opinion of the colony to these pawn for a while.

That sounds pretty great.
Title: Re: [B18] A RimWorld of Magic
Post by: Prince Kasta on April 06, 2018, 09:30:05 AM
There is an error appearing when launching the game with psychology and Tmagic, the error seems to refer to PrisonLabor even though I never installed it, I guess the mod's Harmony patches for that mod conflict.

The error doesn't occur with A Rimworld of Magic 1.9.6.8.

[tt][HugsLib][ERR] Failed to apply Harmony patches for HugsLib.Psychology. Exception was: System.TypeLoadException: Could not load type 'PrisonLabor.JobDriver_Mine_Tweak' from assembly 'PrisonLabor, Version=0.8.0.0, Culture=neutral, PublicKeyToken=null'.
  at (wrapper managed-to-native) System.Reflection.MonoMethodInfo:get_method_info (intptr,System.Reflection.MonoMethodInfo&)
  at System.Reflection.MonoMethodInfo.GetMethodInfo (IntPtr handle) [0x00000] in <filename unknown>:0
  at System.Reflection.MonoMethodInfo.GetReturnType (IntPtr handle) [0x00000] in <filename unknown>:0
  at System.Reflection.MonoMethod.get_ReturnType () [0x00000] in <filename unknown>:0
  at System.Reflection.MonoMethod.ToString () [0x00000] in <filename unknown>:0
  at System.Reflection.MemberInfoSerializationHolder.GetRealObject (StreamingContext context) [0x00000] in <filename unknown>:0
  at System.Runtime.Serialization.ObjectRecord.LoadData (System.Runtime.Serialization.ObjectManager manager, ISurrogateSelector selector, StreamingContext context) [0x00000] in <filename unknown>:0
  at System.Runtime.Serialization.ObjectManager.DoFixups () [0x00000] in <filename unknown>:0
  at System.Runtime.Serialization.Formatters.Binary.ObjectReader.ReadNextObject (System.IO.BinaryReader reader) [0x00000] in <filename unknown>:0
  at System.Runtime.Serialization.Formatters.Binary.ObjectReader.ReadObjectGraph (BinaryElement elem, System.IO.BinaryReader reader, Boolean readHeaders, System.Object& result, System.Runtime.Remoting.Messaging.Header[]& headers) [0x00000] in <filename unknown>:0
  at System.Runtime.Serialization.Formatters.Binary.BinaryFormatter.NoCheckDeserialize (System.IO.Stream serializationStream, System.Runtime.Remoting.Messaging.HeaderHandler handler) [0x00000] in <filename unknown>:0
  at System.Runtime.Serialization.Formatters.Binary.BinaryFormatter.Deserialize (System.IO.Stream serializationStream) [0x00000] in <filename unknown>:0
  at Harmony.PatchInfoSerialization.Deserialize (System.Byte[] bytes) [0x00000] in <filename unknown>:0
  at Harmony.HarmonySharedState.GetPatchInfo (System.Reflection.MethodBase method) [0x00000] in <filename unknown>:0
  at Harmony.PatchProcessor.Patch () [0x00000] in <filename unknown>:0
  at Harmony.HarmonyInstance.<PatchAll>b__6_0 (System.Type type) [0x00000] in <filename unknown>:0
  at Harmony.CollectionExtensions.Do[Type] (IEnumerable`1 sequence, System.Action`1 action) [0x00000] in <filename unknown>:0
  at Harmony.HarmonyInstance.PatchAll (System.Reflection.Assembly assembly) [0x00000] in <filename unknown>:0
  at HugsLib.ModBase.ApplyHarmonyPatches () [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
HugsLib.Utils.ModLogger:Error(String, Object[])
HugsLib.ModBase:ApplyHarmonyPatches()
HugsLib.HugsLibController:EnumerateChildMods()
HugsLib.HugsLibController:LoadReloadInitialize()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()[/tt]


Also, if I'm already talking about psychology compatibility, three warnings appear:
Config error in Lich: TraitDef Lich has 0 commonality.
Config error in Undead: TraitDef Undead has 0 commonality.
Config error in TM_Undead: Humanlike needs backstoryCategory. - Can you give an undead, "undead" backstory?

All those warnings and error appear even if only hugslib, jectools and the two mods are active.
Title: Re: [B18] A RimWorld of Magic
Post by: Torann on April 06, 2018, 11:06:20 AM
What happens if you change the order of psychology and tmagic?  Just flip-flop the two.  The two traits have 0 commonality because they should never be given to a random pawn during pawn generation.  I understand why the error would be there, but in this case it's completely intentional and won't cause any problems.

As for the backstory, anybody have an idea what the backstory for an undead would say?
Title: Re: [B18] A RimWorld of Magic
Post by: Canute on April 06, 2018, 01:11:32 PM
Why not just any random ones like for any world pawn.
Depend on the fantasy lore, they are just raised ones with the full knowledge of their life, or barley any knowledge like dump zombies, or just corpses which are obsessed by some demon/spirit.
Title: Re: [B18] A RimWorld of Magic
Post by: Prince Kasta on April 06, 2018, 04:49:36 PM
Quote from: Torann on April 06, 2018, 11:06:20 AM
What happens if you change the order of psychology and tmagic?  Just flip-flop the two.  The two traits have 0 commonality because they should never be given to a random pawn during pawn generation.  I understand why the error would be there, but in this case it's completely intentional and won't cause any problems.

As for the backstory, anybody have an idea what the backstory for an undead would say?

The order doesn't change anything.

For the backstory you could just make it like:
A creature created from a human body by the practice of the dark arts, whoever the creature was before is no more.
Title: Re: [B18] A RimWorld of Magic
Post by: Torann on April 06, 2018, 09:05:52 PM
Quote from: Prince Kasta on April 06, 2018, 04:49:36 PM
For the backstory you could just make it like:
A creature created from a human body by the practice of the dark arts, whoever the creature was before is no more.

I like it.

I added a prison labor compatibility patch a couple weeks ago, so that is probably what's interfering - what's the impact if you play the game with the error? 
Title: Re: [B18] A RimWorld of Magic
Post by: Torann on April 06, 2018, 09:07:43 PM
Updated to v1.9.8 - this is the 'draft' balance update for people who are interested in providing feedback on the balance changes.
Available here: http://www.moddb.com/mods/tmagic/downloads/tmagic-b18-v1-9-8#downloadsform (http://www.moddb.com/mods/tmagic/downloads/tmagic-b18-v1-9-8#downloadsform)

The only ability that hasn't been changed is yet is Regrow Limb and will add that once Sihv is done with it.
Title: Re: [B18] A RimWorld of Magic
Post by: mmance on April 08, 2018, 12:21:41 PM
My necromancer was running out of mana, so the undead started to disintegrate into mana.  When one of them went, I would get a spot on my screen where I could not get the menu to come up. (where the undead disappeared).  This is the error in my log:

NullReferenceException: Object reference not set to an instance of an object
  at Verse.GridsUtility.Fogged (IntVec3 c, Verse.Map map) [0x00000] in <filename unknown>:0
  at Verse.TooltipGiverList.DispenseAllThingTooltips () [0x00000] in <filename unknown>:0
  at RimWorld.MapInterface.MapInterfaceOnGUI_BeforeMainTabs () [0x00000] in <filename unknown>:0
  at RimWorld.UIRoot_Play.UIRootOnGUI () [0x00000] in <filename unknown>:0
  at Verse.Root.OnGUI () [0x00000] in <filename unknown>:0

(Filename:  Line: -1)

It looked like GridsUtility.Fogged only shows up in this mod.  I hope this is helpful.
Title: Re: [B18] A RimWorld of Magic
Post by: Prince Kasta on April 08, 2018, 12:46:47 PM
Quote from: Torann on April 06, 2018, 09:05:52 PM
Quote from: Prince Kasta on April 06, 2018, 04:49:36 PM
For the backstory you could just make it like:
A creature created from a human body by the practice of the dark arts, whoever the creature was before is no more.

I like it.

I added a prison labor compatibility patch a couple weeks ago, so that is probably what's interfering - what's the impact if you play the game with the error?

I played some and didn't notice anything but I also don't have PrisonLabor, the error could only be a problem if the three mods are active together.
Title: Re: [B18] A RimWorld of Magic
Post by: mmance on April 08, 2018, 08:19:02 PM
Just so everyone is clear, your summoner should never stave to death.  Please remember what they taught us at Magic Academy.  A minion a day equals three simple meals.  :-)
Title: Re: [B18] A RimWorld of Magic
Post by: mmance on April 10, 2018, 03:15:58 PM
I didn't like the graphics for the elemental or the minion, so I made my own.  I enjoy the work on this mod, so I thought it only fair to share it with everyone.

(http://www.mmance.com/sites/default/files/styles/medium/public/field/image/Elemental_front.png)
(http://www.mmance.com/sites/default/files/styles/medium/public/field/image/minion_front.png)

GET IT HERE w/ Instructions... -> http://www.mmance.com/content/some-new-graphics-rimworld-magic-b18 (http://www.mmance.com/content/some-new-graphics-rimworld-magic-b18)
Title: Re: [B18] A RimWorld of Magic
Post by: Ashardalon on April 11, 2018, 01:16:07 PM
hey using this mod alongside HCSK and its great
most things work, minions need a CE patch, paladins tend to blow themselves up and zombies need to poo a lot but mostly working and a lot of fun

but now i have finished researching gemcrafting and i cant figure out how enchanting works
not sure if its because incompatibility or because i dont know how to do it
so am i missing some step?
pick up the gem with a pawn then with the pawn selected with the gem in its inventory right click on the gear you want to enchant
am i mistaken about how this works? should i just give up and abandon enchanting as incompatible with HCSK?
Title: Re: [B18] A RimWorld of Magic
Post by: Torann on April 11, 2018, 07:52:28 PM
Quote from: Ashardalon on April 11, 2018, 01:16:07 PM
so am i missing some step?
pick up the gem with a pawn then with the pawn selected with the gem in its inventory right click on the gear you want to enchant
am i mistaken about how this works? should i just give up and abandon enchanting as incompatible with HCSK?
That's pretty much how it works.  I looked at HCSK and there's a ton of mods in that pack so it makes it hard to identify where the incompatibility might be, and nothing really stood out.

There are a few caveats you might check:
- make sure pawn with the enchanting gem is a mage (you shouldn't even be able to pick up the gem if you aren't, but...)
- items that do not meet vanilla definitions of Apparel, Melee Weapon, or Ranged Weapon cannot be enchanted
- mage pawn doing the enchanting has to have 50% or more mana, but the menu should still appear when you right click an enchantable item and show you how much mana you need

Are you getting the menu at all?  Or does it just not apply the enchantment?
Title: Re: [B18] A RimWorld of Magic
Post by: Ashardalon on April 12, 2018, 03:08:32 PM
no menu at all
no surprise that it would conflict with hcsk, it kindof changes everything
it uses CE combat and weapons, could that be why its not recognizing things as weapons?
currently all my pawns are mages and had full mana when i tried
only got the pick up or force wear or the pick up and equip options when right clicking on a apparel or weapon
guess i wont have the enchanting part of the mod
not the end of the world, just need to figure out how to make zombies not need to poo and i can start my necromancer fortress
great mod!
Title: Re: [B18] A RimWorld of Magic
Post by: FnordBear on April 14, 2018, 01:41:22 AM
Maybe a dumb question, is there a way for a ranger to unbond an animal companion (short of getting it killed)?
Title: Re: [B18] A RimWorld of Magic
Post by: menchfrest on April 14, 2018, 09:36:54 PM
I have a question about regrowth, when I go to use the seed, it'll let me regrow any limb or organ.  Is it intentional that it wont let me regrow the spine or ribs?  Because between the priest and druid it seems like I can heal anything except bones in the torso.
Title: Re: [B18] A RimWorld of Magic
Post by: Torann on April 14, 2018, 11:48:15 PM
Quote from: FnordBear on April 14, 2018, 01:41:22 AM
Maybe a dumb question, is there a way for a ranger to unbond an animal companion (short of getting it killed)?
I added some functionality to the animal bond ability in the latest updated that will let you use the ability on a bonded pet to dismiss the pet with no penalties.  The pet will still disappear.

Quote from: menchfrest on April 14, 2018, 09:36:54 PM
I have a question about regrowth, when I go to use the seed, it'll let me regrow any limb or organ.  Is it intentional that it wont let me regrow the spine or ribs?  Because between the priest and druid it seems like I can heal anything except bones in the torso.
I added "spine" to the possible regrowth surgeries. 

Rib should already be available but it suffer(ed) from an issue where you had to select the exact rib for the surgery to fix the broken rib.  I made it so when rib surgery is performed successfully it will fix all broken ribs, so think of it as a "regrow ribcage" instead of individual ribs.

Both fixes applied in the latest update (v1.9.8.5)
Title: Re: [B18] A RimWorld of Magic
Post by: Ashardalon on April 20, 2018, 02:39:13 AM
a few things i have noticed
kindof an exploit for necromancers
raise dead cast on a corpse reduced to a skeleton gives a zombie that when killed gives fresh meat when butchered
not sure if its possible but would be nice(?) if butchered zombies didnt give meat

firemages also have some things that im not sure if working as intended
not sure if its because HCSK changes mechanoids but they suffer from the fear effect caused by the big fireball
mechs might have good enough ai to be terrified, but i dont know if intended

a less positive thing that happened because of fireballs
combat evolved mod currently has a bug where you sometimes shoot the wall infront of you instead of leaning out to shoot properly
this happened with one of those fireballs
my mage survived but once recovered enough to walk she fled in panic of the map and disappeared
90% sure it was the fireball induced terror that made her flee of the map

all of these could just be caused by combining it with HCSK but if not i though i should inform
atleast about the fleeing of the map thing  :o
Title: Re: [B18] A RimWorld of Magic
Post by: Canute on April 20, 2018, 10:11:34 AM
Some things about the rift events:
- the rift should open just to one kind if elemental plane. And then just these kind elementals should come out.

- Then the rift should emitte the element around. The elementals should be immun to their element so they didn't get bother with it.
Fire: It should emite wave of heats, but temperature is outside pointless, i would say it should periodic ignite anything on fire. With increasing range.
Water/ice: like the poison ship, it would ice the ground around and destroy the plants at this way.
Wind/Lighting: Lighting cloud or storm
Earth: chunks and slag apear around it.

- Currently the corpses of elemental's are pretty useless, just the rift got goodies.
So i think when you butcher an elemental, you got some unrefined magictye.

Title: Re: [B18] A RimWorld of Magic
Post by: Jernfalk on April 20, 2018, 11:35:05 AM
Quote from: Ashardalon on April 20, 2018, 02:39:13 AM
a few things i have noticed
kindof an exploit for necromancers
raise dead cast on a corpse reduced to a skeleton gives a zombie that when killed gives fresh meat when butchered
not sure if its possible but would be nice(?) if butchered zombies didnt give meat

firemages also have some things that im not sure if working as intended
not sure if its because HCSK changes mechanoids but they suffer from the fear effect caused by the big fireball
mechs might have good enough ai to be terrified, but i dont know if intended

a less positive thing that happened because of fireballs
combat evolved mod currently has a bug where you sometimes shoot the wall infront of you instead of leaning out to shoot properly
this happened with one of those fireballs
my mage survived but once recovered enough to walk she fled in panic of the map and disappeared
90% sure it was the fireball induced terror that made her flee of the map

all of these could just be caused by combining it with HCSK but if not i though i should inform
atleast about the fleeing of the map thing  :o

About raising zombies from skeletal corpses, wouldn't it be much more fun if that raised SKELETONS instead? Like, more fragile but faster than zombies?
Title: Re: [B18] A RimWorld of Magic
Post by: klun on April 20, 2018, 11:57:23 AM
Quote from: mmance on April 10, 2018, 03:15:58 PM
I didn't like the graphics for the elemental or the minion, so I made my own.  I enjoy the work on this mod, so I thought it only fair to share it with everyone.

(http://www.mmance.com/sites/default/files/styles/medium/public/field/image/Elemental_front.png)
(http://www.mmance.com/sites/default/files/styles/medium/public/field/image/minion_front.png)

GET IT HERE w/ Instructions... -> http://www.mmance.com/content/some-new-graphics-rimworld-magic-b18 (http://www.mmance.com/content/some-new-graphics-rimworld-magic-b18)

I used your minion graphics and I love them specially their naked butt lol

The elemental was nice but it didnt look as badass as the original so I switched back.

Thanks for sharing
Title: Re: [B18] A RimWorld of Magic
Post by: Torann on April 20, 2018, 06:40:08 PM
Quote from: Canute on April 20, 2018, 10:11:34 AM
Some things about the rift events:
- the rift should open just to one kind if elemental plane. And then just these kind elementals should come out.

- Then the rift should emitte the element around. The elementals should be immun to their element so they didn't get bother with it.
Fire: It should emite wave of heats, but temperature is outside pointless, i would say it should periodic ignite anything on fire. With increasing range.
Water/ice: like the poison ship, it would ice the ground around and destroy the plants at this way.
Wind/Lighting: Lighting cloud or storm
Earth: chunks and slag apear around it.

- Currently the corpses of elemental's are pretty useless, just the rift got goodies.
So i think when you butcher an elemental, you got some unrefined magictye.
Nice idea's, Canute.
I get the impression the elemental rift event isn't very popular, so maybe this will spice it up some.
I definitely like the idea of elementals providing better material and will look at adding that in the next update.
Title: Re: [B18] A RimWorld of Magic
Post by: alexroeber on April 22, 2018, 01:02:36 PM
Hiya, really love your mod even though it's not working completely for me, I always want more fantasy mods.
Which brought me to register here to tell you to please fix your mistakes: I did not look at every Hediff, but I really missed <isBad>false</isBad> at every positive Hediff I saw. I have a mod which makes a pawn invincible for some time by simply killing every bad Hediff, meaning he can't be buffed by magic in that time, because Hediffs are "bad" by default.

Cheers
Title: Re: [B18] A RimWorld of Magic
Post by: Canute on April 22, 2018, 01:21:32 PM
Just discover some kind of glitch.
When you queue some magic spells, the cooldown timer get ignored.
I just discover this while using consume corpse.
Pause the game, then cast the spell on a corpse, hold shift to queue up and repeat casting at some other corpses.
All corpses get consumed one by one so fast the necro can cast, no cooldown time.
I know this is more a global problem and more a case for jecstool, but i think you got better connection to jecrell on discord, then to mention this on the forum.

Edit:
Feedback on the mending spell/ability.
The repair amount of the spell is pretty low for the hugh amount of mana it need.
Even for a necro who can consume corpse to gain extra mana it is nearly impossible to keep his equip at 100%.
Similar to the combat gear repair, but on regular duty my gladiator can run the ability without running out of stamina.
Since they are standalone spell you can't improve it, and they need some improvments.
Either reduce the mana cost from 50% to 10%, or increate the repair amount by 3-5 times .
The gear repair need less improvements, maybe just double the repair amount.

Btw. enchanting, you need to equip (not pick up) the gem, but how do you drop it if you decide not to enchant ? Even when i equip a weapon the gem don't get droped and still got the ability to enchant.
And you should explain the enchant process at the original posting. Took me awhile to discover it out.

And what do you think about to add Jade to the Arcane item's trader ? Unrefined magicite is allready at the list, but jade is needed more.
Title: Re: [B18] A RimWorld of Magic
Post by: Torann on April 23, 2018, 08:50:59 PM
Quote from: Canute on April 22, 2018, 01:21:32 PM
Btw. enchanting, you need to equip (not pick up) the gem, but how do you drop it if you decide not to enchant ? Even when i equip a weapon the gem don't get droped and still got the ability to enchant.
And you should explain the enchant process at the original posting. Took me awhile to discover it out.
There's a two-part tutorial in the game's tutor system that explains enchanting in detail.
The enchanting slot isn't shared with any other item or equipment slot... if you pick up another enchanting gem, it replaces the one you're holding since you can only hold 1 gem at a time.
You can drop an enchanting gem by right-clicking on any open surface and dropping the gem.  The menu doesn't come up (for obvious reasons) if you're drafted.
Title: Re: [B18] A RimWorld of Magic
Post by: Canute on April 24, 2018, 01:21:37 AM
Doh, i allways forget about the ingame tutorial system.


And Necro's beware,
Don't send your zombie's down into a DeepRim mining layer.
Even when your zombie's don't need food and would be the perfect miner, they lost conncetion to the necro and got unanimated.
Title: Re: [B18] A RimWorld of Magic
Post by: Jernfalk on April 24, 2018, 08:59:11 AM
Quote from: Canute on April 24, 2018, 01:21:37 AM
Doh, i allways forget about the ingame tutorial system.


And Necro's beware,
Don't send your zombie's down into a DeepRim mining layer.
Even when your zombie's don't need food and would be the perfect miner, they lost conncetion to the necro and got unanimated.

Adding up on this, If you travel, take all zombies with you or they re-die when the necro leaves.
Title: Re: [B18] A RimWorld of Magic
Post by: SirDarin on April 24, 2018, 10:47:36 AM
I don't know if any of these have been previously suggested, so if they have, I apologize.
Additionally, I'm a big D&D fan, so many of these use similar terms, again I apologize if that is problematic.

Class suggestions:

Telepath: A mage specializing in mind magic. Support class.
-Read Minds [spell]: Target: self - For a period of time, increase the rate of positive social interactions with other pawns; increase the chances of successfully recruiting prisoners; and improve sale (buying/selling) prices.
-Soothe [spell]: Target: others - A chance to immediately end mental breaks in pawns or manhunter state in animals.
-Enrage [spell]: Target: others - A chance to immediately start a berserk mental break in pawns or manhunter state in animals.
-Incapacitate [master spell]: Target: others - Immediately down pawns in a small area (4 squares wide). Great for taking prisoners.

=Unique mental break for Telepath
-Incite Violence: The pawn goes around starting social fights between other pawns.
-Incite Love: The pawn goes around prompting other pawns to more frequently engage in romance request, accept romance requests, and engage in "lovin'" when in bed.

Geomancer: A mage specializing in earth magic. Support class.
-Rock Skin [spell]: Target: self - For a period of time, decrease the amount of damage received; reduce the likelihood to suffer critical hits; and increase the amount of physical damage the pawn deals to others.
-Summon Stone [spell]: Target: area of ground - Draw forth a random type of stone or metal from deep in the earth to fill that area.
-Sink Hole [spell]: Target: area of ground - Randomly change the terrain to either Marshy Soil, Mud, or Marsh. (chosen because they have high path costs. It is meant to slow down pawns)
-Immobilize [master spell]: Target: others - For a period of time, prevent the pawn from moving; and decrease their melee and range accuracy.

Binder: A mage specializing in summoning and binding demons and spirits to do their bidding. Support class.
-Dual Mind [spell]: Target: self - For a period of time, decrease psychic sensitivity; and decrease mental break chances.
-Compelled Labor [spell]: Target: other - Enables commanding the pawn to engage in a specific work task, they will work on that task to the exclusion of all others for a short period of time; they have high success rate and high work speed.
-Demonic Perversion [spell]: Target: other - For a period of time, they have a continuous improvement in mood/joy, but makes them nudists for the duration of the spell.
-Demonic Host [master spell]: Target: other - Immediately cause a berserk mental state in a pawn; the pawn explodes upon death.
Title: Re: [B18] A RimWorld of Magic
Post by: Bronthion on April 25, 2018, 05:57:50 PM
Hello guys. I have a problem. Animal bond from ranger doesn't work properly in my game. I can get an animal and he is immediately trained but buff for ranger and pet doesnt apply. Sure, its lvl 0 now but description says that even on lvl 0 I should receive something, 20% movemenent, manipulation etc. Anybody encountered somehing like this? Or maybe just description is outdated and buffs apply from lvl 1?

Another question is about ice mage frost ray. On my game it have only 1 possible upgrade with reduced mana cost while every other have 3 each. Is that normal? I'm asking because if it really have one upgrade this spell will be very, very weak... 18 damage for a lot amount of mana? Bolt action rile have 18 damage and a great bow. Ice shard have great potential too with upgrades. This spell seems to be suspiciously weak :D It says for example it will freeze the target but nothing happened, I expected some kind of movement speed debuff, hypothermia or something like that.
Title: Re: [B18] A RimWorld of Magic
Post by: henk on April 25, 2018, 06:04:48 PM
Any animal buff would appear in the Health tab. If you don't see one, you can still check if your pet's movement speed is increased in the 'information' screen.
Frost ray can be upgraded by clicking the spell icon. Yes, it's confusing.
Title: Re: [B18] A RimWorld of Magic
Post by: Bronthion on April 25, 2018, 07:07:07 PM
Ouh, thanks man! I thought that animal bond strengthens not only animal but ranger too so I was checking health tab of my ranger, not animal :) thats why I thought that was bugged. So everything works fine :)

And thanks for the tip with the spell icon. I missed that completely :)

Anyway, whats your opinion about rainmaker spell? Isnt it quite useless? How many times in game that would be useful? Only situation I can imagine is when a lot of stuff goes wrong in a base, massive fire spreads, because of for example pod raid but this is a late game. Maybe if pawns could be affected by "wet" status for example and that status would amplify frost and lightning damage that would be useful :)
Title: Re: [B18] A RimWorld of Magic
Post by: SirDarin on April 25, 2018, 08:27:00 PM
I imagine it is most useful in games where the Firewatcher is disabled (and then even more so in regions with lost of fauna) because fires would be able to become massive and unstoppable infernos that could threaten your colony's survival.
Title: Re: [B18] A RimWorld of Magic
Post by: henk on April 25, 2018, 09:40:13 PM
I use rainmaker quite often. It's great not having to step away from your defences to extinguish fires the raiders started, or when some boomalope died at the other end of the map.

I fully support integrating rainy weather with ice and lightning spells, though.
Title: Re: [B18] A RimWorld of Magic
Post by: Bronthion on April 25, 2018, 09:50:27 PM
I forgot about boomalopes. Yes, that could be useful or even to cast it when you want to hunt a bunch of them.

I have another question, about frost damage now. As we all know, in vanilla there was no frost protection values, only blunt, sharp, electric and heat. So is there any defence against it now? Or maybe when I cast frost ray for example or snowball it will go straight through everything?
Title: Re: [B18] A RimWorld of Magic
Post by: Umbreon117 on April 25, 2018, 10:46:05 PM
Dropped the mod to take a break, then forgot it. Will eventually pick this back up with my planned Combat Extended playthrough, but no guarantee that I will remember it.
Quote from: Torann on April 20, 2018, 06:40:08 PM
Quote from: Canute on April 20, 2018, 10:11:34 AM
Some things about the rift events:
- the rift should open just to one kind if elemental plane. And then just these kind elementals should come out.

- Then the rift should emitte the element around. The elementals should be immun to their element so they didn't get bother with it.
Fire: It should emite wave of heats, but temperature is outside pointless, i would say it should periodic ignite anything on fire. With increasing range.
Water/ice: like the poison ship, it would ice the ground around and destroy the plants at this way.
Wind/Lighting: Lighting cloud or storm
Earth: chunks and slag apear around it.

- Currently the corpses of elemental's are pretty useless, just the rift got goodies.
So i think when you butcher an elemental, you got some unrefined magictye.
Nice idea's, Canute.
I get the impression the elemental rift event isn't very popular, so maybe this will spice it up some.
I definitely like the idea of elementals providing better material and will look at adding that in the next update.
I like the idea of how it was implemented, but it could certainly benefit from some improvements.

During my playthrough where I was going Medieval (w/ Medieval Times), it was quite fun. To add to what Canute suggested: why not add some kind of notification for when the rift is about to launch another wave?

A few more ideas I have for it:
1: The rift changes color to whatever type of elemental it is about to send out. (Red for fire, green for Earth, etc)
2: The rift will actively defend itself from any nearby attacks. A longer range attack for long range enemies, and a all around AOE attack for closer enemies.
3: Rift gives a boost to nearby elementals that it has spawned. These elementals just cane from their home. Their home would most likely be easier for them to live in than on X rimworld or Y rimworld. And that rift would most likely leak something from their home. So why wouldn't it have a chance to empower them?
Title: Re: [B18] A RimWorld of Magic
Post by: Canute on April 28, 2018, 07:13:01 AM
Some feedback about the new crafting items.

The crafting recipes should follow more a line. Some item need gem other just resources.
From my side, i would like to see resources only and adjust the requirement skill of the item to the one's of the gem's too.
Sure it might be difficult to have a high skilled crafter and researcher into one person, so it might be better to split that.
Or maybe add unenchanted ones too, cheaper to build, then you can enchant these with gem. But the regular ones should have better enchant's then you could get with gem's.
And a big favour, when the enchanting to the description. Special when they got unique one's like the spectre.

Thrumbo axe, i was surprised that it don't need a thrumbo horn as resource.
Maybe a second recipe as Real Thrumbo Axe, without silver and just 40 unrefined magicyte, since the horn is magical (?) or at last rare.
Edit: Woohoo, Gladiator Whirlewind + Thrumbo Axe = Tornado of blood and bones.

And it is VERY HARD to track down item's with enchantments.
You only can see the enchantment when the item is on the ground. From the gear tab you can't see it. Only the health tab reflect the effect.
Could you maybe change the name of the item at the enchant process, like adding a single '*' as prefix for the name.
Or maybe number that reflect how many enchant's are one the item.
Since seven '*' as prefix would maybe a bit too long.
Title: Re: [B18] A RimWorld of Magic
Post by: Canute on April 29, 2018, 04:52:15 AM
Quote from: Torann on April 14, 2018, 11:48:15 PM
Quote from: menchfrest on April 14, 2018, 09:36:54 PM
I have a question about regrowth, when I go to use the seed, it'll let me regrow any limb or organ.  Is it intentional that it wont let me regrow the spine or ribs?  Because between the priest and druid it seems like I can heal anything except bones in the torso.
I added "spine" to the possible regrowth surgeries. 

Rib should already be available but it suffer(ed) from an issue where you had to select the exact rib for the surgery to fix the broken rib.  I made it so when rib surgery is performed successfully it will fix all broken ribs, so think of it as a "regrow ribcage" instead of individual ribs.

Both fixes applied in the latest update (v1.9.8.5)
Ok, i got the same issue.
Serveral broken rib's but i don't got a surgery for rib's or ribcage.
Spine is there.

Edit:
What do you think to give these stand-alone spells some upgrades.
When you researched adv. and Master scribing, you get the ability to upgrade these spells to 2/3.
Ofcourse the version 2 and 3 are not buyable.
Title: Re: [B18] A RimWorld of Magic
Post by: Torann on May 01, 2018, 09:51:18 PM
Quote from: Canute on April 29, 2018, 04:52:15 AM
Edit:
What do you think to give these stand-alone spells some upgrades.
When you researched adv. and Master scribing, you get the ability to upgrade these spells to 2/3.
Ofcourse the version 2 and 3 are not buyable.
I'm not opposed to doing a "Rank 2 SpellXYZ", if there's good enough reason - did you have any particular spells in mind?  The stand-alone spells aren't created the same way and don't have the associated level structure that class skills have, so at this point it's simply too much work  :-\
Title: Re: [B18] A RimWorld of Magic
Post by: Torann on May 01, 2018, 09:59:26 PM
Quote from: Bronthion on April 25, 2018, 09:50:27 PM
I forgot about boomalopes. Yes, that could be useful or even to cast it when you want to hunt a bunch of them.

I have another question, about frost damage now. As we all know, in vanilla there was no frost protection values, only blunt, sharp, electric and heat. So is there any defence against it now? Or maybe when I cast frost ray for example or snowball it will go straight through everything?
Frost damage/ice spells are all defended against by "heat" protection.
Title: Re: [B18] A RimWorld of Magic
Post by: henk on May 01, 2018, 10:56:07 PM
Fireball : upgrades into a mortar attack.
Cure disease : only decreases disease progress without upgrade.
Frost bolt : hits all targets along its path.
Title: Re: [B18] A RimWorld of Magic
Post by: Canute on May 02, 2018, 02:30:50 AM
Quote from: Torann on May 01, 2018, 09:51:18 PM
Quote from: Canute on April 29, 2018, 04:52:15 AM
Edit:
What do you think to give these stand-alone spells some upgrades.
When you researched adv. and Master scribing, you get the ability to upgrade these spells to 2/3.
Ofcourse the version 2 and 3 are not buyable.
I'm not opposed to doing a "Rank 2 SpellXYZ", if there's good enough reason - did you have any particular spells in mind?  The stand-alone spells aren't created the same way and don't have the associated level structure that class skills have, so at this point it's simply too much work  :-\
I just mean these spell which don't be trainable by any class.
This exclude heal or spint by example.
But i mention before about the repair amount. So Gear repair 2/3 repair twice/tripple so much.
Draw/Dispell heat got longer duration or stronger effect. Currently i need 2 for a 15x15 room to get to -4C.

Edit:
I think there should just be one Unfinished book instead one for Martial,torn,Arcane.
It is hard to tell which book you need for a magical class if you are unfamilar with them.
I just gave my druid an unfinished arcane book and it was gone then. Yeah i know now he would need a torn script.
But since the production cost/requirements arn't so much different i would say just one unfinished skill book.
Or at last add to the description what kind of Class can scribe there.
Title: Re: [B18] A RimWorld of Magic
Post by: tentaceltrap on May 03, 2018, 03:10:42 AM
One suggestion regarding another class, a time based magican, maybe suggested before, witch allows to implement some more or less well known effects magicwise..

Time Mage Spells:
Haste                - speed bonus (self/ other single or group)
Slow                 - u name it (attack; self/ other single or group)
Revert Aging     - or "backbones bane" -20 years, reverts aging effects (self/ other single)
Touch of Time   - touched items degrade, walls crumble, food decay, and persons.. are not the same anymore. As used
                         with pregnancy related mods and babys: They grow up so fast..  (attack; self/ other/ objects single or 
                         group/ stack)   
Splendid Youth  - the necromancers envy dream, the caster is forever young and cant die anymore - well, at least not on 
                         oldage (self)
Time Lapse       - sounds unhealthy, but victims just freeze for the duration - in all their vulnerability (attack; other single
                         or group)
Stasis              - will I dream? No, just lie arround forever with suspended lifesigns, until waked up (which not includes
                         necessarily a kiss). As for vegetables - will I decay? No. (attack; self/ other/ objects single/ stack)
Title: Re: [B18] A RimWorld of Magic
Post by: craftomega on May 05, 2018, 01:57:02 PM
Would it be possible to make all the powers stay to the far right? A few of the powers go to the far left and move draft.
Title: Re: [B18] A RimWorld of Magic
Post by: Gwaheer on May 08, 2018, 06:17:12 AM
Hello,

First of all - great work, I enjoying this mod very much.

But I faced some bugs:

1. Druid Fertile Fields spell somehow goes into circle. At some point I got +3000% grown rate on my crops while ability was shut down for a while. Maybe make it same as Ice Mage Moisturize Ground spell, improving simple soil to rich one?
2. Druid Regrow - I can't heal shattered ribs, this is minor, since they don't do anything, but my inner perfectionist can't take it easy.
3. Druid Regrow - If I regrow colonist Stomach, new part called Regrown Liver (and have no bonuses to effectiveness).
4. Ranger - Mines. At some point this ability stop producing mines. Ability casts, stamina reduce, but no mine on the ground spawns.
5. Ranger - Taming ability. If I sell magically bonded animal, ability icon just disappear, so I can't use it again.
Title: Re: [B18] A RimWorld of Magic
Post by: Bronthion on May 08, 2018, 07:22:31 AM
I have a question about leveling a mage classes. Do they get xp via constructing, crafting etc. like warrior classes or just from using spells? And if yes, did they lvl up slower because they are stronger?:)
Title: Re: [B18] A RimWorld of Magic
Post by: Canute on May 08, 2018, 09:19:48 AM
Bronthion,
no unlike vampire or force user.
Magic user geting slowly XP, more XP when they are full mana or when they use skills (fastest way).
Title: Re: [B18] A RimWorld of Magic
Post by: Bronthion on May 08, 2018, 10:09:42 AM
Thank you very much.

You also Torann for previous response :)
Title: Re: [B18] A RimWorld of Magic
Post by: matheryn on May 08, 2018, 10:24:14 AM
ive looked at this mod on steam and am on the fence about it as it does look very OP, am i just being too skeptical or is it an endgame type of superhero type mod?
Title: Re: [B18] A RimWorld of Magic
Post by: Canute on May 08, 2018, 12:26:03 PM
matheryn,
yes this mod give your colony alot power. Even when Magic user got a good chance to explode and sometimes even use magic.
But even without the combat aspect, the utility of zombies who can craft simple task day and night, minion elementals who haul for you free up your pawn's for more relaxing parts of the life.
Druid's can't even fertilize the field they are very good healer and restore/improve even each bodypart of your pawn's.

This mod give you alot strenghts even without the need of modern/advance technology.

But if you seek counterpart's if you think this mod is to overpowered, i can suggest to use all the faction mod's from Chicken Plucker.
Title: Re: [B18] A RimWorld of Magic
Post by: Chaos17 on May 08, 2018, 02:30:46 PM
Could it be possible to make an UI for auto-combat when a pawn is drafted, please ?
Because micromanaging all abilities can be hard during combat >_<

Example
(http://i.imgur.com/F1zQ6zv.jpg)

Title: Re: [B18] A RimWorld of Magic
Post by: Torann on May 08, 2018, 07:15:05 PM
Quote from: Gwaheer on May 08, 2018, 06:17:12 AM
4. Ranger - Mines. At some point this ability stop producing mines. Ability casts, stamina reduce, but no mine on the ground spawns.
5. Ranger - Taming ability. If I sell magically bonded animal, ability icon just disappear, so I can't use it again.
4. I'm trying to figure out what causes the mines to stop working, but so far I can't reproduce the bug.  If anyone has more details on why/when/how this happens to them, I'd appreciate the feedback.

5. NOT a bug, this is working exactly as intended.  If you sell your bonded pet, your ranger will get a huge mood debuff for several days and the animal kingdom will refuse to fight for your ranger for a period of about a week in-game.  After that, the icon will come back and you can bond a pet again.
Title: Re: [B18] A RimWorld of Magic
Post by: Umbreon117 on May 09, 2018, 08:27:43 AM
Quote from: Torann on May 08, 2018, 07:15:05 PM
5. NOT a bug, this is working exactly as intended.  If you sell your bonded pet, your ranger will get a huge mood debuff for several days and the animal kingdom will refuse to fight for your ranger for a period of about a week in-game.  After that, the icon will come back and you can bond a pet again.
Having it completely disappear isn't a good idea, as it makes people think something went wrong. I recommend having the icon X'ed out, or something similar.

Alternatively, you can make an event out of it.
Example:
Selling your bonded animals will cause all animals of that type/all animals on map to go manhunter and attack your colonists, with a focus on the one who sold the animal.
Title: Re: [B18] A RimWorld of Magic
Post by: Canute on May 09, 2018, 09:08:11 AM
Did you never watch Lassie or Benji.
Bond animals allways want to move back to their partner, special when the bond is so strong like with a ranger.
If a ranger sold his bonded pet, the god of nature will curse him/her and colony.
Title: Re: [B18] A RimWorld of Magic
Post by: Gwaheer on May 09, 2018, 12:28:10 PM
Quote from: Torann on May 08, 2018, 07:15:05 PM

4. I'm trying to figure out what causes the mines to stop working, but so far I can't reproduce the bug.  If anyone has more details on why/when/how this happens to them, I'd appreciate the feedback.

5. NOT a bug, this is working exactly as intended.  If you sell your bonded pet, your ranger will get a huge mood debuff for several days and the animal kingdom will refuse to fight for your ranger for a period of about a week in-game.  After that, the icon will come back and you can bond a pet again.

Oh, fine. I agree, such action deserve great debuff for ranger. I really thought it was broken and reloaded my game.
Title: Re: [B18] A RimWorld of Magic
Post by: Torann on May 10, 2018, 12:21:30 AM
Hmm, so it's supposed to give your ranger a thought called "sold bonded animal" that will display on their character status card that says "I allowed my animal companion to be sold into slavery, I won't soon be forgiven by the animal kingdom. (animal bonding disabled while this mood effect is active)"

Doesn't exactly pop out and say "so... we noticed you sold your trusty pet into slavery..." in a letter or something but you should be at least getting the thought.

Title: Re: [B18] A RimWorld of Magic
Post by: Torann on May 10, 2018, 12:24:01 AM
Updated to 1.9.9 - makes some improvements to the elemental rift event (similar to suggestions/discussion), adds a display to see gear enchantments for worn apparel/weapons, adds a value showing the exact mana gain in the magic tab, you can butcher elementals for magicyte now, plus a bunch more fixes/improvements.

Also includes a Chinese translation thanks to the hard work of KuanKuan!

[attachment deleted due to age]
Title: Re: [B18] A RimWorld of Magic
Post by: Coolphoton on May 10, 2018, 02:35:20 PM
Can minions clean? If they cant, a summon broom, or maybe cleaning slime, spell to do cleaning would be nice.
Title: Re: [B18] A RimWorld of Magic
Post by: Umbreon117 on May 10, 2018, 03:09:43 PM
Quote from: Coolphoton on May 10, 2018, 02:35:20 PM
Can minions clean? If they cant, a summon broom, or maybe cleaning slime, spell to do cleaning would be nice.
Last time I played around with this mod, they couldn't.
Title: Re: [B18] A RimWorld of Magic
Post by: Torann on May 10, 2018, 05:35:14 PM
They prioritize hauling, but will clean if there's nothing to haul.
Title: Re: [B18] A RimWorld of Magic
Post by: henk on May 10, 2018, 05:56:30 PM
They don't clean at all. Never have. They also don't seek medical attention unless a pawn picks them unconscious and drops them in an animal bed, so they leave blood everywhere if they get hurt.
Title: Re: [B18] A RimWorld of Magic
Post by: Canute on May 11, 2018, 02:48:13 AM
They didn't clean before, but Torann mention to enable these feature, since he said they would it is an undocumented feature with the latest build i guess.

But yes the minion and elemental bleeding is annoying, they should get some high regeneration to close their wounds, but not to recover HP or they would be very hard to kill at Rift events.
Or they should seek medical animal spots for rest/tending.

Title: Re: [B18] A RimWorld of Magic
Post by: Gwaheer on May 11, 2018, 08:03:50 AM
Quote from: Coolphoton on May 10, 2018, 02:35:20 PM
Can minions clean? If they cant, a summon broom, or maybe cleaning slime, spell to do cleaning would be nice.

Summoner pets definitely clean for me, right after they finish all hauling. As for bleeding problem I just despawn them and summon new ones.
Title: Re: [B18] A RimWorld of Magic
Post by: henk on May 11, 2018, 10:04:22 AM
Minions and elementals shouldn't bleed at all; or at least elementals shouldn't. They don't HAVE blood.
Title: Re: [B18] A RimWorld of Magic
Post by: Furry on May 12, 2018, 04:05:28 AM
Got a bug where trying to open the info box of anything on a pawn gear wise doesnt bring up the box possibly a conflict with tiberium rim.

Like the screen darkens the background of the info box pops up but the box itself doesnt its not just visual either you cant hit any button that would be on the box.

Escape still brings you out of the box.

Edit: It has been corrected.
Title: Re: [B18] A RimWorld of Magic
Post by: Torann on May 12, 2018, 01:57:42 PM
Quote from: Furry on May 12, 2018, 04:05:28 AM
Got a bug where trying to open the info box of anything on a pawn gear wise doesnt bring up the box possibly a conflict with tiberium rim.

Like the screen darkens the background of the info box pops up but the box itself doesnt its not just visual either you cant hit any button that would be on the box.

Escape still brings you out of the box.
You must have grabbed the update before i could patch it.  If you download v1.9.9 from moddb again then it will have that bug fixed.
Title: Re: [B18] A RimWorld of Magic
Post by: Chaos17 on May 14, 2018, 10:49:00 AM
I've one sniper and bard in my colony and oh man I think everything should've now skill unlock to do cool stuff lol
Thank you for the mod, it's really cool  8)
Title: Re: [B18] A RimWorld of Magic
Post by: HerrColonel on May 24, 2018, 09:35:28 AM
Hey! I've been off rimworld for quite a bit and I'm back here because I do a new install with this mod.

I though of the idea to be able to "ban" some classes of magic or melee at the start of the game. The book to learn that class would then not be accessible. And raiders of that class would not spawn.

In my case, for example, I would like to be able to ban the priest class as I think the resurect spell is OP. But that can also be useful if a player finds some class not fun to deal with when being raided and want to get rid of it in his gameplay.

Just some thoughts. Still my favorite mod =) keep up the good work
Title: Re: [B18] A RimWorld of Magic
Post by: Dunqan on May 24, 2018, 08:06:44 PM
I don't think this is a bug necessarily but thought I'd post it here in case anyone can help.  I'm getting an error on starting the program (not loading a game yet) - Which is weird because I haven't changed anything and this is a new Red error.

I've been playing for 40+ hours without this error (as far as I know) and it just showed up today when I restarted the program after a couple of hours away.


Exception from long event: System.Exception: TM_InvisMinion.lifeStages[0].bodyGraphicData ---> System.Exception: BoundMap(,) ---> System.Exception: CombatExtended :: CropVertical error while cropping Textures/Spells/invis_side ---> System.ArgumentException: Color[] has no pixels with alpha < 0.25
  at CombatExtended.Def_Extensions.CropVertical (UnityEngine.Color[] array, Int32 width, Int32 height) [0x00000] in <filename unknown>:0
  at CombatExtended.BoundsInjector.ExtractBounds (Verse.Graphic graphic, GraphicType type) [0x00000] in <filename unknown>:0
  --- End of inner exception stack trace ---
  at CombatExtended.BoundsInjector.ExtractBounds (Verse.Graphic graphic, GraphicType type) [0x00000] in <filename unknown>:0
  at CombatExtended.BoundsInjector.BoundMap (Verse.Graphic graphic, GraphicType type) [0x00000] in <filename unknown>:0
  --- End of inner exception stack trace ---
  at CombatExtended.BoundsInjector.BoundMap (Verse.Graphic graphic, GraphicType type) [0x00000] in <filename unknown>:0
  at CombatExtended.BoundsInjector.Inject () [0x00000] in <filename unknown>:0
  --- End of inner exception stack trace ---
  at CombatExtended.BoundsInjector.Inject () [0x00000] in <filename unknown>:0
  at Verse.LongEventHandler.UpdateCurrentSynchronousEvent (System.Boolean& sceneChanged) [0x00000] in <filename unknown>:0


I'm using Combat Extended and it has worked fine so far - up to year 2+, so not sure why this error would be showing up now.

And to re-iterate - this is happening BEFORE I load my save, and it has never showed up before. 

Any help appreciated!


Title: Re: [B18] A RimWorld of Magic
Post by: Canute on May 25, 2018, 03:51:53 AM
I didn't watch CE topic's, does CE got a update lately ? So something changed from that side ?
Or did you just update Rim of Magic, than it is related to the latest minion change.
Title: Re: [B18] A RimWorld of Magic
Post by: Dunqan on May 25, 2018, 07:38:03 AM
Oddly neither one has updated - both folders still labeled ast 5/16 when I downloaded this set of mods for my new play through.

That's why it's strange to have the Red error pop up now (after loading the game 20-39 tines wothout it popping up).

I got a response on the CE Discord that this error makes sense because  CE estimates the height and width of a pawn (for hit probabilities I'd assume) by using the image to estimate it. So a blank image will cause an error.
Title: Re: [B18] A RimWorld of Magic
Post by: Torann on May 26, 2018, 10:12:14 AM
Quote from: Dunqan on May 25, 2018, 07:38:03 AM
Oddly neither one has updated - both folders still labeled ast 5/16 when I downloaded this set of mods for my new play through.

That's why it's strange to have the Red error pop up now (after loading the game 20-39 tines wothout it popping up).

I got a response on the CE Discord that this error makes sense because  CE estimates the height and width of a pawn (for hit probabilities I'd assume) by using the image to estimate it. So a blank image will cause an error.
Well the "invis Minion" was something of a hack to fix a bug and has since been removed from appearing anywhere in the game.  The Def still exists, which might be why you're getting the error, and the graphics for the Def are a 100% transparent object.  As far as gameplay, you should be able to ignore the error as no impact since it never gets created (unless through dev mode).
Title: Re: [B18] A RimWorld of Magic
Post by: Torann on May 26, 2018, 10:21:33 AM
Updated to v2.0.0

Title: Re: [B18] A RimWorld of Magic
Post by: Toketsu on May 26, 2018, 10:01:42 PM
Been a while since i last posted, came back to rimworld like 3 weeks ago. Liking what you did with the mod so far! I'll be posting some more ideas soon-ish, though i won't be reading every single page >-> so, sorry if i suggest something that's already been suggested.
Title: Re: [B18] A RimWorld of Magic
Post by: ZE on May 27, 2018, 12:30:32 PM
Torann love what ur doin here, wonder if a compatability patch could be made for zombieland, to regard the zombies as undead? and vampires too.  also.... can undeath be something removable? my minions died but i couldn't resurrect them through any means (dev/mechanites/spell) without them still being undead still. 

some ideas
- Mana sensitivity, basically psychic sensitivity, but for the elements/anima/whatever u wanna call it (force? lol) multiplies effects of certain spell types.  a rare Mana Deaf (dunno what you wanna call it) takes minimal to no effect from spells.
- Miasma, Final Fantasy Crystal Chronicles inspired, a dark energy/wind (both?) basically mystic toxicity, thins and thickens by either 2 or 3 grades, the thickest being caustic and causes mana burns, thin being traversable for a while as dark energy builds up.  crystals can be charged to create a safe area.  comes via event or permanent in some areas.
- Life/Mana Spring rare natural terrain feature,  small 3x3.  stand in it to gain a hediff that boosts natural health stamina and mana recovery.  right click to sip, for a stronger buff.  overexposure is just like a drug, and thusly has negative effects.  can appear via rare event
- Mystic Woods , strange densely wooded area with constant fog, wood elemental Kodama spirits and strange mana beasts, creepy ghost kids, likely to find springs here.
- Mystic Mire , not unlike Mystic Woods, but is swampy with mana-rich waters, the mystic mire, likely to experience miasma events here
- Crystal Event , like psychic/poison ship , not necessarily a negative thing, it "psychic soothes" but manawise, gives buffs like certain spells when you are nearby.  naturally repels miasma. creates events such as raids by dark forces and raiders, visitors can become jealous of your crystal and become raiders or turn their faction hostile.  attacking the crystal with dark magic can corrupt it, attacking it causes crystal defenders to appear.  can also create a "Hero is Chosen" event that makes one of ur pawns into a champion of the crystal

PHEW THIS WAS GONNA BE A SMALL SUGGESTION I GOT CARRIED AWAY!!!  maybe should gather a mod team to build this eh?
Title: Re: [B18] A RimWorld of Magic
Post by: Toketsu on May 28, 2018, 05:49:33 AM
Here are some basic ideas you could possibly use:

Classes:

Shaman (magic support)

Hex - Low cooldown (1-5s) spell with low mana usage. Curses an enemy's body part (random at first, on choice with level ups), decreasing it's efficiency (pawns cannot get downed this way if consciousness drops too low). Can apply up to 2 hexes to the same body part, attempting to do more refreshes the oldest hex.
Lasts around 30 seconds by default.

Hex Hunter - Deals damage to all hexed body parts of the enemy, while removing all hexes. The more hexes, the stronger the damage.
Medium cooldown and mana usage.

Repulse - Knocks back any incoming projectiles and any pawns in the path. If a pawn is knocked back onto a wall, pawn is stunned for 3 seconds and receives 1-4 damage to either the head, torso or spread randomly on the limbs.
Instant cast, short cooldown, 20% mana usage. Upgrades include increasing the width of the repulse and the distance it travels.

Banish - Banishes target from the map. Can only be used on hostile targets, to avoid sending colonists to limbo.
Medium cooldown and mana costs. Half cooldown and mana costs if the target is a summoned being.

Ritual (master) - Map-wide spell that has a long cast time. Can be used without seeing the target. User will be in a trance after casting this spell, which will cause it to be downed and unable to wake up for at least 3 hours.
Rituals have different effects based on the closest pawn to the caster (there can only be one effect per cast):
If it's a magic pawn, every pawn on the map will lose 50% of max mana.
If it's a might pawn, every pawn will have boosted armor bonuses.
If it's a classless pawn, every pawn (but the classless pawn) will be stunned for 20 seconds, wondering why that pawn has no class. Stun removed upon damage received.
If it's a faith class (check below for more info), every pawn will gain a protection shield worth 40 damage.
Pawns within 10 tiles of the user will be affected by buffs, and pawns farther than 10 tiles will be affected by debuffs.


Items:

Soul in a Jar - Item that can be equipped in some slot (up to you, i don't know much about equipment slots in this game), and if the user suffers a fatal hit, it negates all damage from the attack, but the pawn falls into a coma for a week. Jar breaks upon use. Very rare item obtainable only from traders and quests.

Cursed Grimoire - One-use artefact that casts a random damage master spell on the target area. Works similarly to the Orbital Beam Targetter. Can be used even by classless pawns, but not by pawns incapable of violence.


Other:

Change Paladins from mana into Faith, and create a new types of classes based on faith. Faith is gained by meditating and praying to an altar or wooden idol (new furniture items (the idol could be a tiny statue)). Possibly make a patch for this to work with altars from "Rim of Madness - Cults" mod.

Add a new slider on the mod settings to choose how long spell cooldowns are. Could be between 0% and 300%, to please all kinds of players, from 'cheaters' to the hardcore type and roleplayers. Similar sliders could be added for mana costs and (add something here).


Faith:

Faith pawns would gain faith by meditating and praying to altars and wooden idols in the colony. This has a cooldown (similar to tame/recruit cooldowns) as to not be abused. There could be special 'holy' equipment for holy classes, such as crosses and other religious symbols, possibly something like crusader armor as well. These could give bonuses similar to the magic equipment, but for faith users. Faith pawns could be somewhere between might and magic, using both swords and spells at once, but not as strong as either.


Hope this is enough for the first suggestion post after a long time. Will post more ever so often~ Already got a good idea for the next class suggestion - i think you'll like it.
Title: Re: [B18] A RimWorld of Magic
Post by: Rylarn on May 28, 2018, 01:16:39 PM
Absolutely love this mod!  Amazing work, Torann!

In my current game, my Fire mage died before I had any method of resurrection so I buried her in the temple.  Two quadrums later and I have a necromancer and a priest!  The Resurrection spell couldn't restore her since she was completely desiccated, so the necromancer turned her into an undead, dismissed her, and then the priest could resurrect her (had to edit the save file to remove the Undead trait though :/).  Having to make the priest and necromancer work together made the whole thing so much more interesting!

And my first Elemental Rift occurred right as I got a Star Vampire from the Rim of Madness mod series.... now *that* was an interesting battle!

Keep up the great work, Torann!
Title: Re: [B18] A RimWorld of Magic
Post by: Alistaire on May 29, 2018, 05:11:14 AM
Quote from: Torann on May 26, 2018, 10:12:14 AM
Quote from: Dunqan on May 25, 2018, 07:38:03 AM
Oddly neither one has updated - both folders still labeled ast 5/16 when I downloaded this set of mods for my new play through.

That's why it's strange to have the Red error pop up now (after loading the game 20-39 tines wothout it popping up).

I got a response on the CE Discord that this error makes sense because  CE estimates the height and width of a pawn (for hit probabilities I'd assume) by using the image to estimate it. So a blank image will cause an error.
Well the "invis Minion" was something of a hack to fix a bug and has since been removed from appearing anywhere in the game.  The Def still exists, which might be why you're getting the error, and the graphics for the Def are a 100% transparent object.  As far as gameplay, you should be able to ignore the error as no impact since it never gets created (unless through dev mode).

CE dev team member here,

Replacing the empty graphic with anything with sufficient alpha values (say a placeholder graphic from vanilla, or the graphics set of another pawn) would fix this error.
Title: Re: [B18] A RimWorld of Magic
Post by: Torann on May 29, 2018, 07:08:46 PM
Nice suggestions ZE.  I would like to add more event/world conditions that make the mod more immersive and having an area (through crystals or types of plants/environment or game conditions) that generate an arcane field (good or bad)  is a really good idea.  Before I get to new types of conditions, I really want to rework the "arcane tower" event.  I want it to be the pinnacle quest/event for mages that really brings out the conflict between mages within the game and gives the player a real magic-oriented objective.

As for additional traits that play well with the magic classes, I've considered making the psychic sensitivity stat a contributing factor for spells or mana gain/loss.  What does everyone think about that? Still tossing around thoughts on how best to do that; might also make other traits, like you suggest, that do something similar or somehow add/detract from magical capability.

Nice suggestion Toketsu, as always.  I'll see about the shaman, I think there's definitely a niche for a "utility object" and indirect offense/defense class though.  The Summoner fills the role for "combat object" with his summons, but the Shaman class concept is unique enough I think.  Now the question is if I'll ever have time to get around to it =)

Also, like the idea of the cooldown slider, I'll see if I can implement that soon-ish.

As for the cursed grimoire - I almost added a full blown capability to create spell scrolls that would allow a one-time-use, by any pawn, for pretty much every spell. But then I didn't... so who knows ;)

Quote from: Alistaire on May 29, 2018, 05:11:14 AM
CE dev team member here,

Replacing the empty graphic with anything with sufficient alpha values (say a placeholder graphic from vanilla, or the graphics set of another pawn) would fix this error.
I should be able to remove the Def altogether as it no longer serves a purpose.  If that doesn't work or I find it causes issues with existing games, then I'll modify the graphic.  Either way, it'll be fixed next update.
Title: Re: [B18] A RimWorld of Magic
Post by: henk on May 29, 2018, 08:32:27 PM
I like the idea of psychic sensitivity affecting pawn mana gains, but perhaps they could also affect spell costs - so a pawn that is psychically deaf won't be strictly worse as a mage.

As for additional events, why not map events that allow your magically gifted pawns to gain an affinity? Making upgrade books rarer, but adding events in the world map that upgrade magically gifted pawns would give the upgrade more significance. For example :

- The old Arcane Stash event could be retooled to have a one-time-use building which upgrades a pawn to the specialization of your choosing, or even grant the Magically Gifted trait. Arcane Stash was rather annoying due to the difficulty, but it was a good idea, and I would love to see it come back in some form.
- A new event whereas a nearby friendly town is ready to accept apprentices. A magically gifted pawn could get there, pay the required sum, be gone for a few days (maybe) and gain a specialization.

Also, randomly-gained specialization (like ??? scrolls, and perhaps new events) could be improved by giving the specialization most appropriate to the pawn - for example, a pawn that is incapable of violence would always be a priest, and a pawn that has a low medicine skill would be less likely to become a druid.

Finally, is it possible to give spells special effects at casting? Similar to choosing a material for furniture, choosing an effect on a spell could change its mana cost and increase some of its properties.
Title: Re: [B18] A RimWorld of Magic
Post by: Toketsu on May 29, 2018, 11:28:12 PM
Quote from: henk on May 29, 2018, 08:32:27 PM
I like the idea of psychic sensitivity affecting pawn mana gains, but perhaps they could also affect spell costs - so a pawn that is psychically deaf won't be strictly worse as a mage.

As for additional events, why not map events that allow your magically gifted pawns to gain an affinity? Making upgrade books rarer, but adding events in the world map that upgrade magically gifted pawns would give the upgrade more significance. For example :

- The old Arcane Stash event could be retooled to have a one-time-use building which upgrades a pawn to the specialization of your choosing, or even grant the Magically Gifted trait. Arcane Stash was rather annoying due to the difficulty, but it was a good idea, and I would love to see it come back in some form.
- A new event whereas a nearby friendly town is ready to accept apprentices. A magically gifted pawn could get there, pay the required sum, be gone for a few days (maybe) and gain a specialization.

Also, randomly-gained specialization (like ??? scrolls, and perhaps new events) could be improved by giving the specialization most appropriate to the pawn - for example, a pawn that is incapable of violence would always be a priest, and a pawn that has a low medicine skill would be less likely to become a druid.

Finally, is it possible to give spells special effects at casting? Similar to choosing a material for furniture, choosing an effect on a spell could change its mana cost and increase some of its properties.

+1 to all this, especially the last part and the "make books rarer" part. Right now, they're pretty easy to come by. Another slider that could be added is a "item price" slider, that affects all items added by this mod, ranging between 0% and, say, 500%. 500% may sound like a lot, but remember: this is a slider that the player will choose, and there are several mods that make getting money easier (such as "harvest everything" mod, which allows you to harvest almost every body part, making prisoners walking silver mines).

Also, Torann, i said i had a good idea for the next suggestion, but i'm unsure if this is possible to add: Two separate classes that have great synnergy with eachother. An example could be a class that can 'push and pull' enemies all close together, while the other would have a very high damage spell with long cast time, but very short aoe (say, 3x3 aoe). This would make teaming them together a really good fit.

Another thing that i'm unsure about is, can you make certain spells be more or less effective against pawns with certain traits and/or defs? Example, make necromancers get healed less with non-necro healing spells.

While i wait for these to be answered, i'll be working on another class, which will be more of a tank.

Quote from: Torann on May 29, 2018, 07:08:46 PM
Nice suggestion Toketsu, as always.  I'll see about the shaman, I think there's definitely a niche for a "utility object" and indirect offense/defense class though.  The Summoner fills the role for "combat object" with his summons, but the Shaman class concept is unique enough I think.  Now the question is if I'll ever have time to get around to it =)

I know almost nothing of scripting, so, sorry if i make suggestions that are too hard to implement o-o.
Title: Re: [B18] A RimWorld of Magic
Post by: Canute on May 30, 2018, 02:59:25 AM
QuoteAnother thing that i'm unsure about is, can you make certain spells be more or less effective against pawns with certain traits and/or defs? Example, make necromancers get healed less with non-necro healing spells.
From the old magic lore, healing don't work on Undead it even damage them.
Since a regular Necro is still a living beeing he should be healed. But that don't count once he turn into a Lich.
But when healing becomes dangerous for undead, the circle of healing could be very tricky. Special when the Zombie's from Zombieland mod become the undead trait too.
Title: Re: [B18] A RimWorld of Magic
Post by: Toketsu on May 30, 2018, 03:30:53 AM
Quote from: Canute on May 30, 2018, 02:59:25 AM
QuoteAnother thing that i'm unsure about is, can you make certain spells be more or less effective against pawns with certain traits and/or defs? Example, make necromancers get healed less with non-necro healing spells.
From the old magic lore, healing don't work on Undead it even damage them.
Since a regular Necro is still a living beeing he should be healed. But that don't count once he turn into a Lich.
But when healing becomes dangerous for undead, the circle of healing could be very tricky. Special when the Zombie's from Zombieland mod become the undead trait too.

A proper necromancer has dabbled too deep into death and dark magic, and as such, healing magic should have lowered effects on them. This includes, but isn't limited to heal and resurrection. Liches should be damaged by healing, agreed.
Title: Re: [B18] A RimWorld of Magic
Post by: ZE on May 30, 2018, 11:27:45 AM
Torann i have a suggestion not for the game but for yourself

Get patreon, set it up so people with fat wallets can thank you with their munnys, and get discord, link it to patreon and your other avenues of distribution (steam, moddb, here etc.) and let us chat n discuss what an awesome mod this is

on "Sensitivity", i think rather than a single governing trait, a series of affinities would be best.  Could be controlled by hidden hediffs,  a pawn could have anywhere from 0 to 200% affinity toward any of the established elements

-Fire  ~  [Heat]
-Ice   ~  [Cold]
-Lightning  ~  [Elec]
-Druid  [Nature]
-Arcane - Summoner - Necromancer  ~  [Dark]
-Holy - Priest  ~  [Light]
-Faceless  ~  [Psychic]
- ???  ~  [Anti-Magic]

Affinity being a multiplier to damage output, against their affinity of that element and anti-magic , most pawns having close to 100% toward any given element and 0 for antimagic, magically gifted leaning more toward 200% of at least 1 element.  usually a person gifted in 1 element, is weak in the opposite, (fire vs ice, Elec vs Nature, light vs dark) exception being psychic and antimagic.  a person can be strong psychicly and strong in an element, a person strong in antimagic is weak in all other elements.  less than 100% is a weakness.  in regard to healing, a pawn with a weakness will be healed less unless undead, which means they'd take more damage.... a pawn with 150%

Example of antimagic
http://saga.wikia.com/wiki/Gustave_XIII
though not explicitly stated, he cannot wield spells like most other people in his world, but has a natural resistance (though not immune) to spells

various materials and leathers could be patched toward affinities, providing resists and boosts.  (i.e Steel 50% Antimagic, 200% lightning, resisting everything but lightning, taking extra electric damage (150%))

on another topic

not sure if its a bug or not but making a faceless necromancer ruined the necro spells, which refused to cooldown.  in the past versions i'd dualclass no problem, but it seems to not work for me anymore? i haven't tried any other combinations but i like having more abilities

on that note, actual Dual-Classing would be cool, not just 1 might 1 magic, but 2 of anything

and i wouldnt mind actually assisting in the event construction, and art department.  currently still workin on apini but i can multitask a little

another aside, Jecrell's Rim of Madness ~ Vampires should be considered undead
Title: Re: [B18] A RimWorld of Magic
Post by: Torann on May 30, 2018, 07:34:29 PM
Quote from: henk on May 29, 2018, 08:32:27 PM
I like the idea of psychic sensitivity affecting pawn mana gains, but perhaps they could also affect spell costs - so a pawn that is psychically deaf won't be strictly worse as a mage.
Interesting twist! But maybe something more subtle? Like a sensitive pawn would have increased spell damage but also being more vulnerable to magic while a psychically deaf pawn would do less damage but also take less damage from magic?  Maybe other traits altogether that give boosts/gains to mana gain and spell cooldown.  The events are a good idea though, and easy enough to implement I think.

Quote
Finally, is it possible to give spells special effects at casting? Similar to choosing a material for furniture, choosing an effect on a spell could change its mana cost and increase some of its properties.
Definitely possible.  The arcane spectre enchantment already does something very similar, which has a chance to deal additional damage on a hit; other effects based on other conditions could be added.

Quote from: Toketsu on May 29, 2018, 11:28:12 PM
Another slider that could be added is a "item price" slider, that affects all items added by this mod
Another good mod option, I'll look at adding it, but I think the overall economic impact would need to be considered as it could easily turn crafting and selling magical items more profitable than intended and end up having other unintended affects.

Quote
Also, Torann, i said i had a good idea for the next suggestion, but i'm unsure if this is possible to add: Two separate classes that have great synnergy with eachother.
You might be a bit of a psychic yourself since this is remarkably close to what you will see with the succubus/warlock, which is the current class in development.  This class will have two distinct traits and playstyles but will differ in many ways too.  The succubus will be the female only version (more centered around physical affects) and the warlock male only (and more mental based powers), but they will share some spells and have some very interesting synergy.

Quote
Another thing that i'm unsure about is, can you make certain spells be more or less effective against pawns with certain traits and/or defs? Example, make necromancers get healed less with non-necro healing spells.
Yup, definitely agree and will put this concept on the To-Do list along with ZE's suggestion of expanding this idea to elemental affinities.

Quote from: ZE on May 30, 2018, 11:27:45 AM
not sure if its a bug or not but making a faceless necromancer ruined the necro spells, which refused to cooldown.  in the past versions i'd dualclass no problem, but it seems to not work for me anymore? i haven't tried any other combinations but i like having more abilities
Dual classing is not technically supported (you'll notice this is not possible through normal means based on conflicting trait assignments), but if you choose to do so then just be aware that it will never work with the Faceless due to the fact that this class is both a magic user and a might user, though the magic user properties/tabs/etc will all be disabled.  This was required to allow the faceless to use magical abilities through their "mimic" skill.

Sub-classing is still on my concept page(s), though it's another one of those big changes that I haven't committed to yet due to time constraints.

Quote from: ZE on May 30, 2018, 11:27:45 AM
Get patreon, set it up so people with fat wallets can thank you with their munnys, and get discord, link it to patreon and your other avenues of distribution (steam, moddb, here etc.) and let us chat n discuss what an awesome mod this is
For anyone that would like to financially show their appreciation for this mod, I would strongly encourage you to contribute to Jecrell instead since this mod relies on and would not exist without JecsTools.  Or, just buy a copy of this amazing game for a friend. ;)
Title: Re: [B18] A RimWorld of Magic
Post by: ZE on May 30, 2018, 09:45:15 PM
I wouldn't mind making a class sometime down the road, if you have the time sometime to walk me through how to do it, link me on discord. 

They are just random ideas i wanted to play with rather than just suggest something which may or maynot fit.  and if it turns out they do, i could give you a ready made product to add rather than just an idle thought.  otherwise i could just put it in my own extension mod

i ask for your aid since you seem to really have a good grasp on the framework jec has designed, far better than my own understanding.
Title: Re: [B18] A RimWorld of Magic
Post by: Toketsu on May 30, 2018, 11:29:49 PM
Quote from: Torann on May 30, 2018, 07:34:29 PM
Quote from: Toketsu on May 29, 2018, 11:28:12 PM
Another slider that could be added is a "item price" slider, that affects all items added by this mod
Another good mod option, I'll look at adding it, but I think the overall economic impact would need to be considered as it could easily turn crafting and selling magical items more profitable than intended and end up having other unintended affects.
Yeah, i didn't think about that... Perhaps the same slider could increase the crafting costs by the same %? Or maybe a crafting slider to go along with it.

Quote from: Torann on May 30, 2018, 07:34:29 PM
Quote
Also, Torann, i said i had a good idea for the next suggestion, but i'm unsure if this is possible to add: Two separate classes that have great synnergy with eachother.
You might be a bit of a psychic yourself since this is remarkably close to what you will see with the succubus/warlock, which is the current class in development.  This class will have two distinct traits and playstyles but will differ in many ways too.  The succubus will be the female only version (more centered around physical affects) and the warlock male only (and more mental based powers), but they will share some spells and have some very interesting synergy.
I see, seems interesting. Also, let me add a question here - is it possible for you to create new effects? Such as frozen, charmed, along others? Differences between frozen and stunned, for example, would be that frozen would be removed with heating and fire spells, and the pawn takes highly increased physical damage while frozen.

Quote from: Torann on May 30, 2018, 07:34:29 PM
Quote
Another thing that i'm unsure about is, can you make certain spells be more or less effective against pawns with certain traits and/or defs? Example, make necromancers get healed less with non-necro healing spells.
Yup, definitely agree and will put this concept on the To-Do list along with ZE's suggestion of expanding this idea to elemental affinities.
Alright, i'll be upgrading my suggestions based on this. Already got a few done. My next post likely will be a decent-sized one, including spells, classes, an anti-magic counterpart for magicyte and more.

Title: Re: [B18] A RimWorld of Magic
Post by: Toketsu on June 01, 2018, 11:44:46 PM
I wanted to suggest this later, along with the other 3 classes i'm working on and a few other things, but this class just seemed like a good idea, so i felt i needed to suggest it now. Also added the magicyte counterpart that i mentioned before.

Items:

Drainyte - New resource that, when worked, has anti-magic capabilities and is immune to damage from spells. Walls and floors made of Drainyte will slowly drain any mage's mana (1% every 10 seconds) until they have 5% left. Good for making mage traps and anti-magic prisons. This is a rare material (even rarer than magicyte) that can only be obtained from meteors and traders.

Drainyte shell - New mortar shell that deals little damage, but drains a high amount of mana upon explosion.

Drainyte melee weapons - Deals double damage to mana shields, and half damage done to a mage is also dealt to their mana.

Drainyte power armor - provides small defensive boosts against magic (10-20%) along with a few other effects.
Requires power armor research.

Drainyte power gloves - New hand slot equipment that has a chance to negate any magic damage and effects to the user via a shield. Chance based on manipulation %, with 100% manipulation giving 5% chance.
Requires power armor, charge shot and shield belt researches.

Drainyte power boots - New foot slot equipment that reduces magic-based stun duration by 30%.
Requires power armor research.

Drainyte power helmet - New heead slot equipment that gives you a chance to negate spell effects such as being teleported around (does not work against faceless' transpose). Chance based on consciouness %, with 100% consciouness giving 25% chance.
Requires power armor and shield belt researches.

Buildings:

Drainyte beacon - Large-radius mana draining capability, requires energy to work.

Drainyte power beacon - Tiles under the effect of these are protected from spells (including things such as blizzard's projectiles). High energy usage, requires "Shield Belt" research. Materials include drainyte and
advanced components among them. Pawns can not cast magic while inside these, and magic effects dissipate on a pawn that moves inside the area.

Drainyte cryptosleep casket - Place magical pawns inside to produce one mana potion per 5 days. Requires fueling with one sandstone chunk and requires power.
Requires Cryptosleep casket research.


Classes:

Paktierer (magic) (another name could be "pactmancer", Paktierer is german for "compromisers" according to google)
This class uses pacts and contracts (see details far below) as their main methods of casting. They are a non-combat caster class. Heavily relies on social skill and social tab to work.

Pact (sustained, can have multiple) - Targetted spell that requires two targets. There are several types of pacts (see far below) to create, and they last until either pawn or the paktierer dies.
10% sustained mana per pact, has a spell to dismiss a pact, which allows you to choose which pact to dispell, instead of doing it randomly or all. This spell does not work with prisoners.

Contract (sustained, can have multiple) - Same as above, but with 8% sustained mana per contract. Details far below.

Shrewd negotiator (passive) - Gain +2% of all health tab stats (manipulation, hearing, etc) per pact sustained, and +1% per contract sustained. Effect increases with higher skill.

Pactmaster (passive) - Always starts unlearned and requires 10 social skill to learn. Each level up requires +5 social level, up to 20. Each level increases the number of pacts you can sustain on a single pawn, and pawns gain +5-10% skill exp per pact they are in.

Unwilling Pact (master) - Works the same way as a pact, but can be used on prisoners. This spell has a few differences to normal pacts, which include: Buffs are not added to prisoners, debuffs are not added to colonists, and soul link is one-way only, meaning that if the prisoner takes damage, the effect does not trigger. You can only use this spell with a colonist + a prisoner. Sustained mana cost of 15%.

Pact system:

Pacts
Pacts are magical oaths that a Paktierer can create between two pawns. These pacts can provide an array of buffs and debuffs, and well as other effects. What kind of pacts two pawns can have deeply depends on how they see eachother. Pacts are intended to be a permanent thing, but can be removed by paying a heavy price - both affected pawns lose 50% max health on every body part. This doesn't take effect if the paktierer dies (in which case all pacts are dispelled). Nothing happens if the pact breaks because the pawn's relations changed and got off the pact limit, other than losing the pact.

Some ideas of pacts:

Soul link pact
Requires both pawns to be at +80 or higher relation with eachother. This pact makes it so all damage taken by one pawn is reduced by 20% and the remainder is shared equally across both pawns. This works both ways, as in both pawns can take and share the damage.

Rivalry pact
Requires both pawns to be between -1 and -50 relation. This pact makes it so both pawns will have social fights between eachother 3x as often, but if they fight together against the same enemy, they'll deal 20% increased damage with 10% increased accuracy.

Hate pact
Requires both pawns to be between -70 and -100 relation. This pact... I'll be honest, i can't come up with anything useful for it right now, so i might post as is for others or you to make something for it.

Love and hate pact
Requires one pawn to be above 0, and one below 0 relation. This pact makes the pawn above 0 to gain global work speed and gain a mood buff, while the pawn below 0 gains a damage buff, is more likely to offend people that like the pawn above 0 (+50 or higher relation), and will gain a slight mood debuff.


Contracts
Contracts are very similar to pacts. They use the same 'pacts' as contracts, but with effects lowered by 50%, and do not dispell if relations get off the contract's limits, as those are now just requirements. Contracts can be dispelled without any backlash, unlike pacts. One pawn may be in as many different contracts and he wishes, but only in one with each other pawn. Contracts do not add to the Pactmaster skill.

Social skill + pacts

Social skill adds a few things to how pacts work.
Each social skill level adds +- 2 relation points to the pact's relation limits. For example, a paktierer with level 10 social would be able to form soul link pacts with pawns at +60 relation, and rivalry pacts between +19 and -70.
Every 5 social skill levels reduce debuffs and bad effects from pacts and contracts made by this paktierer by 10%.
Every 10 social skill levels will give the paktierer one mana-free sustained pact or contract. Pacts take preference here as they cost more and are generally better.

Other
Make a top left message with sound when a pact or contract ends for whatever reason, and state the reason.
Title: Re: [B18] A RimWorld of Magic
Post by: Igams on June 03, 2018, 06:14:43 PM
I already posted this in the Steam bug reports thread but I'll post it here as well in case you see this first.

The minion spell gets broken(it doesn't summon anything) when using Jec's new 'The Third Age' mod here: https://www.patreon.com/posts/lord-of-rims-age-19181731

Here's the error I get when using only HugsLib, JecsTools, The Third Age, and A RimWorld of Magic. Switching the load order of this mod and The Third Age has no effect either.

Failed to find Verse.PawnKindDef named TM_Minion. There are 64 defs of this type loaded.
Verse.Log:Error(String)
Verse.DefDatabase`1:GetNamed(String, Boolean)
Verse.PawnKindDef:Named(String)
TorannMagic.Projectile_SummonMinion:Impact(Thing)
AbilityUser.Projectile_AbilityBase:ImpactSomething()
AbilityUser.Projectile_AbilityBase:Tick()
TorannMagic.Projectile_SummonMinion:Tick()
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()

Missing kinddef
Verse.Log:Error(String)
TorannMagic.Projectile_SummonMinion:SingleSpawnLoop(SpawnThings, IntVec3, Map)
TorannMagic.Projectile_SummonMinion:Impact(Thing)
AbilityUser.Projectile_AbilityBase:ImpactSomething()
AbilityUser.Projectile_AbilityBase:Tick()
TorannMagic.Projectile_SummonMinion:Tick()
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()
Title: Re: [B18] A RimWorld of Magic
Post by: Torann on June 05, 2018, 10:09:38 PM
Quote from: Igams on June 03, 2018, 06:14:43 PM
I already posted this in the Steam bug reports thread but I'll post it here as well in case you see this first.

The minion spell gets broken(it doesn't summon anything) when using Jec's new 'The Third Age' mod here: https://www.patreon.com/posts/lord-of-rims-age-19181731
I believe the issue is the tech level tagging being used for some of the creature summons.  I will have it deconflicted next update, but that might be a few days since the Warlock/Succubus class is in mid-development.
In the meantime, if you're feeling daring, you can apply a temporary fix to your mod by changing the tech level:
Navigate to the TMagic mod folder ./defs/PawnDefs/Faction_Elemental.xml
Open that up and change the faction for both TM_ElementalFaction and TM_SummonedFaction to "Neolithic"
Title: Re: [B18] A RimWorld of Magic
Post by: Igams on June 06, 2018, 12:29:47 AM
Quote from: Torann on June 05, 2018, 10:09:38 PM
I believe the issue is the tech level tagging being used for some of the creature summons.  I will have it deconflicted next update, but that might be a few days since the Warlock/Succubus class is in mid-development.
In the meantime, if you're feeling daring, you can apply a temporary fix to your mod by changing the tech level:
Navigate to the TMagic mod folder ./defs/PawnDefs/Faction_Elemental.xml
Open that up and change the faction for both TM_ElementalFaction and TM_SummonedFaction to "Neolithic"

That fixed it thanks for the help!
Title: Re: [B18] A RimWorld of Magic
Post by: Canute on June 06, 2018, 05:00:30 AM
Torann,
is there a way for you to select what pawn's are geting magical traits ?
Some other mod's allow the creating of pawns (Andoids).
But i think it is a big unlogical/unfair when these newly created one got magical traits from the beginning.
But forbiding these completly would remove them from Raiders too, which is unwanted.

I didn't played with Pregancy&children yet, but we should take a look into that too.
When both parents are magical gifted, the child should have a high chance to be magical gifted too.
Title: Re: [B18] A RimWorld of Magic
Post by: Toketsu on June 06, 2018, 05:20:46 AM
Quote from: Canute on June 06, 2018, 05:00:30 AM
Torann,
is there a way for you to select what pawn's are geting magical traits ?
Some other mod's allow the creating of pawns (Andoids).
But i think it is a big unlogical/unfair when these newly created one got magical traits from the beginning.
But forbiding these completly would remove them from Raiders too, which is unwanted.

I didn't played with Pregancy&children yet, but we should take a look into that too.
When both parents are magical gifted, the child should have a high chance to be magical gifted too.
Iirc i had a bard child on my previous colony. I could be wrong on that, but i'm 100% sure one was born magically gifted.

Edit: Fixed a typo.
Title: Re: [B18] A RimWorld of Magic
Post by: Canute on June 06, 2018, 06:35:24 AM
Do you remember what traits the parents got ?
Title: Re: [B18] A RimWorld of Magic
Post by: Toketsu on June 06, 2018, 08:20:16 AM
Quote from: Canute on June 06, 2018, 06:35:24 AM
Do you remember what traits the parents got ?
One was a lightning mage orassan, while the other was a druid orassan. If you want regular traits, then sorry, that's beyond what my memory can do.
Title: Re: [B18] A RimWorld of Magic
Post by: ZE on June 06, 2018, 10:17:52 AM
hereditary Physical and Magical adept makes sense, but i wouldn't put it at 100%.  i wouldn't inherit the class itself, just the affinity
Title: Re: [B18] A RimWorld of Magic
Post by: Canute on June 07, 2018, 03:20:44 AM
Is there a way to "reset" the poison traps for the Ranger ?
It stoped working to leave trap's. The ability works so far, Ranger move to the destination, Stamina goes away, cooldown happen, but no trap appear and no msg. about old traps.
But the ability work at the beginning.

And i notice something:
Different spell/abilities got different XP gain per mana use.
Blink1: 90 XP need 15% mana
Summon1: 71 XP need 24% mana
I think this should be more equalized, so you get a fixed amount of XP for each % of mana you use.
Otherwise anyone allways need to do some research, what spell is best to train the magic skill.

Btw. does spells/abilities with perma effect like gear repair increase the standard XP gain, since they reduce the mana regen ?
Title: Re: [B18] A RimWorld of Magic
Post by: Jan2607 on June 07, 2018, 07:04:33 PM
About the Mana Mine, under what circumstances will it detonate? Only if a pawn walks over it or will it detonate, if a pawn is close to it?
I created a mine and 4 people run over it. Nothing happened. I'm sure that at least 2 enemies run exactly over it, the others passed it one square away.
Title: Re: [B18] A RimWorld of Magic
Post by: rekasa on June 09, 2018, 03:16:39 PM
Hi! I just bought a massively expensive book, Arcane Script: Demonology, and I wanted to teach my Magically Gifted pawn it, but as the image shows, when I tell her to read it, it says "Book type not recognized as an arcane script." Does anyone have any ideas?
(https://i.imgur.com/rQb5teM.png)
Title: Re: [B18] A RimWorld of Magic
Post by: Toketsu on June 09, 2018, 04:07:46 PM
Quote from: rekasa on June 09, 2018, 03:16:39 PM
Hi! I just bought a massively expensive book, Arcane Script: Demonology, and I wanted to teach my Magically Gifted pawn it, but as the image shows, when I tell her to read it, it says "Book type not recognized as an arcane script." Does anyone have any ideas?

It's a new class that torann is working on. There will be a demonologist and a succubus. For whatever reason, the script and the classes were already in game the day he mentioned that, almost a week ago. Though, the class isn't functional right now. Either save that book until he updates, or sell it~
Title: Re: [B18] A RimWorld of Magic
Post by: Toketsu on June 09, 2018, 04:25:39 PM
Here are some more ideas. I still didn't make the synnergy classes, but i'll get to that at some point. For now, take these (and the last post in case you missed it, page 50, reply #741):

Classes:

Geomancer (magic)

Prospect - Large-radius spell that removes the fog of war and shows what's behind any natural walls. Does not show anything inside ancient dangers. Useful for mining in mountainous colonies.
Medium mana cost and cooldown. This spell has a scroll learnable by any mage.

Raise Minerals - Generates rocks (native to the region only) along with an assortment of random ores (quantity and commonality determined by rarity) in a small area (similar to the developer mode's "make rock 21x21" or whatever it's called). Can only be cast on a clear surface, similar to Teleport.
Long cooldown and high mana cost, leaves the user with mana weakness.

Toughness (passive) - Gain 3 damage reduction. Higher skill levels further lower damage. Mastering the spell makes the pawn emmit an aura that lowers damage taken by non-hostile pawns in a medium radius.

Rock Wall - Create a rock wall that blocks passage and projectiles. Can be any lenght. Each tile that the wall uses increases mana cost by 2.5%, cast time by 0.2s and cooldown by 1s. Best used while the game is paused, usage is as simple as selecting the spell and then using it as if you were building a normal wall. Can't be used over terrain that blocks building or movement. Walls disappear after 15 seconds. Duration can be increased with skills. While a wall is up, the geomancer will have a skill to crumble all created walls.

Earthquake (master spell) - Shakes the entire map for 30 seconds to 1 minute, dealing 1% building damage per second to all claimed buildings (including enemy buildings, but no natural buildings such as ancient dangers and rocks/ore).
Also reduces the manipulation and movement of all land pawns and animals by a %, increased with spell upgrade.
Long cooldown, very high mana costs and long casting time.


Spell and skill scrolls:

Levitate - Sustained mana cost of 20%, increases the mage's movement speed by 10% and negates any kind of impairment from the ground, such as no damage from fires (can still get damage from overheating temperatures), can fly over water, no movement decrease from any kind of terrain (works on caravans if all pawns have this spell active), and ground-based spells (such as earthquake) would have no effect on the mage.

Survival instinct - This might skill can wake up unconscious pawns, and allow them to move to safety and even work (including self-healing) - for a time. Duration is determined by the amount of stamina consumed on skill use, with every 40% stamina giving 1 extra hour before collapsing again. After use, pawn will get a new "Fatigued" status which halts all stamina regeneration and lowers all of the pawn's stats by 30%. Fatigued lasts for 2 days.
100% of max stamina cost (uses up all stamina), 5 days of cooldown. Disables all sustained skills on use, and skills cannot be activated during fatigued.


Items:

Concentrated magicyte crystal
Crafted on a gemcrafting workbench, this new item can be used to power new, strong magical buildings. Mid-tier crystal.
Requires the second magic item crafting and second gem crafting research to make.

Accumulator crystal
Crafted on a gemcrafting workbench, this new item can be added to existing magical structures that rely on mana to work. Buildings with one of these will gather mana from the air over time for their own use (cannot be extracted), resulting in 1% mana per hour.
Requires the third magic item crafting and third gem crafting research to make.

Battery crystal
Crafted on a gemcrafting workbench, this new item can be added to existing magical structures that rely on mana to work. Buildings with one of these will hold twice as much mana as they naturally can.
Requires the second magic item crafting and second gem crafting research to make.

Generator crystal
Crafted on a gemcrafting workbench, this new item can be added to existing magical structures that rely on mana to work. Buildings with one of these will gather 0.5% mana per hour and can hold +50% of their base mana capacity.
Requires the third magic item crafting and third gem crafting research to make.


Events:

Magical Hazard (sorry for the wall of text, made it as detailed as i could at the time)
This event is triggered randomly shortly after the cast of spells. The more mana has been used in a zone, the higher the chance of it happening. Every 100% mana increases chance of it happening by 1%. The mana in the air is reset when the moon goes away completely (6-7 am). This event cannot be triggered naturally prior to the second year.
Magical Hazards are a very dangerous semi-cataclysmic disaster that happens when a great amount of mana circulated in a short amount of time that change the very shape of the earth. When a Magical Hazard occurs, flashstorms will rend the map in several areas, along with 2-4 tornadoes. These will last between 12 hours and 48 hours. Once it ends, the weather will act in a bizarre way, to the point where it could be -50° celcius in a summer day on the desert, and the weather will change very often and drastically. This lasts between 1 to 7 days. During the entirety of the Magical Hazard, casting spells can be extremely dangerous. There's a 30% chance the spell will fail to be cast, and the mana used will explode, causing harm to the user (1% mana = 2 damage to a random body part, hands and arms have the greatest chance of being harmed), and during the hazard, the chance to trigger a hazard event will be 10x higher. Triggering a hazard during a hazard will unleash an even more dangerous hazard that lasts twice as long, with +50% flashstorms and tornadoes. A.I. mage spells do add to the chance of triggering the hazard, but can not trigger a hazard themselves, for the sake of balancing (This could have a toggle in the mod settings, for people who want a harder challenge).
Magical hazards can be somewhat countered by building an Anti-hazard Totem building. Read below for more info.
Once the hazard is entirely over, some magicyte can be found spread all across the map (between 100 and 400, depending on map size).


Buildings:

Anti-hazard Totem
This totem, when built, acts as a conductor to neutralize the mana in the air, lowering the chances of a hazard by 90% (making it 100% mana used = 0.1% chance of triggering a hazard). Only one is required for full effect, and building more will not increase efficiency.
Requires a new magic research "Hazard Prevention", which requires shield belt research and the second magic item crafting research. Building costs include 1 Concentrated magicyte crystal, some steel and some building material, for cosmetic or endurance purposes.


Other:

About the crystals that can be infused in buildings - a building can only host up to 4 crystals, and only one of each type (all battery crystal tiers will act as one type). If it's a dual-type crystal, it'll count as both types.

Allow mages to condense mana into magicyte, at a ratio of 10% mana = 1 magicyte. Unless i'm doing something wrong, magicyte can be pretty hard to come by in a single colony, especially if you're not in a mountainous or large hills area.

Add a slider for skill damage, if there isn't one yet. Could range between 30% and 300%.


Questions:

Can you make skills/spells from scrolls only be learned if pawn has a specific mage or fighter level? If so, the survival instinct could be a pretty high level skill, for example.

Can you make spells that require another spell before they're available? Something akin to upgrading a spell. This could make spell scrolls more interesting to play with, allowing for several levels of specific spells, with different potency and costs.
Title: Re: [B18] A RimWorld of Magic
Post by: Jan2607 on June 09, 2018, 04:42:46 PM
I think, I found a bug.
My Arcane Mage has two points in "Spirit", that means she had her current mana level at 108% (she had full mana). I used her Blink spell, which is not upgraded. This spell has a (base) Mana cost of 15.0%.
After she used that spell, she only had 78% Mana left.

So, if the spell costs 15% from the base maximum mana level of 100%, she should have 85% left. If the spells would cost 15% of her actual maximum mana level of 108%, she should have 91.8% left. Either way, 78% should be incorrect, so there seems to be a bug.
Title: Re: [B18] A RimWorld of Magic
Post by: Canute on June 09, 2018, 05:03:45 PM
I have another idea for the Magical Hazard,
Currently these rift's are a random incident. That can still stay, but when alot of magic is used another Rift can open.
Any spell cast will increase the mana counter by the used mana for the current map.
If the counter reach over 250/500/1000 there is a chance to open a rift.
Title: Re: [B18] A RimWorld of Magic
Post by: rekasa on June 09, 2018, 05:05:28 PM
Ah, darn, I guess i'll hold on to it if this colony survives! Thanks.
Title: Re: [B18] A RimWorld of Magic
Post by: henk on June 09, 2018, 06:59:25 PM
There could be new events centered around rogue elementals; something like a pack of aggressive elementals passing by, which won't attack unless provoked, or a minor rift that only spawns a few elementals. Heck, the minor rift could be a spell too, perhaps a summoner spell that can be cheaper than normal summonings, but the elementals aren't friendly.

I agree that magicytes are too hard to get. More rogue elemental events, even minor ones, would be great.

Maybe weather effects could have a chance of summoning minor elementals. Storms and cold snaps could summon water elementals, heat waves and solar flares get you fire elementals, flash storms and tornadoes spawn air elementals, and meteorites and blights give you earth elementals.

EDIT
Even better : a magical animal that can be milked for magicyte.
Title: Re: [B18] A RimWorld of Magic
Post by: WolfCaptain Blade on June 09, 2018, 07:32:09 PM
Quote from: Canute on June 07, 2018, 03:20:44 AM
Is there a way to "reset" the poison traps for the Ranger ?
It stoped working to leave trap's. The ability works so far, Ranger move to the destination, Stamina goes away, cooldown happen, but no trap appear and no msg. about old traps.
But the ability work at the beginning.
Same thing happens to my ranger. The traps are awesome when they work but they seemed to have stopped and dont reset on reloads or full restarts.
Title: Re: [B18] A RimWorld of Magic
Post by: Canute on June 10, 2018, 02:10:52 AM
Quote from: henk on June 09, 2018, 06:59:25 PM
I agree that magicytes are too hard to get. More rogue elemental events, even minor ones, would be great.
I add at one playthrough a repeating rift event, this give you alot of unrefined magicity and minor gems. And now from the butchering some extra magicyte.

And you can use Quarry mod, at the mod option you can add magicyte to the mineable resources. With 1-2% like components you have slow but steady income.
Title: Re: [B18] A RimWorld of Magic
Post by: Torann on June 10, 2018, 06:14:15 PM
Quote from: Jan2607 on June 07, 2018, 07:04:33 PM
About the Mana Mine, under what circumstances will it detonate? Only if a pawn walks over it or will it detonate, if a pawn is close to it?
I created a mine and 4 people run over it. Nothing happened. I'm sure that at least 2 enemies run exactly over it, the others passed it one square away.
Pawn has to walk right over it.  I might change it so it has a proximity detonation, or make one of the skill upgrades give it a proximity detonation.  I've found it pretty hard to get enemies to detonate it too unless it's a single square tunnel or choke point.

Poison traps: I'm looking into it, it's been a problem and I haven't been able to figure out what's going on since I can't get it to -stop- working myself.

Quote from: Jan2607 on June 09, 2018, 04:42:46 PM
I think, I found a bug.
My Arcane Mage has two points in "Spirit", that means she had her current mana level at 108% (she had full mana). I used her Blink spell, which is not upgraded. This spell has a (base) Mana cost of 15.0%.
After she used that spell, she only had 78% Mana left.

So, if the spell costs 15% from the base maximum mana level of 100%, she should have 85% left. If the spells would cost 15% of her actual maximum mana level of 108%, she should have 91.8% left. Either way, 78% should be incorrect, so there seems to be a bug.

Quote from: Canute on June 07, 2018, 03:20:44 AM
And i notice something:
Different spell/abilities got different XP gain per mana use.
Blink1: 90 XP need 15% mana
Summon1: 71 XP need 24% mana
I think this should be more equalized, so you get a fixed amount of XP for each % of mana you use.
Otherwise anyone allways need to do some research, what spell is best to train the magic skill.
It is fixed - it's determined by base mana cost, not adjusted mana cost.  If you have points in efficiency skill line then it will reduce the actual mana cost for a skill but you'll always gain xp on base mana cost.  However, based on Jan2067's comment, there might be a bug somewhere in the calculation for mana/stamina costs, so ill look into this.

Quote from: rekasa on June 09, 2018, 03:16:39 PM
Hi! I just bought a massively expensive book, Arcane Script: Demonology, and I wanted to teach my Magically Gifted pawn it, but as the image shows, when I tell her to read it, it says "Book type not recognized as an arcane script." Does anyone have any ideas?
Yes, sorry, not fully implemented.  There was a bug that was preventing the mimic book from working effectively and so I had to make an emergency patch to fix that with all the def's for warlock/succubus already in the game.  Not ideal, but when the class is fully implemented the book will work like normal.

Quote
Btw. does spells/abilities with perma effect like gear repair increase the standard XP gain, since they reduce the mana regen ?
No, mana/stamina gain only occurs during skill use that expends mana/stamina or slowly if fully rested.  Mages can also teach other mages for xp points (to the student).  Bard may gain xp when performing entertainment.
Title: Re: [B18] A RimWorld of Magic
Post by: WolfCaptain Blade on June 10, 2018, 06:27:06 PM
How does one become a student? Was the Ranger trap fixed as well?
Title: Re: [B18] A RimWorld of Magic
Post by: SirDarin on June 10, 2018, 06:32:50 PM
I've seen unique dialog bubbles appearing between two mages and, when I checked the social, it stated that they were teaching magic. So i think it happens randomly as a social interaction.
Title: Re: [B18] A RimWorld of Magic
Post by: WolfCaptain Blade on June 10, 2018, 09:29:34 PM
Does that only happen if one is a full mage and the other is an initiate or they are both the same mage style or something?
Title: Re: [B18] A RimWorld of Magic
Post by: SirDarin on June 10, 2018, 09:55:38 PM
Umm... I guess I'm not sure. I know I've seen it occurs between two people of the same class (snipers teaching snipers and fire mages teaching fire mages), but I hadn't paid close enough attention to say for certain whether it only happens between the same class or if it happens across classes.
Title: Re: [B18] A RimWorld of Magic
Post by: Toketsu on June 11, 2018, 02:34:27 AM
Quote from: WolfCaptain Blade on June 10, 2018, 09:29:34 PM
Does that only happen if one is a full mage and the other is an initiate or they are both the same mage style or something?
It happens between any mage with any mage (both must be specialized in one magic type, and not purely be "magically gifted"). It occurs when they pass by eachother, similar to a normal chat social occurrence, and the lowest level mage will gain exp upon happening.
Title: Re: [B18] A RimWorld of Magic
Post by: raveagle on June 11, 2018, 12:46:33 PM
I don't know if this is a bug or a feature, but my undead wild boar is pregnant. The father is another undead wild boar.
Title: Re: [B18] A RimWorld of Magic
Post by: Jan2607 on June 11, 2018, 02:41:28 PM
How does the enchanting work? I noticed that I can craft Gems and my mages can equip them (however, they don't show up in inventory, when equipped). But what's next?

Title: Re: [B18] A RimWorld of Magic
Post by: WolfCaptain Blade on June 11, 2018, 02:57:24 PM
Quote from: raveagle on June 11, 2018, 12:46:33 PM
I don't know if this is a bug or a feature, but my undead wild boar is pregnant. The father is another undead wild boar.

Life..uhhh..finds a way.
Title: Re: [B18] A RimWorld of Magic
Post by: Toketsu on June 11, 2018, 03:49:14 PM
Quote from: Jan2607 on June 11, 2018, 02:41:28 PM
How does the enchanting work? I noticed that I can craft Gems and my mages can equip them (however, they don't show up in inventory, when equipped). But what's next?
Right click a piece of mage clothing or weapon on the ground (such as wanderer's cloak or robe of supremacy, or any wand/staff). Yes, it must be on the ground.
Title: Re: [B18] A RimWorld of Magic
Post by: Jan2607 on June 11, 2018, 04:08:59 PM
Oh, thank you :)
Title: Re: [B18] A RimWorld of Magic
Post by: raveagle on June 11, 2018, 06:20:32 PM
Quote from: WolfCaptain Blade on June 11, 2018, 02:57:24 PM
Quote from: raveagle on June 11, 2018, 12:46:33 PM
I don't know if this is a bug or a feature, but my undead wild boar is pregnant. The father is another undead wild boar.

Life..uhhh..finds a way.

Can't wait to see the child, is it dead or not.

EDIT: my pregnant undead wild boar gave birth to three perfectly healthy, perfectly alive wild boar children.
Title: Re: [B18] A RimWorld of Magic
Post by: raveagle on June 12, 2018, 04:26:36 AM
And now my undead slave is considering defection.
Title: Re: [B18] A RimWorld of Magic
Post by: Jan2607 on June 12, 2018, 11:52:10 AM
Can I only write torn scripts with a might one of my colonists already has? So, if I don't have a priest, I can't write a priest torn script?
Title: Re: [B18] A RimWorld of Magic
Post by: Canute on June 12, 2018, 12:37:57 PM
Jan2607,
correct.
Title: Re: [B18] A RimWorld of Magic
Post by: Jan2607 on June 15, 2018, 09:56:52 AM
I told my Necromancer to write an unfinished Arcane Book, and the book disappeared. I thought, I would get a finished book that could be used by magically gifted pawns...
Title: Re: [B18] A RimWorld of Magic
Post by: Canute on June 15, 2018, 12:26:04 PM
Happen to me too, maybe it was the wrong book for his class.
Spawn a torn script with the dev tools, and let him write there.
I mention this a bit ago that the should add the possible class to the description.
Title: Re: [B18] A RimWorld of Magic
Post by: Torann on June 15, 2018, 09:02:04 PM
Latest update is available which adds the warlock and succubus classes and adds quite a few bug fixes / compatibility patches.
Enjoy!
Title: Re: [B18] A RimWorld of Magic
Post by: Torann on June 16, 2018, 12:09:37 AM
Quote from: Toketsu on June 09, 2018, 04:25:39 PM
Here are some more ideas. I still didn't make the synnergy classes, but i'll get to that at some point. For now, take these (and the last post in case you missed it, page 50, reply #741):

I saw the earlier post, I like the idea of contracts/bonds... in fact, the Warlock and Succubus were already set up with an ability to make a soul bond.  Similar concept I think.
Questions:

Can you make skills/spells from scrolls only be learned if pawn has a specific mage or fighter level? If so, the survival instinct could be a pretty high level skill, for example.

Can you make spells that require another spell before they're available? Something akin to upgrading a spell. This could make spell scrolls more interesting to play with, allowing for several levels of specific spells, with different potency and costs.
I saw the earlier post and I like the idea of making pacts.  In fact, the warlock and succubus both can create a soul bond which is a similar concept I think.  The geomancer is on the list and would be a nice addition, maybe have it fill the role of terrain manipulation and building damage/defense.

Yes to the above questions.
Title: Re: [B18] A RimWorld of Magic
Post by: Toketsu on June 16, 2018, 06:30:07 AM
Quote from: Torann on June 16, 2018, 12:09:37 AM
Quote from: Toketsu on June 09, 2018, 04:25:39 PM
Here are some more ideas. I still didn't make the synnergy classes, but i'll get to that at some point. For now, take these (and the last post in case you missed it, page 50, reply #741):

I saw the earlier post, I like the idea of contracts/bonds... in fact, the Warlock and Succubus were already set up with an ability to make a soul bond.  Similar concept I think.
Questions:

Can you make skills/spells from scrolls only be learned if pawn has a specific mage or fighter level? If so, the survival instinct could be a pretty high level skill, for example.

Can you make spells that require another spell before they're available? Something akin to upgrading a spell. This could make spell scrolls more interesting to play with, allowing for several levels of specific spells, with different potency and costs.
I saw the earlier post and I like the idea of making pacts.  In fact, the warlock and succubus both can create a soul bond which is a similar concept I think.  The geomancer is on the list and would be a nice addition, maybe have it fill the role of terrain manipulation and building damage/defense.

Yes to the above questions.
I see, thank you for replying o-o Will start mentioning "level requirement" in skills that i feel should require a level. Currently planning ideas for endgame content, starting with going past max skills. The main concept is done, and i'm just making some examples of what could be done per class.

Here's a very small suggestion:

Mana parasites
2-3 mages in the colony will get infected by this in a random organ or limb. This disease halts mana regen (but doesn't drain mana), and causes medium pain. Casting spells will damage the pawn. Can only be cured with the druid's disease removal spell at max level, or surgery to remove the organ/limb infected. Very rare disease (1 every 5 years as an estimate, on a biome with 1 disease per year). Can strike since day 1.

Also, two possible bugs i found:

My pawns got hit with reflect damage from an enemy running on traps - is this intended? Edit: There were like 80+ corpses stacked on each other in like 7 tiles, so i couldn't be bothered to check the class, but it's very likely faceless.

My lich looked like he was taking damage from his fog of torment - is this intended?
Title: Re: [B18] A RimWorld of Magic
Post by: TheAzn123 on June 16, 2018, 10:43:09 PM
Hello! Big fan of the mod. For Necromancer, is it possible for resurrected humanoid pawns (ones that become colonist when they join you) to be animals rather than colonists? It's for role-playing purposes! Thank you very much.
Title: Re: [B18] A RimWorld of Magic
Post by: Canute on June 17, 2018, 01:13:10 AM
TheAzn123, you know animal's can't do all these task's like a necro zombie could do  ?
If you just look for hauler/cleaner you should look for a summoner.
Title: Re: [B18] A RimWorld of Magic
Post by: Toketsu on June 17, 2018, 07:48:41 AM
Quote from: Canute on June 17, 2018, 01:13:10 AM
TheAzn123, you know animal's can't do all these task's like a necro zombie could do  ?
If you just look for hauler/cleaner you should look for a summoner.
Considering that it's for roleplay reasons, i guess summoned creatures won't do for him.

Edit: Torann, is there any possible reason for the new classes to give out massive lag? Started a new game with both classes, it's lagging like hell. None of my other saved games are lagging, and the only difference is that they don't have the new classes.
Title: Re: [B18] A RimWorld of Magic
Post by: TheAzn123 on June 17, 2018, 02:57:44 PM
Quote from: Toketsu on June 17, 2018, 07:48:41 AM
Quote from: Canute on June 17, 2018, 01:13:10 AM
TheAzn123, you know animal's can't do all these task's like a necro zombie could do  ?
If you just look for hauler/cleaner you should look for a summoner.
Considering that it's for roleplay reasons, i guess summoned creatures won't do for him.

Edit: Torann, is there any possible reason for the new classes to give out massive lag? Started a new game with both classes, it's lagging like hell. None of my other saved games are lagging, and the only difference is that they don't have the new classes.

It's more of, I don't really want resurrected humans to take up colonist slots in the colony. I'm fine if they can't research, Smith, arts, etc. Since their pretty much zombies, where do they get the intelligence to do that? Unless magic has some sort of role to play in it. If it's not possible then I guess I could just do specific resurrections
Title: Re: [B18] A RimWorld of Magic
Post by: SirDarin on June 17, 2018, 04:42:41 PM
I look at it as those jobs are menial enough that they don't need intelligence for it. They just go on auto pilot repeating the actions they were told to do. I often force a zombie to stay in a specific area and do just that task only. So I have one assigned to just tailor, one assigned to just mend clothing, 2 to smelt copper and iron into steel, and 1 to extract n-16 gas. I do have 1 zombie that just goes around by building things because he has a really good building skill, so he is the only exception.

For an alternative RP, reason. Think of it as muscle memory. They aren't consciously carrying out the actions, just using the habits and reflexes of their former selves to do those jobs.
Title: Re: [B18] A RimWorld of Magic
Post by: Torann on June 17, 2018, 07:31:36 PM
Quote from: SirDarin on June 17, 2018, 04:42:41 PM
For an alternative RP, reason. Think of it as muscle memory. They aren't consciously carrying out the actions, just using the habits and reflexes of their former selves to do those jobs.
This is pretty close to my design for undead and how it reflects on their capabilities.  It would be like having a person wake from a coma without remembering who they were but still know how to speak and do basic motor skills.  Their personalities and backgrounds are no longer important and their will has been replaced with the will of the necromancer.  Hence the reasoning behind why they return to their previous state if they no longer have a necromancer nearby to sustain their action.

That being said, TheAzn123 makes a good point in that an undead still takes up a colonist slot and the game will treat your colony differently based on the number of colonists you have, so I'll take a look at some ways to account for this and also, possibly, a setting so that undead won't show up on the colonist bar.
Title: Re: [B18] A RimWorld of Magic
Post by: ZE on June 17, 2018, 10:26:37 PM
hey i haven't had the chance to fully check out this latest version, but did you fix the undeath thing? an undead pawn is still considered undead, both traitwise and hediffwise when they are removed from control by any means.  what i'd like is for them to go back to who they were so they can get properly resurrected when possible
Title: Re: [B18] A RimWorld of Magic
Post by: whyyoujelly on June 18, 2018, 06:17:17 AM
I found an issue with the Zombie Land mod. After turning a necro colonist into a lich, I can no longer treat zombie infections on that colonist. The only way around it was to amputate infected body parts.
Title: Re: [B18] A RimWorld of Magic
Post by: Canute on June 18, 2018, 08:42:02 AM
No issue, The Lich can raise undead who can do that work for him.
He will be unable to do such primitive work.
Title: Re: [B18] A RimWorld of Magic
Post by: Jan2607 on June 18, 2018, 04:13:28 PM
Is there a way to heal sensory mechanites? It seems the druid spell "cure disease" doesn't heal it. Can other classes do it?
Title: Re: [B18] A RimWorld of Magic
Post by: TheAzn123 on June 18, 2018, 04:56:25 PM
@SirDarin @Torann
Thank you very much!
Title: Re: [B18] A RimWorld of Magic
Post by: Sigan on June 19, 2018, 05:58:42 AM
I found a slight bug.

A Priest attempting to use Advanced Heal, or Purify, on an animal will get stuck forever.

If you can't reproduce this bug in your version, please tell me. I've modified some stuff in my game - all over the place, in the laziest of ways - and so it could be just me. I believe it's not me, but I'd like some feedback from someone else in the community if possible. Thanks!
Title: Re: [B18] A RimWorld of Magic
Post by: Jan2607 on June 19, 2018, 03:08:10 PM
I find it very difficult to get certain scripts/books. I'm searching for a priest torn script for years now. No exotic goods trader or arcane faction caravan wants to sell one. They have too few scripts and always the same. No, I don't need 2 rangers scripts, I have a ranger, thank you. The last 5 caravans also had this type of script with them.
I wanted to craft a script, but noticed that I can only craft scripts for mages I already have.
Maybe you could make the script variety on the traders wider so you have a better chance to get the one you want? Or to add a option to craft even those scripts you don't have the corresponding mage for?
Title: ~
Post by: TheAzn123 on June 19, 2018, 07:53:57 PM
Quote from: Sigan on June 19, 2018, 05:58:42 AM
I found a slight bug.

A Priest attempting to use Advanced Heal, or Purify, on an animal will get stuck forever.

If you can't reproduce this bug in your version, please tell me. I've modified some stuff in my game - all over the place, in the laziest of ways - and so it could be just me. I believe it's not me, but I'd like some feedback from someone else in the community if possible. Thanks!

If you press the ~ it should give you a log of errors and other things. Maybe you can use that to figure out the problem/bug
Title: Re: ~
Post by: Sigan on June 19, 2018, 09:02:17 PM
Quote from: TheAzn123 on June 19, 2018, 07:53:57 PM
Quote from: Sigan on June 19, 2018, 05:58:42 AM
I found a slight bug.

A Priest attempting to use Advanced Heal, or Purify, on an animal will get stuck forever.

If you can't reproduce this bug in your version, please tell me. I've modified some stuff in my game - all over the place, in the laziest of ways - and so it could be just me. I believe it's not me, but I'd like some feedback from someone else in the community if possible. Thanks!

If you press the ~ it should give you a log of errors and other things. Maybe you can use that to figure out the problem/bug

Thank you. I might have known this at one point in my many playthroughs over the many different versions, but I completely forgot about that.

I'll give a bit more information, though. Restarting the exe completely didn't solve the problem, but the pawns that were stuck (both Priests) are now unstuck and back to normal. They likely wouldn't have survived due to starvation, but my modded version is practically God mode. As a result, they survived long enough for (I think) the dog that they both tried to heal/purify to heal through natural means.

Reloading a save or the game wouldn't fix the problem if the problem was contingent on the health of the dog.

Either way, the problem is gone now so I have no way to look it up... I'd still like confirmation from someone else that this is a problem with your mod, and not just a problem with my game.

And thank you again, TheAzn123, for the reminder about that feature. Have a great day! :)
Title: Re: [B18] A RimWorld of Magic
Post by: henk on June 20, 2018, 09:33:55 PM
Bug report : I used the druid's regrow limb on someone's right little toe and ended up with Regrown Arm (-50% manipulation) on that right little toe.
Title: Re: [B18] A RimWorld of Magic
Post by: Toketsu on June 20, 2018, 10:35:23 PM
Quote from: henk on June 20, 2018, 09:33:55 PM
Bug report : I used the druid's regrow limb on someone's right little toe and ended up with Regrown Arm (-50% manipulation) on that right little toe.
Druids are scary...
Title: Re: [B18] A RimWorld of Magic
Post by: Torann on June 20, 2018, 10:45:55 PM
Quote from: henk on June 20, 2018, 09:33:55 PM
Bug report : I used the druid's regrow limb on someone's right little toe and ended up with Regrown Arm (-50% manipulation) on that right little toe.
Fixed, patched to the latest versions.
Title: Re: [B18] A RimWorld of Magic
Post by: Sigan on June 21, 2018, 01:57:25 AM
Can you patch the ability to grow full arms out of missing toes back in? That sounds like a lot of fun... :o ;D
Title: Re: [B18] A RimWorld of Magic
Post by: Canute on June 21, 2018, 02:37:53 AM
Regrow head instead the big toe ? :-)
Title: Re: [B18] A RimWorld of Magic
Post by: henk on June 21, 2018, 09:12:28 AM
Quote from: Canute on June 21, 2018, 02:37:53 AM
Regrow head instead the big toe ? :-)
Sounds like a great way to get rid of bad pawn traits!
Title: Re: [B18] A RimWorld of Magic
Post by: Kuroha on June 22, 2018, 09:36:24 PM
I'm getting this error constantly whenever the game is not paused, any idea?

Exception ticking Projectile_Possess4103387: System.NullReferenceException: Object reference not set to an instance of an object
  at TorannMagic.Projectile_Possess.Destroy (DestroyMode mode) [0x00000] in <filename unknown>:0
  at Verse.Projectile.Impact (Verse.Thing hitThing) [0x00000] in <filename unknown>:0
  at AbilityUser.Projectile_AbilityBase.Impact (Verse.Thing hitThing) [0x00000] in <filename unknown>:0
  at TorannMagic.Projectile_Possess.Impact (Verse.Thing hitThing) [0x00000] in <filename unknown>:0
  at AbilityUser.Projectile_AbilityBase.ImpactSomething () [0x00000] in <filename unknown>:0
  at AbilityUser.Projectile_AbilityBase.Tick () [0x00000] in <filename unknown>:0
  at TorannMagic.Projectile_Possess.Tick () [0x00000] in <filename unknown>:0
  at Verse.TickList.Tick () [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate_Patch0(Object)
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()
Title: Re: [B18] A RimWorld of Magic
Post by: Gungnier on July 05, 2018, 11:59:03 AM
Any news about having the mod on 1.0? Maybe a teaser or something :)
Title: Re: [B18] A RimWorld of Magic
Post by: Valor on July 05, 2018, 05:48:12 PM
Would this mod work with combat extended? I mean also on "balance" level?

Thank you!
Title: Re: [B18] A RimWorld of Magic
Post by: Canute on July 06, 2018, 03:44:36 AM
Some people early mention it basicly works.
But the combat abilities are less effective and powerful but still useful.
Title: Re: [B18] A RimWorld of Magic
Post by: Torann on July 06, 2018, 04:17:36 AM
Quote from: Gungnier on July 05, 2018, 11:59:03 AM
Any news about having the mod on 1.0? Maybe a teaser or something :)
I'm updating to 1.0 now, it should be available later this week.
Title: Re: [1.0] A RimWorld of Magic
Post by: Torann on July 07, 2018, 08:19:47 PM
I've updated A RimWorld of Magic for 1.0.
The update can be found on moddb https://www.moddb.com/mods/tmagic/downloads/tmagic-1-0-unstable-v2-2-0 (https://www.moddb.com/mods/tmagic/downloads/tmagic-1-0-unstable-v2-2-0)
You will need 1.0 updates for Jecstools and Hugslib.

I've also added a few new features for the 1.0 release, namely additional armor categories that will be expanded on in future updates.  This new armor category is called "harmony" and protects against light and dark magic.
Title: Re: [1.0] A RimWorld of Magic
Post by: MagicalFungi on July 08, 2018, 10:51:04 PM
So, idk if its jecstools and hugslib fighting it out, but any pawn i have with an ability is missing its action buttons. No boxes to use magic or even order them to do anything... anyone else having this issue? or know a fix?
Title: Re: [1.0] A RimWorld of Magic
Post by: ecablip on July 08, 2018, 11:09:26 PM
Quote from: Torann on July 07, 2018, 08:19:47 PM
I've updated A RimWorld of Magic for 1.0.
The update can be found on moddb https://www.moddb.com/mods/tmagic/downloads/tmagic-1-0-unstable-v2-2-0 (https://www.moddb.com/mods/tmagic/downloads/tmagic-1-0-unstable-v2-2-0)
You will need 1.0 updates for Jecstools and Hugslib.

I've also added a few new features for the 1.0 release, namely additional armor categories that will be expanded on in future updates.  This new armor category is called "harmony" and protects against light and dark magic.

Pawns with skills have all their ability buttons missing, including draft :( all other mods are turned off.
Title: Re: [1.0] A RimWorld of Magic
Post by: Torann on July 09, 2018, 11:21:03 PM
Uploaded a patch for v1.0.1959 to moddb and everything I tested checks out.  There were a few changes needed for Weapon accuracy that might have affected some classes.

Make sure you're using the latest versions of Jecstools and Hugslib.
Title: Re: [1.0] A RimWorld of Magic
Post by: MagicalFungi on July 10, 2018, 02:21:55 AM
idk what im doing wrong, never had issues like this before with this mod... or any mod really...
I've updated everything again, though they were already the most recent versions, and i'm still having the same issue.
this is the error that pops up when i select a pawn with an ability :
System.MissingMethodException: Method not found: 'Verse.ProjectileProperties.GetDamageAmount'.
Title: Re: [1.0] A RimWorld of Magic
Post by: Canute on July 10, 2018, 05:49:28 AM
MagicalFungi,
since hugslib,jecstool you use the workshop version i bet, you should unsubscribe so anything get deleted from your mashine and resubscribe. Just to be sure you have the right versions and not some remain's from old version in the mod folder.

Delete tmagic from the mod folder, and unzip it again. I think you still got the latest version as archive. Same reason like above, to be sure no remain's from old version are active.

If you still got the problem after that, maybe a full error log (CTRL-F12) would be nice.
Title: Re: [1.0] A RimWorld of Magic
Post by: Gungnier on July 10, 2018, 07:09:56 AM
If you are having a problem with getting it work you probably using wrong Hugslib or Jecstool. The Hugslib is on this forum and easy to find (dont use steam version). The only working jecstool i found is on the developer's Patreon and even on the patreon find the post which shows the 1.0 compatible mods of the author and get it from there.
Title: Re: [1.0] A RimWorld of Magic
Post by: MagicalFungi on July 10, 2018, 11:04:37 AM
 I appreciate the tips, but i'm not new to rimworld modding. This is like my 5th time replacing the files and checking for new versions. I got the newest versions from github for both hugslib and jecstools.... both claim to be the newest update. If you guys have it working, i'd love to have the links to the versions you are using. This has been very frustrating, i've never had this much issue with rimworld mods before... thanks for the help guys. :)
Title: Re: [1.0] A RimWorld of Magic
Post by: Roolo on July 10, 2018, 11:17:02 AM
Quote from: MagicalFungi on July 10, 2018, 11:04:37 AM
I appreciate the tips, but i'm not new to rimworld modding. This is like my 5th time replacing the files and checking for new versions. I got the newest versions from github for both hugslib and jecstools.... both claim to be the newest update. If you guys have it working, i'd love to have the links to the versions you are using. This has been very frustrating, i've never had this much issue with rimworld mods before... thanks for the help guys. :)

What likely happened is that the signature (the name and the parameters) of a method that is called my this mod is changed in the Rimworld assembly. Since the mod now calls a method that doesn't exist anymore this throws errors. This can happen with the unstable version (I had he exact same thing happening in one of my own mods). So you just have to wait until Torann fixes it and you'll be fine.
Title: Re: [1.0] A RimWorld of Magic
Post by: MagicalFungi on July 10, 2018, 11:44:58 AM
well, i'm still not entirely sure what was wrong.... i'm still getting some missing ref errors having to do with shooting accuracy, but I got it working. I replaced all the mods again, but used the Jecstools from his patreon instead of the github one (which i think may have been the issue, even though the github one says its the 1.0 release -_-), deleted the %appdata%, reinstalled rimworld..... and now they have their ability buttons back. Thanks again for the help.
Title: Re: [1.0] A RimWorld of Magic
Post by: Gungnier on July 10, 2018, 11:51:59 AM
I just updated to "1.0.1960 rev 1361" rimworld version and it still works for me (i get errors in menu but ingame its fine)

I played it like 20 hour already so i list out the bugs i found (maybe i found something the devs didnt)

-The gear tab on corpses doesn't work (works on living pawns)
-When you turn off elemental raids the game still anounces it and pauses time with the red warning but the raid doesnt happen
-Currently Legendary sniper trait doesnt show it just writes: "error getting tip text"
- Sniper disabling shot has like 0 hit chance for me i tried it over 50 times 0 hit for now
- The mood tab of my paladin flickering like it has too much moodlets to show and can't

Theese are not bug but stuff i noticed and ideas:
-Crafting stuff costs a lot of magicyte and even tho i'm doing a mountain base i still found like a total of 1000 which can craft like 3-4 spell's and some items and i'm pretty endgame so it would be nice to have it buyable, currently the research amount doesn't worth the amount of the scribing table crafting  (the gems and items are fine)
-Maybe an animal which is hard to get/breed or need to eat a lot but makes magicyte, or maybe a unique drill which can drill up or "crystalize from air" but as a negative it can spawn elementals (like the new drill in vanilla can spawn bugs)
-It would be nice to have description or some info in the learning helper about the new wands and items like the staff of defenders i have no idea what it does and i can't really afford to just blindly craft it
-The bonus effects of the wands are awsome like the stun of the lightning wand but it would be nice again to have it in the description.
-This is just a personal opinion but on the base settings classes and precursor commonality are really rare (in most games i was lucky to capture or buy one or two mage/fighter besides my randomized starter ones and i only count games with 10+ pawns) especially if you have more mods which adds traits. I think the default could be bumped up to precursor:frequent  mage/fighter:common

#edit# I found a new bug when i select pawns for new colony bard and its variants doesnt show up (i pushed the randomize button for like 20 min)
Title: Re: [1.0] A RimWorld of Magic
Post by: Canute on July 10, 2018, 01:10:04 PM
Quote-Crafting stuff costs a lot of magicyte and even tho i'm doing a mountain base i still found like a total of 1000 which can craft like 3-4 spell's and some items and i'm pretty endgame so it would be nice to have it buyable, currently the research amount doesn't worth the amount of the scribing table crafting  (the gems and items are fine)
I can't speak for 1.0, but before it was buyable from the Arcana trader

Quote-Maybe an animal which is hard to get/breed or need to eat a lot but makes magicyte, or maybe a unique drill which can drill up or "crystalize from air" but as a negative it can spawn elementals (like the new drill in vanilla can spawn bugs)
Where is the logic behind, that an animal can made magicyte.
If you want a good source of magicyte, use the scenario editor and add a repeating Rift event.
The rift self leave some magicyte and butchering elements give magicyte too.

Quote-It would be nice to have description or some info in the learning helper about the new wands and items like the staff of defenders i have no idea what it does and i can't really afford to just blindly craft it
Yeah, i know. Happen to my for nearly most mod's i play the first time.
I just use the dev-tools and spawn these weapons or appareal, look at the starts, and destroy them with dev tools afterwards.
Title: Re: [1.0] A RimWorld of Magic
Post by: Torann on July 10, 2018, 09:57:58 PM
Quote from: Gungnier on July 10, 2018, 11:51:59 AM
I played it like 20 hour already so i list out the bugs i found (maybe i found something the devs didnt)
Appreciate the feedback and the bug reports, Gungnier.  I'll take a look at magicyte economy, I think the general consensus is that it's a little difficult to acquire. Definitely will look at weapon/item descriptions and look at clarifying the text so it's clear what you're getting.
Title: Re: [1.0] A RimWorld of Magic
Post by: henk on July 11, 2018, 12:00:40 AM
Maybe also consider reducing the number of tiers and types of craftable items. The item list in the magicyte workbench is rather long and confusing, and I get the feeling many of them aren't worth making at all. It feels a bit silly to spend hundreds of magicytes, not to mention valuable jade, to make an item that gives such a small bonus. And since so many of the apparel items give penalties to psychic sensitivity, I've only ever made magicytes to test things.

Crafting scrolls and books is great though. I would even go as far as to say 500 magicytes to grant a trait is a low cost, compared to everything else in the mod.
Title: Re: [1.0] A RimWorld of Magic
Post by: Gungnier on July 11, 2018, 08:27:57 PM
I found some other bugs as i play:

-I converted a woodsman into undead with a necromancer and somehow it kept its abilities (not the trait) and i could use them once (after that always said on cooldown), after saving and loading the abilities vanished.
- Necromancer made undead vanished when the necromancer still had about 30% mana (mana drain event)
-Seems like bard and its variants died out not only in the pawn creator but in the game too
- Consume corpse is strange its uses more mana even with "Greedy consumption 3/3" on smaller/medium animals than generates
- Not sure if bug but some of the undead i created became like 10+ in mining or crafting but some of them became pretty bad with everything like 4 (idk how it supposed to calculate stats) seemingly doesnt care about the coprses original stats (maybe age cuz better undead tends to be older)
-When an undeads body part gets blown off it doesnt bandage itself like every other injury and i can't add prosthetic (from the error message i suppose i shouldnt add prosthetics??)

Something i observed:
-Succubus shadow bolt is really weak even fully upgraded cuz its base damage is mediocre and doesnt cause any negative effect or bleeding compared to other damage abilities so far from all the mages it feels pretty lackluster to the point i level everything else before even taking the spell because it doesnt worth the cast time and mana if it doesnt hit at least like 3 target.


This is a really long summary about the classes/teamcomps so read only for entertainment:

After playing over 200 hour with the mod (mostly in B18) the best team comp i tested multiple times looks like this (numbers represent a megabase):

Necromancer at start (dont care about skills just the class worth it) or as soon as you can, with the constant at least 2 undead for hauling/cleaning/mining/stonecutting and melee in fights + AOE spell which make captures easy+Healing with corpses makes them the best all around early characters, even in the worst situation you can sacrifice undead to escape alive but 1 is enough cuz their abilities dont stack well and you dont want undead for jobs after you have like 7-8 pawns, but making a sudden 4-5 undead is still a good tactic in the endgame if your frontline gets broken.

Grab about 3-4 Lightning mage/Ice mage/Fire mage their AOE is the key to succes in the lategame lightning is the best for stuns/mechs and the fire is the worst cuz their base mood problems and burning loot.

Grab a single priest for utility (and you can't capture in the lategame without resurrecting) and get about 2-3 druids for healing/sicknesses and regrowing body parts (which became less important in 1.0 baseline prosthetics). If you can teach them the EMP spell its pretty usefull.

About paladins get about 4-5 if you want a melee squad for fun but with succubus/warlock AOE pull and summoned elementals they are pretty much doorfillings.....  just get druids and priests for healing.

Get one warlock/succubus For that sweet aoe pull maybe two for the lategame they are extremely important but they dont stack well like the necromancer.

About snipers i simply train all of the physical characters which i taken for skills/passions into them they get a nice passive boost for shooting and they are good for capturing early/mid game (which is bugged in 1.0 currently) they have the best gun handling from all the physical classes.

Ranger/blademaster/berserker Just forget them, ranger only good early game maybe midgame with the pet meanwhile the other two get completely destroyed in bigger fights if you need melees to stop the new scythers etc.. just get some paladins to doorblock with the absorb and selfhealing they do a much better job.

Get about 2-3 arcane mage for rescuing "late to come home" pawns and teleporting powerfull enemies into killbox before the worst arrives. I especially target the faceless cuz they tend to burrow into your best fricking mage and screw up everything.

About faceless i only take them if they got some extremely important passions/skills cuz they worth like a half mage.

The best all around and "always take" is the summoner so if you see one grab one and i tend to make summoners with bookcrafting too for multiple reasons: Every ability they have can stack really well, Elementals tank damage like a champ and turrets are better than fully trained snipers with good weapons (and one summoner can summon multiple of them meanwhile shooting). Mines are absolutely perfect for psychic/poison ships, and minions pretty much solve all of your hauling so you dont even need hauler animals and lastly they have no penalty in the trait itself.

About caravans the single best choice is summoner(s) with lightning/frost wand they can use elementals as meatshields and turrets as extra gunners i have never seen a caravan situation which 3 summoner couldnt beat, just dont forget to check is they can self tend and bring maybe some mana potions.If you don't have summoner early game a sniper is decent too, the Disabling shot can put up a heavy slow which allows you to kite well.

Summoners kinda have a critical mass about 5-6 which makes them into a portable killbox with the 10+ turrets and elementals they turn the game into a joke cuz it doesnt matter if the enemy drops into your base or tunnels trough your walls or spawn in bugs your summoners can always take care of it. Just think about it the game counts 5 summoners as 5 normal pawns but in reality you get: 5 gunners/wanders as the summoners themselfes 5 greater elementals 10 lesser elementals and about 2 turrets each for a total of 10 turrets (i dont even bother with the mines and ultimate) so in the end you get the firepower of about : 15 melee paws and 15 ranged pawns which the game counts only as 5 pawns in "wealth"

Please dont nerf summoners tho, i really love them :)

Lastly about the bard i can't really say anything yet cuz i didnt manage to play with it in B18 and in 1.0 you can't get them as i observed (maybe i have horrible luck).
Title: Re: [1.0] A RimWorld of Magic
Post by: henk on July 11, 2018, 10:54:15 PM
Quote from: Gungnier on July 11, 2018, 08:27:57 PM
-When an undeads body part gets blown off it doesnt bandage itself like every other injury and i can't add prosthetic (from the error message i suppose i shouldnt add prosthetics??)
Undeads are expendable. Get a replacement at any raid-mart!
Quote from: Gungnier on July 11, 2018, 08:27:57 PM
-Succubus shadow bolt is really weak even fully upgraded
I noticed that too. Maybe it's supposed to be weak because the rest of the succubus kit is strong? But it's really not, so succubus is kind of a weaker elemental mage...
Quote from: Gungnier on July 11, 2018, 08:27:57 PM
Necromancer at start
How do you deal with everyone being unhappy about seeing undeads early in the game?
Quote from: Gungnier on July 11, 2018, 08:27:57 PM
Grab about 3-4 Lightning mage/Ice mage/Fire
Elemental mages need a serious nerf. Even at first tier, most of their spells are game-changers.
Quote from: Gungnier on July 11, 2018, 08:27:57 PM
Ranger/blademaster/berserker Just forget them
Yeah, melee is lackluster right now... It's great that the melee classes can win any 1 vs 1, but the game rarely provides single enemies. Some mild utility doesn't compensate for being locked from using ranged weapons.
Quote from: Gungnier on July 11, 2018, 08:27:57 PM
Get about 2-3 arcane mage for rescuing "late to come home" pawns and teleporting powerfull enemies into killbox before the worst arrives. I especially target the faceless cuz they tend to burrow into your best fricking mage and screw up everything.
Arcane mages can win fights better than any elementalists, especially early on. I'd take an arcane mage as my first mage any time.
Quote from: Gungnier on July 11, 2018, 08:27:57 PM
Please dont nerf summoners tho, i really love them :)
I love summoners, but they need a nerf. At the very least, make their skills have extremely long cast times, post-cast delay and cooldowns.
Quote from: Gungnier on July 11, 2018, 08:27:57 PM
Lastly about the bard i can't really say anything yet cuz i didnt manage to play with it in B18 and in 1.0 you can't get them as i observed (maybe i have horrible luck).
Bards are pretty passive, most of their skills are idle, always giving small bonuses. They're nice to have, but not essential.
Title: Re: [1.0] A RimWorld of Magic
Post by: Gungnier on July 12, 2018, 10:02:01 AM
Quote from: henk on July 11, 2018, 10:54:15 PM
How do you deal with everyone being unhappy about seeing undeads early in the game?
Thats why i said you dont want undeads after having 7-8 pawns, early mood issues by them is still kinda offset with low expectations buff i usually simply consume the undead when the buff falls off. But in the past i managed to make them work even in lategame by having fine meals and a lot of "art" but to be honest it doesnt worth it in mid/lategame you should have enough workforce with your normal pawns/summoned minions/animals. Necromancer is kinda strange they are close to broken level powerfull early game but kinda fall off lategame you dont want to use Their AOE cuz you can't send in your elementals and melees cuz the effect stays too long, you dont want undead cuz the mood issues, Corpse explosion is kinda hard to use anyway so in the endgame only their death mark remains usefull which does not even work on mechanoids. But still the earlygame is really easy with them the first raid gives an undead at 100% rate and the 2nd one usually ends up with a capture and a 2nd undead. And having two expendable self tending close to immortal melee pawns in early game can beat any encounter and in some cases i had colonies where i had no single injury on normal pawns in like the first 10 raids.
Quote from: henk on July 11, 2018, 10:54:15 PM
Arcane mages can win fights better than any elementalists, especially early on. I'd take an arcane mage as my first mage any time.
True i like to start with arcane mage too, my only problem with hem they dont help capturing that much thats why i like necromancer soo much cuz their AOE tend to down pawns instead straight up kill so i can pick and choose for my capture. I loved snipers for starter pawns too for the same reason,after checking the bard out it should be nice too with the sleep spell.
Quote from: henk on July 11, 2018, 10:54:15 PM
Bards are pretty passive, most of their skills are idle, always giving small bonuses. They're nice to have, but not essential.
I read their abilities on the forum they should be pretty fine in bigger colonies when mood issues show up. Still i want to test it when they will be obtainable how big the buffs are. I'm especially interested in their ultimate ability, cuz so far most of the "buff" type spells doesnt really worth it compared to the spells on the same classes.
Title: Re: [1.0] A RimWorld of Magic
Post by: MagicalFungi on July 12, 2018, 11:34:02 AM
So what i like to do with necromancers and their undead minions is seperate them from the general population. After i had a large colony in A18 i restricted them to outside the base (and my colonists restricted to inside) with one small room for haulers to overlap inside the base and for the zombies to do basic crafting. The hoard of undead guarded our walls from all dangers, providing if nothing else a distraction to get my colonists an advantage. More importantly though, they did all our exterior hauling, mining, hunting, etc. and only rarely would disturb a colonist. Honestly i thought the necromancer was overpowered... i had like 30 undead at one time and nothing could get into my base unless they dropped in from space. Maybe there should be an undead limit per pawn, like the summoner's minions.
Title: Re: [1.0] A RimWorld of Magic
Post by: Canute on July 12, 2018, 11:44:26 AM
30 undead from 1 necro ?
Normaly there is a limit, the mana regen.
Without boost item, i only could keep 4 or 5 undead from one necro.

But if you want a generell colony wide undead limit, then you need an animal/elemental limit too, and elemental mage only should use their abilities once the hour.
Title: Re: [1.0] A RimWorld of Magic
Post by: Gungnier on July 12, 2018, 12:41:58 PM
Quote from: MagicalFungi on July 12, 2018, 11:34:02 AM
So what i like to do with necromancers and their undead minions is seperate them from the general population. After i had a large colony in A18 i restricted them to outside the base (and my colonists restricted to inside) with one small room for haulers to overlap inside the base and for the zombies to do basic crafting. The hoard of undead guarded our walls from all dangers, providing if nothing else a distraction to get my colonists an advantage. More importantly though, they did all our exterior hauling, mining, hunting, etc. and only rarely would disturb a colonist. Honestly i thought the necromancer was overpowered... i had like 30 undead at one time and nothing could get into my base unless they dropped in from space. Maybe there should be an undead limit per pawn, like the summoner's minions.

There is a limit currently with all upgrades its 5 undead/necromancer and there is a soft limit too which is every undead reduces your mana regen (and there is the mana drain event) so in the current build 1.0 a normal necromancer is limited to about 2 permanent undead and maybe making some extra in combat and consuming them after it. If you go over the top with enchanted gear/wands and get you necromancer to turn into a lich i think you could get the max 5 undead/necromancer to be permanent but at that point thats not even OP anymore.
Title: Re: [1.0] A RimWorld of Magic
Post by: Mitz on July 12, 2018, 01:23:33 PM
Hey, do you think you could upload this somewhere else, like dropbox, google drive, maybe github? i get nervous about the sketchy site.
Title: Re: [1.0] A RimWorld of Magic
Post by: henk on July 12, 2018, 02:55:42 PM
Quote from: MagicalFungi on July 12, 2018, 11:34:02 AMThe horde of undead guarded our walls from all dangers, providing if nothing else a distraction to get my colonists an advantage.
You realize you're basically a necromancer boss for the adventurers to defeat?
Title: Re: [1.0] A RimWorld of Magic
Post by: MagicalFungi on July 12, 2018, 03:33:54 PM
No I had 3 Necromancers, and probably not 30 undead... exactly.... but i did have quite a few. I didn't realize there was a limit already, or maybe i forgot. It was a couple months ago.

@henk  lol, yeah. the thought crossed my mind. Especially with my labyrinth of walls, embrasures, traps and viscous animals.... and of course the hoard of riches kept within.
Title: Re: [1.0] A RimWorld of Magic
Post by: Coolphoton on July 12, 2018, 11:40:30 PM
ModDB is "sketchy"?
Title: Re: [1.0] A RimWorld of Magic
Post by: macbuk on July 13, 2018, 06:23:04 AM
Are the minions supposed to move at 0.15 c/s? There is a bunch of errors in the console with the minions, and their health seems to reduce their base move speed of 4.00 c/s to 0.15 c/s.
Title: Re: [1.0] A RimWorld of Magic
Post by: Gungnier on July 13, 2018, 08:04:26 AM
Quote from: macbuk on July 13, 2018, 06:23:04 AM
Are the minions supposed to move at 0.15 c/s? There is a bunch of errors in the console with the minions, and their health seems to reduce their base move speed of 4.00 c/s to 0.15 c/s.

Same here i just wanted to bugreport it they are slow as hell, and they can only haul a single item/trip .

#Edit#On my necromancer i had put points into mana regen and got him a wand for mana regen (mana drain was really annoying with killing my undead) but instead helping its actually made the "mana drain event" drain even faster. (idk if its a feature or bug?)

#Edit# Mod finally broke for me with 1.0.1963 (july.13) pawns can't beat out fire and every spell throws a big red wall of errors . Target cicle appears and the buttons work but you can't actually cast anything.  Here some pictures: https://imgur.com/a/azrjMr3 First one a summoner trying to place a pylon, 2nd is a frost mage trying to cast snowball.  (I'm using the 5.00 hugslib, July 11th, 2018 jecstool from patreon, and the jul.10 magic update)
Title: Re: [1.0] A RimWorld of Magic
Post by: Canute on July 13, 2018, 10:04:16 AM
That happen when you play unstable.
Daily Rimworld patches, and the mod author can't catch up them.
Why do you think so many mod author's wait for the final release.

Torann prolly fix that soon, but there is no garantee next day some else broke from a new patch.
Title: Re: [1.0] A RimWorld of Magic
Post by: Gungnier on July 13, 2018, 10:24:33 AM
Quote from: Canute on July 13, 2018, 10:04:16 AM
That happen when you play unstable.
Daily Rimworld patches, and the mod author can't catch up them.
Why do you think so many mod author's wait for the final release.

Torann prolly fix that soon, but there is no garantee next day some else broke from a new patch.

I know it i'm just telling it hoping it helps the author i'm not complaining :) Its really my favorite mod and i played it more than vanilla, and i'm really glad for the authors frequent updates and care.

Maybe i do a Virtual machine and freeze it (while the game running) when its working again so steam can't update.
Title: Re: [1.0] A RimWorld of Magic
Post by: Canute on July 13, 2018, 10:27:08 AM
Or maybe, while it is summer, you went out and practice some real life magic ! :-)
*summon some ice tea*
Title: Re: [1.0] A RimWorld of Magic
Post by: Resurak on July 17, 2018, 10:53:34 AM
Hey this mod is not working why you don't update it you have to code 24/7 no free time no break!!1!!!11!

Just joking, xD

Anyway, jokes apart, this is a great mod and i'm enjoying it so much, don't mind if it doesn't work anymore, just keep your time, do your things. Updating the mod now is a pain in the... *ehem*... head. Fix the mod, Tynan break the fix, you re-fix and before you can think posting the fix Tynan break this and other 1000 fixes that you are just thinking to do.

Sooo, like someone before me said, enjoy the summer, or whatever you like, and keep up the good work, hope you the best :D
Title: Re: [1.0] A RimWorld of Magic
Post by: Gwaheer on July 20, 2018, 05:05:43 AM
It's perfectly OK to wait until 1.0 release before updating this MOD. Maybe even wait for a week after actual release will be good idea.
Title: Re: [1.0] A RimWorld of Magic
Post by: henk on July 25, 2018, 03:52:08 PM
With the nerfing of planting speed in 1.0, especially for trees, maybe druids could get a plant-growing skill? Something like...

Plant Growth : grows plants in a select area, assuming the soil has sufficient fertility.
Plant knowledge : The druids learns to grow additional plants with each level. If used under a mountain roof, the spell will attempt to grow mushrooms. You can select which type of plant you grow by right clicking the Plant Growth skill.
Level 0 : common plants; grass, flowers and haygrass. Good for herbivores and beauty.
Level 1 : common crops; food, cotton and healroot.
Level 2 : Uncommon plants; devilstrand, drugs, ambrosia.
Level 3 : Trees, including cocoa trees, or cacti if used on sand.

Harmony : Reduces the mana cost and casting time by 10% per level, and increases the area by 1 per level.

Plant allies : Nature comes to the druid's aid when casting Plant Growth, slowing enemies (or unfortunate allies) caught within.
Level 1 : root any creature caught inside, slowing their movement.
Level 2 : chance to briefly stun enemies caught inside.
Level 3 : decrease the consciousness of enemies with poisonous spores.
Title: Re: [1.0] A RimWorld of Magic
Post by: Torann on July 28, 2018, 07:55:38 PM
Quote from: henk on July 25, 2018, 03:52:08 PM
With the nerfing of planting speed in 1.0, especially for trees, maybe druids could get a plant-growing skill? Something like...

Plant Growth : grows plants in a select area, assuming the soil has sufficient fertility.
Plant knowledge : The druids learns to grow additional plants with each level. If used under a mountain roof, the spell will attempt to grow mushrooms. You can select which type of plant you grow by right clicking the Plant Growth skill.
Level 0 : common plants; grass, flowers and haygrass. Good for herbivores and beauty.
Level 1 : common crops; food, cotton and healroot.
Level 2 : Uncommon plants; devilstrand, drugs, ambrosia.
Level 3 : Trees, including cocoa trees, or cacti if used on sand.

Harmony : Reduces the mana cost and casting time by 10% per level, and increases the area by 1 per level.

Plant allies : Nature comes to the druid's aid when casting Plant Growth, slowing enemies (or unfortunate allies) caught within.
Level 1 : root any creature caught inside, slowing their movement.
Level 2 : chance to briefly stun enemies caught inside.
Level 3 : decrease the consciousness of enemies with poisonous spores.
Ooh, I like the idea Henk.  I'll have to take a look at the changes to growing.  I haven't had the time to actually -play- the game recently I think some of the abilities will need to be updated/balanced after the 1.0 dust settles a bit, but it will also open up new possibilities for magic.
Title: Re: [B18 - 1.0] A RimWorld of Magic
Post by: Torann on July 28, 2018, 08:01:01 PM
I've updated a 1.0.1978 compatible version to moddb.  Hopefully it stays functional for awhile!

Quite a few new features and tweaks were also added.
Title: Re: [B18 - 1.0] A RimWorld of Magic
Post by: Gungnier on July 28, 2018, 08:54:18 PM
Quote from: Torann on July 28, 2018, 08:01:01 PM
I've updated a 1.0.1978 compatible version to moddb.  Hopefully it stays functional for awhile!

Quite a few new features and tweaks were also added.

You are an angel in wolf disguise ! The F5 on my keyboard started to scrape off i was waiting this day that much :)
Title: Re: [B18 - 1.0] A RimWorld of Magic
Post by: Bulltank on July 29, 2018, 04:14:52 PM
OP please post screenshots in the main message, that way new users can have a better (and faster) idea about what the mod does  :D
Title: Re: [B18 - 1.0] A RimWorld of Magic
Post by: henk on July 31, 2018, 10:11:21 PM
1.0 bug report :
Undead appears as a trait on normal pawns.
Spell cooldown does not pass while caravaning.
Random female pawns can be warlocks.
Title: Re: [B18 - 1.0] A RimWorld of Magic
Post by: Torann on August 03, 2018, 09:16:37 PM
Updated to core version 1.0.1982
Undead trait commonality set to 0
Warlock/Succubus trait is assigned correctly based on gender
Added an undead Colonist Bar icon (similar to inspirations UI icon) that should help quickly identify undead when looking at the colonist bar
Undead (and Lich) self healing will treat the bleeding of missing limbs; the limb won't regrow but the bleeding will stop
Sniper class abilities will inherit the look and sound of the equipped weapon; sniper weapon restrictions removed
edit: sniper still requires ranged weapons, but no longer restricted from using neolithic weapons

Still looking into ability cooldown while caravaning
Title: Re: [B18 - 1.0] A RimWorld of Magic
Post by: henk on August 03, 2018, 09:31:05 PM
You could just set ability cooldowns to 0 when a caravan starts or ends for any ability with a short to medium cooldown.

Awesome work as always.
Title: Re: [B18 - 1.0] A RimWorld of Magic
Post by: Polonski on August 07, 2018, 01:17:01 AM
Hey Torann, such nice mod!
Is this August 03/2018 update for b18 too ? cant find the right download on Moddb.

Your mod is big, and i see it growing even more, thx for making it and giving a very nice new way to play our game.

(Sorry bad english, not fluent)
Title: Re: [B18 - 1.0] A RimWorld of Magic
Post by: Torann on August 08, 2018, 07:15:13 AM
Quote from: Polonski on August 07, 2018, 01:17:01 AM
Hey Torann, such nice mod!
Is this August 03/2018 update for b18 too ? cant find the right download on Moddb.

Your mod is big, and i see it growing even more, thx for making it and giving a very nice new way to play our game.
Glad you're enjoying the mod.  Unfortunately, I'm not maintaining separate branches for B18 and 1.0 - all updates at this time are for the 1.0 version only.
Title: Re: [B18 - 1.0] A RimWorld of Magic
Post by: henk on August 14, 2018, 08:33:48 PM
Nice work on the new elemental rift event, but there's a few problems.

- The speed of elementals coming through needs to be toned down. With the portals having hundreds of durability, it's just not feasible to destroy it, and you have to hunker down and fight them at your defences.
- Upon saving and reloading, the Granite elemental rift turned into a purple square.
- The granite rift manhunter can turn the granite rift's own elementals, making them attack other elementals. Also, random animals getting manhuntered will attack rift elementals. The manhunters and elementals spawning should come in waves, so they don't risk hitting each others.
Title: Re: [B18 - 0.19] A RimWorld of Magic
Post by: Torann on August 18, 2018, 09:14:58 PM
Updated the mod to 0.19.x and uploaded to modDB.

Update also includes the psionic class - a "physical" class that augments their actions using psionics.
A quick tip to getting a psionic: a pawn needs a psychic sensitivity above average along with being physically adept when attempting to become a psionic.  This can be accomplished by having a pawn with sensitivity traits, temporarily boosting sensitivity through external means, or reading the book during psychic activity.

I also addressed some armor/bodypart related issues with elementals along with tweaking the elemental rift event.  It has a higher "minimum" time between spawns and elementals won't be selected for manhunter.
Title: Re: [B18 - 0.19] A RimWorld of Magic
Post by: NeoSono on August 19, 2018, 05:21:33 AM
I just now had a caravan with arcane stuff for a visit. Problem was that one of them was a psionic and I heard an annoying sound every few seconds while all my colonists got wounded by psionic?!?! I didn't attack them and they weren't hostile...

and another 2 visits by arcans caravans and everytime this happens. it also attacks my animals.
Title: Re: [B18 - 0.19] A RimWorld of Magic
Post by: FueledByOCHD on August 19, 2018, 11:20:09 AM
Sweet thank you very much for the mod. Maybe now I will be able to use magic with my mod I'm making like it was intended. Keep up the good work
Title: Re: [B18 - 0.19] A RimWorld of Magic
Post by: Torann on August 19, 2018, 01:51:22 PM
Quote from: NeoSono on August 19, 2018, 05:21:33 AM
I just now had a caravan with arcane stuff for a visit. Problem was that one of them was a psionic and I heard an annoying sound every few seconds while all my colonists got wounded by psionic?!?! I didn't attack them and they weren't hostile...

and another 2 visits by arcans caravans and everytime this happens. it also attacks my animals.
Yep, looks like the AI psionic attack was being allowed to attack non-hostiles.  I've fixed the issue, thanks for bringing it to my attention.
Title: Re: [B18 - 0.19] A RimWorld of Magic
Post by: NeoSono on August 19, 2018, 02:30:40 PM
Well thank YOU for the awesome mod :). really love the possibilities and damn was I suprised when an arcane raider teleported several times to kill my pawn :D
Title: Re: [B18 - 0.19] A RimWorld of Magic
Post by: Holvr on August 20, 2018, 12:03:10 PM
First thing first: Absolutely amazing mod! Especially that for a long time I wanted to "bring dwarf fortress back to rimworld" so to speak, so all medieval/fantasy mods and conversions are on my wishlist. I love the approach to spells/skills, mana etc. Great work!

I do, however, need to ask - do you ever plan on making your work modular, or branching into a 'lite' version? Don't get me wrong, but I'm just not too hot on the idea of having tons upon tons of traits (especially when one "class" is represented in 3 different tiers of the same trait) and it'd be awesome to simply be able to choose which traits (and therefore - classes) will appear in a playthrough, and thus a form of mod configuration would be GREATLY appreciated.

If someone has already asked this question and you've responded (the thread has become far too big to casually scroll through), or if some kind of customisation is already in the mod (I haven't played for a while), please just point me to the answer.
Title: Re: [B18 - 0.19] A RimWorld of Magic
Post by: ZE on August 20, 2018, 07:26:46 PM
You're referring to classes like Ranger which has multiple levels right?

not the guy who makes the mod, but i think it might be possible of classes were transfered to hediffs and all that remained as traits were gifted. 

as for the other part, you want to have specific classes enabled/disabled in mod options?
Title: Re: [B18 - 0.19] A RimWorld of Magic
Post by: Torann on August 21, 2018, 04:45:29 PM
Quote from: Kubin on August 20, 2018, 12:03:10 PM
I do, however, need to ask - do you ever plan on making your work modular, or branching into a 'lite' version? Don't get me wrong, but I'm just not too hot on the idea of having tons upon tons of traits (especially when one "class" is represented in 3 different tiers of the same trait) and it'd be awesome to simply be able to choose which traits (and therefore - classes) will appear in a playthrough, and thus a form of mod configuration would be GREATLY appreciated.
For these types of classes (like the ranger) that has multiple trait degree's/orders, there's some built-in functionality to make it transparent to the player. 

First, random generated pawns will never 'roll' one of these traits beyond the first degree (for ranger, this would be 'woodsman').  All mod related traits are tied into the mod options so that selecting how frequent class types randomly generate is entirely up to the player, and no one has to adjust the def's to get what they want. This also prevents the game from ever randomly rolling a higher degree for these types of classes, and it also means the ranger has an equal chance of being assigned as any class with a single trait degree.

If you use custom starters like EdB prepare carefully, and select "ranger" as the trait for one of your pawns, once the game starts, that class will automatically compare the trait degree to the level of training and adjusted to the appropriate degree based on their class skill level. Similar to how the old trait will be replaced by a new trait when you train in the class, all of it goes on behind the scenes and doesn't require any interaction from the player.

As to the option to be able to choose which classes appear in a playthrough - maybe you just hate a certain class or think they're just too OP and want to remove them? I think adding options to select, on a case by case basis, which classes appear and which don't would be a fantastic addition and I've added it to my to-do list.
Title: Re: [B18 - 0.19] A RimWorld of Magic
Post by: henk on August 21, 2018, 10:42:18 PM
QuoteA group of greater earth elementals, abandoned or lost, have wandered into the area.

They seem accustomed to human contact and are joining the colony.

Too bad I can't train them to do anything. Good fighters though!
Title: Re: [B18 - 0.19] A RimWorld of Magic
Post by: Canute on August 22, 2018, 02:58:33 AM
Hehe,
and what they eat, stone chunks ? :-)
Title: Re: [B18 - 0.19] A RimWorld of Magic
Post by: henk on August 22, 2018, 11:26:29 AM
Quote from: Canute on August 22, 2018, 02:58:33 AM
Hehe,
and what they eat, stone chunks ? :-)

That would be amazing! They seem to eat like normal animals, and don't need sleep.

Earth elementals as haulers, who eat gravel and poop soil, would be an amazing addition.
Title: Re: [B18 - 0.19] A RimWorld of Magic
Post by: NeoSono on August 24, 2018, 03:42:30 AM
did the latest patch mess up something? tried to heal someone with advanced heal and the pawn was locked in place after casting and the sound looped. heal doesn't work either, error code below.

Exception ticking Mem (at (38, 0, 175)): System.NullReferenceException: Object reference not set to an instance of an object
at Verse.Verb.get_TerrainDefSource () <0x00019>
at Verse.Verb.TryCastNextBurstShot () <0x0056e>
at Verse.Verb.VerbTick () <0x00075>
at AbilityUser.PawnAbility.Tick () <0x000df>
at AbilityUser.CompAbilityUser.CompTick () <0x00194>
at TorannMagic.CompAbilityUserMagic.CompTick () <0x00161>
at Verse.ThingWithComps.Tick () <0x0006c>
at (wrapper dynamic-method) Verse.Pawn.Tick_Patch1 (object) <0x00095>
at Verse.TickList.Tick () <0x00487>

Verse.Log:Error(String, Boolean)
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()
Title: Re: [B18 - 0.19] A RimWorld of Magic
Post by: henk on August 25, 2018, 08:20:49 PM
Would it be possible to make deep drilling for stone occasionally give magycite? Or  make magycite deep drill nodes, so there's some sources of magycite late game.
Title: Re: [B18 - 0.19] A RimWorld of Magic
Post by: Onasaki on August 28, 2018, 08:20:36 PM
Can we get a proper link? The Moddb link seems to only show patches on the page, under files.

Unless I'm missing something...Either way, could use some help here! Thanks!
Title: Re: [B18 - 0.19] A RimWorld of Magic
Post by: henk on August 28, 2018, 08:59:58 PM
The files labelled patch are the proper files, just download the latest one.
Title: Re: [B18 - 0.19] A RimWorld of Magic
Post by: Treason5240 on August 28, 2018, 11:45:39 PM
The new Psionic class is interesting.

Haven't been able to test it out much, though, due to a constant red-error being kicked in when the "psionic manipulation" buff is triggered.  Every moment the amount of energy scales up to trigger the buff, game throws an error and pauses.

This is a near constant pause, un-pause, pause, un-pause situation when your psionic pawn is doing any sort of work.
Title: Re: [B18 - 0.19] A RimWorld of Magic
Post by: Torann on August 30, 2018, 02:35:47 AM
Working on an update for B19 that should fix the casting errors. 
Title: Re: [B19] A RimWorld of Magic
Post by: Torann on September 01, 2018, 12:39:26 PM
Mod has been updated to B19 for both modDB and steam.

Update also includes the geomancer class.

Steam: https://steamcommunity.com/sharedfiles/filedetails/?id=1201382956
ModDB: https://www.moddb.com/mods/tmagic/downloads/tmagic-b19-v2-2-3
Title: Re: [B19] A RimWorld of Magic
Post by: Treason5240 on September 01, 2018, 04:43:45 PM
Geomancer: Interesting.  Liking what I'm seeing so far.

..except..are Sentinels supposed to show up from psychic/poison ship parts in place of mechanoids?

Edit: Earth Sprites.  Only target-able on stony soil, from what I've seen.  Also intended?  Do they not convert natural "rough stone" flooring?
Title: Re: [B19] A RimWorld of Magic
Post by: Torann on September 02, 2018, 01:55:28 PM
Quote from: Treason5240 on September 01, 2018, 04:43:45 PM
Geomancer: Interesting.  Liking what I'm seeing so far.

..except..are Sentinels supposed to show up from psychic/poison ship parts in place of mechanoids?

Edit: Earth Sprites.  Only target-able on stony soil, from what I've seen.  Also intended?  Do they not convert natural "rough stone" flooring?
Nope, probably a side effect of giving them the flesh type of mechanoid to prevent them from bleeding all over the place (doesn't make sense for stone to bleed).  Elementals are probably in the same boat since they were also changed so they wouldn't bleed. 

Earth sprites were only designed to function on existing soil.  Rough stone (ie your cave floors and the like) won't be able to be converted.  I felt like that was a little too beneficial... but heck, they are earth sprites, so maybe they should be able to break rough stone down into plantable soil?
Title: Re: [B19] A RimWorld of Magic
Post by: Treason5240 on September 02, 2018, 02:53:38 PM
I'll admit the stone to soil was something I expected from reading the tooltip for the ability, but I may have been reading it erroneously.

Whether an Earth Sprite should or should not be able to break down stone to soil is up to you; you're the mod maker, after all.
Title: Re: [B19] A RimWorld of Magic
Post by: henk on September 02, 2018, 04:40:49 PM
It COULD be used as a one-shot ability, sacrificing the sprite to convert a few tiles to stony soil - which another sprite would then need to convert to soil. Or alternately, sacrificing the sprite to create fertile soil.
Title: Re: [B19] A RimWorld of Magic
Post by: Gungnier on September 02, 2018, 07:04:16 PM
My geomancer got bugged and somehow skill points can go into minus (they can't learn new abilities but i can upgrade everything). I tested earthern hammer and its kinda strange it tends to miss a lot but when it hits its like a truck. Earth sprites are fine but it would be nice if they have bigger search range (i always forget to recast it). Stoneskin is the real mvp ability in my opinion its really powerfull soaking 10 hit but it would be nice if you would have a "refresh stacks" button instead having to remove and recast again.

On the psionic i really like it but The strange hovering meanwhile psionic storm is kinda derpy its strange to see it fly over structures and at the end of the cast its easy to get stuck in strange places. It would be nice if it would fly back to the starting point. 2nd problem is tracking psionic energy you kinda have to check it in combat a lot of times and its hard to track from the health tab it would be nice to have something like the shield belt showing. It would be nice if endurance/cordination/fitness would affect psionic energy too.

Tho its an old problem but ranger's arrow storm still can't really hit moving targets which is awkward i dont know if its intended
Title: Re: [B19] A RimWorld of Magic
Post by: Torann on September 02, 2018, 09:30:02 PM
Uploaded a quick patch for the following:

Quote from: Gungnier on September 02, 2018, 07:04:16 PM
My geomancer got bugged and somehow skill points can go into minus (they can't learn new abilities but i can upgrade everything).
Fixed.

Quote
On the psionic i really like it but... It would be nice if it would fly back to the starting point.
Changed it so they return to starting position.

I'm looking at adding a gizmo (like the shield belt) to show mana, stamina, psionic energy.

Quote from: Treason5240 on September 01, 2018, 04:43:45 PM
..except..are Sentinels supposed to show up from psychic/poison ship parts in place of mechanoids?
I added a custom skin type def for elementals and sentinels.  Now they don't bleed OR show up to the party during 'mechanoid' events.
Title: Re: [B19] A RimWorld of Magic
Post by: Spetse on September 03, 2018, 08:43:46 AM
Loving all the new additions! was wondering though, is it intended for psionic abilities to trigger during social fights? in my colony I have a psionic that is feuding with another colonist, every social fight ends with the other colonist nearly dead due to psionic wounds.
Title: Re: [B19] A RimWorld of Magic
Post by: Edramon on September 04, 2018, 12:13:27 PM
Playing with this mod in B19 and encountered an issue yesterday.

Broke into an ancient danger which contained a fire elemental, a water elemental and a mechanoid lancer. My necromancer and her minions were able to down the elementals but nothing I could do would kill them including Dev-Mode Damage To Death and Kill.
Reloaded to a point before opening, got some error log messages that mentioned elementals (afraid I didn't save them) and tested again, still couldn't kill the elementals. Dev-mode Destroy removed them.
I've not previously encountered elementals, but I assume that's not right.

Also are necromancers supposed to be harmed by their Fog of Torment spell or not? I had a short game in B18 with a necro fighting inside their cloud fine - this time my necro is hurt by it. Which is intentional?
Title: Re: [B19] A RimWorld of Magic
Post by: rawrfisher on September 04, 2018, 01:32:07 PM
Gonna try this out.

Manhunter pack of wind elemental that just wander around where they spawned in
Hmm had a seige and soon as it arrived my game took a MASSIVE hit to the frame rate.
Title: Re: [B19] A RimWorld of Magic
Post by: Torann on September 05, 2018, 07:29:08 PM
Updated to 2.2.4 - Fixes some bugs with minions, caravans, and trade dialog.

Adds a gizmo to the ability bar that shows mana, stamina, and psionic energy, also added a button for psionics to enable/disable their automatic use of augments.  Full details in the update notes.

Quote from: Edramon on September 04, 2018, 12:13:27 PM
Playing with this mod in B19 and encountered an issue yesterday.

Broke into an ancient danger which contained a fire elemental, a water elemental and a mechanoid lancer.
The bug with elementals (and sentinels) spawning during events where you'd typically find mechanoids was fixed, but any existing elementals (like those unspawned in ancient danger caskets) can't be killed outside of dev mod "destroy."  New elementals should be fine.

Quote
Also are necromancers supposed to be harmed by their Fog of Torment spell or not? I had a short game in B18 with a necro fighting inside their cloud fine - this time my necro is hurt by it. Which is intentional?
Necromancers are not immune to pain/torment magic.  However, the lich is, and if you're upgraded to a lich then fog of torment will heal you just like it heals the undead.

There's a bug where sentinels and elementals will still arrive in manhunter packs.  I'll try to have that fixed next update.
Title: Re: [B19] A RimWorld of Magic
Post by: rawrfisher on September 05, 2018, 10:11:36 PM

Called SpawnedPawnsInFaction with null faction.
Verse.Log:Error(String, Boolean)
Verse.MapPawns:SpawnedPawnsInFaction(Faction)
TorannMagic.Building_TMElementalRift:SingleSpawnLoop(SpawnThings, IntVec3, Map)
TorannMagic.Building_TMElementalRift:SpawnCycle()
TorannMagic.Building_TMElementalRift:Tick()
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()

Probly already fixed but hey  figured I would ask about it

Exception ticking TM_Blizzard_Small765283: System.NullReferenceException: Object reference not set to an instance of an object
  at Verse.GenGrid.InBounds (IntVec3 c, Verse.Map map) [0x00000] in <filename unknown>:0
  at RimWorld.Skyfaller+<HitRoof>c__AnonStorey0.<>m__2 (IntVec3 c) [0x00000] in <filename unknown>:0
  at System.Linq.Enumerable+<CreateWhereIterator>c__Iterator1D`1[Verse.IntVec3].MoveNext () [0x00000] in <filename unknown>:0
  at Verse.RoofCollapserImmediate.DropRoofInCells (IEnumerable`1 cells, Verse.Map map, System.Collections.Generic.List`1 outCrushedThings) [0x00000] in <filename unknown>:0
  at RimWorld.Skyfaller.HitRoof () [0x00000] in <filename unknown>:0
  at RimWorld.Skyfaller.Tick () [0x00000] in <filename unknown>:0
  at Verse.TickList.Tick () [0x00000] in <filename unknown>:0
Verse.Log:Error(String, Boolean)
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()

Sorry console is working again now that I cleaned up the mess caused my another mod :L
Title: Re: [B19] A RimWorld of Magic
Post by: wrathofdog on September 06, 2018, 01:31:20 AM
I may be missing something, but it appears that gladiators don't have access to the "cleave" skill?  Or maybe it requires an initial point to get access to, but whirlwind, sprint, and grapple all are available without investing any points so I'm not sure.
Title: Re: [B19] A RimWorld of Magic
Post by: rawrfisher on September 06, 2018, 04:49:44 PM

Faction Pact of Southern Notcount of def Seers has no usable PawnGroupMakers for parms groupKind=Peaceful, tile=80774, inhabitants=False, points=612.4346, faction=Pact of Southern Notcount, traderKind=, generateFightersOnly=False, dontUseSingleUseRocketLaunchers=False, raidStrategy=, forceOneIncap=False, seed=
Verse.Log:Error(String, Boolean)
RimWorld.<GeneratePawns>c__Iterator0:MoveNext()
System.Linq.Enumerable:Count(IEnumerable`1)
JecsTools.HarmonyPatches:GeneratePawns(PawnGroupMakerParms, Boolean, IEnumerable`1&)
RimWorld.PawnGroupMakerUtility:GeneratePawns_Patch1(PawnGroupMakerParms, Boolean)
RimWorld.IncidentWorker_NeutralGroup:SpawnPawns(IncidentParms)
RimWorld.IncidentWorker_TravelerGroup:TryExecuteWorker(IncidentParms)
RimWorld.IncidentWorker:TryExecute(IncidentParms)
RimWorld.Storyteller:TryFire(FiringIncident)
RimWorld.Storyteller:StorytellerTick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()


Just something trivial I ran across
Title: Re: [B19] A RimWorld of Magic
Post by: bladerunner170 on September 08, 2018, 04:32:53 PM
Hey! I've been working on making some proper sprites that are more in line with Rimworld's art style. I'd greatly appreciate it if you could take a look at them and tell me what you think! I'm still working on tweaking and modifying them, but I think that even the unfinished ones are an improvement over the old ones. I'd have no problem with them being implemented into the mod if you think they're alright

[attachment deleted due to age]
Title: Re: [B19] A RimWorld of Magic
Post by: Gungnier on September 08, 2018, 06:20:47 PM
I found two bug again.

geomancer: When you have a prisoner sentinels awkwardly run around (goes back to staying in one place after you recruit/release the prisoner)

Ranger: Animal friend instead of renewing the bond simply makes the animal vanish. (casted on an animal which was tamed by the ability before) . And i don't know if its intended but to renew the bond you need 90% stamina but if you have a companion you are limited to maximum 70%. Its possible to use with upgrade tho...
Title: Re: [B19] A RimWorld of Magic
Post by: Dr Roach on September 09, 2018, 01:34:56 PM
I've got this gigantic error log that the game throws me when I add Terra Project Core, of all things. It deactivates all mods afterwards

[attachment deleted due to age]
Title: Re: [B19] A RimWorld of Magic
Post by: Torann on September 09, 2018, 01:59:55 PM
@rawrfisher
Ill take a look, probably trying to use an out of bounds cell during blizzard.

@wrathofdog
Cleave for gladiator is completely automated now, so you wont get a button.  It has a chance of cleaving based on skills and weapon weight, heavier weapons more likely to cleave.  It does take stamina, so it wont happen if youre low on stamina.

@bladerunner170
Ill take a look, can you send me a pm with a download link on dropbox or w/e?  Are these sprites made with the intent to be used with specific abilities from this mod?

@gungnier
Good finds. The sentinel bug should be an easy fix, the animal bond should update the bond buffs automatically and ill adjust the cost to make sense in both cases.

@Dr Roach
Never tried Terra Project Core so ill have to see why it might be conflicting.
Title: Re: [B19] A RimWorld of Magic
Post by: rawrfisher on September 09, 2018, 03:10:14 PM
I noticed the gladiator seems to be able to pass through embrasures added by some mods.
When I first saw it I didnt think anything of it but I finally got a gladiator and read over its skills.  Nothing in it seems to suggest the ability to pass through embrasures but I noticed the gladiator that did it used a skill with the animation of a tornado.  I think that was whirlwind.  Do you think thats possible?

https://makeagif.com/i/sZO3F6  Managed to make a gif of it but took 20 takes to get this horrid quality one.  Rest were even worse
Title: Re: [B19] A RimWorld of Magic
Post by: bladerunner170 on September 09, 2018, 03:47:05 PM
Quote from: Torann on September 09, 2018, 01:59:55 PM

@bladerunner170
Ill take a look, can you send me a pm with a download link on dropbox or w/e?  Are these sprites made with the intent to be used with specific abilities from this mod?


I sent you a PM!

At least...I think I did. Let me know if you have it.
Title: Re: [B19] A RimWorld of Magic
Post by: wrathofdog on September 09, 2018, 05:04:44 PM
Quote from: Torann on September 09, 2018, 01:59:55 PM
@wrathofdog
Cleave for gladiator is completely automated now, so you wont get a button.  It has a chance of cleaving based on skills and weapon weight, heavier weapons more likely to cleave.  It does take stamina, so it wont happen if youre low on stamina.

That's actually really cool.  Loving the mod, btw!
Title: Re: [B19] A RimWorld of Magic
Post by: rawrfisher on September 10, 2018, 02:55:23 AM
Hmm Do necros share the burden of maintaining the undead?

I have 3 necos and 1 summoned 5 undead the other 2 dont have any but still pay upkeep for undead
Title: Re: [B19] A RimWorld of Magic
Post by: Gungnier on September 11, 2018, 04:39:11 PM
Idk if its a bug or feature again but i just got the champion aspiration without having any bard type pawns. And on ranger the animal friend animal gets pre trained fully as it stated but it still looses training like normal animals in B19. Which means you can get into a situation (like me) you tame an animal with the skill but it slowly looses tamed skills cuz you dont have any pawn with high enough animal taming to maintain it.
Title: Re: [B19] A RimWorld of Magic
Post by: GideonHidolka on September 11, 2018, 05:58:44 PM
Every update there are a lot of mods that I worry wont update, but I can live without some of them, begrudgingly.

But this, and Jecrells cosmic horrors I cant. Rimworld wouldn't be the same without this mod, its a game changer. Thanks for updating it to b19
Title: Re: [B19] A RimWorld of Magic
Post by: Torann on September 12, 2018, 12:39:47 AM
Quote from: Gungnier on September 11, 2018, 04:39:11 PM
Idk if its a bug or feature again but i just got the champion aspiration without having any bard type pawns. And on ranger the animal friend animal gets pre trained fully as it stated but it still looses training like normal animals in B19. Which means you can get into a situation (like me) you tame an animal with the skill but it slowly looses tamed skills cuz you dont have any pawn with high enough animal taming to maintain it.
The inspiration is not a bug, it can happen without a bard, but a bard is much more likely to grant a more powerful inspiration (as long as they have the appropriate skill) than the game. There were 6 new inspirations added as part of the mod to make the Bard skill more robust. The bonded animals loosing training is just me not catching up to everything new in B19.  I'll have that fixed the next update.

Quote from: rawrfisher on September 10, 2018, 02:55:23 AM
Hmm Do necros share the burden of maintaining the undead?

I have 3 necos and 1 summoned 5 undead the other 2 dont have any but still pay upkeep for undead
Yes, all the undead of a faction are maintained by the necros/lichs of the same faction on the same map.  Undead are not assigned to a master pawn like a minion and the upkeep cost is split evenly regardless of the necro/lich strength as a mage.  If a necro/lich fails to pay their portion of the upkeep (ie 0 mana and gain per tick is negative) then that cost is split to the remaining necro's.  If no necro is able to maintain the undead, they will automatically be consumed - similar to consume corpse.
Title: Re: [B19] A RimWorld of Magic
Post by: rawrfisher on September 12, 2018, 05:09:44 AM
Oh ok. 
Also the skill degredation applies to undead animals too.

Exception ticking Projectile_SummonMinion763452 (at (250, 0, 131)): System.NullReferenceException: Object reference not set to an instance of an object
at RimWorld.LordToil_Siege.UpdateAllDuties () <0x00297>
at RimWorld.LordToil_Siege.Notify_PawnLost (Verse.Pawn,Verse.AI.Group.PawnLostCondition) <0x0001b>
at Verse.AI.Group.Lord.Notify_PawnLost (Verse.Pawn,Verse.AI.Group.PawnLostCondition,System.Nullable`1<Verse.DamageInfo>) <0x002b3>
at (wrapper dynamic-method) Verse.Pawn.Destroy_Patch1 (object,Verse.DestroyMode) <0x00337>
at TorannMagic.Projectile_SummonMinion.SingleSpawnLoop (AbilityUser.SpawnThings,Verse.IntVec3,Verse.Map) <0x0054f>
at TorannMagic.Projectile_SummonMinion.Impact (Verse.Thing) <0x00614>
at AbilityUser.Projectile_AbilityBase.ImpactSomething () <0x00554>
at AbilityUser.Projectile_AbilityBase.Tick () <0x00117>
at TorannMagic.Projectile_SummonMinion.Tick () <0x0001c>
at Verse.TickList.Tick () <0x00487>

Verse.Log:Error(String, Boolean)
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()


Got this during a seige
The summoner was summoning an endless stream of minions that were invincible to all but the dev commands.  Was annoying but then again they were kept busy by my tanks :P

Exception ticking Yuzuki (at (105, 0, 105)): System.NullReferenceException: Object reference not set to an instance of an object
at TorannMagic.Need_Mana.GainNeed (single) <0x0017c>
at TorannMagic.Need_Mana.NeedInterval () <0x00034>
at RimWorld.Pawn_NeedsTracker.NeedsTrackerTick () <0x0006c>
at (wrapper dynamic-method) Verse.Pawn.Tick_Patch1 (object) <0x00329>
at Verse.TickList.Tick () <0x00487>

Verse.Log:Error(String, Boolean)
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()

One of my prisoners is causing this.  The rest are mages as well but dont trigger this type of error for some reason
The class of the mentioned pawn is fire mage


Exception in RimWorld.ThinkNode_ConditionalColonist TryIssueJobPackage: System.NullReferenceException: Object reference not set to an instance of an object
at (wrapper dynamic-method) AbilityUserAI.AbilityWorker.CanPawnUseThisAbility_Patch1 (object,AbilityUserAI.AbilityAIDef,Verse.Pawn,Verse.LocalTargetInfo) <0x000e3>
at TorannMagic.HarmonyPatches/CanPawnUseThisAbility_Patch.Prefix (AbilityUserAI.AbilityAIDef,Verse.Pawn,Verse.LocalTargetInfo,bool&) <0x00169>
at (wrapper dynamic-method) AbilityUserAI.AbilityAIDef.CanPawnUseThisAbility_Patch1 (object,Verse.Pawn,Verse.LocalTargetInfo) <0x0008b>
at AbilityUserAI.AbilityDecisionNode_PickAbilityWithMatchingTags.TryPickAbility (Verse.Pawn) <0x00906>
at AbilityUserAI.AbilityDecisionNode.RecursivelyGetAbility (Verse.Pawn) <0x00037>
at AbilityUserAI.AbilityDecisionNode.RecursivelyGetAbility (Verse.Pawn) <0x000bf>
at AbilityUserAI.AbilityDecisionNode.RecursivelyGetAbility (Verse.Pawn) <0x000bf>
at AbilityUserAI.JobGiver_AIAbilityUser.TryGiveJob (Verse.Pawn) <0x001be>
at Verse.AI.ThinkNode_JobGiver.TryIssueJobPackage (Verse.Pawn,Verse.AI.JobIssueParams) <0x00039>
at Verse.AI.ThinkNode_Priority.TryIssueJobPackage (Verse.Pawn,Verse.AI.JobIssueParams) <0x00130>

Verse.Log:Error(String, Boolean)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Conditional:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_SubtreesByTag:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.Pawn_JobTracker:DetermineNextJob_Patch2(Object, ThinkTreeDef&)
Verse.AI.Pawn_JobTracker:CheckForJobOverride()
Verse.AI.Group.TransitionAction_CheckForJobOverride:DoAction(Transition)
Verse.AI.Group.Transition:Execute(Lord)
Verse.AI.Group.Transition:CheckSignal(Lord, TriggerSignal)
Verse.AI.Group.Lord:CheckTransitionOnSignal(TriggerSignal)
Verse.AI.Group.Lord:Notify_PawnDamaged(Pawn, DamageInfo)
Verse.Pawn_HealthTracker:PreApplyDamage_Patch3(Object, DamageInfo, Boolean&)
Verse.Pawn:PreApplyDamage(DamageInfo&, Boolean&)
Verse.Thing:TakeDamage_Patch1(Object, DamageInfo)
RimWorld.Bullet:Impact(Thing)
Verse.Projectile:ImpactSomething()
Verse.Projectile:Tick_Patch1(Object)
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()


Sorry torran I have a bad habit of breaking things
Title: Re: [B19] A RimWorld of Magic
Post by: Torann on September 13, 2018, 12:57:46 AM
Patched version 2.2.4.1 fixes the following bugs:

Still working on more bugs but figured I'd push this one out for now.
Title: Re: [B19] A RimWorld of Magic
Post by: Gungnier on September 13, 2018, 03:17:00 AM
New bug report again on my Geomancer i used encase near psychic ship so i only have to fight half of them first but when it timed out the ship vanished too.

By the way awsome work with all the bugfixing and new stuff.

#EDIT#  I found one with faceless too: When an enemy takes over my pawn its work tab priorities reset after i get it back from posession.
Title: Re: [B19] A RimWorld of Magic
Post by: rawrfisher on September 14, 2018, 12:38:28 PM
Either I failed the update 20 times in a row or somthings making the sentinals attack my prisoners >.>
Title: Re: [B19] A RimWorld of Magic
Post by: TheJinx on September 14, 2018, 07:24:58 PM
I feel like Psionic should have faster psionic energy regen it really slows down the fluidity of Psionic maybe new apparel that can stack psionic energy regen?
Title: Re: [B19] A RimWorld of Magic
Post by: TheJinx on September 14, 2018, 07:29:32 PM
It just kinda feels unbalanced considering that you need high psionic energy to effectively use the moves but it's not really fast enough to be able to use more than 2-3 moves in combat maybe if there was stat boost for psionic energy that must just fix it
Title: Re: [B19] A RimWorld of Magic
Post by: Torann on September 15, 2018, 02:44:08 AM
Quote from: Gungnier on September 13, 2018, 03:17:00 AM
New bug report again on my Geomancer i used encase near psychic ship so i only have to fight half of them first but when it timed out the ship vanished too.
Was not able to reproduce this after quite a few tries (psychic ship or poison ship), does this happen every time for you?

Quote
#EDIT#  I found one with faceless too: When an enemy takes over my pawn its work tab priorities reset after i get it back from posession.
Interesting, should be an easy fix, thanks for letting me know.

Quote from: rawrfisher on September 14, 2018, 12:38:28 PM
Either I failed the update 20 times in a row or somthings making the sentinals attack my prisoners >.>
It seems to be working fine for me - is the prisoner inside a designated prison cell?  Anything else you can tell me that might help me reproduce the bug?

Quote from: TheJinx on September 14, 2018, 07:24:58 PM
I feel like Psionic should have faster psionic energy regen it really slows down the fluidity of Psionic
Thanks for the feedback.  The psionic is still under evaluation in regards to balance and playstyle and I'll take your suggestion into account.

The Psionic was designed to work most efficiently when balancing psionic blast with psionic dash.  Psi blast gets a nice bonus at high energy levels but drops off rapidly, and only uses a little stamina, so it's a good opener.  Psi dash is the opposite, requiring almost no psi energy and mostly stamina and is the more sustainable of the two in a large fight.  There's also a lot of versatility in the class with psi storm being a huge mage-like attack and barrier (particularly projected barrier) allowing a lot of clever tactics (like dropping it on a group of enemy shooters or a heavy weapon while it's warming up).  On top of that, you get augmented attacks (given, they still need a little tweaking). 

I'll admit though, I haven't had a chance to do a playthrough with a psionic yet, so the intended playstyle might need some tweaking.
Title: Re: [B19] A RimWorld of Magic
Post by: rawrfisher on September 15, 2018, 09:38:31 AM
@Torann
Heres my output log.
https://git.io/fAXjg

I was posting this for a different reason then the sentinal thing.  Thats just a minor nusence but yes they attack it both inside and outside the cell.  I do use prison labor so that might be the issue.

As for that log.  Could just be coincidence but all mentioned charactors are orassin mages
Title: Re: [B19] A RimWorld of Magic
Post by: Gungnier on September 15, 2018, 01:10:46 PM
The vanishing ship bug i tried to reproduce it it only happened once which is strange. I tested a little more with geomancer (i play normally not with dev tools so its kinda slow to test stuff). And the meteor spell is awsome i found its best to plug up the holes in walls when sappers attack to cut the raid in half while killing some. I used it in my garden when i had a psyhich ship event and it was working fine but i realized it turns the floor into rough stone (it destroyed half of my fertile soil).

After this its a long analizing about the classes etc.. so only read if you are interested its mostly my personal opinion:

I didnt manage to get the paladin holy wrath until now (cuz i usually avoid everything not blademaster/faceless), but the spell is awsome probably best overall melee class if you can get the spell. Having a ranged AOE spell which usable with shield belt and do not do friendly fire is awsome.

I retested all melee character and with the changes in B19 and updates to the mod they become pretty balanced, here my opinion on them (from strongest to weakest in order):

Paladin: Still a hard to kill tank and healer (and still best doorfiller) but dont really give anything offensive wise until you get ultimate but with ultimate its pretty much S tier.

Gladiator: With the new changes from weakest it become the 2nd best and best damage wise. Foritude is strong baseline and if you manage to get a tough trait berserker its a beast. And the passive cleave (i wonder if it stacks with thrumbo axe cleave ???) and the grapple makes it really strong. Currently after testing i found it whirwind simply doesnt worth the points, all of your other abilities passively eat up your stamina anyway and you want it for grapple too just ignore it and go for the passives.

Blademaster: Pretty good doorfiller and all around pawn cuz the passives and can deal some ranged damage too (especially in corridors). and with the huge range teleport and extra movement speed probably best at chasing down escaping pawns. From all the melees probably the most balanced all around class.

Faceless:Decent doorfiller, It would be probably the best if you would be able to cast spells (ranged ones) you copied with a shield belt. In the colony normally when you defend its pretty weak but it becomes really usefull on caravans.

Psionic: To be honest it's more like a hybrid class not really melee currently after testing i found it better with a gun and just using psionic blast/storm and ignoring the dash and barrier. With barrier it has a potential to become a tank but paladin and gladiator do a better job.

All around i found melee's much more usefull in b19 with all the changes and in bigger colonies they are mandatory for higher difficulties.

On the psionic i like its kit all the abilities look really cool and strong when you use it alone but with group fight it becomes awkward they are kinda weak (defensive wise) in melee, and some of their abilities not that good from range. I would really like it if instead of being a melee it would be a gunslinger type class with handgun or even better having a built-in "ghost" gun firing psionic energy "bullets". I would imagine it like a handgun statwise but with augmentation it could do a burst of rapid fire on 100% energy. And if its get into melee it could be like now and simply dont allow it equip any weapons. It could even get an ultimate spell which instead giving a spell simply upgrades its base gun. Of course this concept could be used in a new pisonic type class too.

I still find magicyte a strange crafting material meanwhile its easy to get but you need absurd quantities in games. In an avarage game (lets count it about 4-5 year long and about 12-15 pawns). I usually craft about 4-5 wands and maybe 1-2 minor spells and i pretty much run out of magicyte and even getting it from vendors they carry like 20 on avarage nad you need over 200 for anything good based on this you need 10 caravan whic carries it that can be several ingame years. Best source is currently elemental raids but thats not much either. Even when i play a mountain base i can't get ot the point to actually craft high level items but i usually manage to collect enough to craft two important ultimate spells.

I think if you would give more magicyte or lower the craft cost it would become really OP so it would be nice to maybe switch up some materials so instead needing that much magicyte let it cost more uranium/jade/gold/hyperweave etc...

Currently in games where i try my best i only research the basic wands in lategame and ignore everything else cuz crafting 1-2 item doesnt worth the research. (basic lightning wand still awsome for stun).

On the last week i mainly focused on the melee classes but the ranged classes are pretty much the same as in B18 balance wise Only the succubus feels little too powerfull especially with the new changes cuz currently 1-2 succubus let you skip having melees with pulling everything together.

About the casters/ranged:

Ranger: With the problems fixed i find it overal balanced more of an early game class lategame bow-s are kinda lackluster maybe with an addition of a new bow made with magicyte could make it perfect for lategame (or maybe rare loot from caravan events)

Geomancer: Pretty much a support class, Earthern hammer which is the baseline offensive spell is hard to use and on a long fights give cover to enemies so i usually skip the ability. All of its other spells are good but cuz i pretty much let the Earth sprite work all the time i usually don't have mana to do anything interesting when a raid comes. It has the potential to become extremely strong lategame with meteor and multiple sentinels,stoneskin but with the harsh mana need you need to pump into spirit and focus and gear and into the ability upgrades too so most runs finish before i could even properly use the spells.The best build i found currently i reduce the mana cost of earth sprite to 50% and just keep up as many stoneskin to have like 60% max mana so i can encase in combat and cast earth sprite when i want. Meanwhile meteor is awsome looking but with its high mana cost you can't use anything else if you want to keep enough mana for meteor (and its weaker compared to the elemental mage baseline AOE's) and for zoning encase do the same or even better.

Bard:Really good to give inspiration for your crafters but mostly fully passive. In lategame the Battle Hymn are powerfull but at that point fights tend to be really long and the buff ramps up fast and after that it vanishes in most time the buff thends to be on for about the 1/3 or 1/4 of the fight maybe it would better if the song ramps up a little bit slower (lingering note is needed for the range but the 2nd part is more of a downgrade in my opinion). It would be a nice upgrade for it if on verses it would have a chance to proc those juicy heroic inspirations (I almost never get them when i want anyway).

Priest:Best non-combat class because purify and resurrection but i would really love if resurrection would cost material instead mana or have a really long cast time with no mana cost cuz in lategame i found it better to simply not use any abilities of the priest so in case anybody die i can resurrect quickly.I always try to get this ultimate first cuz makes capturing good pawns easy and purify enables the use of drugs without worry so i can boost my workers all the time and i can solve any mood issues too. Bestow might and the other buff type spells tend to be weak compared to other spells on the classes which have them i think it would be a good idea to rework them in similar manner the psionic uses buffs.Sadly in later gameplays i found priest and its book extremely rare somehow idk if its bad luck or change.

About the not mentioned classes the same stays i wrote in the previous "probably too long" forum post.
Title: Re: [B19] A RimWorld of Magic
Post by: Torann on September 15, 2018, 02:51:57 PM
Quote from: rawrfisher on September 15, 2018, 09:38:31 AM
I was posting this for a different reason then the sentinal thing.  Thats just a minor nusence but yes they attack it both inside and outside the cell.  I do use prison labor so that might be the issue.

As for that log.  Could just be coincidence but all mentioned charactors are orassin mages
There's a known incompatibility with Alien Races Framework and this mod which affects every race that uses the framework.  I'm trying to work through it but different mods use different versions of Harmony and I'm kind of stuck since Jecstools uses 1.1 or below while alien races uses 1.2.  I can't update to 1.2 because that breaks compatibility with Jecstools.  Hopefully we'll have this resolved soon.

The sentinel bug is indeed caused by prison labor (fix is in the works).

Quote from: Gungnier on September 15, 2018, 01:10:46 PM
After this its a long analizing about the classes etc...
Great feedback!
The next patch will have a few tweaks to psionic which should make the class a little easier to use.
I really like the idea about the bard song being able to also give inspirations - bard is a very niche class and almost completely passive and haven't gotten much feedback for them.
I think a bow would be a great addition for a magical weapon!
I'll be boosting earthern hammer a bit, particularly early on, to make it a more worthwhile spell.

I'll also take another look at magicyte costs and research costs for enchanted equipment.  I've already made some tweaks to staff of the defender and staff of blazing power to make them more worthwhile to conduct the research and craft the weapon, considering players will likely only craft 1 or 2 of these weapon types.
Title: Re: [B19] A RimWorld of Magic
Post by: rawrfisher on September 15, 2018, 03:46:27 PM
Have you looked at necromancers?
I use that class all the time to supplement my caravans and while the zombies are bad shots they definitely are good meat sheilds :P

I just noticed that the undead sometimes get diseases XD
Added a screenshot to show what I mean


Exception ticking Fuller (at (0, 0, 3)): System.NullReferenceException: Object reference not set to an instance of an object
at TorannMagic.Need_Mana.GainNeed (single) <0x0017c>
at TorannMagic.Need_Mana.NeedInterval () <0x00034>
at RimWorld.Pawn_NeedsTracker.NeedsTrackerTick () <0x0006c>
at (wrapper dynamic-method) Verse.Pawn.Tick_Patch1 (object) <0x00329>
at Verse.TickList.Tick () <0x00487>

Verse.Log:Error(String, Boolean)
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()


Referenced pawn is a wildman

[attachment deleted due to age]
Title: Re: [B19] A RimWorld of Magic
Post by: henk on September 16, 2018, 10:59:50 AM
Well, since it's feedback time...

Magicyte from mining needs to be lowered. You can easily get a thousand from making a mountain base, and it's hard to even get a hundred of it otherwise; it makes mountain bases too strong for magic colonies.

Wand of lightning is by far the best of the base wands, since it's guaranteed to hit. Ice and fire might need a buff.

You can probably remove fingers and toes from the regrowth spell. It might be slightly annoying to regrow a hand for one finger, but it would cut the size of the medical operation tab in half.

A magic bow for rangers would be great. More magic items that don't cause penalties would also be useful, the description of some of these items is scary.

Magic camps give way too much reward compared to regular bandit camps - 10,000 silver worth of rewards, compared to about 2,000 silver for regular camps, with not much more danger. Also, the reward list will be cut short if there's more than 3 items, so it SOUNDS like a reasonable reward until you look at it on the world map.
Title: Re: [B19] A RimWorld of Magic
Post by: rawrfisher on September 16, 2018, 12:42:08 PM
@henk
Depends on your stage in the game
I often have camps of 30+ enemies lol
Title: Re: [B19] A RimWorld of Magic
Post by: kullm82 on September 16, 2018, 01:49:16 PM
Anyone can give me an idea how I can use Regrow Limb from Druid? I have tried so hard but..
Title: Re: [B19] A RimWorld of Magic
Post by: rawrfisher on September 16, 2018, 02:07:56 PM
have the druid perform the operation.

I recall seeing it in the class description
Title: Re: [B19] A RimWorld of Magic
Post by: Torann on September 16, 2018, 04:27:48 PM
Quote from: henk on September 16, 2018, 10:59:50 AM
Well, since it's feedback time...
Lol.

The magicyte balancing has been a challenge, lots of people say they don't get enough.  I've done some more number crunching and decided to make some small adjustments - all items will now have a raw magicyte cost instead of enchanting gem components, this will help increase the attractiveness and transparency of the actual cost of arcane gear (it also ends up reducing the overall magicyte cost and time required to craft arcane gear).
Magicyte drop amount was reduced by ~17%, but this was offset by all enchanting gem recipes had their magicyte costs reduced ~20%.  Books/Scrolls remained the same.  This should help increase the value of performing trades for magicyte and gems and the value in getting these objects via means other than crafting.

It's never going to be perfect, but that's why the options in the mod settings is there.

Agree with removal of fingers/toes from regrowth surgeries.
I'll tweak the wands a bit, you're not the only one saying the lightning wand is the best.
Magic bow (which I've gleefully called the "Thrum Bow") is already added and will be in the patch later today.
I've been meaning to fix the arcane camp rewards for some time, also will be adjusted/fixed and included in the next update.

Quote from: kullm82 on September 16, 2018, 01:49:16 PM
Anyone can give me an idea how I can use Regrow Limb from Druid? I have tried so hard but..
There are several explanations in game but if you can tell us what part you're having trouble with, that'd help us fill in the missing components.

Quote from: rawrfisher on September 15, 2018, 03:46:27 PM
Have you looked at necromancers?
I looked, didn't like what I saw, deleted necromancer from mod.
OK, jk (maybe).
I did fix the undead/lich being able to get diseases though.
Title: Re: [B19] A RimWorld of Magic
Post by: henk on September 16, 2018, 05:59:14 PM
I've had trouble with regrow limbs in the latest patch - it just stopped showing up in the surgery list. I created more seeds, checked other pawns, but nothing worked. Eventually I let all my seeds rot, then made a new one and regrow worked again. Not sure what it was about.

I think magicytes should get a basic source that isn't mining or trading, so that mining and trading can become bonuses, rather than primary sources of magicyte. While adding magicyte plants or animals would probably not be ideal, I'm sure there can be other options for slowly acquiring magicytes. Maybe a ritual that requires time and mana?
Title: Re: [B19] A RimWorld of Magic
Post by: Torann on September 16, 2018, 06:32:16 PM
Update v2.2.4.2

Bug Fixes:

Tweaks:

Compatibility patches:

New Features:
Title: Re: [B19] A RimWorld of Magic
Post by: rawrfisher on September 16, 2018, 06:33:43 PM
You ever gonna put this on steam?
Title: Re: [B19] A RimWorld of Magic
Post by: Torann on September 16, 2018, 07:23:19 PM
Quote from: rawrfisher on September 16, 2018, 06:33:43 PM
You ever gonna put this on steam?
?
https://steamcommunity.com/sharedfiles/filedetails/?id=1201382956
https://steamcommunity.com/workshop/filedetails/discussion/1201382956/1489992080509813871/
Title: Re: [B19] A RimWorld of Magic
Post by: rawrfisher on September 16, 2018, 07:27:49 PM
Then I really suck at using the steam workshop huh
Title: Re: [B19] A RimWorld of Magic
Post by: TheJinx on September 16, 2018, 08:31:41 PM
Yeah lol I read your message and was a bit confused
Title: Re: [B19] A RimWorld of Magic
Post by: Canute on September 17, 2018, 03:31:29 AM
About magicyte,
currently it is a natural resources that can get as bypass product from mining.

But what's about to change it into a craftable one.
Any magic user above a special skill level can focus his magic into a stoneblock and is geting magicyte as result (magic skill or stonecutting).

Title: Re: [B19] A RimWorld of Magic
Post by: Gungnier on September 17, 2018, 08:23:51 PM
The magicyte amount probably gonna be always not enough ot too much based on personal playstyle. Rimworld can be played with a lot of different aproaches. I personally tend to be really patient and control my wealth tightly ( really loving the new gifting system as a good way of getting rid excess wealth), and choose high quality pawns especially when playing with this mod.This means that i usually tend to have team of 80% mages or fighters which means i want to gear them up with robes/wands and craft multiple spells. Basicaly thats for a mage: 0.5 ultimate (i tend to get about every 2nd ultimate) 3 basic spells (gear mending,mana shield,emp) a robe and hat and 0.5 wand (half gunners). And for a fighter: gear repair,marine armor,plasteel spear,shield belt  and if its possible money bought thrumbo axe.

But this style of playing is probably not the usual for most people but i like it.

With the above mentioned playstyle it can get frustrating when you stuck on 4-5 pawns for several years. But if you manage to train up like 7-8 mages with a strong 3-4 fighter frontline the lategame fights become really epic. On one of my most memorable fights with this mod i managed to beat a total of 70+ raidsize with only 11 people (2 raid arriving at the same time and one meanwhile the fight still goes on with randy extreme). One frontline was held only with my summoner trio and the other side was bombarded with all the others meanwhile the latecomers was cleaned up by an arcane mage teleporting out and bringing my lightning mage with double AOE in a chokepoint on the map.

Because of my tactics i really like the new mentoring/training system cuz it lets my newer pawns catch up faster. Originally i was thinking about mentioning something liek this but my idea was getting neurotrainers on traders which give experience.

The AI Magic/Might Tab on the enemies was kinda OP it saved me a lot of times knowing which spells they have. Maybe it could be reimplemented in a new mage spell / class spell as an "inspection" kinda ability.

I just started a new run on an Ice sheet - Rich explorer game with a psionic starting pawn, i'm really looking forward to the new changes.

Quote from: Torann on September 15, 2018, 02:51:57 PM
Great feedback!
By the way i have a lot of new class type ideas but that would be a "too long" forum post again if you have ideas fleshed out just working on implementing i will keep them for later but if you are interested i dont mind writing a small novel again :)
Title: Re: [B19] A RimWorld of Magic
Post by: Torann on September 18, 2018, 06:27:59 AM
Quote from: Gungnier on September 17, 2018, 08:23:51 PM
By the way i have a lot of new class type ideas but that would be a "too long" forum post again if you have ideas fleshed out just working on implementing i will keep them for later but if you are interested i dont mind writing a small novel again :)
I'm always open to new ideas.  There is a discussion thread for this mod on steam that lists the currently considered classes, so that might be a good place to start.
The next three classes are pretty much decided: Technomancer, Death Knight, and Blood Mage
Title: Re: [B18 - 0.19] A RimWorld of Magic
Post by: Holvr on September 18, 2018, 08:45:27 AM
Quote from: Torann on August 21, 2018, 04:45:29 PM
As to the option to be able to choose which classes appear in a playthrough - maybe you just hate a certain class or think they're just too OP and want to remove them? I think adding options to select, on a case by case basis, which classes appear and which don't would be a fantastic addition and I've added it to my to-do list.
Thank you for a quick response (even though I myself am visiting the forums rather scarcely recently), as well as for clearing the traits mechanics for me - I wasn't aware you can only roll the basic ones.

And I'm extremely glad you're so open to the idea of adding the option to disable certain classes for each specific playthrough. Far too many modders are often too pride to do it, on the basis that "I've put work into every part of this mod, so if you don't like it, don't use the whole mod". You have my utmost appreciation for not going down that route.
Title: Re: [B19] A RimWorld of Magic
Post by: TheJinx on September 18, 2018, 03:55:45 PM
Torann I'm not sure if you familiar with world of Warcraft but with the lich and the death knight...well let's just say Kel'Thuzad is gonna have his buddy back ;)
Title: Re: [B19] A RimWorld of Magic
Post by: rawrfisher on September 18, 2018, 03:59:28 PM
Will the technomancer be reviving mechanoids?

If so I would love to see how it plays with roolo's mods :P
Title: Re: [B19] A RimWorld of Magic
Post by: lethaius on September 18, 2018, 08:31:37 PM
technomancer seems awesome! but i gotta ask, is there a way to let zombies keep their magic and or shooting skills? or would it be possible to add a way to make higher end undead, like mages or fellow necromancers you can slave the undead to? because i just found out that by sending them out on a caravan i lost about 20 zombies
Title: Re: [B19] A RimWorld of Magic
Post by: rawrfisher on September 18, 2018, 08:34:59 PM
Theres a couple class's that seem to keep their abilities.  Both are melee with stamina
Title: Re: [B19] A RimWorld of Magic
Post by: lethaius on September 18, 2018, 08:43:44 PM
ahh alright
Title: Re: [B19] A RimWorld of Magic
Post by: rawrfisher on September 18, 2018, 08:45:50 PM
I also wanna mention that zombieland's hedeff's stay on the undead and the wounds wont heal at all.
Title: Re: [B19] A RimWorld of Magic
Post by: Torann on September 19, 2018, 12:21:57 AM
Quote from: lethaius on September 18, 2018, 08:31:37 PM
technomancer seems awesome! but i gotta ask, is there a way to let zombies keep their magic and or shooting skills? or would it be possible to add a way to make higher end undead, like mages or fellow necromancers you can slave the undead to? because i just found out that by sending them out on a caravan i lost about 20 zombies
Caravans are just like colony maps, if there is no necro or lich to keep the undead active, they cease to be undead. You have to send a necromancer or lich with the undead in a caravan otherwise they decay (poof) - anything they carry gets offloaded to other members of the caravan.  It's worth noting that if you make a caravan of only undead (undead/lich) you can travel at night since they never need to stop to rest.  Necro's don't count as undead, so this is another perk of having a lich. 

I don't plan to ever let undead have abilities - undead are only supposed to be semi-capable pawns.  They can appear to keep their abilities when revived but they won't have any stamina/mana and you'll get the message that the ability can't be used.  When you reload the game, the abilities should also be removed.
Title: Re: [B19] A RimWorld of Magic
Post by: Spetse on September 19, 2018, 03:25:32 AM
can't wait to see those new classes! will be very interested in seeing how the technomancer plays with tech mods. maybe even adding some magitech?
Title: Re: [B19] A RimWorld of Magic
Post by: Gungnier on September 19, 2018, 03:51:44 PM
After playing about 20 hour with the newly rebalanced psionic i found them really awsome. The single reason for it they can be used very differently (i had 3 psionics 2 still alive). And i found 3 different build which all works differently but awsome.

First (AOE build): Probably best for big colonies which has to kill mass of enemies, Have it use a gun And max on Psionic Storm which will burn all of your psionic energy pretty fast. After that you can just use it as a shooter maybe if you want to micromanage the augment disable before fight and enable for Augment mind extra damage.

2nd (Barrier block): For big colonies again Just max out the psionic barrier and Augment manipulation, grab a shield belt and stay unarmed. Just sit in the door having 3 ranged shooting behind and basically the barrier gives a 2nd shield belt layer, extremely effective lategame and you can tank a lot and if something arrives in melee you have a good chance to kick it back with the augment just be carefull to not charge out accidently.

3rd (Passive bruiser): It focuses on maxing out the augment manipulation and movement (Do not put points into mind or the pawn will waste your energy) and Psionic dash, lategame the main use of this and probably best in this role is priority targeting (i used arcane mages before psionic for this which arguably still safer) the use is simple: you see an AOE mage you just dash into meele to force the AI to melee instead casting spells. The role itself was nerfed cuz you can't see which spells they have anymore but still crucial especially in caravan fights or in scenarios when you fight in the open. Of course this build is a decent melee offensive fighter too. The main advantage of this build when you are early game you want to focus on psionic dash so you can gun and kite when melee's attack you so you can win fight without injuries before building killboxes or having enough manpower, You just wait until the melee is in almost front of you and just dash trough and shoot and repeat it until they are dead. And if the enemy is a shooter you can just drop your gun on the floor and dash into meele. With this build i can't imagine anything beating it 1v1 or even 1v2.

The psionic blast is good ability too especially if you lack midgame AOE skill but i found it pretty inaccurate and too much RNG to be use on the long run, sometimes it oneshots smaller groups sometimes it does nothing even in 2-3 casts. It has the same problems as the warlock and succubi with their skillshots.

Don't forget your psionic dash is the only skill which doesnt use energy only stamina so if you find yourself runing out of psionic energy just put some point into dash it can deal decent damage even if you just rush in and back.


About the geomancer i managed to make the vanishing stuff happen again but i don't know what triggered it sometimes happen but most times not, it made a ship vanish again and when i used it in my killbox it overlapped with my walls and some walls and a door vanished too but looks to be random happening maybe it triggers when stuff get damaged around it or something and i found that too if you cast it in a place where a lot of stuff happening it like to leave holes in the "prison". I may do some dev mode testing later. (it makes stuff vanish not destroyed cuz ship dodnt leave the ussual steel and components behind and walls/door didnt even trigger the automatic rebuild plans.

minor bug: Bard Lullaby description has "Area of Effect Properties Targets: Targets: "

Question: Does the necro/lich pawn get debuffs for seeing undead? I'm thinking about a scenario which forces everybody into a necromancer and having a necro only run.

Lastly i kinda want a skill reset like item cuz i have no way to remove the Augment Mind points and i found it i never want it to use up my energy. currently i just turn off the augments before every fight and turn them back on when i'm in melee or when i want to "move" with it.
Title: Re: [B19] A RimWorld of Magic
Post by: rawrfisher on September 19, 2018, 04:46:53 PM

Kat doing ThinkNode_Duty with no duty.
Verse.Log:Error(String, Boolean)
RimWorld.ThinkNode_Duty:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Conditional:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Tagger:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Subtree:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn, JobIssueParams)
RimWorld.ThinkNode_JoinVoluntarilyJoinableLord:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.Pawn_JobTracker:DetermineNextJob_Patch4(Object, ThinkTreeDef&)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob()
Verse.AI.Pawn_JobTracker:EndCurrentJob(JobCondition, Boolean)
Verse.AI.Pawn_JobTracker:JobTrackerTick()
Verse.Pawn:Tick_Patch1(Object)
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()



Kat doing ThinkNode_DutyConstant with no duty.
Verse.Log:Error(String, Boolean)
RimWorld.ThinkNode_DutyConstant:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Conditional:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Tagger:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Subtree:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Conditional:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.Pawn_JobTracker:DetermineNextConstantThinkTreeJob()
Verse.AI.Pawn_JobTracker:DetermineNextJob_Patch4(Object, ThinkTreeDef&)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob()
Verse.AI.Pawn_JobTracker:EndCurrentJob(JobCondition, Boolean)
Verse.AI.Pawn_JobTracker:JobTrackerTick()
Verse.Pawn:Tick_Patch1(Object)
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()



System.NullReferenceException: Object reference not set to an instance of an object
  at RimWorld.LordToil_Siege.UpdateAllDuties () [0x00000] in <filename unknown>:0
  at RimWorld.LordToil_Siege.LordToilTick () [0x00000] in <filename unknown>:0
  at Verse.AI.Group.Lord.LordTick () [0x00000] in <filename unknown>:0
  at Verse.AI.Group.LordManager.LordManagerTick () [0x00000] in <filename unknown>:0
  at Verse.Map.MapPostTick () [0x00000] in <filename unknown>:0
Verse.Log:Error(String, Boolean)
Verse.Map:MapPostTick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()


All 3 triggered by a trade caravan member posessing a member of a seiging enemy group.  The lag caused by it crippled my game
Title: Re: [B19] A RimWorld of Magic
Post by: Torann on September 20, 2018, 12:08:14 AM
Quote from: rawrfisher on September 19, 2018, 04:46:53 PM
Kat doing ThinkNode_Duty with no duty.

All 3 triggered by a trade caravan member posessing a member of a seiging enemy group.  The lag caused by it crippled my game
What is "Kat"?
There's nothing unique about a magic pawn, lord toils and sieges, so I'm not really sure how to fix this since there's nothing that indicates it has anything to do with the mod?
Title: Re: [B19] A RimWorld of Magic
Post by: rawrfisher on September 20, 2018, 12:19:24 AM
Kat was a human pawn that got possessed by another human pawn.
I dont know all the context since I didnt notice till my game dropped to 1 frame per second
Kat was one of the enemies seiging my base
Its possible theres more to it then I'm aware of and this could have just been a symptom of another problem.
Title: Re: [B19] A RimWorld of Magic
Post by: Torann on September 20, 2018, 02:54:29 AM
Ah ok, that makes more sense.  I was able to reproduce that error and make a fix for it.
Title: Re: [B19] A RimWorld of Magic
Post by: rawrfisher on September 20, 2018, 10:03:11 PM
Some reason when my priest has a sheild belt on her mana guage vanish's
It still works fine but I cant tell how much mana she has

https://git.io/fAdoB

Elemental spam during a seige  with the error references at the bottom  List might have been truanced
Title: Re: [B19] A RimWorld of Magic
Post by: Torann on September 22, 2018, 03:36:58 PM
Quote from: rawrfisher on September 20, 2018, 10:03:11 PM
Some reason when my priest has a sheild belt on her mana guage vanish's
It still works fine but I cant tell how much mana she has

https://git.io/fAdoB

Elemental spam during a seige  with the error references at the bottom  List might have been truanced
Figured out the shield belt bug; I think I have a better idea of what's going on with the elementals/minions during a siege after working with the possession bug.
Title: Re: [B19] A RimWorld of Magic
Post by: rawrfisher on September 22, 2018, 03:45:26 PM
Think those are connected?

Failed to find Verse.HediffDef named ROM_Vampirism. There are 489 defs of this type loaded.
Verse.Log:Error(String, Boolean)
Verse.DefDatabase`1:GetNamed(String, Boolean)
Verse.HediffDef:Named(String)
TorannMagic.Projectile_RaiseUndead:Impact(Thing)
AbilityUser.Projectile_AbilityBase:ImpactSomething()
AbilityUser.Projectile_AbilityBase:Tick()
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()


Does this mean anything?
Title: Re: [B19] A RimWorld of Magic
Post by: Torann on September 22, 2018, 10:01:00 PM
Quote from: rawrfisher on September 22, 2018, 03:45:26 PM
Does this mean anything?
Should be fixed now.
Title: Re: [B19] A RimWorld of Magic
Post by: rawrfisher on September 22, 2018, 10:11:58 PM
Was it an issue?
Title: Re: [B19] A RimWorld of Magic
Post by: ZE on September 23, 2018, 01:04:37 PM
i keep tryin to write a comprehensive list of things but then i forget to finish it and lose the whole thing by some mishap.... lemme try something smaller, just immediate thoughts lol

Priest : Violence incapable == bad, i get what u were going for, but it feels wrong.  in alot of games like final fantasy and.... more final fantasy, "white mages" or priests, do cripple them in a way making them less physically capable, and real world priests you dont see often in combat.  but being able to heal shouldn't render a pawn incapable of self-defense, i had the unfortunate luck to have my healer all i had left in my base, and it sucked hard.
-

Arcane Mage (Arcanist?)
-Blink : i have a fondness for blinking, i think if you could right click it to have it autocast for fast travel, it would be epic. perhaps as a level 4 or 5 gated behind a quest or something,  you overwrite regular movement to have a pawn blink to a destination or as far as possible in the direction of the destination, and again when the cooldown hits 0 automatically.
-Summon : the name is a little confusing considering it belongs to an arcane mage not the summoner... i had a suggestion for it before but it eludes me at this point in time...... anyhoo level 4 or 5, during the casting time it has a vacuum effect, drawing in from adjacent tiles and pulling all that is on the tile
-Shadow : Sustained effect, no mood decrease, smaller radius, 10% mana per target

Draw Heat , Power Node, Dispell heat etc. : Sustained effect

i know i suggested before unbinding spells from classes and have a more open ended class system, and that would require a huge rework, so i wont mention it again, but i think individual spells could use levels too, be it re-reading scrolls or some other means

sustained abilities with checkmark to show they are on, and x to show they are off, sometimes it can be hard to tell you have an abilty active, example : bard
Title: Re: [B19] A RimWorld of Magic
Post by: Torann on September 23, 2018, 01:35:13 PM
Quote from: ZE on September 23, 2018, 01:04:37 PM
i keep tryin to write a comprehensive list of things but then i forget to finish it and lose the whole thing by some mishap.... lemme try something smaller, just immediate thoughts lol
Good suggestions, ZE.

With the psionic, I played around with activating abilities based on jobs performed, distance to target, etc and at some point I do plan to add some additional automation to some spells that can be toggle on/off like psionic augmentations.  Blink is a good case for this.  Other cases would include work givers/jobs for typical heal/cure spells also.

I agree with turning most daily/weekly use utility spells like power node or buffs into sustained abilities, it's already on the list of things to do!

I like the idea of re-reading scrolls to make them stronger, just don't know what all that would entail for implementation, but I'll look into it.

Title: Re: [B19] A RimWorld of Magic
Post by: Canute on September 23, 2018, 01:52:22 PM
Quote from: ZE on September 23, 2018, 01:04:37 PM
i keep tryin to write a comprehensive list of things but then i forget to finish it and lose the whole thing by some mishap.... lemme try something smaller, just immediate thoughts lol

Priest : Violence incapable == bad, i get what u were going for, but it feels wrong.  in alot of games like final fantasy and.... more final fantasy, "white mages" or priests, do cripple them in a way making them less physically capable, and real world priests you dont see often in combat.  but being able to heal shouldn't render a pawn incapable of self-defense, i had the unfortunate luck to have my healer all i had left in my base, and it sucked hard.
Ohh these modern MMO player ! :-)
When you look a bit more in the past, priest's never was a very offence like they do at the current play. Special when they are PvP heavy MMO's all class need to be more or less offence.

Sure they wasn't Violence incapable, but i can life with that, special since the other class enhance the firepower.
And from the tactic side, it is a bad idea to move the one who can rez fallen pawn's into the fight ! :-)
Title: Re: [B19] A RimWorld of Magic
Post by: henk on September 26, 2018, 09:56:58 PM
Gotta love weird mod interactions...

QuoteWord of Zombie1's charm has reached Dinosaur and they've asked for Zombie1's hand in marriage.

Yeah, that zombie is just... oozing charm. Well, Dinosaur is now happily married to Zombie1, so I'm not going to complain.
Title: Re: [B19] A RimWorld of Magic
Post by: MegaDeth on September 27, 2018, 03:54:31 PM
Still have no idea how a pawn can become a fighter or a mage.

I have no idea if ANY pawn can become a fighter or a mage, or just specific ones etc.

Pretty basic things that should be cleared up in the first line of the mods description.
Title: Re: [B19] A RimWorld of Magic
Post by: Maviaux on September 27, 2018, 04:02:36 PM
Quote from: MegaDeth on September 27, 2018, 03:54:31 PM
Still have no idea how a pawn can become a fighter or a mage.

I have no idea if ANY pawn can become a fighter or a mage, or just specific ones etc.

Pretty basic things that should be cleared up in the first line of the mods description.

Right under the Release Notes section, can't miss it if you read the first post.

"Mages can be hard to come by, requiring some luck and considerable expense to acquire.  Pawns with the basic traits (physical adept, magically gifted) can be promoted to an advanced trait by using an arcane script.  Pawns possessing advanced traits are much less common.  Arcane books and mana potions are appropriately expensive, but if you opt for torn scripts it can be less costly."

Cheers
Title: Re: [B19] A RimWorld of Magic
Post by: rawrfisher on September 27, 2018, 10:06:00 PM

System.ArgumentOutOfRangeException: Argument is out of range.
Parameter name: index
  at System.Collections.Generic.List`1[AbilityUser.AbilityDef].get_Item (Int32 index) [0x00000] in <filename unknown>:0
  at TorannMagic.MagicPower.get_nextLevelAbilityDescDef () [0x00000] in <filename unknown>:0
  at TorannMagic.MagicCardUtility+<>c__DisplayClass21_0.<PowersGUIHandler>b__0 () [0x00000] in <filename unknown>:0
  at Verse.ActiveTip.get_FinalText () [0x00000] in <filename unknown>:0
Verse.Log:Error(String, Boolean)
Verse.ActiveTip:get_FinalText()
Verse.ActiveTip:get_TipRect()
Verse.TooltipHandler:CalculateInitialTipPosition(List`1)
Verse.TooltipHandler:DrawActiveTips()
Verse.TooltipHandler:DoTooltipGUI()
Verse.UIRoot:UIRootOnGUI_Patch2(Object)
RimWorld.UIRoot_Play:UIRootOnGUI()
Verse.Root:OnGUI()


Just gonna leave this here.  Note:  Got this when I leveled blink to level 3 during one of my trial runs
Title: Re: [B19] A RimWorld of Magic
Post by: carpediembr on September 28, 2018, 01:58:40 PM
Not sure if it's related, but when I use the summoning portal and launch, on arrival the pod is lost and it shows a message that since there were no pawn inside the pod everything was lost. Pic maybe related? https://i.imgur.com/aNKsYEV.png

Ps: I'm using Lord of the Rims and maybe it's an issue with alien races?

Title: Re: [B19] A RimWorld of Magic
Post by: TheJinx on September 29, 2018, 10:23:26 AM
What humanoid was with the pod there? like I mean species really, also lord of the rim removes high grade technology but have been a conflict with a pod being launched in itself.
Title: Re: [B19] A RimWorld of Magic
Post by: TheJinx on September 29, 2018, 10:33:24 AM
Hmmm it'd be interesting if lich or necromancer(probably lich) was able to make death knights using multiple bodies or something like that...maybe using alive human pawns possibly?
Title: Re: [B19] A RimWorld of Magic
Post by: Torann on September 29, 2018, 01:24:47 PM
Quote from: TheJinx on September 29, 2018, 10:33:24 AM
Hmmm it'd be interesting if lich or necromancer(probably lich) was able to make death knights using multiple bodies or something like that...maybe using alive human pawns possibly?
Haha, we'll see.  Death knight will definitely "play nice" with the undead, so expect some synergy there.
Title: Re: [B19] A RimWorld of Magic
Post by: carpediembr on September 29, 2018, 02:14:40 PM
Well, I figured it out that the issue is my ignorance. It says right on the screen that if "teleported", aka launched, into a undiscovered tile everything will vanish. My bad

Suggestion: What about a Resurrection spell with massive requirements/debuffs to the caster?
Title: Re: [B19] A RimWorld of Magic
Post by: Torann on September 29, 2018, 02:25:59 PM
Quote from: carpediembr on September 29, 2018, 02:14:40 PM
Well, I figured it out that the issue is my ignorance. It says right on the screen that if "teleported", aka launched, into a undiscovered tile everything will vanish. My bad

Suggestion: What about a Resurrection spell with massive requirements/debuffs to the caster?
I don't think the issue you're having with teleport is with this mod.  Once created, the teleporter functionality is the same as any launch pod/pod launcher (it uses the same code).  You should be able to launch a teleporter (just like a standard launch pod) into an unoccupied area though.

The Priest class can learn Resurrection as their master spell.  The resurrected pawn will get a temporary debuff that lowers all capacities and can be stricken by the same side-effects the mech-serum gives - priests can reduce these side effects with training.  Due to the amount of mana required to perform the spell, the priest will also get a considerable arcane weakness debuff.
Title: Re: [B19] A RimWorld of Magic
Post by: carpediembr on September 29, 2018, 11:13:45 PM
Thanks. I guess I looked up for Ressurection instead of resurrection, my bad.

Btw, I'm getting this error and wondering if it's related to this mod (it started happening after a Water Elemental rift showed up)

System.NullReferenceException: Object reference not set to an instance of an object
  at RimWorld.PlayerItemAccessibilityUtility.CacheAccessibleThings (Int32 nearTile) [0x00000] in <filename unknown>:0
  at RimWorld.PlayerItemAccessibilityUtility.Accessible (Verse.ThingDef thing, Int32 count, Verse.Map map) [0x00000] in <filename unknown>:0
  at RimWorld.PlayerItemAccessibilityUtility.PossiblyAccessible (Verse.ThingDef thing, Int32 count, Verse.Map map) [0x00000] in <filename unknown>:0
  at RimWorld.IncidentWorker_QuestTradeRequest+<TryFindRandomRequestedThingDef>c__AnonStorey1.<>m__0 (Verse.ThingDef td) [0x00000] in <filename unknown>:0
  at RimWorld.IncidentWorker_QuestTradeRequest+<TryFindRandomRequestedThingDef>c__AnonStorey1.<>m__1 (Verse.ThingDef td) [0x00000] in <filename unknown>:0
  at System.Linq.Enumerable+<CreateWhereIterator>c__Iterator1D`1[Verse.ThingDef].MoveNext () [0x00000] in <filename unknown>:0
  at System.Collections.Generic.List`1[Verse.ThingDef].AddEnumerable (IEnumerable`1 enumerable) [0x00000] in <filename unknown>:0
  at System.Collections.Generic.List`1[Verse.ThingDef]..ctor (IEnumerable`1 collection) [0x00000] in <filename unknown>:0
  at System.Linq.Enumerable.ToList[ThingDef] (IEnumerable`1 source) [0x00000] in <filename unknown>:0
  at Verse.GenCollection.TryRandomElement[ThingDef] (IEnumerable`1 source, Verse.ThingDef& result) [0x00000] in <filename unknown>:0
  at RimWorld.IncidentWorker_QuestTradeRequest.TryFindRandomRequestedThingDef (Verse.Map map, Verse.ThingDef& thingDef, System.Int32& count) [0x00000] in <filename unknown>:0
  at RimWorld.IncidentWorker_QuestTradeRequest.TryGenerateTradeRequest (RimWorld.Planet.TradeRequestComp target, Verse.Map map) [0x00000] in <filename unknown>:0
  at RimWorld.IncidentWorker_QuestTradeRequest.TryExecuteWorker (RimWorld.IncidentParms parms) [0x00000] in <filename unknown>:0
  at RimWorld.IncidentWorker.TryExecute (RimWorld.IncidentParms parms) [0x00000] in <filename unknown>:0
  at RimWorld.Storyteller.TryFire (RimWorld.FiringIncident fi) [0x00000] in <filename unknown>:0
  at RimWorld.IncidentQueue.IncidentQueueTick () [0x00000] in <filename unknown>:0
  at RimWorld.Storyteller.StorytellerTick () [0x00000] in <filename unknown>:0
  at Verse.TickManager.DoSingleTick () [0x00000] in <filename unknown>:0


https://git.io/fxfo1
Title: Re: [B19] A RimWorld of Magic
Post by: Torann on September 30, 2018, 12:34:27 AM
Quote from: carpediembr on September 29, 2018, 11:13:45 PM
Btw, I'm getting this error and wondering if it's related to this mod (it started happening after a Water Elemental rift showed up)
Well, none of the methods in that error are from this mod, they're all Core.  Without knowing what item/thing it's trying to find, there's no way to know if it's caused by this mod, another mod, or the core game itself.  I've never seen the error myself though.  If you're getting the error frequently, you can always try removing mods to see if the error stops - obviously this is going to break other things, but it might help identify the culprit.
Title: Re: [B19] A RimWorld of Magic
Post by: carpediembr on September 30, 2018, 05:02:58 AM
Probably some distant compability issue. I re-arranged my mods and started a new gameplay, let's see if it works.

One of my mods is the Lord of the Rims, and while trying to summon a Defense Pylon from the Summoner spell, i'm getting this error:

QuoteFailed to find Verse.ThingDef named DefensePylon. There are 2142 defs of this type loaded.
Verse.Log:Error(String, Boolean)
Verse.DefDatabase`1:GetNamed(String, Boolean)
Verse.ThingDef:Named(String)
TorannMagic.Projectile_SummonPylon:Impact(Thing)
AbilityUser.Projectile_AbilityBase:ImpactSomething()
AbilityUser.Projectile_AbilityBase:Tick()
TorannMagic.Projectile_SummonPylon:Tick()
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()

https://git.io/fxfDT

Maybe it has to do with the mods restricting the construction of turrets and such things?
Title: Re: [B19] A RimWorld of Magic
Post by: Torann on September 30, 2018, 01:11:41 PM
Quote from: carpediembr on September 30, 2018, 05:02:58 AM
One of my mods is the Lord of the Rims, and while trying to summon a Defense Pylon from the Summoner spell, i'm getting this error:
Maybe it has to do with the mods restricting the construction of turrets and such things?
Could be, I had a research tag for that structure that might be flagging it for removal.  Since it doesn't need research, I just took out the tag.  See if that helps at all.
Title: Re: [B19] A RimWorld of Magic
Post by: Torann on September 30, 2018, 01:13:12 PM
Updated to v2.2.5:
Adds autocasting for various abilities, options to disable classes, and 2 new mid-tier fighter weapons.
Special thanks to ZE for helping test the autocast feature.
Title: Re: [B19] A RimWorld of Magic
Post by: carpediembr on October 02, 2018, 10:49:14 AM
How to I enchant items with the gems?

And is there a way to cure Anxiety?
Title: Re: [B19] A RimWorld of Magic
Post by: Canute on October 02, 2018, 12:03:10 PM
Select a pawn
Right click on a gem to pickup it for enchanting.
Right click on the enchanted item to enchant it, don't forget you need to have mana.
Title: Re: [B19] A RimWorld of Magic
Post by: carpediembr on October 02, 2018, 12:37:44 PM
Quote from: Canute on October 02, 2018, 12:03:10 PM
Select a pawn
Right click on a gem to pickup it for enchanting.
Right click on the enchanted item to enchant it, don't forget you need to have mana.

Cool, thanks. Took me a few tries but I managed to do it.

Dont enchante wands.... the bonuses dont stack :/
Title: Re: [B19] A RimWorld of Magic
Post by: TheJinx on October 02, 2018, 03:42:01 PM
yeah anything with the yellowish tan text won't stack and just cancels up that enchantment which is unfortunate when the bonus is at like 60%
Title: Re: [B19] A RimWorld of Magic
Post by: rawrfisher on October 03, 2018, 04:05:14 AM

Exception ticking Doctor (at (191, 0, 171)): System.NullReferenceException: Object reference not set to an instance of an object
at TorannMagic.AutoCast.CombatAbility.EvaluateMinRange (TorannMagic.CompAbilityUserMight,TorannMagic.TMAbilityDef,AbilityUser.PawnAbility,TorannMagic.MightPower,single,bool&) <0x001b2>
at TorannMagic.AutoCast.CombatAbility.Evaluate (TorannMagic.CompAbilityUserMight,TorannMagic.TMAbilityDef,AbilityUser.PawnAbility,TorannMagic.MightPower,bool&) <0x0005a>
at TorannMagic.CompAbilityUserMight.ResolveAutoCast () <0x0465a>
at TorannMagic.CompAbilityUserMight.CompTick () <0x003fd>
at Verse.ThingWithComps.Tick () <0x0006c>
at (wrapper dynamic-method) Verse.Pawn.Tick_Patch1 (object) <0x00095>
at Verse.TickList.Tick () <0x00487>

Verse.Log:Error(String, Boolean)
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()


There anything that stands out in this?
Title: Re: [B19] A RimWorld of Magic
Post by: Gungnier on October 05, 2018, 11:01:03 AM
I have a succubus and a summoner and my succubus put "vitality drain" on my summoner and i can't get rid of it. Is there a way or i just have to live with that my only builder got debuffed and my succubus uncapable of anything except sweeping the floor having a good time?
Title: Re: [B19] A RimWorld of Magic
Post by: henk on October 05, 2018, 11:22:20 AM
Recast the succubus spell on the current target to cancel it.
Title: Re: [B19] A RimWorld of Magic, working as intended?
Post by: deanec64 on October 05, 2018, 11:42:17 AM
I've been using https://steamcommunity.com/sharedfiles/filedetails/?id=1295107035 with your mod and randomly I have DEMONS join my faction. they always come, and then decimates ANYTHING that is NOT my faction. would love to know if this is expected behavior or if I could get them to not agro or at least take orders to stay in a certain area, less hungry.
Title: Re: [B19] A RimWorld of Magic
Post by: TheJinx on October 05, 2018, 03:41:00 PM
@Gungnier vitality drain only happens when they smash so stop them from smashing maybe?
Title: Re: [B19] A RimWorld of Magic
Post by: Torann on October 05, 2018, 06:44:18 PM
Quote from: TheJinx on October 05, 2018, 03:41:00 PM
@Gungnier vitality drain only happens when they smash so stop them from smashing maybe?
Exactly right.  If you don't want your succubus to drain vitality, make sure she's not sleeping next to anyone - to include single beds adjacent to the bed the succubus is in and non-lovers.  A succubus ignores these things.

Quote from: deanec64 on October 05, 2018, 11:42:17 AM
I've been using https://steamcommunity.com/sharedfiles/filedetails/?id=1295107035 with your mod and randomly I have DEMONS join my faction. they always come, and then decimates ANYTHING that is NOT my faction.
This is an annoying bug I've tried to fix several times.  There's no easy "don't ever spawn this thing randomly" value to set that I know.  For the "wander join" incident, there's no good way to prevent a specific type of pawn from being selected.
What I've done is make it so all pawn types from this mod have an additional flag, if the flag isn't set then they'll be destroyed shortly after being spawned.  This will likely result in empty events, but I think that's probably preferable to demons wrecking shop or other pawn types showing up that don't have the standard AI or control options.
Title: Re: [B19] A RimWorld of Magic
Post by: Gungnier on October 05, 2018, 06:54:55 PM
Quote from: Torann on October 05, 2018, 06:44:18 PM
Quote from: TheJinx on October 05, 2018, 03:41:00 PM
@Gungnier vitality drain only happens when they smash so stop them from smashing maybe?
Exactly right.  If you don't want your succubus to drain vitality, make sure she's not sleeping next to anyone - to include single beds adjacent to the bed the succubus is in and non-lovers.  A succubus ignores these things.

Yeah a realized it and it was cauzed by medical beds being near eachother. She just banged all the people with malaria.
Title: Re: [B19] A RimWorld of Magic
Post by: Torann on October 05, 2018, 07:27:01 PM
Quote from: Gungnier on October 05, 2018, 06:54:55 PM
Quote from: Torann on October 05, 2018, 06:44:18 PM
Quote from: TheJinx on October 05, 2018, 03:41:00 PM
@Gungnier vitality drain only happens when they smash so stop them from smashing maybe?
Exactly right.  If you don't want your succubus to drain vitality, make sure she's not sleeping next to anyone - to include single beds adjacent to the bed the succubus is in and non-lovers.  A succubus ignores these things.

Yeah a realized it and it was cauzed by medical beds being near eachother. She just banged all the people with malaria.
She's just trying to ease their suffering...
Title: Re: [B19] A RimWorld of Magic
Post by: Gungnier on October 05, 2018, 07:40:28 PM
Quote from: Torann on October 05, 2018, 07:27:01 PM
Quote from: Gungnier on October 05, 2018, 06:54:55 PM
Quote from: Torann on October 05, 2018, 06:44:18 PM
Quote from: TheJinx on October 05, 2018, 03:41:00 PM
@Gungnier vitality drain only happens when they smash so stop them from smashing maybe?
Exactly right.  If you don't want your succubus to drain vitality, make sure she's not sleeping next to anyone - to include single beds adjacent to the bed the succubus is in and non-lovers.  A succubus ignores these things.

Yeah a realized it and it was cauzed by medical beds being near eachother. She just banged all the people with malaria.
She's just trying to ease their suffering...
Can the effect stack? I was thinking about putting a lot of medical beds near eachother . When a raid comes i send them to the set medical beds and just have the buffed up succubus fly in with the ultimate.

And is there a way to send somehow the succubus entertain prisoners? thats a place where i could use the mood bonus.
Title: Re: [B19] A RimWorld of Magic
Post by: Canute on October 06, 2018, 03:34:26 AM
Quote from: carpediembr on September 28, 2018, 01:58:40 PM
Not sure if it's related, but when I use the summoning portal and launch, on arrival the pod is lost and it shows a message that since there were no pawn inside the pod everything was lost. Pic maybe related? https://i.imgur.com/aNKsYEV.png

Ps: I'm using Lord of the Rims and maybe it's an issue with alien races?
Same here.
It is defintiv a problem with Lord of the Ring Third age mod.
With just the Lord of the Ring's races, it still works.
But once the Third age got added, the transport pod is "empty".
https://gist.github.com/HugsLibRecordKeeper/075ef9d6c23bcc82e9b11fe29a709f42

Btw. Psionic's still doing damage to friendly pawn. Very annoying when you got a Psionic guest.
Title: Re: [B19] A RimWorld of Magic
Post by: TheJinx on October 06, 2018, 01:39:59 PM
Quote from: Canute on October 06, 2018, 03:34:26 AM
Quote from: carpediembr on September 28, 2018, 01:58:40 PM
Not sure if it's related, but when I use the summoning portal and launch, on arrival the pod is lost and it shows a message that since there were no pawn inside the pod everything was lost. Pic maybe related? https://i.imgur.com/aNKsYEV.png

Ps: I'm using Lord of the Rims and maybe it's an issue with alien races?
Same here.
It is defintiv a problem with Lord of the Ring Third age mod.
With just the Lord of the Ring's races, it still works.
But once the Third age got added, the transport pod is "empty".
https://gist.github.com/HugsLibRecordKeeper/075ef9d6c23bcc82e9b11fe29a709f42

Btw. Psionic's still doing damage to friendly pawn. Very annoying when you got a Psionic guest.
I bet it's just there way of saying hello to your colonist :-)
Title: Re: [B19] A RimWorld of Magic
Post by: Torann on October 06, 2018, 10:30:26 PM
v2.2.5.1 pushed out with some more bug fixes and tweaks:

Title: Re: [B19] A RimWorld of Magic
Post by: kullm82 on October 06, 2018, 11:50:12 PM
Hey all! I prefer to play as duel classes. But there's an issue when I try to setup the bard class as a part of duel class. Might tab works okay but bard tab for magic will be empty. Anyone hopefully give me some advice to resolve this issue?
Title: Re: [B19] A RimWorld of Magic
Post by: Canute on October 07, 2018, 03:36:25 AM
In the Rim-Universe the gods of magic called Toran and Jecrell only allow one skill each pawn.
There is no way for mortal pawn to evade their law.
Title: Re: [B19] A RimWorld of Magic
Post by: TheJinx on October 07, 2018, 10:31:05 AM
Yes when Jecrell drops that WIZARD update I doubt he will create it from anything else than the holy text
Title: Re: [B19] A RimWorld of Magic
Post by: Canute on October 09, 2018, 08:14:25 AM
Sentinel's don't act against manhunter animals.
Is this intended or a bug ?

And a suggestion, it would be nice if the Earth Spites don't try to move/dig diagonal as first choise.

Edit:
I just released a prisoner, and the sentinel at the door wake up and attacked him.
Title: Re: [B19] A RimWorld of Magic
Post by: Jan2607 on October 12, 2018, 04:53:00 PM
I got a caravan request where a settlement wants to purchase 7 tribal headdresses from me. They have a really good reward for it, but... It seems only tribes can craft the tribal headdresses, so it's impossible to complete that quest.
Title: Re: [B19] A RimWorld of Magic
Post by: Canute on October 12, 2018, 05:20:12 PM
That even can happen at Vanilla gameplay.
Not impossible, basicly you could aquire the headdresses from looting tribal raids/outposts.
Title: Re: [B19] A RimWorld of Magic
Post by: Jan2607 on October 12, 2018, 07:42:44 PM
Oh, okay, thank you.

Torann, could you please update your first post? There are some classes missing: Bard, Geomancer for example (I don't know, if there are more classes in now). Also the master spells for most of the classes are missing. I always read your first post to decide, which classes I want to use. Any information about them is useful.
And ingame, one arcane script is called "Power", but that is not a name of a class. I think, it's the script for the Arcane mage, right? Would be great, if you could make it clearer :)

Title: Re: [B19] A RimWorld of Magic
Post by: TheAzn123 on October 13, 2018, 04:42:02 AM
Hello! Is there any way that Rimworld of Magic can be compatible with XXL Stack? From the logs I've read, I think the incompatibility lies with the items that aren't stackable in the mod which causes an error in XXL stack. Thank you for all your hard work! Love the mod.
Title: Re: [B19] A RimWorld of Magic
Post by: Canute on October 13, 2018, 06:39:07 AM
TheAzn123,
not sure what problems you got.
I just download the B19 StackXXL, installed it and add it to my current colony with Rim of Magic and don't got any errors.
Yes it can be that you can't XXL stuff from the magic category, because that mod don't support new categories.
But that you should suggest to the StackXXL author.
Title: Re: [B19] A RimWorld of Magic
Post by: Jan2607 on October 13, 2018, 10:13:31 AM
Is it intended that a hostile demon spawns in an outpost without an enemy mage in that outpost?
I had a quest with a torn script reward for destroying an outpost. Send half of my colony with 3 well trained mages, no one came back. The demon is really awesome... unless you have to fight against him...
Title: Re: [B19] A RimWorld of Magic
Post by: Canute on October 13, 2018, 10:47:14 AM
About Mentoring.
It is a nice thing to level up new caster/fighter.
I recently made a new mage, and was to dumb to order all the older mage to mentor the new ones.
Ofcouse only one could mentor at the same time, and other refuse to mentor it.
But that used up the ability.
I think on a refuse the ability shouldn't get into the cooldown, or maybe only the half of it.
Title: Re: [B19] A RimWorld of Magic
Post by: crusader2010 on October 13, 2018, 11:32:26 AM
Does anyone have any ideas why a mage pawn does not want to pick up mana potions when ordered to? It happens only to mage pawns (common pawns can get them in their inventories). They pick them up but immediately drop them. Weight is also not an issue.

Attached the mods' config file.

[attachment deleted due to age]
Title: Re: [B19] A RimWorld of Magic
Post by: TheAzn123 on October 13, 2018, 01:00:37 PM
Canute, O, do you happen to have the link to the b19, I downloaded the XXL from github and it says it's the wrong version, which I assume may be the problem. Sorry for the trouble and thank you for the clarification!

Edit: I seem to have found the problem. It's another mod I have called [super soil]. I think I know the solution??? Thanks again!
Title: Re: [B19] A RimWorld of Magic
Post by: Torann on October 13, 2018, 08:00:31 PM
Quote from: Jan2607 on October 13, 2018, 10:13:31 AM
Is it intended that a hostile demon spawns in an outpost without an enemy mage in that outpost?
I had a quest with a torn script reward for destroying an outpost. Send half of my colony with 3 well trained mages, no one came back. The demon is really awesome... unless you have to fight against him...
If you have to fight a demon, your best bet is to debuff as much as possible.  Consciousness or movement can be debuffed until downed through spells like lullaby, siphon mana, death mark, poison, terror (fire mage), and domination.  Ice mages are particularly effective.
It's also possible to 1v1 the demon with a particularly strong fighter.  You can still be knock back/stunned but shouldn't have any fire bolts launched at you within melee range.  You have to keep everyone else at a distance though, or run in 1 at a time, otherwise the demon will fly to the biggest group of enemies.  My preference is bladedancer due to extreme melee dodge rate - they still need support though - thick skin, regenerate, bestow might, AMP, stone skin and transfer mana all provide a big boost to the bladedancer.  Remember that most fighters use Pawn DPS in their ability damage calculations, buffs improve this value and thus add an indirect buff to the fighters capability.
Paladin can sustain a 1v1 fight for some time, but they don't really have the dps or passive bonuses to finish the fight.

If you didn't know:
Siphon mana used on a pawn that doesn't have mana applies debuffs instead and can be lethal if it reaches a high enough severity.
Transfer mana used on a pawn that doesn't have mana applies various arcane buffs.
Title: Re: [B19] A RimWorld of Magic
Post by: henk on October 13, 2018, 08:12:22 PM
Or summon some poppies. Everything is better with poppies.
Title: Re: [B19] A RimWorld of Magic
Post by: TheJinx on October 13, 2018, 10:02:03 PM
Quote from: Torann on October 13, 2018, 08:00:31 PM
Quote from: Jan2607 on October 13, 2018, 10:13:31 AM
Is it intended that a hostile demon spawns in an outpost without an enemy mage in that outpost?
I had a quest with a torn script reward for destroying an outpost. Send half of my colony with 3 well trained mages, no one came back. The demon is really awesome... unless you have to fight against him...
If you have to fight a demon, your best bet is to debuff as much as possible.  Consciousness or movement can be debuffed until downed through spells like lullaby, siphon mana, death mark, poison, terror (fire mage), and domination.  Ice mages are particularly effective.
It's also possible to 1v1 the demon with a particularly strong fighter.  You can still be knock back/stunned but shouldn't have any fire bolts launched at you within melee range.  You have to keep everyone else at a distance though, or run in 1 at a time, otherwise the demon will fly to the biggest group of enemies.  My preference is bladedancer due to extreme melee dodge rate - they still need support though - thick skin, regenerate, bestow might, AMP, stone skin and transfer mana all provide a big boost to the bladedancer.  Remember that most fighters use Pawn DPS in their ability damage calculations, buffs improve this value and thus add an indirect buff to the fighters capability.
Paladin can sustain a 1v1 fight for some time, but they don't really have the dps or passive bonuses to finish the fight.

If you didn't know:
Siphon mana used on a pawn that doesn't have mana applies debuffs instead and can be lethal if it reaches a high enough severity.
Transfer mana used on a pawn that doesn't have mana applies various arcane buffs.
or you could just META STACK L I C H  D E A T H  B O L T S
Title: Re: [B19] A RimWorld of Magic
Post by: Torann on October 13, 2018, 11:02:38 PM
Update to v2.2.5.2:
Title: Re: [B19] A RimWorld of Magic
Post by: Jan2607 on October 15, 2018, 05:15:44 AM
Thank you, will try.
If a magically gifted pawn finishes an unfinished arcane book, it gives a random power, right? I'm searching for a priest for a long time now and couldn't find any. Is it possible to get it this way?
Title: Re: [B19] A RimWorld of Magic
Post by: Canute on October 15, 2018, 06:59:27 AM
A magical gifted pawn can't finished an unfinished arcane book, because he don't know anything about it so far. So how he could write something about it ? :-)

Only a specilized mage can do this, and then you a geting a book of his class.
Title: Re: [B19] A RimWorld of Magic
Post by: Jan2607 on October 15, 2018, 07:08:35 AM
Well, I tried it, and it worked ;) The finished book had ??? as title and gave a random ability.
Title: Re: [B19] A RimWorld of Magic
Post by: Canute on October 15, 2018, 07:13:20 AM
Good that you point it out ! :-)
Not very logical, but that say many people about magic anyway, beside the mathemagicans ! :-)
Title: Re: [B19] A RimWorld of Magic
Post by: Torann on October 16, 2018, 12:14:05 AM
Quote from: Jan2607 on October 15, 2018, 05:15:44 AM
Thank you, will try.
If a magically gifted pawn finishes an unfinished arcane book, it gives a random power, right? I'm searching for a priest for a long time now and couldn't find any. Is it possible to get it this way?
It's possible, yes.  The '???' book will assign a random class with random abilities for that class.
Title: Re: [B19] A RimWorld of Magic
Post by: TheAzn123 on October 16, 2018, 08:35:23 PM
Will there be a way to resign a trait/class for a new one?

Also, will there be a possibility that two classes can work at the same time but using different panels. Like a panel for an ice mage and, another for a lightning mage. Though there's the issue of it being too overpowered and difficult to implement, it would be neat if it was implemented.

Finally, was it your intention that a colonist/pawn can have two different classes at the same time (one magic, one physical.) Using the dev option, I added a magic and physical trait to a colonist and it worked perfectly with no issues. (If this was the case and was mentioned, I apologize. I have not read the update changes through as I recently re-downloaded rimworld.)

Thanks for your hard work.
Title: Re: [B19] A RimWorld of Magic
Post by: Torann on October 17, 2018, 12:27:40 AM
Quote from: TheAzn123 on October 16, 2018, 08:35:23 PM
Will there be a way to resign a trait/class for a new one?
No plans to add a way to reclass, but you will see a gemstone able to respec (reassign all ability points) in the next update.

Quote
Also, will there be a possibility that two classes can work at the same time but using different panels. Like a panel for an ice mage and, another for a lightning mage. Though there's the issue of it being too overpowered and difficult to implement, it would be neat if it was implemented.
No, dual classing mage/mage or fighter/fighter is too messy both in managing and balance.

Quote
Finally, was it your intention that a colonist/pawn can have two different classes at the same time (one magic, one physical.) Using the dev option, I added a magic and physical trait to a colonist and it worked perfectly with no issues. (If this was the case and was mentioned, I apologize. I have not read the update changes through as I recently re-downloaded rimworld.)
While the mages and fighters code structure is mostly separate, there are some snippets/minor functionality that won't work correctly or at all or can cause errors during gameplay; and as stated above, the mod is not balanced for dual classes.  Bottom line - dual classing is not supported, use at your own risk.

That being said, I have settled on a method of implementing advanced classes that will allow more customization and advancement to standard classes.  Advanced classes will have unique stat or skill criteria that must be met, a level requirement, and some form of monetary or itemized component.  Each advanced class will have multiple paths, but each pawn will be able to master only one path of an advanced class.  Advanced class skills will, initially, offer spell variety to a pawn, but will have many more skill levels that will improve advanced skills past the capacity of standard spells.
Title: Re: [B19] A RimWorld of Magic
Post by: SergeshD123 on October 17, 2018, 04:50:17 AM
Can I create a new magic element by adding a new xml to the AbilityDefs folder? To clarify, I'm not creating any new spells in this new element, just mixing the ones we already have together.
Title: Re: [B19] A RimWorld of Magic
Post by: amaxster on October 17, 2018, 02:20:57 PM
First of all, I love this mod! I am playing the Swords and Sorcery b19 mod collection from steam and this mod, alongside lord of the rims, are the corner-stones that make it an absolute (psionic) blast to play.

However, I have a problem with the Portal structure. I have 2 colonies on opposite sides of the world, with a portal built at the first colony that I 'Activated' using my Arcane mage, selecting an empty dirt spot on my 2nd colony map to link to.

That seemed to work. My options now when i right-click the portal are to deactivate or charge it. If i select any mage and choose the charge portal action the mage walks over to the portal - then immediately walks away again, job finished. However the portal is still at 0% energy and the mage is still at 100% mana.

I saw a page or two back that there was a conflict with teleporters and lord of the rims (I had that issue to), is it possible there is also a conflict with portals? Or maybe I'm just doing something wrong?
Title: Re: [B19] A RimWorld of Magic
Post by: cortanakya on October 17, 2018, 09:59:08 PM
Hey. I've been playing this mod, and I love it. Seriously, it's easily one of the best mods anywhere - it works really well, the content is varied and interesting and there's a bunch of super fun spells. I was wondering, though, if you'd be interested in some suggestions? I have a pretty huge list of things that I think would bring this mod from "awesome" to "beyond incredible". If you'd consider any of them I'd be more than happy to help out with artwork and balancing, the only thing I'm bad at is coding. I've been working on this list for a week or so, but I completely understand if you want to keep it as your project or if you just aren't interested. Let me know!
Title: Re: [B19] A RimWorld of Magic
Post by: TheAzn123 on October 18, 2018, 01:05:09 AM
Thank you for replying to my last message!

I've played with most of the classes before and I find geomancer kind of lacking compared to the other classes. It doesn't have attacking capability as the meteor is, at times, slow to cast and fall on impact while the earthen hammer is inaccurate and barely does any damage. Not to mention that these two spells take quite a lot of mana and have really long cooldowns. I can understand why the meteor has a long cooldown, due to the precious ores it can drop, but the earthen hammer being it's only real attacking capability at a 120-second cooldown rate makes it hard to choose geomancer for other classes.   t's defensive capabilities are rather poor as encase is easy to escape from due to them mining out (Especially with mechanoids) as well as ruining synergy as you can't cast spells in areas that you can't see. (For ex: Casting encase then meteor for a guaranteed hit, but I would need to blink into the encasement for that to happen which would end up killing my caster.) Sentinels is my favorite spell of the class. Having sentries that can protect storages, prison areas, and edges of your base is cool. I have no complaints about the skill other than the hard limit of five. Maybe a skill that would increase this limit? I scarcely use earth sprites so I don't use them (Also because I don't know how to. How do you?) Lastly, Stoneskin is heavy on its mana maintenance making it hard to use other spells. This is only a small complaint of mine as it is a powerful spell that can negate any damage regardless of how high it is. Though, I still prefer mana shield of the skill. Overall, I don't really see why anyone would choose geomancer over any other class due to its poor offensive and defensive capabilities as well as it's high mana cost and cooldown.  The aesthetics of the class and the overall idea is powerful and amazing, I just feel that it has a higher potential and power than is shown.
Title: Re: [B19] A RimWorld of Magic
Post by: Torann on October 18, 2018, 01:11:23 AM
Quote from: SergeshD123 on October 17, 2018, 04:50:17 AM
Can I create a new magic element by adding a new xml to the AbilityDefs folder? To clarify, I'm not creating any new spells in this new element, just mixing the ones we already have together.
To some extent probably, just realize most spells were designed for specific classes and have code links to support their use; so they might function, but probably not fully.

Quote from: amaxster on October 17, 2018, 02:20:57 PM
I saw a page or two back that there was a conflict with teleporters and lord of the rims (I had that issue to), is it possible there is also a conflict with portals? Or maybe I'm just doing something wrong?
Sounds like you're doing everything right.  The mage should only 'step away' if they're out of mana or the portal is fully charged.  I'll definitely take a look at this while updating the mod to 1.0.

Quote from: cortanakya on October 17, 2018, 09:59:08 PM
I was wondering, though, if you'd be interested in some suggestions?
I'm always open to suggestions - lot of the content in the mod is from suggestions (or derived from suggestions).  There's also quite a bit of content from outside contributors.  Feel free to post your thoughts on this forum, or if you prefer, you can always send me a PM with your thoughts.
Title: Re: [B19] A RimWorld of Magic
Post by: Torann on October 18, 2018, 01:59:56 AM
I appreciate the feedback, TheAzn123.  The geomancer is the newest mage class and I suspect it still needs some tweaking.  I've been using a geomancer in my latest playthrough and can honestly say I find it to be one of the strongest classes with one of the most diverse skillsets that maxes out at a higher potential than maybe any other class and gains significant benefits from enchantments and skill improvements.

The geomancer is designed as an "area defense" class - its offensive capabilities (earthern hammer, meteor, and to some extent sentinel) are minimal and come with several restrictions. It's like comparing a cleric to a fighter though, the geomancer doesn't really stand toe to toe with offensive classes in this area, but then, the offensive classes don't have the defensive capabilities the geomancer has.

Earthern Hammer is, conceptually, like a catapult.  While it's not quite as direct or devastating as some offensive mage spells, it's still more effective (imo) than a mortar system.  The spell becomes significantly easier to use with higher arcane power (psychic sensitivity, enchantments etc) since the stone's flight speed depends on arcane power.  You also throw nearly 3 times the stones when the geomancer is standing near rock stockpiles.  Maybe the biggest shortfall is that I haven't done a great job describing how to use this spell...

Meteor has a lot of creative uses, like being used to improve your bases fortifications, splitting a raid in half by cutting off a route, or just plain burying your foes under a mountain.  This master spell is up there with resurrection and regrow limbs as a must have master spell for me.  The precious ores in the center are just a cherry on top.

Encase is all about timing and location.  Similar to meteor, you can shape the ingress route or use it to split a raid in half.  The obvious use is to trap a group of enemies, but this option never seems like the best one in the situations I've had.  I've also used it to isolate small groups of ranged attackers then have a bladedancer phase into the encasement to quickly take out the ranged group without being exposed.  My favorite way to use it is to wait until a heavy (with a doomsday or missiles) starts warming up a shot and then just put the outer wall of encase several spaces in front of the heavy for instant feedback to every enemy in the area.

Earth Sprites can be used on the ground to improve the fertility, or on a rock wall to mine for you.  They appear as motes of light at the spot they're working.  Transforming the ground takes some time (about 6 game hours for a single conversion) but they're constantly active regardless of what the pawn is doing.  Give the sprites a season and they'll change a field from a mud pit into fertile ground.  Sprites more likely to find magicyte when mining than a normal pawn and they have a good chance of finding magicyte each time they convert terrain so they're a pretty good source of magicyte.  I constantly run earth sprites, even at a -60% mana regen, they're well worth it.
Title: Re: [B19] A RimWorld of Magic
Post by: TheAzn123 on October 18, 2018, 02:16:01 AM
Ah, thank you very much for the response. I've gotten new ideas on how to play geomancer now. 'Designated Meteor spots' near key points, I should also make some room for stockpiles of rock around my base and use the meteor aftermath to get more stones. Same with the designated Meteor spots, I can have the caster cast encase at the end of a choke point causing a fairly sized portion of raiders that enter my base to be slaughtered by sentinels, elementals, and some turrets. I've got to experiment with sprites now that I know their function (especially the fertile part.)

I kinda suck at the game (at times I just let it run, and don't really pursue massive changes. Kinda like watching a small autonomous village function and go through adversaries from time to time on it's own.) so I haven't been able to get to enchantments and such, so I can't really say much about it other than I'm excited!
Title: Re: [B19] A RimWorld of Magic
Post by: crusader2010 on October 18, 2018, 03:35:58 AM
Update for the mana potions issue: if setting a stock rule for the pawns to have 3 potions in their inventory then it works fine. Could the issue have been a bad interaction with the mod PawnRules in the first place?
Title: Re: [B19] A RimWorld of Magic
Post by: Canute on October 18, 2018, 04:07:38 AM
QuoteEarth Sprites can be used on the ground to improve the fertility, or on a rock wall to mine for you.  They appear as motes of light at the spot they're working.  Transforming the ground takes some time (about 6 game hours for a single conversion) but they're constantly active regardless of what the pawn is doing.  Give the sprites a season and they'll change a field from a mud pit into fertile ground.  Sprites more likely to find magicyte when mining than a normal pawn and they have a good chance of finding magicyte each time they convert terrain so they're a pretty good source of magicyte.  I constantly run earth sprites, even at a -60% mana regen, they're well worth it.

Spites on ground ? Didn't think about that, i allways used them to mine.
More usefule thing.
To bad it don't work on rough stone.

Geomancer isn't a combat class, it is more a utility class like druid,bard,priest and fill this role pretty well.

But like the spites i would like to have an easy way to remove Sentinels.
And maybe set an aggression range of them. They engage to early for my feelings.


Title: Re: [B19] A RimWorld of Magic
Post by: Jan2607 on October 18, 2018, 09:51:48 AM
What do you do with mages that have a severe arcane weakness and can only work/move very limited?
I often forget about them, and suddenly they are on the other end of the map and need a long time to get home - meanwhile I get raided...
I can't send them in my hospital, because they are not sick. But I don't want them to run around.
Title: Re: [B19] A RimWorld of Magic
Post by: henk on October 18, 2018, 10:05:40 AM
And I didn't know Earth sprites could be used on mountain walls. Perhaps the description needs updating...

Jan, the arcane mage's blink-summon is a life saver for pawns in dangerous positions. The demonologists have a similar skill with their bonded partner.

Maybe the geomancer needs something to summon stone blocks, so they have a ready supply of projectiles? Other than summoning a meteor and mining it, which tends to ruin the soil...
Title: Re: [B19] A RimWorld of Magic
Post by: Canute on October 18, 2018, 11:11:55 AM
Quote from: Jan2607 on October 18, 2018, 09:51:48 AM
What do you do with mages that have a severe arcane weakness and can only work/move very limited?
I often forget about them, and suddenly they are on the other end of the map and need a long time to get home - meanwhile I get raided...
I can't send them in my hospital, because they are not sick. But I don't want them to run around.
Sorry i don't know a cure about the arcane sickness.
But i allways have my arcane mage at home (research or cooking) so i can summon on emergency.
Or give made these people with the weakness  into a warlock/succubus. Then create a soulbond with someone who is mosttimes at home, so you can use the call to feature of the soulbond.
Title: Re: [B19] A RimWorld of Magic
Post by: Jan2607 on October 18, 2018, 11:37:16 AM
Thanks for your answers, will definetly give all mages the Blink.
Can we expect the update to 1.0 the next days? At the moment I'm running my B19 colony with Rimworld 1.0 and this mod in B19 :D While it mostly works fine, there are some small issues. For example if I want to summon minions or elementals, the UI disappears and I can't place the spell. But as I said, most things work fine.
Title: Re: [B19] A RimWorld of Magic
Post by: crusader2010 on October 18, 2018, 05:41:58 PM
How can you remove stoneskin from a friendly pawn? Can't find any button and the mana reservation makes it quite bad :(
Title: Re: [B19] A RimWorld of Magic
Post by: NameHere on October 18, 2018, 10:59:35 PM
Just started this mod a week ago, and now it's so hard to live without it. At about two years into the colony, a necromancer randomly joined. Yeah, life was good, or should I say the unlife? It was a lot of fun, even losing it all. Rimrest in Peace, Humphrey the Necromancer.

I just registered today to send kudos and positive vibes. Keep up your Holy Work, Torann.
Title: Re: [B19] A RimWorld of Magic
Post by: Torann on October 19, 2018, 01:28:25 AM
Quote from: crusader2010 on October 18, 2018, 05:41:58 PM
How can you remove stoneskin from a friendly pawn? Can't find any button and the mana reservation makes it quite bad :(
I'm address this in the 1.0 update - there's a few ways to dispel it right now, like hitting the pawn to burn off the stoneskin charges, or casting it to refresh the stoneskin, then casting again at full charge to dispel it.  All of that is a little cumbersome so I'm adding a 'dispel stoneskin' that will dispel stoneskin on all pawns the caster is maintaining stoneskin on.
Title: Re: [1.0] A RimWorld of Magic
Post by: Torann on October 19, 2018, 02:31:14 AM
Updated for 1.0
Title: Re: [1.0] A RimWorld of Magic
Post by: cortanakya on October 19, 2018, 04:53:49 AM
Alright, so you're going to hate me, but I put a bunch of my suggestions into a google doc. It's pretty long but that's mostly down to my formatting, and unless you find yourself really interested you can probably skip the apparel/item section, it's just a bunch of weapons and armour that behave similarly to the stuff you've already added but filling in a few gaps. Also, it's important to note that I'm volunteering myself as an artist if you run with any of my ideas, I've had a fair bit of experience with Rimworld art so I'm confident I can do a good job.

https://docs.google.com/document/d/e/2PACX-1vSTiC8lDda9ewKdDyTtwhkek6fZTingFVwhsBgWlVBnHbf9-lpn9vpnejxvbbSMfEYDyQkyMUhdh_O0/pub (https://docs.google.com/document/d/e/2PACX-1vSTiC8lDda9ewKdDyTtwhkek6fZTingFVwhsBgWlVBnHbf9-lpn9vpnejxvbbSMfEYDyQkyMUhdh_O0/pub)
Title: Re: [1.0] A RimWorld of Magic
Post by: Jan2607 on October 19, 2018, 09:04:36 AM
Great, thanks for updating :)
Title: Re: [1.0] A RimWorld of Magic
Post by: eksynn on October 19, 2018, 04:42:02 PM
Quote from: Torann on October 19, 2018, 02:31:14 AM
Updated for 1.0
thank you for updating (◠‿ ◠ ) where do i download the 1.0 version (out of steam), please? the link in the OP is still leading to the B18 download (at least that's what the tag says on the lower right)
Title: Re: [1.0] A RimWorld of Magic
Post by: Canute on October 19, 2018, 04:45:34 PM
eksynn,
nothing changed since some releases.
Use the link between Download:  and steam workshop.
That lead you to moddb.com ,
then select files
and choose the latest file, in this case TMagic v2 2 5 3.
Title: Re: [1.0] A RimWorld of Magic
Post by: Jan2607 on October 19, 2018, 06:13:27 PM
Is there a way to change a mage's profession? Is there a way to delete a certain ability that a mage learned with a scroll?
Title: Re: [1.0] A RimWorld of Magic
Post by: TheAzn123 on October 20, 2018, 02:38:47 AM
@Jan2607
Nope! But you can use god mode to remove the trait and reset ability powers.
If you want to delete a certain spell you have to edit the save file and find the spell under your colonist info (usually at the end, just control+f you're colonist name and you should be able to find it.)
Title: Re: [1.0] A RimWorld of Magic
Post by: Torann on October 20, 2018, 02:53:06 PM
Small bug fix for a conflict between other ability user mods (vampires, star wars force, etc) that caused other mod abilities to not have a cooldown.  Re-download v2.2.5.3 if you're using those mods and want the fix.

Quote from: cortanakya on October 19, 2018, 04:53:49 AM
Alright, so you're going to hate me, but I put a bunch of my suggestions into a google doc.
I looked through the doc and, honestly, a lot of really good idea's, so thanks for the suggestions.

I also agree that a new work type would probably be needed, depending on how many of the buildings were added.  It's not a bad idea anyways and would be a good stepping stone for addition of magical structures.

One field I'd definitely like to expand on is new armor/weapons/items.  The biggest roadblock is my relatively poor drawing skills (plus the time it takes me to draw -anything-), so if you're willing to contribute with graphics for those things, then I'm more than happy to do the rest.  I already have a feature update planned to add several items like rings and amulets, that have magical properties and/or allow the pawn wearing the item to be able to use special abilities (basically magical trinkets).  I'd also like to add the ability to scribe single-use spells/spell scrolls.

As a design philosophy, I've intentionally stayed away from adding a significant amount of new benches and materials because I'm not a big fan of the giant benches that give you 2 new options or the laundry list of new materials that has limited use.  I  want to stick to that stance and will always try to have a minimal impact on the amount of storage/material/space requirements this mod adds.  I do like the idea of stormweave though.  That being said, there's definitely room for growth in most of the fields you mentioned.

I particularly like the idea of the mana batteries (Electrocyte Capacitor, Dimensional Tear) though the application maybe differs (though not necessarily exclusive) from what you were thinking.  My thoughts were along the lines of a structure capable of storing mana.  Instead of (or maybe as a dual purpose) charging magical structures, any pawn standing near a mana battery, and below a certain threshold of mana, would rapidly regenerate mana (given the battery had charge to distribute).  This would really help in defensive scenario's if the mage was near the battery, or even for mana drain events for low mana mages.

Some of the defenses, like blastberries or magical fines/thorns or shock plate, and the focusing lens would be fun to add and increase global application as a mage (regardless of which class) to help with defense.  Blastberries actually made me think about adding a new berry (mana berry) or possibly modifying Ambrosia to increase mana regen.

I positively love the idea of shrines/temples/statues and the concepts you laid out.  This is a huge area of improvement imo. 

I'm all for new animals and magical beasts, especially if they have synergy with magic.  The demon and poppi are two creatures that I've made with special properties.  The demon has a special AI controller that's not just for the demon, so I can refine/expand on this for any creature allowing many different actions or abilities or special behaviors.

I haven't touched on everything, because now my post is getting rather long, but I'll leave with a last though about 'decorations' and magical furniture options.  My opinion on this is more 'go big or go home.'  So instead of just a floating chair, maybe a floating chair that improves research speed.  Or a bed/container helps a pawn heal, fight diseases, reduce addictions, maybe even increase mana regeneration or repair equipment, lights that improve mood or rest, food that doesn't spoil and increases travel speeds, medicine that improves surgery chance and applies a regenerating salve... now I'm getting carried away!

Anyways, great post, would encourage others to take a look at the doc and provide feedback/thoughts for an open discussion.
Title: Re: [1.0] A RimWorld of Magic
Post by: Jan2607 on October 20, 2018, 03:00:25 PM
I noticed some issue with the Teleport: In some cases the mage will not deploy the Teleporter on that tile where you aimed it (even when there is enough space to put it and the mage has a direct line of sight), but on his own position. If you are unlucky and the surrounding tiles of the mage are blocked, the teleporter will explode.
Happened a few times to me, but this time I nearly lost my mage because of it (she lost a leg).

Edited: I actually lost the mage. When I wanted to evac her via teleport and she went in the teleporter (while bleeding out) the caravan got lost :O
Title: Re: [1.0] A RimWorld of Magic
Post by: Canute on October 20, 2018, 03:40:09 PM
Yep, that happen at my B19 playthrough one time too.
Title: Re: [1.0] A RimWorld of Magic
Post by: crusader2010 on October 21, 2018, 07:51:05 AM
Think I found a but (at least in the B19 version) with the Earth Sprites. I've casted a meteorite with the geomancer, designated everything to be mined out, then casted Earth Sprites on one of the tiles. While they were up, some of the pawns also came and dug the meteorite.

What I think happened next is that when the sprites finished one tile, one pawn finished mining the next tile where the sprites would have jumped. Now the sprites are stuck working on a empty tile and not jumping anywhere.
Title: Re: [1.0] A RimWorld of Magic
Post by: BlackMKIII on October 21, 2018, 09:04:40 AM
So can someone help with mode, plz. It works fine, classes generates properly, all items present in game, but i cant cast almost all spells with target requirement. For example, i can cast blink, earth sptires etc., but cant magic missle, fireballs\bolts, pawn just do nothin. Got HugsLib JecsTools of last version in right order, and no other mods installed. Sorry for bad english.

Edit: Oh nvm, i redownload all mods and it now works. Leave my post for ppl with same problem.
Title: Re: [1.0] A RimWorld of Magic
Post by: Elvislives on October 22, 2018, 03:40:38 PM
I would like to assign all mage ability traits to females and physical ability traits to males ala Wheel of Time (sort of).   For fun.  I tried altering the trait defs in your mod using femalecommonality/commonality but it failed... my numbers were too high and still had mixed sex traits.  Don't want it in your mod overall (i.e. not a mod request per se), just for a play through I'm doing.  Are gender specific traits a quick xml change or more code intensive?  Not making a mod request, just want to know how so I can do it on my personal game. Not a modder or programmer.

My only mod request is magical creatures that can be tamed for effective familiars for the different realms.  : )

Love the mod.
Title: Re: [1.0] A RimWorld of Magic
Post by: Gungnier on October 22, 2018, 04:50:59 PM
I might have found a bug: my paladin tries to mentor magic (on autocast) my faceless and it gives 0 xp but my faceless get frozen after it and just keep standing in one place (if i draft/undraft it go back to normal)

And i found it interesting a faceless can still put 5 points into strength (increase damage of all combat abilities) meanwhile it doesnt even have damaging abilties. What bonus the class gets from it? (i was thinking about it working with copied abilities but then does it work with spells?)
Title: Re: [1.0] A RimWorld of Magic
Post by: Torann on October 22, 2018, 09:11:51 PM
Quote from: Elvislives on October 22, 2018, 03:40:38 PM
Don't want it in your mod overall (i.e. not a mod request per se), just for a play through I'm doing.  Are gender specific traits a quick xml change or more code intensive?
For this mod, it's code intensive since I've bypassed the xml components of trait generation in order to allow players to adjust the frequency (and removal) of classes within the mod options menu.  Since you've looked in the traits.xml file, you'll notice that all the traits are set with 0 commonality, but still generate in game due to the custom code.

Quote from: Gungnier on October 22, 2018, 04:50:59 PM
I might have found a bug: my paladin tries to mentor magic (on autocast) my faceless and it gives 0 xp but my faceless get frozen after it and just keep standing in one place (if i draft/undraft it go back to normal)

And i found it interesting a faceless can still put 5 points into strength (increase damage of all combat abilities) meanwhile it doesnt even have damaging abilties. What bonus the class gets from it? (i was thinking about it working with copied abilities but then does it work with spells?)
Well Paladin = mage and Faceless = fighter and fighters can't mentor mages or mages mentor fighters so that's why it does nothing.  It is a bug that the faceless doesn't immediately break out of the training though, so ill have that fixed and make sure it's generating a message to inform the player of what I just told you.

Strength will still apply to copied fighter abilities (that use strength in their calculations), but isn't used in spells.
Title: Re: [1.0] A RimWorld of Magic
Post by: Gungnier on October 22, 2018, 10:54:36 PM
You maybe misunderstood what i tried to tell (I'm not a natice english speaker).The mentor magic bug: i didnt click or anything it was on autocast so until i disabled it my paladin automatically went to my faceless when the training was off cooldown and tried to train it but it didnt do anything so my paladin went on his way but my faceless just stood in place doing nothing so if i let it will just stay in that spot for an eternity.
Title: Re: [1.0] A RimWorld of Magic
Post by: HSneak on October 23, 2018, 06:18:46 AM
Quote from: BlackMKIII on October 21, 2018, 09:04:40 AM
So can someone help with mode, plz. It works fine, classes generates properly, all items present in game, but i cant cast almost all spells with target requirement. For example, i can cast blink, earth sptires etc., but cant magic missle, fireballs\bolts, pawn just do nothin. Got HugsLib JecsTools of last version in right order, and no other mods installed. Sorry for bad english.

Edit: Oh nvm, i redownload all mods and it now works. Leave my post for ppl with same problem.

Just to be precise, it's the "JecsTools" mod that had an update which fixed the issue (v 1.1.0.9) [I first thought it was this mod itself that required to be re-downloaded again]
Title: Re: [1.0] A RimWorld of Magic
Post by: crusader2010 on October 23, 2018, 04:45:30 PM
One more thing about the Earth Sprites: are they supposed to mine tiles that are not marked for mining?
Title: Re: [1.0] A RimWorld of Magic
Post by: Canute on October 24, 2018, 03:54:23 AM
Yes.
But it would be a nice feature if spites prefer marked tiles.
Title: Re: [1.0] A RimWorld of Magic
Post by: yehoa on October 25, 2018, 11:21:53 PM
MOD is great! it's totally another game with this MOD
but, how to deal with the extra points after the full level
is there any way to handle the upgrade after the full level?
about 100+
especially the magic system
Title: Re: [1.0] A RimWorld of Magic
Post by: Gungnier on October 26, 2018, 05:27:34 AM
By the way currently if i dont get a priest as a starting pawn (by randomizing for like 5 minute). I found it extremely hard to get, probably cuz its non-violent i never seen it in raiders for capture so the only way to get it by wanderer joins (which i never had the luck to) or get the book from traders or events. And even traders can be hard cuz sometimes the "magic" faction is hostile to you by default and it has lower spawn rate on the world map so they can be pretty far to trade. It would be nice to have some special event maybe like a preacher join or a rescue quest which tells you its especially a priest. Maybe have a special orbital trader like a "Collector" which buys exotic stuff and sells weird exotics which includes magic stuff and "holy" artifacts, it could have a more generous amount of magicyte too. Maybe a rare wandering antiquarian trader which sells exlusively scrolls and scripts.

In my general experience its really rare to get events where you get a torn or full book for class traits in the early game when you actually want it but in the endgame the game start to throw it at you i even got events where it was giving me 5 different torn scripts when i was at 15+ pawns in my colony.

I played a lot nowadays and i observed after a lot of colonies mages tend to level up significantly faster (about 20%-30%) compared to physical classes, in my opinion the main reason for it you simply use mage abilities more often compared to physical ones and mage abilities tend to use more "resource" in one go. This could be solved by making the passive xp gain higher and the skill use lower (its cheesy anyway to spam abilities like paladin shield or summoner minion to get high level very fast). or balance it by giving more xp after the physical ability use.
Title: Re: [1.0] A RimWorld of Magic
Post by: Canute on October 26, 2018, 06:33:04 AM
Since there are many classes, and many other traits the chances get low for the right things you want.
I suggest to use EdB Prepare Carefully
https://github.com/edbmods/EdBPrepareCarefully/releases
Then you can modify the traits like you want.

Yes Physicals level at their own lower, but since stamina regen much faster, you can/should use their abilities more during their daily task.
Title: Re: [1.0] A RimWorld of Magic
Post by: Gungnier on October 27, 2018, 01:14:37 AM
Quote from: Canute on October 26, 2018, 06:33:04 AM
Since there are many classes, and many other traits the chances get low for the right things you want.
I suggest to use EdB Prepare Carefully
https://github.com/edbmods/EdBPrepareCarefully/releases
Then you can modify the traits like you want.

Yeah i know i just emphasized priest cuz its always non violent so you can't see it in raids and in rimworld thats where you get most of your pawns normally.
Title: Re: [1.0] A RimWorld of Magic
Post by: Jan2607 on October 27, 2018, 08:18:45 PM
How high is the chance that a disabling shot misses? I have a really good sniper, but most of the disabling shots are missing. And because of the high cooldown, many enemies I wanted to capture are gone.
Title: Re: [1.0] A RimWorld of Magic
Post by: Greenfist on October 27, 2018, 09:16:40 PM
Loving the mod Torann, just an incredibly fun, game-changing mod that changes the entirety of Rimworld with an added magicial twist.

A suggestion I have about the  Ranger class is how abusive the animal bond skill can be. Specifically  how you're able to animal bond caravan animals making you able to essentially "steal" their items. Another one I noticed that can be abused is how you're able to keep your bonded animal if you bond with another one while your current is out on a caravan. Both are pretty crazy as you're able to get some pretty insane items from caravans and also keep your bonded animal with the added ranger bond bonus.(though of course your wealth will go up immensely making the game harder if you're unprepared.)
Title: Re: [1.0] A RimWorld of Magic
Post by: NeoSono on October 28, 2018, 05:02:54 AM
anyone else having errors and hang ups since today?

Explosion could not affect cell (35, 0, 180): System.NullReferenceException: Object reference not set to an instance of an object
at TorannMagic.CompAbilityUserMight.DoReversal (Verse.DamageInfo) <0x0008c>
at TorannMagic.CompAbilityUserMight.PostPreApplyDamage (Verse.DamageInfo,bool&) <0x00951>
at Verse.ThingWithComps.PreApplyDamage (Verse.DamageInfo&,bool&) <0x000cc>
at Verse.Pawn.PreApplyDamage (Verse.DamageInfo&,bool&) <0x00025>
at (wrapper dynamic-method) Verse.Thing.TakeDamage_Patch1 (object,Verse.DamageInfo) <0x00220>
at Verse.DamageWorker.ExplosionDamageThing (Verse.Explosion,Verse.Thing,System.Collections.Generic.List`1<Verse.Thing>,Verse.IntVec3) <0x00558>
at Verse.DamageWorker.ExplosionAffectCell (Verse.Explosion,Verse.IntVec3,System.Collections.Generic.List`1<Verse.Thing>,bool) <0x005c6>
at Verse.Explosion.AffectCell (Verse.IntVec3) <0x0019a>
at Verse.Explosion.Tick () <0x00156>

Verse.Log:Error(String, Boolean)
Verse.Explosion:Tick()
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()


I didn't have any problems yesterday but the first raid today is unplayable because my game hangs and throws errors pretty often. did the update to jesc tools mess something up or whats going on?

edit: and another one. tried to resurrect an android, which may not be possible? the grafic is stuck now and another error.

Exception ticking Projectile_Resurrection870589 (at (36, 0, 180)): System.NullReferenceException: Object reference not set to an instance of an object
  at RimWorld.ResurrectionUtility.ResurrectWithSideEffects (Verse.Pawn pawn) [0x00000] in <filename unknown>:0
  at TorannMagic.Projectile_Resurrection.Impact (Verse.Thing hitThing) [0x00000] in <filename unknown>:0
  at AbilityUser.Projectile_AbilityBase.ImpactSomething () [0x00000] in <filename unknown>:0
  at AbilityUser.Projectile_AbilityBase.Tick () [0x00000] in <filename unknown>:0
  at TorannMagic.Projectile_Resurrection.Tick () [0x00000] in <filename unknown>:0
  at Verse.TickList.Tick () [0x00000] in <filename unknown>:0
Verse.Log:Error(String, Boolean)
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()
Title: Re: [1.0] A RimWorld of Magic
Post by: Canute on October 28, 2018, 05:53:01 AM
Try it out.
unsubscribe from jecstools and use the older github version, check if no errors happen.
https://github.com/jecrell/JecsTools/releases
Title: Re: [1.0] A RimWorld of Magic
Post by: NeoSono on October 28, 2018, 06:07:24 AM
thats actually a good idea :D will do and report back.

yep seems to be related to the newer version of jecs tools. I did the same raid witht the version from the 19th and had no hang ups or errors thrown at me the whole fight. The other errors with the resurrection remained but thats more likely to be because those are androids. resurrector mech serum didn't work either. But the errors related to combat skills didn't happen.
Title: Re: [1.0] A RimWorld of Magic
Post by: Gungnier on October 29, 2018, 10:44:35 AM
I dont know if its a bug or intended but when i have a Staff of blazing power on my pawn i get the "Hunter lacks ranged weapon" message. I personally find the weapon not perfect for hitting moving targets but still adequate for the job tho.

Another bug: When i have blink on autocast it works fine 90% of the time and its really good for hauling but sometimes it get stuck on something and when a pawn wanna grab the item for hauling it just run toward the item and before picking it up blink away, and if you have have a low cooldown and lot of mana it repeats it until you go under the mana % for allowed autocast. I got this bug pretty frequently (but not exclusively) when my pawn tries to haul into the teleport "pod launcher" and it just spams blink for like 10 times before actually just running over to pick up the item.

On the 2nd could we get an option on autocasting of "dont move" when i manual cast stuff i like the fact the pawn tries to move to a spot where it can actually "see" the target but when they do it on autocast its problematic: When i set them up in position behind cover they just blindly rush out meanwhile i intend to wait for the enemies come into range. This especially bad on abilities with high range but require line of sight like headshot on sniper they just happen to rush into the middle of my own killbox when the enemies arrive.
Title: Re: [1.0] A RimWorld of Magic
Post by: TheJinx on October 29, 2018, 06:59:36 PM
The reason why is I believe most "explosive" weapons are designated as not ranged weapons for hunting for realism because there's not gonna be much point in hunting a charred deer carcass it's solely for that reason I believe, Don't know if you can enable explosives weapons in mods to  be used for hunting but either way they won't probably won't be.
Title: Re: [1.0] A RimWorld of Magic
Post by: Torann on October 29, 2018, 07:17:20 PM
Quote from: Greenfist on October 27, 2018, 09:16:40 PM
A suggestion I have about the  Ranger class is how abusive the animal bond skill can be. Specifically  how you're able to animal bond caravan animals making you able to essentially "steal" their items. Another one I noticed that can be abused is how you're able to keep your bonded animal if you bond with another one while your current is out on a caravan.
Appreciate the feedback, I was not aware of either of these.

Quote from: Jan2607 on October 27, 2018, 08:18:45 PM
How high is the chance that a disabling shot misses? I have a really good sniper, but most of the disabling shots are missing. And because of the high cooldown, many enemies I wanted to capture are gone.
Disabling shot hit chance is entirely based on pawn shooting accuracy, so it varies.

Quote
Another bug: When i have blink on autocast it works fine 90% of the time and its really good for hauling but sometimes it get stuck on something and when a pawn wanna grab the item for hauling it just run toward the item and before picking it up blink away, and if you have have a low cooldown and lot of mana it repeats it until you go under the mana % for allowed autocast.

On the 2nd could we get an option on autocasting of "dont move" when i manual cast stuff i like the fact the pawn tries to move to a spot where it can actually "see" the target but when they do it on autocast its problematic: When i set them up in position behind cover they just blindly rush out meanwhile i intend to wait for the enemies come into range.
Autocast is still relatively new so I'm working to iron out the remaining kinks.  Thanks for the detailed description of both cases though, it definitely helps me replicate and fix these types of bugs.
Title: Re: [1.0] A RimWorld of Magic
Post by: cyberian on October 30, 2018, 06:27:09 AM
Wanna try this mod for my next game. Does anyone know if this this should work with Cthulhu Monster and Cult Mods and Medieval Times mod?

Can Wizards wear steel or is there an option to restrict them from wearing metal armor? Otherwise I guess I can just restrict myself. Saw there is Wizard robes as clothing thats probably great to use or I just use some Apparello 2 stuff.

Is there other mods you would recommend with this one?
Title: Re: [1.0] A RimWorld of Magic
Post by: Canute on October 30, 2018, 06:33:10 AM
Should work, no. Can work yes.
Beside the Lord of the Rim Thirge Age (problem with teleport only) i don't notice any mod so far that cause trouble. Even Androids can use magic.

Metal/Iron don't have any influence on the magic.

You can mix up like you want, if you like a medivial world with magic, or a cyperpunk one it is up to you.
Magic is just another kind of quantum-manipulation we don't understand yet ! :-)
Title: Re: [1.0] A RimWorld of Magic
Post by: cyberian on October 30, 2018, 07:15:13 AM
Should the Ranger Bow Mastery ability work with bows from other Mods like Longbow from MT?

I tried to look through the defines but I was not able to determine the exact prerequisite.
I think if it looks for <damageDef>Arrow</damageDef> then it should work together.
Title: Re: [1.0] A RimWorld of Magic
Post by: Canute on October 30, 2018, 07:36:03 AM
It should or at last they worked with the bow's from Lord of the Rim:Elfes Bow's.
Title: Re: [1.0] A RimWorld of Magic
Post by: Jan2607 on October 30, 2018, 09:54:45 AM
I can't implant a Seed of Regrowth. Is is not compatible with EPOE?
Title: Re: [1.0] A RimWorld of Magic
Post by: Canute on October 30, 2018, 10:08:18 AM
Do you have
Seed of regrowth
Mana potion
Medicin , at last herbal medicin ?
Only when you got these 3 things, the surgery appear at the list.
Is your druid a doctor ?


Title: Re: [1.0] A RimWorld of Magic
Post by: Jan2607 on October 30, 2018, 10:08:59 AM
Oh yeah, I forgot that I need mana potions for it, thank you :)
Title: Re: [1.0] A RimWorld of Magic
Post by: DaceKurn on October 30, 2018, 01:52:42 PM
I was just curious is bonding a succubus to a warlock how you get the combined power or is it something else? Also wonderful mod best I've played!
Title: Re: [1.0] A RimWorld of Magic
Post by: TheJinx on October 30, 2018, 05:11:27 PM
Quote from: DaceKurn on October 30, 2018, 01:52:42 PM
I was just curious is bonding a succubus to a warlock how you get the combined power or is it something else? Also wonderful mod best I've played!
it's when you soul link a warlock to a random pawn and soul link a succubus to the same random spawn(needs to be part of colony) once they're both soul linked to the same person a new ability should pop up the succubus needs to activate it first and then the warlock activates his I believe
Title: Re: [1.0] A RimWorld of Magic
Post by: Torann on October 30, 2018, 08:47:42 PM
Teleport should work fine now with the Third Age mod (for the lord of the rims), applied a fix a few weeks ago, so let me know if it's still causing pawns to change their faction to non-player.

There's quite a few things that get checked to recognize bows - use of "Arrow" as the damage def or projectile, or even "bolt" works, the weapon can also be called "Bow" in the defname... a few other things.  Best way to check is to just equip it and if it shoots arrow storm, it's a recognized bow.
Title: Re: [1.0] A RimWorld of Magic
Post by: DaceKurn on October 30, 2018, 08:48:54 PM
Thank you so much. Can't believe I didn't think of it!
Title: Re: [1.0] A RimWorld of Magic
Post by: coemgen98 on October 31, 2018, 03:32:49 AM
Hello! It seems I encountered a problem with the ability psionic storm? The bug that was fixed about the colonist disappearing after using it is back. Whenever I use it the character gets removed/flies out from the map. The problem seems to stem from an incompatibility with the mod Zombieland since the logs seem to specifically mention it. I don't know much about coding so it's just speculation on my part. Can you check it out if that is the case?

Here's the log in-game whenever I used psionic storm with Zombieland activated:

Exception ticking FlyingObject_PsionicStorm18261 (at (138, 0, 144)): System.ArgumentNullException: Argument cannot be null.
Parameter name: key
at System.Collections.Generic.Dictionary`2<Verse.Map, ZombieLand.PheromoneGrid>.TryGetValue (Verse.Map,ZombieLand.PheromoneGrid&) <0x00208>
at ZombieLand.Tools.GetGrid (Verse.Map) <0x0003c>
at ZombieLand.Patches/Projectile_Launch_Patch.Postfix (Verse.Thing,UnityEngine.Vector3,Verse.LocalTargetInfo) <0x002f3>
at (wrapper dynamic-method) Verse.Projectile.Launch_Patch1 (object,Verse.Thing,UnityEngine.Vector3,Verse.LocalTargetInfo,Verse.LocalTargetInfo,Verse.ProjectileHitFlags,Verse.Thing,Verse.ThingDef) <0x003af>
at Verse.Projectile.Launch (Verse.Thing,Verse.LocalTargetInfo,Verse.LocalTargetInfo,Verse.ProjectileHitFlags,Verse.Thing) <0x000cc>
at AbilityUser.Projectile_AbilityBase.Launch (Verse.Thing,AbilityUser.AbilityDef,UnityEngine.Vector3,Verse.LocalTargetInfo,Verse.ProjectileHitFlags,Verse.Thing,System.Collections.Generic.List`1<AbilityUser.ApplyHediffs>,System.Collections.Generic.List`1<AbilityUser.ApplyMentalStates>,System.Collections.Generic.List`1<AbilityUser.SpawnThings>) <0x000a0>
at TorannMagic.FlyingObject_PsionicStorm.TryLaunchProjectile (Verse.ThingDef,Verse.LocalTargetInfo) <0x0033a>
at TorannMagic.FlyingObject_PsionicStorm.Tick () <0x0092c>
at Verse.TickList.Tick () <0x00487>

Verse.Log:Error(String, Boolean)
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate_Patch0(Object)
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()
Title: Re: [1.0] A RimWorld of Magic
Post by: Gungnier on October 31, 2018, 06:56:42 PM
I dont know again if intended but mana shield gives the arcane weakness debuff as usual and when you have really lategame pawns with 150+ mana they get catatonic arcane weakness before the shield depletes. I just had 3 of my pawns pass out and go on a catatonic breakdown after a poison ship event because of it. It would be a welcome change in my opinion to remove the arcane weakness from the spell or just limit the shield to a maximum of 100 mana so they just get downed before getting damaged.
Title: Re: [1.0] A RimWorld of Magic
Post by: Jan2607 on October 31, 2018, 06:57:57 PM
When I put a Seed of Regrowth in a freezers, it still spoils after a few days. Is this intended?
Title: Re: [1.0] A RimWorld of Magic
Post by: Canute on November 01, 2018, 03:59:11 AM
It work's fine at my side.
Rimfridge and walking freezer, both freeze the Seed of regrowth and keep it fresh forever.
Title: Re: [1.0] A RimWorld of Magic
Post by: Gungnier on November 01, 2018, 09:13:27 AM
Quote from: Jan2607 on October 31, 2018, 06:57:57 PM
When I put a Seed of Regrowth in a freezers, it still spoils after a few days. Is this intended?

It spoils for me too. And i somehow can't craft the Armor of the valiant either it always say i doesnt have enough materials meanwhile i have more than 10 times of the needed. I wanted to check out a full plasteel Valiant vs Power armor worth the more than 4 times mats needed.And i still wonder why there is no Valiant helmet.

#edit I just found out the valiant armor crafting is working i just didnt have 500 gold (it need the 10 times of the silver and gold it states even tho its not its main material) Witht hat much gold in it i hope at least my paladin can take back jerusalem alone with it.

#edit New record today my bard casting Battle Hymn and eating a doomsday rocket launcher into her mana shield managed to go catatonic 11 times!!

#edit I crafted the "armor of the valiant" armor and its kinda lackluster i got an inspiration and i got a legendary one. Its only outer armor so you can use a flak vest with it but the armor gives: 90% sharp 108% blunt 36% heat and really bad insulation so with an excellent armor vest its comparable to a good Marine armor in sharp which is about 80% of the damage you get. Blunt armor is slightly better than marine so might be usefull when brawling but most melee weapons deal sharp damage too. It gives 72% harmony armor which is a really hard to get stat but based on description only works on Holy shadow or Death damage which again pretty rare and definitely not as deadly as lets say elemental damage.

Overal the armor is definitely worse compared to the same quality Marine armor and costs currently: 450 plasteel 500 gold 200 silver 100 magicyte
Title: Re: [1.0] A RimWorld of Magic
Post by: Torann on November 01, 2018, 10:26:13 PM
Quote from: Gungnier on November 01, 2018, 09:13:27 AM
Overal the armor is definitely worse compared to the same quality Marine armor and costs currently: 450 plasteel 500 gold 200 silver 100 magicyte
I'll take another look at the crafting requirements - likely meant to need 50gold, 20 silver instead.  Marine armor has to be plasteel, valiant can be any metal.  As you mentioned, it can be worn with the flak vest (or ancient mail) which increases armor for torso, neck and shoulders, when combined, is 50% better in sharp/blunt, light/dark armor, and only 6% less in heat.  Using ancient mail instead of a flak vest has less armor, but significantly higher enchantments.  It also means you get above superior enchantment mana cost reduction, and double the overall enchantment slots since valiant armor only takes 1 layer. Valiant armor gives reduced aiming time (which also reduces spell casting time), improve hit chance, higher social impact and does not have move speed reduction, marine has -.4c/s.

So, there are some trade-offs to consider, but I'll take another look at the crafting costs for all the apparel.

Quote from: Gungnier on November 01, 2018, 09:13:27 AM
#edit New record today my bard casting Battle Hymn and eating a doomsday rocket launcher into her mana shield managed to go catatonic 11 times!!
This will be fixed soon so that it only applies arcane weakness following a spell cast; right now it applies when mana is lost by any means, not just spell casting.

Quote from: Gungnier on November 01, 2018, 09:13:27 AM
And i still wonder why there is no Valiant helmet.
If you want to provide the graphics then I'll be happy to add the code/xml for it.

edit: I tend to agree with your general value assessment though, magical armor tends to be a bit over-priced for what you get both in resource cost and vendor costs.
Title: Re: [1.0] A RimWorld of Magic
Post by: Noita on November 02, 2018, 12:11:09 AM
Is there a way to imbue the trait without dev console?
Title: Re: [1.0] A RimWorld of Magic
Post by: Canute on November 02, 2018, 04:00:14 AM
Noita,
no telepathy is a trait you can't learn, it is a natural one.
Thats we we can't read your mind and look about what trait your are talking.

If you looking for the Physical adept,Magical gifted traits, take a look at the Arcane crafting research.
Title: Re: [1.0] A RimWorld of Magic
Post by: Noita on November 02, 2018, 09:14:01 AM
Quote from: Canute on November 02, 2018, 04:00:14 AM
Noita,
no telepathy is a trait you can't learn, it is a natural one.
Thats we we can't read your mind and look about what trait your are talking.

If you looking for the Physical adept,Magical gifted traits, take a look at the Arcane crafting research.
Hahaha, That's a really good point!
My mistake.
I will look into the arcane crafting research as it looks like that's what i'm looking for, Thanks!
Title: Re: [1.0] A RimWorld of Magic
Post by: Canute on November 02, 2018, 10:58:52 AM
Toran,
since many of fighter skills use a ranged target, and when these fighter use a shieldbelt they won't work.
What do you think about an addon mod. That detect if a pawn use a shieldbelt and then provide an off/on icon.
Ofcouse the shield need to charge up when you turn it on, like when you equip it.

Title: Re: [1.0] A RimWorld of Magic
Post by: wrathofdog on November 03, 2018, 01:53:49 AM
Quote from: Torann on November 01, 2018, 10:26:13 PM
Quote from: Gungnier on November 01, 2018, 09:13:27 AM
And i still wonder why there is no Valiant helmet.
If you want to provide the graphics then I'll be happy to add the code/xml for it.

I took a stab at it.  It may be crap. 

edit:  this is obviously just a front view.  I'm not sure what all is needed for a Rimworld graphic tbh.

[attachment deleted due to age]
Title: Re: [1.0] A RimWorld of Magic
Post by: Torann on November 03, 2018, 03:13:20 AM
Quote from: wrathofdog on November 03, 2018, 01:53:49 AM
Quote from: Torann on November 01, 2018, 10:26:13 PM
Quote from: Gungnier on November 01, 2018, 09:13:27 AM
And i still wonder why there is no Valiant helmet.
If you want to provide the graphics then I'll be happy to add the code/xml for it.

I took a stab at it.  It may be crap. 

edit:  this is obviously just a front view.  I'm not sure what all is needed for a Rimworld graphic tbh.
side-view (only one side is needed unless one side looks different than the other)
back-view
Title: Re: [1.0] A RimWorld of Magic
Post by: Torann on November 03, 2018, 03:29:35 AM
Updated to v2.2.6.0

Title: Re: [1.0] A RimWorld of Magic
Post by: Gungnier on November 03, 2018, 08:05:15 AM
Quote from: Torann on November 03, 2018, 03:29:35 AM
New class: Technomancer

I just checked it out in my testing save and planning on caravaning to magic faction bases to get it ASAP in main playtrough.

Just some question:
Both Overdrive and Sabotage mentions "Robots,Androids,Mechanoids" Sabotage mentions "Loss of ability to determine friend from foe" is that a temporary thing or you basically can tame mechanoids with it rarely? If its taming that would explain why Overdrive targets mechanoids. And about the Robots,Androids part i suppose it works stuff added by other mods like "Misc.Robots" , "Android Tiers" , "Androids" bye ChJess. But some of them works like pawns then i suppose the damage registers as injuries. I currently dont play with any of these mods thats why i'm asking.

And here my initial opinion and some more questions:

The trait itself: Looks fair bad at everything social and animal, just like me. The only thing i don't like is the Immunity gain speed reduction i already lost a lot of warlocks now looks like my technomancer will die a lot too. Just as with the warlock you need 2 bionic kidneys and a bionic liver to make it about the same as a normal pawn or a druid for instacure. The immunity gain stat is a little absurd on some classes i had warlocks die with good medicine and a fire mage survive the same with no medicine. With the extra 40% fire mages basically laugh at multiple infections. Meanwhile warlocks have about 40%-60% mortality rate before industrial tech medicine.

Engineer Weapon: Looks fine and can be really strong with modded weapons (which i tested with rimsenal vanilla and it works (the copied weapon was named assault rifle tho, but the stats was copied)) Does elemental shot costs mana per projectile or per "shot". The description on the hotbar makes more sense with projectiles but the one in the magic tab mentions shot. If its per "shot" then all the projectile gets the elemental attribute? (for example with a minigun if you got the proc then all the bullets counts as a fire shot.
About the upgrade which increase the Burst shot count its 30% increase on max upgrade that means with having a burst shot of 2 it becomes 3 and i include some quick calculations ( 2->3 , 3->4 , 4->5 .....) so the breakpoints where you get an extra burst shot is ( 2 , 5 , 9 , 12 ...) I will test this later but i hope i understood the calculations properly. Before calculating i had dreams of burst shot of doomsday rockets.

Mark-IV turret: It would be really nice to see the current stats of the turret somewhere but on first imression looks fine.And i like the idea of being able to "man the turret" from range.Could be a really awsome option for a brawler pawn if you want to shoot with it while staying in the chokepoint with a shield belt. And it could be really well utilized with having an other pawn open/close a door to put the turret outside.

Techno-Bit: If the pawn is a constructor or crafter it sounds like a must pick option. And it needs testing but compared to the weapon almost sounds better as a "weapon" The explosives with having a baseline AOE effect and the EMP being more consistent compared to the frost shot on mechs. I didn't manage to get it repair walls while drafted (it works while undrafted). In lategame i'm having a constant problem of destroying my own plasteel walls/sandbags and other stuff with magic so i'm really hyped for the repair function i just hope it can keep up with the destruction.

Orbital Strike: A pretty straight up ultimate I just feel like it should be castable without line of sight. Or have an orbital trageter which is like the ranger trap (you need to place it in melee) but later you can target it from anywhere on the map.

For my current conclusion: I havent tested it enough but currently i prefer Techno-bit by far. The grenades are almost as good as the entire bonus of engineer weapon and you get a lot of extra on top of that.I would only not pick it if my pawn is both incapable of constructing and crafting. My 2nd choice would be the turret .I dont think i would ever pick the current Engineer weapon Techno-Bit feels better and if the pawn is incapable i feel like having it operate its own turret from afar is much safer.
Title: Re: [1.0] A RimWorld of Magic
Post by: Canute on November 03, 2018, 08:19:20 AM
I realy dislike the term technomancer and the description.
That don't realy fit with the other classes.
He use nanites which are some kind of ultra high tech, which are basicly one of the deadlies technology beside fission/fusion/AAM bombs.
Think at the movie from 2008 The Day the Earth Stood Still.
Yes Magic is just another kind of technology we didn't understood yes but technomancer is different.

I think he should use spites, like the Geomancer with his earthen spites, his spites can infuse weapons and armor and turn them into living weapons/armor or possessed ones.
Title: Re: [1.0] A RimWorld of Magic
Post by: Jan2607 on November 03, 2018, 09:06:42 AM
This new class sounds really awesome! Can't wait to try it out :)

Torann, I have a suggestion about the Power Node spell: Could you make it like the sunlight spell, so that the powernode needs mana to maintain it? As it is now there is no really use for it, because it disappears after a few days and you always forget about it.
Title: Re: [1.0] A RimWorld of Magic
Post by: Canute on November 03, 2018, 09:11:17 AM
I want request the same for the heat/cold source ! :-)
Title: Re: [1.0] A RimWorld of Magic
Post by: Jan2607 on November 03, 2018, 09:11:41 AM
Yep, good idea :)
Title: Re: [1.0] A RimWorld of Magic
Post by: FindorKotor93 on November 03, 2018, 11:23:00 AM
Heya, can I just say I love your mod, especially the new technomancer. Do you have a list of which mods androids are compatible with the technomancers features?
Title: Re: [1.0] A RimWorld of Magic
Post by: Torann on November 03, 2018, 12:36:57 PM
Quote from: Gungnier on November 03, 2018, 08:05:15 AM
Just some question:
Both Overdrive and Sabotage mentions "Robots,Androids,Mechanoids" Sabotage mentions "Loss of ability to determine friend from foe" is that a temporary thing or you basically can tame mechanoids with it rarely?
Right now it will recognize tiered androids, androids by ChJees, and the core mechanoids (or anything with a mechanoid flesh type).  If there are additional mods out there that people feel should be included in this category, please let me know and I can add them.
"Loss of ability to determine friend from foe" works very similar to berserk status and is not permanent.  However... for turrets this can be permanent but it will remain hostile to the player as well.

QuoteThe trait itself: Looks fair bad at everything social and animal, just like me. The only thing i don't like is the Immunity gain speed reduction
Thanks for the feedback on the immunity adjustments.  It's not meant to be a death sentence, only that they should need better care and more bed rest when afflicted with a biological weakness.

QuoteEngineer Weapon:
There are some weapons that tend to work better for engineering.  The minigun, for example, gets a nice boost to accuracy, burst count, damage, etc.  The sniper rifle, on the other hand, will shoot faster and hit harder, but won't necessarily benefit from the accuracy or burst count.
The same applies for elemental shot.  Each round that exits the barrel has a chance to be converted into an elemental projectile, so at max skill you would have a 35% chance that the round fired would turn into an elemental round.  These are STATIC projectiles and don't inherit from the weapon's projectile so they have their own base damage.  A Sniper rifle default bullet might have more damage than an ice bullet (though you will always get the bonus from the weapon damage multiplier).  On the other hand, a pistol would get a boost to both damage and benefit from the elemental effect.  Going back to the minigun, while it drains mana pretty quickly when using elemental shot, it's also extremely devastating when a third of the shots are both stronger and have additional effects.

The combination of these two skills with the right weapon far exceeds the techno-bit, and remains mobile unlike the mark-IV.

Single-use weapons like the doomsday rocket or triple rocket can't be copied.  During playtesting this was just too strong so I removed these types of weapons as a valid item to modify.

QuoteMark-IV turret: It would be really nice to see the current stats of the turret somewhere
Click on the turret after it's created, it should give you all the stats there.

QuoteTechno-Bit:
The techno-bit is supposed to be versatile, I think it's best feature is repair since it can repair mechanoids or androids along with buildings, but I don't think the grenades are on the same level as the turret or weapon.

QuoteOrbital Strike: A pretty straight up ultimate I just feel like it should be castable without line of sight.
This is modeled after starcraft ghost ability, so LoS is required to 'paint' the target.  Besides, unlike other 'master' spells, AI can spawn with this ability and it would be frustrating to have one nuking your base the entire time they're working their way around the mountain.
Title: Re: [1.0] A RimWorld of Magic
Post by: Torann on November 03, 2018, 04:12:36 PM
Quote from: wrathofdog on November 03, 2018, 01:53:49 AM
I took a stab at it.  It may be crap. 

edit:  this is obviously just a front view.  I'm not sure what all is needed for a Rimworld graphic tbh.
I like it! Can you add the side view and back view?
Title: Re: [1.0] A RimWorld of Magic
Post by: Sleeeper on November 03, 2018, 04:45:54 PM
Hmm can't see new 2.2.6.0 link on moddb.
Title: Re: [1.0] A RimWorld of Magic
Post by: Torann on November 03, 2018, 08:49:23 PM
Quote from: Sleeeper on November 03, 2018, 04:45:54 PM
Hmm can't see new 2.2.6.0 link on moddb.
Looks like I completely missed uploading it to modDB.
v2.2.6.1 is uploaded and adds a few small things:

Quote from: FindorKotor93 on November 03, 2018, 11:23:00 AM
Do you have a list of which mods androids are compatible with the technomancers features?
Currently it identifies any Core mechanoid, Androids from Tiered Androids, and Androids by ChJees
Title: Re: [1.0] A RimWorld of Magic
Post by: wrathofdog on November 03, 2018, 09:30:31 PM
Quote from: Torann on November 03, 2018, 04:12:36 PM

I like it! Can you add the side view and back view?

Yeah, absolutely. 
Title: Re: [1.0] A RimWorld of Magic
Post by: Jan2607 on November 04, 2018, 10:55:48 AM
Thank you for the Update :)
Title: Re: [1.0] A RimWorld of Magic
Post by: Gungnier on November 04, 2018, 11:02:39 AM
Could you please add an option to turn off the XY pawn gained a level notification on the top left (the best would be if you would also have an option to only not show if i can't allocate more points). I have a super long running colony with over 20 pawns and its pretty bad i can't click trough the message so i can't really access my left most pawns a lot of time i have to wait for it. It would be really nice too if the "mentor spells" wouldnt target pawns which is way above their own level. I still want them to mentor newly recruited pawns but i dont want everybody to start mentoring the ones which over like 150 level.

Thanks for the autocast fix its really nice they dont move anymore.

And as a quick note i started a new colony to testrun the new technomancer and currently i only have a turret guy and a techno-bit girl but because the autocast the techno levels about 20% faster. But i think maybe the turret one could get a little extra passive xp that 45 points skill compared to the classic 9 makes them gain power a little slower.

just as comparison: druid level 6 (no autocasts, 4 poison cast total) , techno-bit level 8 (with autocast) , turret guys level level 5 (no autocast 2 casts total) , arcane mage level 11 (blink auto cast)

The overdrive could get a some nice "level up" upgrades too like on overclock level 2 it could allow to overclock Heaters/coolers for better performance (the effect would stay for like 3 days but it would damage it by like 20% like every 6 hours) , on level 3 allow to overclock mortars for faster and more precise firing but it would need repair like other overclocked stuff.

Sabotage could include mortars too in some way.

I have an idea for technomancer only spells/research too:

General use Drone (G.U.D) : A drone which is similar to the summoner haulers demons but only a single one which (like a single permanent minion) which can haul and clean and needs an upkeep mana.

Power Tool Cabinet: A research like the portals which enables the building of power tool cabinets which is the same as the tool cabinets but higher range, only allow a single one, uses power, but gives a bonus 20% crafting speed

I personally wouldnt mind having the spawn rate of the tecnomacer little higher compared to other classes cuz its basically 3 class in one, or have a new trait which is something like Tech Savvy which is like the magically gifted but only for the technomancer class and they could be turned into technomancers by books or by already having a technomancer and promoting them.

#edit i found a bug too my techno bit looks like tries to repair my animal sleeping spot/crafting spot all the time.
Title: Re: [1.0] A RimWorld of Magic
Post by: dldotjpeg on November 04, 2018, 11:45:43 AM
Necromancer seems a bit broken/buggy.

raised mages can cast magic indefinitely and with no cool down.

Also having 2 or more undead causes mana to deplete slowly, I thought this might be intentional but the spell description makes it seem like a bug.
Title: Re: [1.0] A RimWorld of Magic
Post by: Torann on November 04, 2018, 01:34:26 PM
Quote from: dldotjpeg on November 04, 2018, 11:45:43 AM
Necromancer seems a bit broken/buggy.

raised mages can cast magic indefinitely and with no cool down.

Also having 2 or more undead causes mana to deplete slowly, I thought this might be intentional but the spell description makes it seem like a bug.
v2.2.6.2 fixes the abilities for mages/fighters raised as undead
Also fixes a bug where nano stimulant withdrawal wasn't wearing off

As for mana draining after casting raise undead, this is a combination of arcane weakness which is applied when casting spells consuming 25% mana or more coupled with the maintenance cost to support undead.  Your necro will go back to gaining mana after arcane weakness wears off.
Title: Re: [1.0] A RimWorld of Magic
Post by: dldotjpeg on November 04, 2018, 03:32:31 PM
Quote from: Torann on November 04, 2018, 01:34:26 PM
Quote from: dldotjpeg on November 04, 2018, 11:45:43 AM
Necromancer seems a bit broken/buggy.

raised mages can cast magic indefinitely and with no cool down.

Also having 2 or more undead causes mana to deplete slowly, I thought this might be intentional but the spell description makes it seem like a bug.
v2.2.6.2 fixes the abilities for mages/fighters raised as undead
Also fixes a bug where nano stimulant withdrawal wasn't wearing off

As for mana draining after casting raise undead, this is a combination of arcane weakness which is applied when casting spells consuming 25% mana or more coupled with the maintenance cost to support undead.  Your necro will go back to gaining mana after arcane weakness wears off.

You are truly marvelous. I'm on 2.2.6.2 now, love the mod btw. I hope it continues to flourish.
Title: Re: [1.0] A RimWorld of Magic
Post by: cyberian on November 05, 2018, 01:00:16 AM
The mod is extremely great thanks for all the work. Here some feedback don't take it to heart as I sad mod is very great.

Yes it makes the game super easy but I can increase the difficulty and do less defense (no killbox) and more insane wealth generation to compensate. In my current game I have a smith mass producing dozens 3000 silver dwarf king-crowns (3rd age).

The only class I am not super happy with is the Necromancer. Raising undead feels more like resurrecting peoples. I think it would be greater if he would raise the peoples as real Zombies and Skeletons with changed appearance which would be much weaker than normal guys. Zombies for fresh corpses and Skeletons for rotten ones. Simplest graphical change could be making Zombies dark green and Skeletons white if that color change can be done that is or maybe Zombieland and Skeletal Legions mod guys allow you to use their graphics those would be perfect.
But I guess thats a lot of work so just an idea. Also raising a giant horde seems a bit too powerful even for the high power of this mod.
The other abilities are fine.
Title: Re: [1.0] A RimWorld of Magic
Post by: Canute on November 05, 2018, 03:39:23 AM
Anyone know if it is possible to cast the Druid regrowth on Animals ?
Maybe with "A dog said" ?

And it is a shame that i can regrowth the ribcage, but can't remove the torso scars.
Title: Re: [1.0] A RimWorld of Magic
Post by: NeoSono on November 05, 2018, 11:48:21 AM
scars is priest business ;). most spells don't work on animals sadly. but I could remove luciferium addiction on my alpha wolf :D
Title: Re: [1.0] A RimWorld of Magic
Post by: Canute on November 05, 2018, 12:20:32 PM
Dohh priest, i know i forget something.
Title: Re: [B18] TMagic - Magic for RimWorld
Post by: RamaPiw on November 05, 2018, 12:54:01 PM
when I try to use an ability an error pops up:

JobDriver threw exception in initAction for pawn Svejgaard driver=TMJobDriver_CastAbilityVerb (toilIndex=1) driver.job=(TMCastAbilityVerb (Job_34511) A=Thing_Megasloth55840) lastJobGiver=Verse.AI.ThinkNode_QueuedJob
System.NullReferenceException: Object reference not set to an instance of an object
at JecsTools.HarmonyPatches.CanHitCellFromCellIgnoringRange_Prefix (Verse.Verb,Verse.IntVec3,Verse.IntVec3,bool,bool&) <0x0001e>
at (wrapper dynamic-method) Verse.Verb.CanHitCellFromCellIgnoringRange_Patch1 (object,Verse.IntVec3,Verse.IntVec3,bool) <0x00052>
at Verse.Verb.CanHitFromCellIgnoringRange (Verse.IntVec3,Verse.LocalTargetInfo,Verse.IntVec3&) <0x000fc>
at (wrapper dynamic-method) Verse.Verb.TryFindShootLineFromTo_Patch1 (object,Verse.IntVec3,Verse.LocalTargetInfo,Verse.ShootLine&) <0x005d9>
at Verse.Verb.CanHitTargetFrom (Verse.IntVec3,Verse.LocalTargetInfo) <0x001fb>
at TorannMagic.HarmonyPatches/TryFindCastPosition_Base_Patch.Prefix (Verse.AI.CastPositionRequest,Verse.IntVec3&,Verse.IntVec3&) <0x001d7>
at (wrapper dynamic-method) Verse.AI.CastPositionFinder.TryFindCastPosition_Patch1 (Verse.AI.CastPositionRequest,Verse.IntVec3&) <0x00209>
at Verse.AI.Toils_Combat/<GotoCastPosition>c__AnonStorey1.<>m__0 () <0x00225>
at Verse.AI.JobDriver.TryActuallyStartNextToil () <0x0043a>

Verse.Log:Error(String, Boolean)
Verse.AI.JobUtility:TryStartErrorRecoverJob(Pawn, String, Exception, JobDriver)
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.Pawn_JobTracker:StartJob(Job, JobCondition, ThinkNode, Boolean, Boolean, ThinkTreeDef, Nullable`1, Boolean)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob()
Verse.AI.Pawn_JobTracker:EndCurrentJob(JobCondition, Boolean)
Verse.AI.JobDriver:EndJobWith(JobCondition)
Verse.AI.Pawn_JobTracker:TryTakeOrderedJob(Job, JobTag)
AbilityUser.PawnAbility:UseAbility(AbilityContext, LocalTargetInfo)
AbilityUser.PawnAbility:TryCastAbility(AbilityContext, LocalTargetInfo)
AbilityUser.AbilityUserMod:ProcessInputEvents_PreFix(Targeter)
RimWorld.Targeter:ProcessInputEvents_Patch1(Object)
RimWorld.MapInterface:HandleMapClicks()
RimWorld.UIRoot_Play:UIRootOnGUI()
Verse.Root:OnGUI()

What can I do?
Title: Re: [1.0] A RimWorld of Magic
Post by: Canute on November 05, 2018, 01:22:42 PM
Did you try to install the latest jectools ?
Or when you use steam workshop, maybe you need to use an older version of jectools.
Title: Re: [1.0] A RimWorld of Magic
Post by: NeoSono on November 05, 2018, 01:34:52 PM
I played with the lastest steam workshop version yesterday and had no problems. Sometimes a jecs tools version causes problems and you need to use the github version from before.
Title: Re: [1.0] A RimWorld of Magic
Post by: forgottensage on November 05, 2018, 11:25:08 PM
how about a permanent summon for each mage class? for example, druids could get a random large animal, an arcane mage could get a familiar, a warlock could get an imp, a necromancer could get a skeleton, ect. perhaps something along the lines of "Crafting" your familiar at a specific building that you would need to research at magic tab, like summoners would need a portal, a warlock would need a pentagram, tomb for necromancer, Stonehenge for druid ect. could be fun when doing a solo run to have an entire village of creatures you made.
Title: Re: [1.0] A RimWorld of Magic
Post by: Jan2607 on November 06, 2018, 10:36:19 AM
How does the Technomancer's overdrive work? I tried it with my geothermal powerplant, but I couldn't aim at it. Because I only could aim at walls and floors I thought I would have to place it next to the target machine, but nothing happened...
Title: Re: [1.0] A RimWorld of Magic
Post by: Torann on November 06, 2018, 07:31:13 PM
Quote from: Jan2607 on November 06, 2018, 10:36:19 AM
How does the Technomancer's overdrive work? I tried it with my geothermal powerplant, but I couldn't aim at it. Because I only could aim at walls and floors I thought I would have to place it next to the target machine, but nothing happened...
You can target any square that the generator occupies and, while it's active, you'll see sparks/electricity graphics effecting the object for the duration of overdrive.  Depending on the level of overdrive, you'll also see the output increase by at least 2x the base amount and the object will periodically take damage.
Title: Re: [1.0] A RimWorld of Magic
Post by: henk on November 06, 2018, 08:54:37 PM
Some things I've noticed.

Raider sappers mining through brick walls will find magicyte.
Wand of ice can't hit poison ships.
The best use for magicyte is still gems of arcane or physical insight. The fact other items might cost rare resources on top of magicyte just makes them pointless.
Wild regrown limbs seem to never lose their wildness.
Title: Re: [1.0] A RimWorld of Magic
Post by: wrathofdog on November 07, 2018, 04:54:40 AM
Dunno if these are any good, plz feel free to critique.

[attachment deleted due to age]
Title: Re: [1.0] A RimWorld of Magic
Post by: Torann on November 07, 2018, 10:25:08 PM
Quote from: wrathofdog on November 07, 2018, 04:54:40 AM
Dunno if these are any good, plz feel free to critique.
Looks good to me.  I'll have to do some reshaping to fit heads of a standard pawn; I'll post some screenshots when I've got it added.  I might also do some recoloring since I'm using black, gold, and dark red for the valiant armor, just so they have the same color scheme.
Title: Re: [1.0] A RimWorld of Magic
Post by: wrathofdog on November 07, 2018, 10:38:29 PM
Cool, they're yours to do with as you will.  Here's a link to the .psds with the layers and everything, if that's any help.

https://mega.nz/#!PcI2iYiR!G_MW1HIJ7PdgbGExDK7wG8mNYRKrN7rprXjzKD0vRGA
Title: Re: [1.0] A RimWorld of Magic
Post by: Jecmenn on November 08, 2018, 02:27:58 AM
After updating to 2.2.6.2 every long range spell (poison, lightning bolt, fireball, shadow bolt etc...) is broken. What i mean by that, is that pawns are not casting those spells at all. I can select the target, but when i click to use the spell, pawn stops for a second or two but no casting happens. Even in action bar the pawn is just "standing" and after that one or two seconds it just go do some other jobs.
Title: Re: [1.0] A RimWorld of Magic
Post by: Jan2607 on November 08, 2018, 08:30:34 AM
About the Mentor Magic autocast, could you make it that way that a mentoring mage will not try to train a mage that has a higher level than the mentor? Because that's wasting time...
Title: Re: [1.0] A RimWorld of Magic
Post by: PreDiabetic on November 08, 2018, 11:54:56 AM
Could not resolve cross-reference: No RimWorld.LifeStageDef named SkeletonFullyFormed found to give to Verse.LifeStageAge Verse.LifeStageAge


Failed to find any texture while constructing Multi(initPath=Things/Pawn/Skeleton/Skeleton_Hero, color=RGBA(1.000, 1.000, 1.000, 1.000), colorTwo=RGBA(1.000, 1.000, 1.000, 1.000)). Filenames have changed; if you are converting an old mod, recommend renaming textures from *_back to *_north, *_side to *_east, and *_front to *_south.


This happens when I try to upgrade from 2.2.6.1. [2.2.6.1 works fine]
Title: Re: [1.0] A RimWorld of Magic
Post by: Canute on November 08, 2018, 01:58:09 PM
do you use maybe the skeleton army mod ?
Because i don't think Skeleton_Hero are part of Rim of Magic.
Title: Re: [1.0] A RimWorld of Magic
Post by: Jernfalk on November 08, 2018, 07:17:19 PM
Quote from: Canute on November 08, 2018, 01:58:09 PM
do you use maybe the skeleton army mod ?
Because i don't think Skeleton_Hero are part of Rim of Magic.
Quote from: PreDiabetic on November 08, 2018, 11:54:56 AM
Could not resolve cross-reference: No RimWorld.LifeStageDef named SkeletonFullyFormed found to give to Verse.LifeStageAge Verse.LifeStageAge
Failed to find any texture while constructing Multi(initPath=Things/Pawn/Skeleton/Skeleton_Hero, color=RGBA(1.000, 1.000, 1.000, 1.000), colorTwo=RGBA(1.000, 1.000, 1.000, 1.000)). Filenames have changed; if you are converting an old mod, recommend renaming textures from *_back to *_north, *_side to *_east, and *_front to *_south.
This happens when I try to upgrade from 2.2.6.1. [2.2.6.1 works fine]
That would be my Skeletal Legion mod. However, my mod isn't displaying that error. Either something is conflicting between the mods or Torann uploaded a WIP of the colab we plan on doing. If it turns out to be anything on my end, I'll do my best to fix.
Title: Re: [1.0] A RimWorld of Magic
Post by: Torann on November 08, 2018, 09:53:20 PM
Quote from: PreDiabetic on November 08, 2018, 11:54:56 AM
Could not resolve cross-reference: No RimWorld.LifeStageDef named SkeletonFullyFormed found to give to Verse.LifeStageAge Verse.LifeStageAge


Failed to find any texture while constructing Multi(initPath=Things/Pawn/Skeleton/Skeleton_Hero, color=RGBA(1.000, 1.000, 1.000, 1.000), colorTwo=RGBA(1.000, 1.000, 1.000, 1.000)). Filenames have changed; if you are converting an old mod, recommend renaming textures from *_back to *_north, *_side to *_east, and *_front to *_south.


This happens when I try to upgrade from 2.2.6.1. [2.2.6.1 works fine]
This was my fault, it looks like I accidentally included some WIP/test stuff for Skeletal Legion.  I've removed the 2.2.6.3 file from modDB since that's the one that has the bad reference in it.  I'll upload a fixed version later tonight with the completed compatibility updates for SL.
Title: Re: [1.0] A RimWorld of Magic
Post by: wrathofdog on November 09, 2018, 12:58:41 AM
Couple thoughts after playing with this mod for a while:

-Gladiator's Grapple ability seems to have a shorter range at level 3 than it does at level 2, at least according to the description.

-Undead minions carry food around, though they never eat it.  I found that setting their food restriction to "none" stopped this, though.  Not sure if it's possible to make that their default setting, but it would stop them from toting around all your insect jelly.

-Similarly, Rimworld pawns undraft themselves if left drafted too long, so that the they don't starve to death.  Not sure if it's possible, but it might be neat to disable this on undead minions.  You could have them stand at eternal vigil somewhere this way.

Amazing mod btw.  Loving the technomancer.
Title: Re: [1.0] A RimWorld of Magic
Post by: Torann on November 09, 2018, 01:09:00 AM
Quote from: wrathofdog on November 09, 2018, 12:58:41 AM
-Similarly, Rimworld pawns undraft themselves if left drafted too long, so that the they don't starve to death.  Not sure if it's possible, but it might be neat to disable this on undead minions.  You could have them stand at eternal vigil somewhere this way.
Eternal vigil... dang, and I thought I had a cruel side...
Title: Re: [1.0] A RimWorld of Magic
Post by: Torann on November 09, 2018, 01:11:42 AM
Updated mod to v2.2.7.0
Title: Re: [1.0] A RimWorld of Magic
Post by: IHateRegistering on November 09, 2018, 01:23:25 AM
But will a Lich also appear as a spoopy skellington?
Title: Re: [1.0] A RimWorld of Magic
Post by: Torann on November 09, 2018, 02:15:01 AM
Quote from: IHateRegistering on November 09, 2018, 01:23:25 AM
But will a Lich also appear as a spoopy skellington?
No, the lich (which will in most cases have recently become a lich) will continue to appear as a standard colonist.

Although.... there's a high likelihood that the skeletal legion has lichs hiding somewhere to spawn all those nasty skellies....
Title: Re: [1.0] A RimWorld of Magic
Post by: NeoSono on November 09, 2018, 07:44:40 AM
Hey, still love the mod and thanks again for your great work. Now to my question, is there any particular reason the technomancer can't learn blink? Im in the process of giving every mage in my colony blink for the easy xp, but somehow the technomancer I have on the offensive line can't learn blink.
Title: Re: [1.0] A RimWorld of Magic
Post by: Torann on November 09, 2018, 12:38:23 PM
Quote from: NeoSono on November 09, 2018, 07:44:40 AM
Hey, still love the mod and thanks again for your great work. Now to my question, is there any particular reason the technomancer can't learn blink? Im in the process of giving every mage in my colony blink for the easy xp, but somehow the technomancer I have on the offensive line can't learn blink.
I just tested this and had no issues with technomancer learning and retaining blink through save/load etc.  If they fail to read the scroll it should generate an error either telling you the pawn isn't a mage or that the spell can't be applied - are you getting either of those messages or another error that might explain why your technomancer can't learn blink?
Title: Re: [1.0] A RimWorld of Magic
Post by: TheJinx on November 09, 2018, 01:35:45 PM
Speaking of a spell a class can't learn paladjn can't learn cauterize wound for some reason I don't believe they're like psionic with them still being a fighter with magic since I had them learn other spells like magical heater etc. Tbh might've been a balance thing? So priest would still be vital something along the lines of that.
Also pretty hyped for death knight I love necromancy stuff used to play a lot of warcraft 3 when I was younger
Title: Re: [1.0] A RimWorld of Magic
Post by: TheJinx on November 09, 2018, 01:38:11 PM
In on my phone and I type with my fat thumbs and it probably doesn't help that I have my brightness all the way down sorry if what I said looks fucked. ;(
Title: Re: [1.0] A RimWorld of Magic
Post by: Jecmenn on November 09, 2018, 02:48:19 PM
There's some kind of conflict with Rimsenal mods (clothing and/or weapons). When i have Rimsenal mods enabled, i can't cast any targeting spell, only can cast spells like blink.
Title: Re: [1.0] A RimWorld of Magic
Post by: Jan2607 on November 09, 2018, 03:06:21 PM
Suggestion for the Geomancer: How about a spell, that uncoveres a nearby, hidden resource vein?
Title: Re: [1.0] A RimWorld of Magic
Post by: Canute on November 09, 2018, 03:09:34 PM
Quote from: Jecmenn on November 09, 2018, 02:48:19 PM
There's some kind of conflict with Rimsenal mods (clothing and/or weapons). When i have Rimsenal mods enabled, i can't cast any targeting spell, only can cast spells like blink.
Does the appareal got some kind of shielding ?
Then the shielding block the skill like a shield belt would do.
Title: Re: [1.0] A RimWorld of Magic
Post by: HSneak on November 09, 2018, 04:29:41 PM
Quote from: Jecmenn on November 08, 2018, 02:27:58 AM
After updating to 2.2.6.2 every long range spell (poison, lightning bolt, fireball, shadow bolt etc...) is broken. What i mean by that, is that pawns are not casting those spells at all. I can select the target, but when i click to use the spell, pawn stops for a second or two but no casting happens. Even in action bar the pawn is just "standing" and after that one or two seconds it just go do some other jobs.

Quote from: Jecmenn on November 09, 2018, 02:48:19 PM
There's some kind of conflict with Rimsenal mods (clothing and/or weapons). When i have Rimsenal mods enabled, i can't cast any targeting spell, only can cast spells like blink.

I can confirm that, I also use Rimsenal (no shields in clothing or any other apparel my colonists are wearing) but cannot cast offensive target spells (the pawn stands there for 2-3 seconds), I still can use regenerate (upgraded with some points) but haven't tested other non-damaging target spells. I don't know if it's since 2.2.6.2 but i'm pretty sure when I tested the mod (before that version) even offensive spells were working (can't remember if Rimsenal was installed then).
Title: Re: [1.0] A RimWorld of Magic
Post by: NeoSono on November 09, 2018, 05:16:27 PM
Quote from: Torann on November 09, 2018, 12:38:23 PM
Quote from: NeoSono on November 09, 2018, 07:44:40 AM
Hey, still love the mod and thanks again for your great work. Now to my question, is there any particular reason the technomancer can't learn blink? Im in the process of giving every mage in my colony blink for the easy xp, but somehow the technomancer I have on the offensive line can't learn blink.
I just tested this and had no issues with technomancer learning and retaining blink through save/load etc.  If they fail to read the scroll it should generate an error either telling you the pawn isn't a mage or that the spell can't be applied - are you getting either of those messages or another error that might explain why your technomancer can't learn blink?

It was the same message you get when you try to learn a fire spell with a water mage for example. I will check if I get errors while trying and report back after.
Title: Re: [1.0] A RimWorld of Magic
Post by: Torann on November 09, 2018, 05:29:46 PM
Going to need more info to figure out what's going on - I have every Rimsenal mod loaded and everything works as expected regardless of load order.  Regenerate and Blink do not require line of sight and can be used with a shield belt, so that's something they have in common.  There's many (6?) different rimsenal mods also, none of which have any code, they're all xml, which means this is almost certainly caused by something equipped interfering with use of projectiles.

Quote from: TheJinx on November 09, 2018, 01:35:45 PM
Speaking of a spell a class can't learn paladjn can't learn cauterize wound for some reason
Cauterize wound is fire mage only.  I see the confusion though, since it says "Mage Spell: Cauterize Wound" - I'll make the correction and change this to "Fire Spell: Cauterize Wound" per the naming convention.
Title: Re: [1.0] A RimWorld of Magic
Post by: TheJinx on November 09, 2018, 05:34:23 PM
Thanks for the clarification my lord
Title: Re: [1.0] A RimWorld of Magic
Post by: NeoSono on November 09, 2018, 05:42:45 PM
Man I derped hard. I just loaded the save and somehow he has blink, so I must have been so tired I didn't see that he already had blink even after I looked. sorry for that :(.
Title: Re: [1.0] A RimWorld of Magic
Post by: wrathofdog on November 09, 2018, 08:55:52 PM
Anyone have any suggestions on dealing with mana drain/sickness?  I was playing the Naked Brutality scenario, Randy Merciless, and my pawn was a mage.  A Mana Drain event happens and a little later my pawn drops dead. 

Not really sure if there was anything I could have done to prevent it.
Title: Re: [1.0] A RimWorld of Magic
Post by: Jan2607 on November 09, 2018, 09:10:44 PM
Your mage could consume a mana potion (with the new recipe at the gem crafting bench you can craft them now in early game) to refill his mana.
And if he is a more experienced mage, spend some points for Spirit, so he has more mana (if the mana was not used) and it won't be drained that fast.
Title: Re: [1.0] A RimWorld of Magic
Post by: Torann on November 10, 2018, 01:20:50 AM
Quote from: wrathofdog on November 09, 2018, 08:55:52 PM
Anyone have any suggestions on dealing with mana drain/sickness?  I was playing the Naked Brutality scenario, Randy Merciless, and my pawn was a mage.  A Mana Drain event happens and a little later my pawn drops dead. 

Not really sure if there was anything I could have done to prevent it.
Mana drain is "map" only, so sending your mages away from the area until the drain passes is always an option.

Also, since this is a nice segue... the next patch will include some of the ideas by cortanakya to include a mana battery that will allow your colony to store mana for later use and will be a good defense against mana drain.
Title: Re: [1.0] A RimWorld of Magic
Post by: Jan2607 on November 10, 2018, 12:07:13 PM
During mana drain, I had a mana loss of 0.96%/5s. My mages that have clarity full leveled, have a mana loss of 1.2%/5s. So the clarity skill seems also to increase the negative mana "gain" during mana drain. I don't think it should do this. It would be better if the clarity skill would reduce the mana loss.
Title: Re: [1.0] A RimWorld of Magic
Post by: HSneak on November 10, 2018, 04:08:52 PM
Btw about the non-working offensive target spells, here's what's in the console as soon as I select a spell (Shadow Bolt in this case) without casting it, the messages keep stacking :

Exception in UIRootUpdate: System.NullReferenceException: Object reference not set to an instance of an object
at CPWeaponExt.HarmonyRailgun.CanHitCellFromCellIgnoringRange_Prefix (Verse.Verb,Verse.IntVec3,Verse.IntVec3,bool,bool&) <0x0002f>
at (wrapper dynamic-method) Verse.Verb.CanHitCellFromCellIgnoringRange_Patch2 (object,Verse.IntVec3,Verse.IntVec3,bool) <0x000b1>
at Verse.Verb.CanHitFromCellIgnoringRange (Verse.IntVec3,Verse.LocalTargetInfo,Verse.IntVec3&) <0x00238>
at (wrapper dynamic-method) Verse.Verb.TryFindShootLineFromTo_Patch1 (object,Verse.IntVec3,Verse.LocalTargetInfo,Verse.ShootLine&) <0x0062a>
at (wrapper dynamic-method) RimWorld.Targeter.TargeterUpdate_Patch3 (object) <0x002b8>
at (wrapper dynamic-method) RimWorld.MapInterface.MapInterfaceUpdate_Patch3 (object) <0x00069>
at RimWorld.UIRoot_Play.UIRootUpdate () <0x0007a>

Verse.Log:Error(String, Boolean)
RimWorld.UIRoot_Play:UIRootUpdate()
Verse.Root:Update_Patch1(Object)
Verse.Root_Play:Update()


And here's what I get when I cast the spell
Exception in SetupToils for pawn Judge driver=TMJobDriver_CastAbilityVerb (toilIndex=-1) driver.job=(TMCastAbilityVerb (Job_1021150) A=(208, 0, 135)) lastJobGiver=Verse.AI.ThinkNode_QueuedJob
System.NullReferenceException: Object reference not set to an instance of an object
at CPWeaponExt.HarmonyRailgun.CanHitCellFromCellIgnoringRange_Prefix (Verse.Verb,Verse.IntVec3,Verse.IntVec3,bool,bool&) <0x0002f>
at (wrapper dynamic-method) Verse.Verb.CanHitCellFromCellIgnoringRange_Patch2 (object,Verse.IntVec3,Verse.IntVec3,bool) <0x000b1>
at Verse.Verb.CanHitFromCellIgnoringRange (Verse.IntVec3,Verse.LocalTargetInfo,Verse.IntVec3&) <0x00238>
at (wrapper dynamic-method) Verse.Verb.TryFindShootLineFromTo_Patch1 (object,Verse.IntVec3,Verse.LocalTargetInfo,Verse.ShootLine&) <0x0062a>
at TorannMagic.TMJobDriver_CastAbilityVerb/<MakeNewToils>d__4.MoveNext () <0x00947>
at (wrapper dynamic-method) Verse.AI.JobDriver.SetupToils_Patch2 (object) <0x00117>

Verse.Log:Error(String, Boolean)
Verse.AI.JobUtility:TryStartErrorRecoverJob(Pawn, String, Exception, JobDriver)
Verse.AI.JobDriver:SetupToils_Patch2(Object)
Verse.AI.Pawn_JobTracker:StartJob_Patch2(Object, Job, JobCondition, ThinkNode, Boolean, Boolean, ThinkTreeDef, Nullable`1, Boolean)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob()
Verse.AI.Pawn_JobTracker:EndCurrentJob_Patch1(Object, JobCondition, Boolean)
Verse.AI.JobDriver:EndJobWith(JobCondition)
Verse.AI.Pawn_JobTracker:TryTakeOrderedJob(Job, JobTag)
AbilityUser.PawnAbility:UseAbility(AbilityContext, LocalTargetInfo)
AbilityUser.PawnAbility:TryCastAbility(AbilityContext, LocalTargetInfo)
AbilityUser.AbilityUserMod:ProcessInputEvents_PreFix(Targeter)
RimWorld.Targeter:ProcessInputEvents_Patch1(Object)
RimWorld.MapInterface:HandleMapClicks()
RimWorld.UIRoot_Play:UIRootOnGUI()
Verse.Root:OnGUI()


I use a sh*t-ton of mods, so I'm not complaining at all, just tryin to help especially seeing that others got the problem :)
Title: Re: [1.0] A RimWorld of Magic
Post by: wrathofdog on November 10, 2018, 09:29:19 PM
Quote from: Jan2607 on November 10, 2018, 12:07:13 PM
So the clarity skill seems also to increase the negative mana "gain" during mana drain.

It kind of makes sense, thematically.  The skill is called, "Clarity," implying a veil between the mage and the currents of mana, and a progressive clarifying of the veil as the skill is developed.  The thinner the veil, the faster your mage can replenish mana, but the faster it drains away when the tides of mana ebb. 



Edit:  I've noticed while playing with this that the Fire Mage's spell, Ray Of Hope, doesn't seem to improve as you put more points into it?  At least per the description, it's exactly the same at Rank 1 as Rank 0.  Similarly, it appears that Bard Training doesn't do anything, at least per the description.
Title: Re: [1.0] A RimWorld of Magic
Post by: HSneak on November 11, 2018, 07:24:03 PM
@Torann

Hey, I found the culprit (about the non-casting target spells), it's "Rimmu-Nation - Weapons (1.0)", as soon as I removed it, I could cast ShadowBolt with no problem (loaded a save file), so I thought you'd want to know; either to try to fix it, or at least to warn people about the incompatibility (for now). I've seen that in Steam Workshop, some people are having issues too.

Just a reminder for anyone stumbling upon this problem, as soon as you cast a targeting spell (offensive or other, I tried shadow bolt and cure disease), the pawn won't do anything and he'll be in "Standing" stance for like 2 or 3 seconds, then he'll come back to any normal task.
In the log file you'll find many instances of the same error repeating itself (or ingame dev mode, you'll see the same thing in console [not for all the spells though]), this is the error :

Exception in UIRootUpdate: System.NullReferenceException: Object reference not set to an instance of an object
at CPWeaponExt.HarmonyRailgun.CanHitCellFromCellIgnoringRange_Prefix (Verse.Verb,Verse.IntVec3,Verse.IntVec3,bool,bool&) <0x0002f>
at (wrapper dynamic-method) Verse.Verb.CanHitCellFromCellIgnoringRange_Patch2 (object,Verse.IntVec3,Verse.IntVec3,bool) <0x000b1>
at Verse.Verb.CanHitFromCellIgnoringRange (Verse.IntVec3,Verse.LocalTargetInfo,Verse.IntVec3&) <0x00238>
at (wrapper dynamic-method) Verse.Verb.TryFindShootLineFromTo_Patch1 (object,Verse.IntVec3,Verse.LocalTargetInfo,Verse.ShootLine&) <0x0062a>
at (wrapper dynamic-method) RimWorld.Targeter.TargeterUpdate_Patch2 (object) <0x00288>
at (wrapper dynamic-method) RimWorld.MapInterface.MapInterfaceUpdate_Patch3 (object) <0x00069>
at RimWorld.UIRoot_Play.UIRootUpdate () <0x0007a>


I didn't test all the spells, but Shadow Bolt (which made me notice the bug for the first time) was working again when I removed Rimmu-Nation weapons mod.
Title: Re: [1.0] A RimWorld of Magic
Post by: NeoSono on November 12, 2018, 12:29:15 AM
I got a question, is it intended that pawns incapable of violence can learn violent mage classes through the ??? arcane script? I thought I would be clever and buy one of these and make my pawn a priest but she became an ice mage.
Title: Re: [1.0] A RimWorld of Magic
Post by: Torann on November 12, 2018, 12:36:27 AM
Quote from: HSneak on November 11, 2018, 07:24:03 PM
Hey, I found the culprit (about the non-casting target spells), it's "Rimmu-Nation - Weapons (1.0)", as soon as I removed it, I could cast ShadowBolt with no problem (loaded a save file), so I thought you'd want to know;
Thanks for tracking that down HSneak.  I talked to CP and he's working on a fix.

Quote from: NeoSono on November 12, 2018, 12:29:15 AM
I got a question, is it intended that pawns incapable of violence can learn violent mage classes through the ??? arcane script? I thought I would be clever and buy one of these and make my pawn a priest but she became an ice mage.
The book of question isn't picky and randomizes between every enabled mage class, it's the risk of using that book.  If you take a non-violent pawn with magically gifted and have them read the book for fire mage (as an example) - they'll do it and become a fire mage.  Nothing prevents this.  You can not use violent spells, but that doesn't mean the mage is useless.  I've tried to give every mage at least one ability that's non-violent, and there's always the slew of stand-alone spells, most which are non-violent.
Title: Re: [1.0] A RimWorld of Magic
Post by: Torann on November 12, 2018, 07:17:03 PM
v2.2.8.0 Magic Development: Update #1

Magic development updates will focus on adding new methods to develop and improve the colony through magical means.
Title: Re: [1.0] A RimWorld of Magic
Post by: TheJinx on November 12, 2018, 07:29:49 PM
Huh I spawned in a Wildman once and it get throwing up errors guess I know what it is now thanks ;)
Title: Re: [1.0] A RimWorld of Magic
Post by: wrathofdog on November 13, 2018, 01:19:40 AM
Quote from: Torann on November 12, 2018, 07:17:03 PM
Tweaks:
Undead will not auto-undraft

And now their watch begins...
Title: Re: [1.0] A RimWorld of Magic
Post by: Jan2607 on November 13, 2018, 10:44:06 AM
This sounds like a really good update :)
Will the mana storage redistribute the mana through walls? When I want to build one, it shows the max range only in open fields.
Title: Re: [1.0] A RimWorld of Magic
Post by: rekasa on November 16, 2018, 03:47:01 PM
What crafting station do you extract Syrrium from? I didn't see it in the drug lab...
Title: Re: [1.0] A RimWorld of Magic
Post by: Torann on November 16, 2018, 07:53:51 PM
Quote from: rekasa on November 16, 2018, 03:47:01 PM
What crafting station do you extract Syrrium from? I didn't see it in the drug lab...
Syrrium can be extracted from either of the cooking tables, the campfire, or even the summoned fire.
Title: Re: [1.0] A RimWorld of Magic
Post by: Torann on November 19, 2018, 01:57:50 AM
v2.2.9.0 Magic Development: update #2
Title: Re: [1.0] A RimWorld of Magic
Post by: Canute on November 19, 2018, 03:05:57 AM
What does the people think about these idea:
The magic  society is growing and growing, many non electrical solutions for the daily use are out there.
Even when the raiders use sometimes some magic skill, the danger is low compared to the clever use of magic from the player side.
So i want suggest another drawside.
Maybe some people know the weakness about metal/iron vs. magic or technology vs magic some novell's offer.
I want to take the technology vs. magic weakness.
A magic/physical user should be unable to operate electical powered tables.
They should either increase the power need of that table they want to use depend on their level.
Or they should get damage when they use that table, depend on their level (lightning mage is maybe immun).
That should include recreation objects like TV or other furnitures like lamps (they turn off).

I know such a weakness would be hard to implement, special when other mods add more things.


Title: Re: [1.0] A RimWorld of Magic
Post by: TheJinx on November 19, 2018, 01:35:08 PM
Been pretty quite lately been holding my breath in anticipation for the D E A T H  K N I G H T.     Hmm an increased power usage seems cool but I think things like that should maybe be events that happen from having mages on the map since there are already drawbacks and strengths for being a mage(Physical users having an effect on technological things doesn't really make sense unless it was a psionic)
Title: Re: [1.0] A RimWorld of Magic
Post by: TheJinx on November 19, 2018, 01:39:31 PM
Your idea might also work if maybe it worked in conjunction with mana weakness4 where the bigger and more powerful spells and rapid usage of spells causes that to happen.(I don't really like the idea of that happening seems more in line with like a harry potter mod or something along the lines up that there aren't a lot of technological movies with magic/fantasy in them unless it's in literrature. If torann does decide to though those are probably some things he could possibly do)
Title: Re: [1.0] A RimWorld of Magic
Post by: Torann on November 19, 2018, 02:33:30 PM
Balance comes in many forms; for every action their is an equal and opposite reaction right... typically we've seen mages suffer from some physical setbacks after heavy magic use and reduced absorption of mana, but nothing on a wider scale.

If you consider mana a finite resource, in that an area can be 'drained' of mana, making something of a mana/magic deficit in the area... with magic being used more frequently for even common tasks, who knows what kind of 'equal and opposite' effect that will have?  With more colony sized methods of expending mana appearing, I feel certain we'll start seeing side effects that could take the form of magical beasts, environment conditions, new dangers drawn to magic, even limitations to accessing mana itself.
Title: Re: [1.0] A RimWorld of Magic
Post by: GreatBigFailure on November 19, 2018, 02:48:33 PM
The way I've been balancing my playthroughs is by not building any defenses beyond walls and installing a bunch of stuff like Dire Raids, mechanoid mods, glittertech, etc. I play fast and loose with what I'm "allowed" to use from them but generally speaking I don't let my colonists use things from glittertech. Basically I equip raiders way better than my 20 man squad of archmages. Works pretty well, ends up playing slightly like Baldur's Gate in combat.
Title: Re: [1.0] A RimWorld of Magic
Post by: TheJinx on November 19, 2018, 06:55:05 PM
lmao I just play on dev half the time or either start with some op god and go from there
Title: Re: [1.0] A RimWorld of Magic
Post by: qinlongfei on November 19, 2018, 08:37:19 PM
Not sure if you still take any ideas or if anyone already given these ideas out, but I thought up some more 'classes' that would hopefully spice the variety up especially towards neolithic. Not sure if these are feasible to implement into the game since I know almost nothing about coding.

A thief class that's more towards buffing the character's movement speed and disarm/distract the enemy or let the thief make a quick get away like smoke bomb.

A beast master class as a more melee druid/ranger like class for the neolithic role playing. The first skill could be a tech tree select similar to technomancer that'll determine a beast master's specialization, maybe a bear that's more about buffing health/resistance to be more tanky, a wolf class for speed, and a tiger for offense. The other abilities can be active skills that'll tame/buff animal companion based on which beast path taken.

An archer class that's similar to sniper for (once again) neolithic which require the character to use bow, but focuses on speed up fire rate and hit multiple opponent rather than high damage against single target. I don't know much about western pop fiction, but Chinese pop fiction often feature legendary archers who are so good with their skill they can fire multiple arrows all at once and have them all hit bullseye. And the ultimate skill can be an AOE attack that's called 'star shower' or something. Well... I actually want to suggest a skill called 'cloud piercer' as the ultimate that'll hit multiple enemies in a straight line (that's an actual skill in Chinese pop fiction) but I don't think it's possible to code.

A witch doctor who can lie down totem (turret that slowly have its health drained till it is destroyed) that'll either debuff enemy, buff/heal friendlies in the area, or act as short time turret. And witch doctor doesn't lose the ability to do violence action unlike priest but they can't resurrect. Maybe their ultimate skill can be a totem that'll cause fear in an area similar to Mal'Damba from Paladins.

A hacker/decker for high tech character similar to technomancer that's focused being anti-turret/mechanoid. Skills can be something that'll shut down a mechanic, deal guaranteed massive damage by overloading them, and the ultimate ability can take control of a turret/mechanoid for a short time from long distance. Or maybe an ultimate skill that'll basically be a Titan Fall where the hacker summons a mecha from the orbit. Maybe could even have something like a Rigger that's like a necromancer for mechanicals.

Just some of my (extremely undercooked) ideas.

Also, sorry about the probably silly question. But can I update the mod mid-save or do I have to start a new colony?
Title: Re: [1.0] A RimWorld of Magic
Post by: Moggen on November 22, 2018, 11:38:38 AM
Hey, I'm having the sliiiight problem with the arcane forge. The arcane forge is great and all, but whenever it replicates an item, it changes the recipe of it to whatever it replicated. For all crafting tables. For example, if I replicate some alpaca wool pants, I can only make pants out of alpaca wool. Kinda a problem if I have to replicate items to edit what material I want to make them out of.
Title: Re: [1.0] A RimWorld of Magic
Post by: TheJinx on November 22, 2018, 01:19:18 PM
That's what replicate means pretty sure that's completely intentional behaviour
Title: Re: [1.0] A RimWorld of Magic
Post by: Torann on November 22, 2018, 04:31:35 PM
Quote from: Moggen on November 22, 2018, 11:38:38 AM
Hey, I'm having the sliiiight problem with the arcane forge. The arcane forge is great and all, but whenever it replicates an item, it changes the recipe of it to whatever it replicated. For all crafting tables. For example, if I replicate some alpaca wool pants, I can only make pants out of alpaca wool. Kinda a problem if I have to replicate items to edit what material I want to make them out of.
Yeah, this IS a bug and one I'm trying to fix.  It's intended that the only item the replication can make is the 'wool' type pants, but it's not intended to replace the original recipe.  There are some other bugs that have been brought to my attention too, esp. for "ingredient" or category type items so, for now, replication is def. broken.  Reloading the game will fix the broken recipe's - recommend not using replicate for the time being.
Title: Re: [1.0] A RimWorld of Magic
Post by: TheJinx on November 22, 2018, 06:17:23 PM
I seem to have misunderstood what he was talking about seems more obvious now that you pointed it out that he was talking about all crafting tables
Title: Re: [1.0] A RimWorld of Magic
Post by: riverrin2002 on November 24, 2018, 07:36:11 AM
Hi I just wanted to know if it's possible to have a skeleton-shaped lich ( It's to make a skeleton army with a lich as commander)
Title: How to remove?
Post by: eksynn on November 24, 2018, 11:47:59 AM
i accidentally gave my magically gifted pawn 'psionic', but i'm not too fond of it... is there a way that i can remove it and its associated skills? maybe by using the dev console?
if not, if i edit my save to remove the psionic thing, will the skills still be there? and will this pawn be able to a learn magic skill set?
Title: Re: [1.0] A RimWorld of Magic
Post by: lsbbum on November 24, 2018, 01:06:33 PM
how many factions does this mod have?
in Faction Control, i think i see four but only the Arcane Fold faction ever spawns.
is this a bug or am i doing something wrong?
Title: Re: [1.0] A RimWorld of Magic
Post by: Torann on November 24, 2018, 04:41:01 PM
Quote from: lsbbum on November 24, 2018, 01:06:33 PM
how many factions does this mod have?
in Faction Control, i think i see four but only the Arcane Fold faction ever spawns.
is this a bug or am i doing something wrong?
Not a bug, and if you're using Faction Control and remove one of the magic related factions then it will cause errors during specific events or for some abilities.  The Seers/Arcane Fold is the only 'active' faction, but I use Elemental and Summoned factions as the defaults for summoned creatures and unique events.  Not sure what the 4th you're referring to is though...

Quote from: eksynn on November 24, 2018, 11:47:59 AM
i accidentally gave my magically gifted pawn 'psionic', but i'm not too fond of it... is there a way that i can remove it and its associated skills? maybe by using the dev console?
If you want to wait a day or so, I'm updating the dev-mode buttons for troubleshooting to be more useful and there will be an option to completely remove of magic/might powers in the event something bugs out or a save file gets corrupted.

Also, for the record, double traits to have magic/might isn't supported, so use at your own risk and expect there to be some conflicts.
Title: Re: [1.0] A RimWorld of Magic
Post by: lsbbum on November 24, 2018, 09:29:08 PM
thanks for the reply Toran, I'm using Lord of the rims third age also and the Arcane fold faction having firearms kinda messes with the theme.
So if I can't disable the faction, is there something I can change in the faction file?
I looked and see that their research level  is at neolithic so I don't know what's giving them firearms.
Title: Re: [1.0] A RimWorld of Magic
Post by: Torann on November 25, 2018, 01:29:12 AM
Quote from: lsbbum on November 24, 2018, 09:29:08 PM
thanks for the reply Toran, I'm using Lord of the rims third age also and the Arcane fold faction having firearms kinda messes with the theme.
So if I can't disable the faction, is there something I can change in the faction file?
I looked and see that their research level  is at neolithic so I don't know what's giving them firearms.
Looks like that was a bug you found because when I started looking into it, none of the seer faction groups were ever spawning with seer specific weapons.  They should now and it should work better with a medieval or Lord of the Rims playthrough.
Title: Re: [1.0] A RimWorld of Magic
Post by: Torann on November 25, 2018, 02:15:42 AM
Update v2.3.0.0
Title: Re: [1.0] A RimWorld of Magic
Post by: eksynn on November 25, 2018, 08:53:19 AM
is this the update with the devmode edit too?

ps, deathknight sounds awesome xD
Title: Re: [1.0] A RimWorld of Magic
Post by: TheJinx on November 25, 2018, 12:17:01 PM
Was waiting for the death knight to come out and it sounds really interesting so far


And thank you for fixing the seer pawns I don't know why no one has said anything about it just seemed natural to have naked guys with magic rings
Title: Re: [1.0] A RimWorld of Magic
Post by: eksynn on November 25, 2018, 03:51:50 PM
guess i'll just test it xD

question, is it possible to make it so you don't need to be in a class to learn other spells?
or at least make a trait that lets you learn any magic spell? like "attuned with the universal lay lines" or something

i noticed that i wanted spells from other classes, but only ever really used one or two spells from my current class, while ignoring the other 3 or 4 spells completely
the trait would allow people to still use the current class system, while giving classless people the choice of what to learn.. the downside is that they would either have to craft the spells, or buy it off of traders

pretty please, @Torann ? D:
Title: Re: [1.0] A RimWorld of Magic
Post by: Canute on November 25, 2018, 04:04:09 PM
That would be a nice idea.
But Torann would need to made all spells/abilities craftable.
And like the previous learnable spells they can't be improved.
But this "universal" mage could learn a few more spells then the other mages.
I would say 8 normal and 2 master spells could be good.
Title: Re: [1.0] A RimWorld of Magic
Post by: eksynn on November 25, 2018, 04:46:51 PM
Quote from: Canute on November 25, 2018, 04:04:09 PM
That would be a nice idea.
But Torann would need to made all spells/abilities craftable.
And like the previous learnable spells they can't be improved.
But this "universal" mage could learn a few more spells then the other mages.
I would say 8 normal and 2 master spells could be good.
• thank you ( ◠ ‿◠)
• i think they already are, no? or is it just the non-class spells? either way i'm sure it wouldn't be too hard to go through the code and auto-replace/add whatever's necessary
• having them being unable to be improved could be a side-effect of this mage style.. either that or they can just be improved in the magic tab if no class has been selected, or through a different furniture thing or something, or a consumable item.. something. lol -shrug-
• there already are spells that don't come in specific classes - the spells that the layline mage could learn would simply belong to other classes
Title: Re: [1.0] A RimWorld of Magic
Post by: TheJinx on November 25, 2018, 05:30:16 PM
Really like the death knight so far one thing I think you should do though is that permanent injuries or any injuries should increase the default amount of hate you have as opposed to it regenerating to 20% it would know  be increased by a certain amount when you are missing a hand or a leg something like that or maybe make a way to heal from permanent injuries since they can't use any fighter skills or magic skills.
Title: Re: [1.0] A RimWorld of Magic
Post by: Torann on November 25, 2018, 05:39:22 PM
I made a discord channel for the mod: https://discord.gg/QUAB8Z

Quote from: eksynn on November 25, 2018, 08:53:19 AM
is this the update with the devmode edit too?
You'll need to get v2.3.0.1 for the new dev mode functions.  It will allow you to reset all invested skillpoints (which does work now for every class) or remove the class entirely.  You'll want to perform a save/reload after clearing a class (preferably on a test save to make sure the changes are what you intend).
Title: Re: [1.0] A RimWorld of Magic
Post by: Torann on November 25, 2018, 05:42:01 PM
Quote from: TheJinx on November 25, 2018, 05:30:16 PM
Really like the death knight so far one thing I think you should do though is that permanent injuries or any injuries should increase the default amount of hate you have as opposed to it regenerating to 20% it would know  be increased by a certain amount when you are missing a hand or a leg something like that or maybe make a way to heal from permanent injuries since they can't use any fighter skills or magic skills.
I really like this idea.  I'll tell you what, I'll have the amount of "pain" a pawn has increase the default hate level, I think that'll work nicely.

Edit: I think it's worth mentioning though that each stage of hate DOES decrease your movement rate.  It's the drawback to having high hate.  So this might, indirectly, cause your pawn to down due to lack of movement.
Title: Re: [1.0] A RimWorld of Magic
Post by: TheJinx on November 25, 2018, 06:12:27 PM
"downed from hate" sounds interesting lol
Title: Re: [1.0] A RimWorld of Magic
Post by: Canute on November 26, 2018, 03:50:33 AM
I hate it to be downed, I NEED TO FIGHT !! :-)

eksynn,
currently only a few universal mage spells are craftable like Blink or Mend equipment.
And some specialized spells like dry ground. All other spell you learn with skill points.
Since Master spells arn't learned with skill points you can craft them too.
Title: Re: [1.0] A RimWorld of Magic
Post by: NameHere on November 26, 2018, 04:59:02 PM
I like druids, but it's easier honestly easier for me to use a priest to do their regrowth since the res spell regrows/fixes parts. It'd be cool if the seed of regrowth was the only component you needed for surgery and the cooldown was longer or something.
Title: Re: [1.0] A RimWorld of Magic
Post by: TheJinx on November 26, 2018, 06:03:51 PM
Well the thing is...each class needs to feel like it has something to offer that the other ones don't, so that people don't just say "oh I'll just go so and so because it's a better version of so and so"
which Torann does really well with the classes some exceptions are probably...legendary blademaster and legendary sniper those are just...op in general with not a lot of down sides. they're really fun to use though at least legendary blademaster is with his phasic slash or whatever it's called and the snipers tranq bullet.
Title: Re: [1.0] A RimWorld of Magic
Post by: Canute on November 27, 2018, 04:12:37 AM
Quote from: NameHere on November 26, 2018, 04:59:02 PM
I like druids, but it's easier honestly easier for me to use a priest to do their regrowth since the res spell regrows/fixes parts. It'd be cool if the seed of regrowth was the only component you needed for surgery and the cooldown was longer or something.
But the druids regrown parts get even a better eff. then normal ones. So you don't need Bionics.
That you would miss with the priest res spell.
Title: Re: [1.0] A RimWorld of Magic
Post by: TheJinx on November 27, 2018, 12:36:13 PM
yeah I always thought that was a pretty cool feature
Title: Re: [1.0] A RimWorld of Magic
Post by: crusader2010 on November 29, 2018, 01:44:31 PM
Speaking of druids, I just tried to cure the Flu from one of my animals (it's a Groundrunner, from one the of the animal mods). Had 1 point in Effective Treatment (to never fail) and 2 points in Disease Knowledge.

The Flu didn't get cured and a message popped up that "You cannot cure a diseases of this type".

Is this supposed to happen?
Title: Re: [1.0] A RimWorld of Magic
Post by: eksynn on November 29, 2018, 04:17:41 PM
Quote from: Torann on November 25, 2018, 05:39:22 PM
I made a discord channel for the mod: https://discord.gg/QUAB8Z
you forgot to make the invite permanent lol

also, reposting my question/request:
Quote from: eksynn
question, is it possible to make it so you don't need to be in a class to learn other spells?
or at least make a trait that lets you learn any magic spell? like "attuned with the universal lay lines" or something

i noticed that i wanted spells from other classes, but only ever really used one or two spells from my current class, while ignoring the other 3 or 4 spells completely
the trait would allow people to still use the current class system, while giving classless people the choice of what to learn.. the downside is that they would either have to craft the spells, or buy it off of traders

pretty please, @Torann ? D:

addition:
• having them being unable to be improved could be a side-effect of this mage style.. either that or they can just be improved in the magic tab if no class has been selected, or through a different furniture thing, or a consumable item.. or something. lol
Title: Re: [1.0] A RimWorld of Magic
Post by: Torann on November 29, 2018, 08:09:17 PM
Quote from: eksynn on November 29, 2018, 04:17:41 PM
Quote from: Torann on November 25, 2018, 05:39:22 PM
I made a discord channel for the mod: https://discord.gg/QUAB8Z
you forgot to make the invite permanent lol
Nice, well here's a permanent one:
https://discord.gg/gFYfA6r
Title: Re: [1.0] A RimWorld of Magic
Post by: Torann on November 29, 2018, 10:45:27 PM
Quote from: eksynn
question, is it possible to make it so you don't need to be in a class to learn other spells?
or at least make a trait that lets you learn any magic spell? like "attuned with the universal lay lines" or something
It's certainly possible, and wouldn't take an enormous amount of work, certainly less than developing a new, unique class.
You'd end up with some 60+ 'spells' that would flood into vendors or clutter a workbench (even more), so that's a down side.

My biggest argument against this type of class is that it violates the design of the mod.  Each class is intended to have their strengths and weaknesses that expand on the depth of play and require the player to use what they have available to make the most of the situation they're in.  To me, that's what makes the story interesting and worth rewriting again and again.

Maybe the class could have a mechanic that would learn/acquire random abilities and have ~5 abilities available at any given time and after a certain amount of time those abilities would cycle out for others.  I doubt this is what you're after though, since you wouldn't have control over which spells you had at any given time.

More in-line with the mod design and what you're asking for might be single-use items (spell scrolls, reagents, etc) or even more powerful items with inherent abilities.
Title: Re: [1.0] A RimWorld of Magic
Post by: Esterior on November 30, 2018, 12:22:05 AM
Hello Torann! First off thanks for the awesome mod! It adds quite a bit of tactical consideration with these classes during battle, definitely enrich the game play a lot!

I have thought of two classes as a suggestion, so here goes. Both are fighters as I feel fighters really need some love.

1) Noble

Mostly a fighter class focused on buffs. It has a -15 mood modifier for each other noble in the colony and will have bad relationship eith other noble, causing fights with them.

Ability 1: Accolade - persistent buff to another pawn, increasing their movement speed and combat effectiveness. Give non-magical/ fighter pawn an ability call  charge which allow for a short distance dash attack/ buff depending on target they are dashing to. Maybe when it interact with fighter / mage pawn, it can give specific buff instead. I.e. a bard get buff call royal jester, swordsman get royal knight, etc. Limited to 4 pawns at max ability.

Ability 2: Authority - an aoe ability that cause enermy to wander for a bit and buff ally in targetted area, not too long distance. Higher level can stun enemy for a bit.

Ability 3: Rally/ invigorate - recover stamina and buff fighters. Non fighter/ mage only gets buff.

Ability 4: Royal feast - starts a party that greatly increase and Fill pawns hunger meter? Dont know if this is possible, could make it auto-cast.

2) Steam technician

A fighter class focus on using special structure for ability. Each of their ability can be targetted at enemy or at a special structure call steam core. Steam core can be built by anyone and have small beauty, doesnt do much without steam tech though.

Ability 1: Arm steam core: Flash freeze - a cold attack that slow an enemy. When casted on a steam core, become an aoe attack that last for a while. Short to mid range.

Thats all. Thanks for reading. Again, thank you for the awesome mod!

Ability 2: Arm steam core: tesla ball - shock enemy, has a chance to stun. When cast on steam core, aoe and last for a while, also act as emp toward mechs.

Ability 3: Steam burst - a small aoe that damage and push pack enemy, similar to repulsion. Cast on steam core, steam core is destroyed for a big explosion and further knockback.

Ability 4: Clockwalk Walker - a self buff that increase movement speed and provide shield to protect oneself.
Title: Re: [1.0] A RimWorld of Magic
Post by: Canute on November 30, 2018, 03:32:11 AM
QuoteMore in-line with the mod design and what you're asking for might be single-use items (spell scrolls, reagents, etc) or even more powerful items with inherent abilities.
Nice idea, but that could be very overpowered at the combat. When every pawn could use AE spells.

I think the crafting process will need mana + resources (magicite,jade,magic paper (wood+cloth+silver/gold) and the use later just consume the item.
Then they use these scrolls and don't got magic weakness during the combat.

Title: Re: [1.0] A RimWorld of Magic
Post by: Torann on November 30, 2018, 08:17:01 PM
Quote from: Canute on November 30, 2018, 03:32:11 AM
QuoteMore in-line with the mod design and what you're asking for might be single-use items (spell scrolls, reagents, etc) or even more powerful items with inherent abilities.
Nice idea, but that could be very overpowered at the combat. When every pawn could use AE spells.

I think the crafting process will need mana + resources (magicite,jade,magic paper (wood+cloth+silver/gold) and the use later just consume the item.
Then they use these scrolls and don't got magic weakness during the combat.
It could be overpowered, but when you think about it, the doomsday launcher, orbital bombardment, and other single use items are essentially the same thing.  They have a large cost/quest reward - limited availability.  If I were to implement something like that, then those spell-scrolls would have similar drawbacks, perhaps not as costly but also not as strong.  Repeated use items would be both costly and have a long cooldown on top of being marginal compared to actual class abilities.  I would also pick what those abilities carefully.
Title: Re: [1.0] A RimWorld of Magic
Post by: crusader2010 on December 01, 2018, 06:47:34 AM
I just tried to cure the Flu, with a druid, from one of my animals (it's a Groundrunner, from one of the animal mods). Had 1 point in Effective Treatment (to never fail) and 2 points in Disease Knowledge.

The Flu didn't get cured and a message popped up that "You cannot cure a diseases of this type".

Is this supposed to happen?
Title: Re: [1.0] A RimWorld of Magic
Post by: Torann on December 01, 2018, 12:05:28 PM
Well it looks like there's a difference between Flu and Animal_Flu, but an easy thing to fix.
Title: Re: [1.0] A RimWorld of Magic
Post by: henk on December 01, 2018, 08:51:19 PM
There's an idea that's been rattling in my head regarding magical pawns, and I thought it could use some feedback.

The concept revolves around the idea of magical circles, meditation and research. With basic enchanting researched (or a new early-tier research), pawns could build a magical circle, which can be used for magical research, like the hi-tech research bench and multi-analyser. In addition, rituals and meditation can be done in the circle.

If Rimworld modding allows it, having research that require magic circles would be great. Even better if you can make new structures that link to the circle, like multi-analyzers and tool cabinets. Power pylons could improve crafting speed, meditation results and magical research speed.

Rituals would involve crafting or expensive spells. For example, enchanting gear, high level summons or resurrection could only be done inside a magic circle. When not otherwise used, magic capable pawns can use the magic circles to meditate, with some random effects. Most importantly, magically gifted pawns could meditate and get a promotion inspiration to a single, random magical class. If the player is happy with that pawn upgrading to that particular class, they can order the pawn to do the ritual at the magic circle to upgrade them to that class; if they don't want that class, they just ignore the inspiration and wait for the pawn to get a new promotion inspiration (which would cancel the previous one, if it's still active). I feel this would be a more interesting way to upgrade pawns than buying books, especially for poor colonies. Other magic circle inspirations could include gaining class experience, gaining mana or a mana regeneration inspiration, filling the need bars or gaining research points in some magical research; you could also have researches that cannot be researched (have an impossible to research prerequisite) that can only be gained with magic circle meditation.
Title: Re: [1.0] A RimWorld of Magic
Post by: Torann on December 01, 2018, 10:20:24 PM
Quote from: henk on December 01, 2018, 08:51:19 PM
The concept revolves around the idea of magical circles, meditation and research.
This concept has been on my design doc for a bit, but I haven't added many details.  It's one of those 'magical building' ideas that I've been working towards, with the addition of the magic work type and underlying work-givers and capacities.

To be effective, I think the magic circle should really be an early game option, but has appropriate drawbacks as well.  Also, the idea of "magic circle" has some connotations like "what does it take to make a magic circle."  From your description, I'm not quite sure if it's single use, or would involve multiple pawns to perform rituals.  In my opinion, maybe it should be both, or maybe two separate circles, a ritual circle and a meditation circle.  Ideally, I think I'd like to have a single circle, that circle has a "bills" menu like any other workbench, but you order different rituals and then, depending on the ritual, the number of pawns, reagents, etc vary.  That's a lot of complexity though, and would require me to figure out how to have multiple pawns perform work on a single bench.

The rituals themselves are endless in possibility, as long as the cost is appropriate, the circle would be a pretty effective method of implementing a powerful spell.  Summon mighty guardians, cure the sick, resurrect the dead, grant boons to pawns, casting colony wide buffs or protection spells, prevent food from rotting... long list of things.  Even using the Ritual circle as a means to gain additional rituals.  I like the idea of the magic inspirations, but it would have to be done in a way that it doesn't destroy the need for an economy.

Another concept I'm toying with, and I think is closer to implementation, is the psychic projection chamber.  Magic pawns could enter this chamber and perform a variety of functions.  All functions would be automatic and would occur without player interaction.  Obviously, the magic pawn would be unavailable until their time in the chamber ended.

To list a few things that could be done inside the chamber: break a pawn out of mental states - the better relationship the mage in the chamber has with the mental pawn, the more likely this would occur; the opposite would also be true though, if the two pawns hated each other, it could result in the equivalent of an insult or similar event.

Deter raids - raids may be completely prevented, or reduced in strength for various reasons
Prevent, reduce, and combat weather events (cold snap, heat wave) - if the event can't be prevented entirely, then it can be reduced in severity or duration
Attract caravans - friendly caravans will be more likely to appear
Prevent a disease or blight or reduce how much it affects

In general, the chamber would allow certain events to be less threatening.  Each mage type would be better at preventing certain events, for example a druid would be better at preventing disease, but less capable at preventing a heat wave. An Arcane mage may be better at causing a raiding party to get lost.

There's more room for growth in the category.  I think before either gets implemented, there needs to be a "balance" update that will introduce new challenges to help balance out these types of capabilities.
Title: Re: [1.0] A RimWorld of Magic
Post by: crusader2010 on December 02, 2018, 06:05:59 AM
One thing I would caution about: adding too many "worktables". For example, I already use over 130 mods that I simply cannot play without (vanilla is too lackluster in my opinion). Having even 10-20 more workbenches becomes a huge hassle since there is no focus on implementing a priority for workbenches that use the same job type (e.g. Craft something at the crafting spot before going to the machining table and before going to the second machining table? Nope, can't do that - you have to get more pawns and make them craft - but then, you end up with 90% of your pawns being crafters simply because there are so many workbenches related to that..).

In other words, I would try to not add more workbenches, nor job types (there are too many already).
Title: Re: [1.0] A RimWorld of Magic
Post by: henk on December 02, 2018, 09:37:39 AM
You can have one magic circle, which can be improved with one or more pylon slots to specialize them. That way, you have a single work table, a few misc items and lots of possibilities.

What I really want to see is a more involved way to upgrade magically gifted pawns to advanced classes early in the game, when you can't afford thousands of silvers for a single spellbook.
Title: Re: [1.0] A RimWorld of Magic
Post by: Canute on December 02, 2018, 09:59:00 AM
Another idea for magic circle,
sacrifice animals/humanoids for Mana,XP,Buff.
No i don't want start another cult mod, just a simple tool to gain some extra Mana without Mana potions.
Depend on the sacrificed mass he is geting the amount of mana.
Title: Re: [1.0] A RimWorld of Magic
Post by: crusader2010 on December 03, 2018, 05:58:43 PM
Another error (probably harmless):


Tried to destroy already-destroyed thing Projectile_Poison745793
Verse.Log:Error(String, Boolean)
Verse.Thing:Destroy(DestroyMode)
Verse.ThingWithComps:Destroy(DestroyMode)
TorannMagic.Projectile_Poison:Destroy(DestroyMode)
TorannMagic.Projectile_Poison:Impact(Thing)
AbilityUser.Projectile_AbilityBase:ImpactSomething()
AbilityUser.Projectile_AbilityBase:Tick()
TorannMagic.Projectile_Poison:Tick()
Verse.TickList:Tick_Patch2(Object)
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()


Occurred after casting Poison on a Scyther with 2 points in "weakened limbs". Not sure if it occurred after killing the Scyther or before.

And another error (no idea what triggered it):

Got ThingsListAt out of bounds: (-1, 0, 119)
Verse.Log:Error(String, Boolean)
Verse.Log:ErrorOnce(String, Int32, Boolean)
Verse.ThingGrid:ThingsListAt(IntVec3)
Verse.GridsUtility:GetThingList(IntVec3, Map)
TorannMagic.HediffComp_Hate:AbsorbProjectiles()
TorannMagic.HediffComp_Hate:CompPostTick(Single&)
Verse.HediffWithComps:PostTick()
Verse.Pawn_HealthTracker:HealthTick()
Verse.Pawn:Tick_Patch1(Object)
Verse.TickList:Tick_Patch2(Object)
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()
Title: Re: [1.0] A RimWorld of Magic
Post by: Skeletti on December 04, 2018, 03:07:14 AM
one or two ideas.

A new tab at the bottom of the UI to get a quick view for classes lvl, gifted, unused skill points and maybe 1-2 checkboxes for automatic use, like for mentoring or techno bits.

Maybe even an additional room/furniture for mentoring.  So for example without this research/furniture only 50% can be taught, so only half the level of the teacher but with the things just 100% can be taught.

PS: probably known, but the summoner, explicitly his minnions, are reseted when loading. Funnily enough they are there after the load (pause), but as soon as you finish the pause they dissolve instantly.

PPS: great mod :)
Title: Re: [1.0] A RimWorld of Magic
Post by: TheJinx on December 04, 2018, 01:43:51 PM
Like the idea of some msgic furniture but I feel like another box would be a bit overkill especially for those who already run 20 other mods with UI
Title: Re: [1.0] A RimWorld of Magic
Post by: henk on December 04, 2018, 03:25:40 PM
Why not magic recreation then? Magic chess for wizards only!
Title: Re: [1.0] A RimWorld of Magic
Post by: Torann on December 04, 2018, 07:37:35 PM
Quote from: Skeletti on December 04, 2018, 03:07:14 AM
PS: probably known, but the summoner, explicitly his minnions, are reseted when loading. Funnily enough they are there after the load (pause), but as soon as you finish the pause they dissolve instantly.
Didn't know that, thanks for the report.
Title: Re: [1.0] A RimWorld of Magic
Post by: Holvr on December 04, 2018, 11:17:53 PM
Beware! This post will be LONG, and there's no "spoiler" tag to make it collapsible, so I had to break it down into two posts (due to the limit of 20.000 characters... yes, it's that long). Please bear with me or scroll right over.

I have two classes to propose (I've put them on the steampage already, but then I realised that not everyone is using steam, and some users here might have valuable insight).



Chronomancer

Foreword: This is basically the most "metagaming" class I can come up with. For the most part, it's designed to fuck with core game mechanics, rather than the in-game environment, entities etc. What do I mean by that? Just read the spells below, and especially the master "Time Regression".


Description: Chronomancers are treading the unstable paths of time, exposing themselves to time paradox and even existing in multiple timelines, thus they experience time vastly different than other pawns. Time wizards, as they're often called, bend and twist the very fabric of reality, freely swapping that which was with that which will be, although they do so at a great cost, as they become less and less attached to the natural flow of time as their power increases.


Passive: A random chance a few times per day, that the Chronomancer will have their attack, casting, movement, and work speed (independently) slowed or hastened, and a random chance that they'll gain a good chunk of experience in the skill they're doing at the moment (because premonition from the future) or lose a chunk (because they've reverted to the state of knowledge from before). If the Chronomancer is researching, the same can happen to the research progress bar – it can either gain a chunk of progress, or lose it. The same principle would apply to their need gains – if they eat, sleep or doing joy, they can either fill it faster or lose some. They can also randomly blink forward or backwards when they're walking towards a destination, or they can summon an item to themselves, because they went forward in time and already got it (so basically involuntary autocast blink and summon with added shenanigans of blinking in the wrong direction).
All the above would become more frequent and more severe as the Chronomancer grow in power.


Spells:


Time Warp: Makes the day longer. If the Chronomancer is also a "night owl", makes the night longer instead.

Dunno how to do it the easiest way, so the pawns and the world (like plants growing for longer during that time) would still benefit from it. Maybe something along the lines of "for the duration, stop the decay of pawns' needs, and every time an hour passes, revert the clock 1 hour back, do it X times, and then resume normal time"?


Recall: Single target spell that reverts one pawn, building, structure or basically anything to the state it was in a few seconds ago (including, but not limited to, restoring that destroyed door or turret, or even bringing back that unfortunate colonist back from the dead IF you're quick enough to reactively cast it!).
Possible upgrades would include increasing the time window that can be reverted (let's say it starts with 3 seconds, and can be upgraded to 5-6 seconds), and the target radius (1st upgrade bumps from single target to a 5-tile cross [like vanilla molotov targetting] and 2nd one bumps it to a 3x3 square).

This, however, would most likely require you to implement some weird time-tracking of the whole game, since I don't think that vanilla Rimworld "knows" what was where and in what shape X seconds ago, so the spell idea might be completely unfeasible (like half this class, honestly).
If that's the case, then maybe the spell could be cast pre-emptively on a target pawn, building or structure, and it'd "remember" where it was and in what shape, and the target of the spell would receive a "recall" ability button that when pressed, would recall it back in time.


Tempus Fugit: Makes all the colonists much faster in terms of both movement and attack/casting speed, and does the exact opposite to the rest of the entire map (most likely to a raid). Either that or maybe make it targeted AoE spell, and everything inside AoE is hastened, while everything outside is slowed, so same thing, but tougher to use due to actual positioning and aiming, rather than "fire and forget".


And now the ultimate fuckery spell. This spell is solely designed for the "commitment mode" of play and shouldn't be accessible otherwise (is it even possible for a spell to only show up when the commitment mode is on? If so, maybe use Tempus Fugit for the gamemode that allows saving).

(Master) Time Regression: Simply reloads the latest autosave.

If at all possible to implement, Torann, would it also be possible implement it in such a way that everything reloads except for the Chronomancer? I'm no modder at all, but maybe it'd be possible to force the game to take a "snapshot" (like the washed-down version of the Recall above) of the casting Chronomancer, all their wounds ("They saved the colony, but not themselves..."), equipment (yes, they could bring items from the future to the past!), mood etc. Then reload the game, and apply the stored info to the Chronomancer, so basically everything is reverted, except for them? If doable, should have a HUMONGOUS cooldown and side effects, solely due to its abuse potential (buy or steal something ultra-expensive from a caravan, give it to the Chrono and cast away, here you go, got the item, and both your wallet and the caravan are fine).
Title: Re: [1.0] A RimWorld of Magic
Post by: Holvr on December 04, 2018, 11:18:33 PM
EDIT (06.12.2018): Added master spells.

Alchemist/Witch

Foreword: I really like what you've done with Technomancer, meaning the 3 paths to choose, and the duality of Warlock/Succubus, and both are a clear inspiration for this one.
The philosophy behind this class is that both Alchemist and Witch have to choose between Lore and Golemancy, and also they both use them in their own ways (therefore making this class kind of a 4-in-1). Generally, Lore is about crafting and changing items, while Golemancy is about, well... golems (surprise!), but in all seriousness, it's about creating (vaguely) permanent soldiers, haulers etc. On top of that, Alchemist is the "hard but solid" way of doing it, meaning that alchemist takes way more time with his craft in general, but gets rather permanent results, while Witch does it the "dirty but quick" and has to put less effort into her deeds, but also gets more sloppy results.



(Alchemist: Passives):

Path of Lore: Much faster smelting and smithing (Alchemist is thought out as "THE" crafting mage, while Lore is about metals and fine items, and Golemancy is about [mostly] stone and construction). I think that alchemist should have amazing crafting bonuses to low-tech items, so that it doesn't step into Technomancer's territory.

Path of Golemancy: Stonecutting, sculpting and construction bonuses.


(Witch: Passives):

Path of Lore: Drug production, plantwork and tailoring bonuses + isn't slowed down by plants (so much faster than others in, let's say, thinck rainforests etc.)

Path of Golemancy: Butchering speed bonuses, cooking bonuses.




(Alchemist: Golemancy) Sculpt Golem: The alchemist gains an ability to make golems at the sculptor's table. They take a ton of work to make, and I really mean A TON – far more than any sculpture ever. The outcome is based on alchemist's magical prowess and art skill.

Important: Golems should be treated as pets, rather than pawns, but with the highest training intelligence, and if possible, training them would fall into "Magic" worktype, rather than Handle.

Golems can be created out of the usual materials for a sculpture, but also some rare magical ingredients (I'm not much of an expert in your mod, so I don't feel competent to propose a precise recipe). They should also be enchantable, but honestly, I need to play more of the mod to be able to propose specific enchants, however the classic approach would be to:
Add some special attacks.
Add movement modifiers.
Grant sentience (COSTLY, but converts the golem from a pet to a pawn. Pawn golems don't auto-undraft, just like undead).

Depending on material, golems can have different properties (other than HP etc), but also different enchantment affinity (for example, a marble golem enchanted with gem X would yield a different result than a granite golem enchanted with the same gem [Sorry for being vague – I haven't gotten to enchanting with your mod yet]).

All golems would require mana to operate. Not necessarily from the alchemist who created them, but they'd need to be charged either by magical pawns or the mana-storing buildings.
Additionally, all golems would have a "power" to become statue-like. In this state they would literally convert to placeable statues (which would have a button to convert back to functional golem). The use of that would be that they'd be really, really beautiful and expensive, and a golem in that state wouldn't need mana to function.


(Witch: Golemancy) Raise Golem: The witch gains an ability to make wicked golems at the butchering table, using corpses (corpses, not just meat) as the material, and cooking + magic as the governing skills. The resulting abomination is a Flesh Golem. Unlike alchemist's golems, the abominations created by a witch would MUCH faster to create, but also less durable in combat (roughly sewn corpse parts VS a granite statue is rather self-evident).

Flesh Golems would also fall into pet category, but they'd also be considered undead for the purposes of receiving holy damage etc. and they wouldn't have an option of being enchanted or granted sentience. Basically they'd be far more disposable and less functonal bunch, but also FAR easier to create, and they don't need mana to exist, but once created, they have a limited (albeit not flash-quick) lifespan, as their physical form deteriorates, rots and falls apart.

These golems don't require training and the level of their pet-like abilities depends on how well the Witch does in the moment of creation. The rule is – animal corpse golems are more like rabid fighters (higher release and more resilient etc.) while humanlike golems are more of slaves (better hauling etc.).


(Alchemist: Lore) Alchemical refinement: Alchemist can refine Mana Potions into a far more stable and user-friendly form. It's a somewhat lenghty process, but the resulting Fine Mana Potion is almost entirely purged of its addictive properties, and therefore is an amazing tool for a magic-oriented colony.


(Witch: Lore) Volatile Brew: Witch can ritually enhance a Mana Potion to restore FAR more mana and apply a hefty mana regen buff, but it's even more addictive than the basic potion, and can have some additional side effects. This process is far quicker and more cost-effective than the meticulous craft of an alchemist, but the hidden cost lays in the corrupting nature of the brew, thus being a tool for far more reckless and power-hungry colony.


(Alchemist: Both) Alchemical Casting: Both Loremaster and Golemancer have access to alchemical casting, perhaps with different spells available. The premise behind this type of casting is to give the alchemists a greater range of spells than other wizards, but at a cost of much more work and physical components, rather than just mana.

The alchemist would have to "prepare" his spells at a drug lab, using various reagents, like herbs, wood, gems, stones, metals or fine items like furniture, weapons, armor etc. The alchemists would have an unique worktype available at the drug lab (if it's not possible to make a worktype only show up in the list for one class, then just make it so only that class can work on it) called "Prepare spell (spell name)", and it'd require a relatively long time spent at the lab, using up resources and slowly pouring mana, but it'd result in alchemist gaining a spell.

Now it could either be a charge mechanic (you can only cast the spell X amount of times before it vanishes and you have to prepare it again) or simply a swapping mechanic - alchemist could only hold 3 alchemical spells at a time, and could forget them (by right clicking the spell icon and selecting "forget") to be replaced by another spell. The idea is, as I've mentioned before, that alchemist would have a big list of spells to prepare, but only a few could be held at once, so he'd be versatile, but it'd be locked behind slow work at the table.

Some of the spells could include:

- Transmute Stone: AoE target, transmutes all stone and steel chunks in the area into their respective stone blocks / steel. Preparing requires 1 stone block of any kind, 1 steel and psychoid leaves.

- Create Water: AoE target, changes mud and sand into shallow water, and shallow water into deep water. Preparing requires rice and some gems.

- Alchemical Fire: Offensive spell, single target. Sets target ablaze for a certain amount of time, but can't be extinguished by any other means (if that's possible to implement), even rain or swimming. If targeted at a friendly building that needs fueling, it'll fuel it for a certain amount, depending on alchemist's prowess. Preparing requires some wood, chemfuel and gems.

- Crown Acid: A short-ranged cone of acid that absolutely wrecks structures and armor/clothing, as well as applying some burn wounds (but is still FAR more dangerous to unanimate objects than to organics). Amazing against mechanoids... or non-flesh golems. Preparing would require chemfuel, smokeleaf, any stone block, steel and jade.

- Transfiguration: Cast on anything that can be sold (not living beings, though), and it'll turn it into its (relatively) equal value in silver. Cast on silver, and it'll turn into its (again, relative) value in gold. Cast on gold and you'll get (yes, relative) value in jade. By relative I mean around the market value, depending on how good the alchemist is. Preparing is LONG, and requires some silver, gold and jade.

In addition to preparing, each casting would use up mana, of course, but far less than any other mage spell (it's used simply for activation of a spell meticulously prepared beforehand, rather than for its spontaneous creation from scratch, and as such is far less taxing on the caster).

As for the cost of preparing: if you go the "prepare and cast X times" route, then all spells should be lower in cost, but if you go with "prepare and keep until you choose to forget" then the cost should be noticeably greater. Especially for Transfiguration.


(Witch: Both) Witch Rites: This is a variation on alchemical casting. While thematically similar (use resources to cast), it'd be functionally different. First, the witch uses a campfire (y'know, the closest thing to "witch's cauldron"), instead of drug lab, for her casting. Also, her spells would be rituals - they'd still require reagents and quite a long time to cast, but they'd fire off immediately after the work is done, so no "prepare and fire later" like alchemist - you cast them immediately after finishing at the campfire.

Proposed rites:

- Rite of Night: During the day, forces the Eclipse event to start. During the night or eclipse, puts non-allied pawns to sleep (every pawn gets individual chance to resist, moreso if psychically dull (100% if psychically deaf), less chance if psychically sensitive). Beware - while it doesn't put allies to sleep immediately, it'll rapidly drain their "sleep" need.
Requires smokeleaf, psychoid plant and a bedroll placed near the campfire.

- Rite of Fright: When cast during a raid, every enemy on the map gets a chance to flee. I'm not an expert in the vanilla game's morale mechanics, but this spell should take it into account, so if cast at the very start of the raid, it'd probably do nothing, but the more of the raiders are hurt, and the more of them are downed and dead, the greater the chance to break the will of others.
Requires psychoid leaves and a few human organs (variant version: requires a corpse belonging to the raiding faction, somewhere in the vicinity of the campfire, if that's possible to implement).

- Rite of Flight: Depending on what functionality is less covered by this mod already, it could either  give the pawns and pets around the campfire a temporary buff that increases movement speed and allows them to ignore any surface-based slow (fly over the water, trees etc.) OR it could basically act like a launch pod with starting range of local (just the map you're on), which would be useful to drop on sieges, and then - as the witch gets stronger - it could be used to travel a few tiles away. In this case you'd choose who gets launched, instead of launching everything around the campfire.
Requires jade, smokeleaf, and chemfuel.

- Rite of Blight: Chance for enemy pawns across the map to get sick and start vomiting. Also a chance to poison the food on the map, and in the most extreme cases - force the "Blight" event to start. Powerful crowd control, but as many other witch's spells, can backfire on you.
Requires human meat, human stomach, herbal medicine and any prepared meal.

- Rite of Light: Infuses pawns around the campfire with inner light, making them shed light in a radius around themselves, and giving consciousness and learning bonus. Also refuels all fueled light sources owned by the colony, as well as stops the Eclipse event. Can backfire cruelly, causing all around the campfire to go blind for some time, causing all fueled light across the map (no need to own it) to set things around it on fire, and even cause the Solar Flare event to start.
Requires wood, chemfuel, and gold.

- Rite of Sight: Can be cast on other villages, towns and quest sites to see what's in them and see what threats lurk in there as well as the layout of the map. Not sure if possible to implement, as it'd have to load the site before you actually visit it, and then keep it unchanged until you actually get there.
Requires jade, psychoid tea, and herbal medicine.

- Rite of Pride: Cleans the colony (removes all filth and trash from the floors) and temporarily enhances beauty of every room in the colony (if not possible on a per-room basis, then maybe just bump the beauty of every item, plant etc? But then you could do that so all your statues, and sell them to a caravan for more, because they're more beautiful, so I don't know...) for that nice mood boost across the colony. Can backfire and literally COVER your colony in filth and trash.
Requires silver and psychoid leaves.

- Rite of Sprite: Summons vengeful spirits from the graves around the campfire. The spirits are fast and resilient, depending on their power* and can't be harmed by non-magical ranged weapons (so wands and enchanted gear can still harm them, but bows, guns, grenades etc. cannot). Can backfire and raise non-allied wraiths from any grave or humanoid corpse on the map.
Requires: Graves (with corpses inside, ofc) in a certain radius around the campfire, smokeleaf and jade.
*Power - the spirits are better, the older they are. The longer ago someone died (since every grave has a date of death on it, I think it'd be possible to implement a check to compare the current date with date of death), the more powerful the spirit, so if you have just dug and filled the graves, the wraiths would be wimps, but if you have cultivated a graveyard since the beginning of the game, the wraiths will kick ass mid- to late-game. They should also receive bonus to power if:
- They're in a sarcofagus.
- The "tomb" room beauty and wealth.
- If they're colonists they're more powerful than non-colonist ghosts.

- Rite of Might: Improves the combat capabilites of pawns around the campfire, and if they are also stamina-based class, all their skills are more powerful, and they have enhanced stamina. A small chance to backfire and send the affected (individual chance, based on mood and mental break treshold) into berserk... AFTER applying the buff, so you'll have an even more powerful madman to deal with.
- Requires human heart, psychoid tea, and some leather.
(Variant: Instead of immediately affecting people around campfire, it could just produce a "wicked tea" drug that induces the above effects when consumed).


Master spells:

(Alchemist: both) Philosopher's Stone: The legendary Magnum Opus of alchemy, Elixir of Life is a substance as rare as it is powerful. An object of many a tale, sought after by the most powerful personas of the world.

The ultimate would allow the creation of philosopher's stone (dunno what recipe would it require exactly, but boy, would it be EXPENSIVE, in fact, probably the most expensive stuff in the entirety of Rimworld) and then its use by the alchemist. Some of the proposed uses:
- Resurrecting the dead (true resurrection, like a cleric, not a necromancer).
- While holding the stone, the user would not age, nor become sick in any way, as well as gradually healed of any and all wounds and illnesses.
- Rapidly rejuvenating wounded and sick creatures.
- Turning materials into solid gold.

The catch? It'd be only usable once in a while (except for the "passive" healing and immortality for the holder), and the cooldown would depend on the effect it was last use for (from a few of hours for the healing spell, through a couple of days for the gold creation, to a season or more for resurrection). Additionally, every use would have an increasing chance (how big the chance would directly correlate to the power/cooldown of the ability performed) of "spreading the word" that your colony is in possession of such artifact, and you might get bombarded by different factions requesting you to either sell it to them (allies, neutrals) or even just hand it over (hostiles, neutrals). Denial would worsen your relations with neutrals, and cause hostiles to raid soon after. Allies might request bringing their gravely sick or dead comrade to you for healing or resurrection using the stone. Denial would worsen the relations.


(Witch: both) Witch Coven: A witch of sufficient power would be able to become a matron witch by forming a coven by using this ability as an AoE targeted spell on at least 2 other casters. A coven would consist of 3 witches (including the matron) up to 5 (via leveling the ultimate skill up). There is several options for who'd be eligible to become a coven member:
- Only witches.
- Witches, Warlocks/Succubi, and Necromancers (and other "evil" casters added in the future).
- All magic classes.
Of which the best middle ground would most likely be the second option.

The coven would give the members quite a few neat buffs, but they'd only work as long as at least 2 coven members are in a certain proximity (10-15 squares?) of the Matron, and only those who are would receive the bonuses. Also, death of a coven member doesn't break the coven, unless the Matron dies - in such case, the coven is disbanded, or worse (see below), and the whole coven gets an enormous negative mood (and possibly some other issues).

The buffs would consist of:
- The coven shares their mana pools, and every spell cost would be equally divided among the coven members.
- The matron could activate a Blood Bond that'd work just like the above, but for physical wounds. Example: If one of the bonded coven members would receive a wound that'd destroy their liver, instead all bonded members would receive a smaller wound to their livers (the damage would be spread equally). Drawback: If the Matron dies whilst bonded, the whole damn coven follows suit.
- Every coven member would receive a ONE TIME ability to choose one of their class-specific non-master spells. The chosen spell would be shared with all other coven members, and they'd be free to cast it on the same level as the member who has shared it.
- While the coven is surrounding a campfire, all Rites cast from it would either be more powerful or have lesser chance to backfire.

The drawback, other than the possible mental breaks or even death of the coven, resulting from a dying Matron, would be that the more your coven uses their magic, the more of a chance there'd be for a group of raging clerics and paladins to show up (a new, special event) to ruin your day and kill the coven, as well as possibly your relations with the Arcane factions (the ones added by this mod) would worsen.
Title: Re: [1.0] A RimWorld of Magic
Post by: TheJinx on December 05, 2018, 07:41:31 AM
While this is fairly thorough and well thought out a lot of these seem very op considering that you'd be able to make as much gold as you want simply by turning stone into steel then transfer it into gold also making deep water sounds like a horrible idea since you'd just be able to block off entire portions of the map.
In regards to the witch a lot of those spells effect large amount of enemy pawns and can mostly stop entire raids
So I think there would need to be more expensive prices for the spells for for there to be more downsides than this simply because it seems to viable for any situation and takes out needing to use some of current classes ie. Summoner,Arcane mage,Geomancer, and using classes for some of the buffs they over ie. AMP while fighter classes and msge with strong offensive options oldefensive options remain somewhat on par simply because there moved will be more consistent up until a point where an alchemist/witch would be able to stop most negative events from happening.
Title: Re: [1.0] A RimWorld of Magic
Post by: TheJinx on December 05, 2018, 07:47:46 AM
Chronomancer just seems completely underwhelming and there's a lot more interesting things you could do with that idea but I do like the idea of that random hastening/slowing thing they do all other abilities just don't seem right to me in comparison to the alchemists/witch and most other mages and fighter
Title: Re: [1.0] A RimWorld of Magic
Post by: TheJinx on December 05, 2018, 07:50:51 AM
Sorry for my spelling typed this all on my phone and my brightness is allbthe way down.
Title: Re: [1.0] A RimWorld of Magic
Post by: Holvr on December 05, 2018, 08:33:26 AM
Thanks for your input, TheJinx!

Going point by point:

- Transfiguration: I know that having gold "readily" is OP at a glance. The thing is - it all boils down to balancing it against other methods of aquiring gold and other resources. It's meant to be balanced against the market value and alchemist's skills, so in general it's like buying gold, but without having to have the actual merchant at hand. You still pay for it, though, and it should take an obnoxious amount of time.

- Deep water: As far as I'm aware, pawns can swim now, can't they? It just slows them down considerably, so you couldn't prevent movement. If I'm mistaken, however, and the deep water completely prevents movement, then you're right and it'd be OP, indeed.

- Witch's rites are supposed to be powerful, hence the drawbacks and possible backfire. Yes, you can stop a raid (you'd still have to deal with it for a moment beforehand, since the Rites are supposed to take a considerable amount of time to complete. It's not "click a button and cast instantly". And the witch herself pays for it by not having powerful instant spells like other mages - she's more of a "stay-at-home" caster.

Furthermore - all the abilities are proposed as more of a guide towards the vision and "feel" of the class. I don't expect Torann to implement it unchanged, if at all.

- And as for the Chronomancer: Yes, he'd be on somewhat weaker (offensively) side of the wizard bunch, but would definitely have some utility and would fill a specific niche. I admit, however, that the class was specifically thought out for the Commitment Mode (no saving/loading) as the means to grant the players a limited tool to repair their mistakes (saving a colonist who was in a wrong place at a wrong time, or possibly saving the whole colony with an ultimate).

And thank you again for your thoughts. Much appreciated!
Title: Re: [1.0] A RimWorld of Magic
Post by: TheJinx on December 05, 2018, 10:13:45 AM
You're welcome and in regards to the trandmogify so was talking more in regards to being able to turn stone blocks into steel and then turning the steel would be op but in hindsight if it was tuned correctly you'd technically have a almost infinite supply of gold but taking the fact that it would be a lengthy process and might not actually give THAT much gold it'd probably be fine
Title: Re: [1.0] A RimWorld of Magic
Post by: Skeletti on December 06, 2018, 01:22:04 AM
Quote from: TheJinx on December 04, 2018, 01:43:51 PM
Like the idea of some msgic furniture but I feel like another box would be a bit overkill especially for those who already run 20 other mods with UI

Yes okay, I didn't think about that (and that's exactly the problem I have myself :D) But I'm really missing something with an overview for the classes, properties or skill points.
On the other hand, not everyone plays with xy additional mods, which would probably be practical for them. Maybe it can be arranged that you can activate or deactivate this button in the UI simply in the Mod Settings?

Quote from: henk on December 04, 2018, 03:25:40 PM
Why not magic recreation then? Magic chess for wizards only!

and that might even LOWLY increase or consume the mana.

Reason: Magic games also need mana if they will run magically. Games that focus more on concentration would be a kind of meditation and you would regenerate mana faster.

EDIT: another idea: magical events, or better yet accidents...

let's take necromancers, why not a necromancer or Lich who attacks the base and leads a horde of undead humanoids or animals?
or a crazy summoner raiding the base with his summoned creatures?
element magicians, e.g. a cult fire magician attacking the base, just with just fire magicians and the like
Title: Re: [1.0] A RimWorld of Magic
Post by: Canute on December 06, 2018, 03:21:08 AM
Skeletti,
you can use
Jernfalk's Skeletal Legion Mod
https://ludeon.com/forums/index.php?topic=46598.0
for that, so far i remember Torann allready patched the mod so necromancer or Lich's can appear with these skeletons.

QuoteReason: Magic games also need mana if they will run magically. Games that focus more on concentration would be a kind of meditation and you would regenerate mana faster.
When pawns are doing recreation they have time and don't need mana.
So why not recreation games that need mana and since any mana use give XP too, they gain some extra XP too.
Ofcouse a medition pillar to relax and regain some mana wouldn't hurt either.

Title: Re: [1.0] A RimWorld of Magic
Post by: Skeletti on December 06, 2018, 04:14:32 AM
Quote from: Canute on December 06, 2018, 03:21:08 AM
Skeletti,
you can use
Jernfalk's Skeletal Legion Mod
https://ludeon.com/forums/index.php?topic=46598.0
for that, so far i remember Torann allready patched the mod so necromancer or Lich's can appear with these skeletons.

oha, thanks, I really didn't see that. :D

Quote
QuoteReason: Magic games also need mana if they will run magically. Games that focus more on concentration would be a kind of meditation and you would regenerate mana faster.
When pawns are doing recreation they have time and don't need mana.
So why not recreation games that need mana and since any mana use give XP too, they gain some extra XP too.
Ofcouse a medition pillar to relax and regain some mana wouldn't hurt either.

yes, that would also be an idea, but wouldn't you be inundated with a lot of xp basically (i.e. unbalanced)?
the pillar, on the other hand, would of course also be an idea.
Title: Re: [1.0] A RimWorld of Magic
Post by: Canute on December 06, 2018, 05:33:25 AM
So long you can't force pawn's to use them i don't see a danger at this.
They will use different recretion all the time.
How often did you let your lower mages cast random spell to gain faster XP special when they got full mana ?
Ok since toran intruce the mentor system it is easyer once you got higher level mages.
Title: Re: [1.0] A RimWorld of Magic
Post by: MemoriMento on December 07, 2018, 05:31:30 PM
Hi, Faceless class is little bugged
Possess, points invested in Mind Maze increases Synchronization.
Possessing your prisoner will make him enemy after time runs out.
Possessed alied pawn will destroy items used to install bionic part if time runs out and operation isn't finished.
Skill copied by mimic is lost after loading a save.

Also, can you add a way to force pawn to enter magic transport pod? Eating a meal have higher priority, even when everyone else is packed up and pod is going to explode in few seconds...
Title: Re: [1.0] A RimWorld of Magic
Post by: Jan2607 on December 14, 2018, 01:44:54 PM
I got this error log: https://git.io/fpbsG

Is it a bug with arcane folk quests? I wondered, why I don't get any of them. When I try to contact the faction, the faction leader is unavailable.
Title: Re: [1.0] A RimWorld of Magic
Post by: TheJinx on December 14, 2018, 02:53:46 PM
Don't know anything about that actually...could be an unfinshed feature or just for gameplay reasons
Title: Re: [1.0] A RimWorld of Magic
Post by: Holvr on December 15, 2018, 08:52:16 PM
I've got a bigger suggestion that I'd like to discuss with the community, so in order not to spam this thread, I've made a separate one: https://ludeon.com/forums/index.php?topic=47441.0
Title: Re: [1.0] A RimWorld of Magic
Post by: Torann on December 16, 2018, 11:35:26 PM
Update v2.3.1.0

--See mod discord announcements for full details! - https://discord.gg/4yUHMkk --
Title: Re: [1.0] A RimWorld of Magic
Post by: Holvr on December 19, 2018, 07:37:52 PM
So far I've been sticking to magic classes, so let's approach a stamina one, for a change!
This one is an RPG classic, a good old:

Rogue

Briefing: Rogues are meant to provide some unseen before utility, while having some combat function, though mostly through dirty fighting, rather than an actual prowess. Their abilities are meant to each provide multiple functions, to create a versatile, yet not overpowered class.

Passives: Bonuses to dodge and movement speed. If even possible to implement, a bonus damage with knives, daggers etc. (dunno if via hardcoding anything with "knife" or "dagger" in the name, or via adding a special menu in mod options to set what counts as a knife).

Abilities:

Hide: A visible rogue is a bad rogue, and so this is a baseline ability. It has both passive and active effects:
- Passive: The more trained the hide is, the less "attractive" the rogue is to their enemies. In short: If hostile AI has more than one targets to choose from, they're likely not to choose the rogue. Additionally, when the rogue is travelling in a caravan, their visibility is much lower than usual, and almost nonexistent when a rogue is the sole member of said caravan.
- Active (costs stamina, has cooldown): When targeted, the rogue is able to drop the aggro and force their pursuers to re-focus on a new target. In order to do that, however, the rogue MUST break a direct line of sight (so run around a corner and then use the ability, don't try it in an open field). Optionally, at the maximum level of this skill's training, the rogue can drop aggro without breaking line of sight, but I'd be careful with taking that route to avoid it being OP.

Training:

- Inconspicuous 0-3 lvls:
  0) If an enemy targets the rogue, they have 50% chance to re-roll target once. -20% caravan visibility.
  1) If an enemy targets the rogue, they have 65% chance to re-roll target once. -25% caravan visibility.
  2) If an enemy targets the rogue, they have 80% chance to re-roll target once. -30% caravan visibility.
  3) If an enemy targets the rogue, they have 95% chance to re-roll target once. -35% caravan visibility.

- Disengage 0-3 lvls:
  0) Active ability cooldown at [X]
  1) Active ability cooldown -10%
  2) Active ability cooldown -20%
  3) Active ability cooldown -30%

- Vanish 0-2 lvls:
  0) N/A
  1) After using active ability, the rogue can't be targeted by anything for 1 second.
  2) After using active ability, the rogue can't be targeted by anything for 2 seconds.


Sneak Attack: Rogues do it from behindtm A passive boost to damage (both melee and ranged) against a creature that is not actively targetting the rogue.

Training:

- Flanking 0-3 lvls:
  0) N/A
  1) +25% melee dmg against creatures actively attacking another target. +10% ranged dmg.
  2) +50% melee dmg against creatures actively attacking another target. +20% ranged dmg.
  3) +75% melee dmg against creatures actively attacking another target. +30% ranged dmg.
(Comment: Huge leaning towards melee, so that there's high-risk high-reward in play.)

- Dirty Fighting 0-3 lvls: When cornered, rogues do anything to gain advantage. Enables "special moves". The moves aren't active abilities, instead, the rogue has a chance to do on their own.
  0) N/A
  1) Enables "sand toss" that very briefly stuns the enemy, and worsens their sight for a few seconds. Melee only.
  2) Enables "hamstring" that slows the enemy for a few seconds.
  3) Enables "cheap shot" that makes a second attack instantly, disregarding weapon cooldown. Happens more scarcely than the previous two, due to its DPS potential.



Thievery: The fuel in the tank, and the ultimate goal of being a rogue. Stealing!
It's an active ability that can be used either on the colony map, against traders and guests, or on a caravan map, against settlements.

- Colony: When used on traders, guests, or their pack animals, has a chance of stealing stuff from their inventory. Depending on implementation, it could either be random, or there could be a pop-up menu, similar to the trading one, that allows the player to choose what to steal, and possible a % chance of success.
If caught, the target's faction goodwill will drop a fair bit (that's a given), and there's a chance that the target will leave immediately, or a smaller chance that they'll demand a recompense in silver, otherwise attacking (mostly traders, since caravans usually well armed, while visitors not so much, so they should stick to being upset and leaving).

- Caravan: While a rogue is in a caravan (or rather: a sole member of a caravan, or in a caravan comprised of only the rogues) they gain a new option when right-clicking settlements: "Steal from". They'll stay at the settlement for a few hours, and generate some silver and other loot. This won't spawn the encounter map etc. instead just simulating the rogue "going around and stealing", calculating the outcome on the rogue's level.
If caught, the faction's goodwill will drop (obviously), and the rogue has a chance to escape nonetheles or be captured, in which case the faction will demand a ransom (friendly and neutral factions lean towards this) or be attacked (hostile factions lean towards this). Being attacked generates an encounter (so goodluck if your rogue is alone vs a whole village), while a ransom demand will only return your rogue (most likely partially robbed, depending on the remaining goodwill) when paid, or you could storm the settlement and free the rogue by force.

Training:

- Pickpocket 0-3 lvls: Increases the chance of successful stealing, both in-colony and while caravaneering.
  0) N/A
  1) Increases the chance of success by 10%
  2) Increases the chance of success by 20%
  3) Increases the chance of success by 30%

- Burglar 0-3 lvls: While stealing from settlements, the rogue moves from simple pickpocketing to burglary, getting into houses and stockpiles, thus unlocking new loot.
  0) Steals only silver.
  1) Can also steal gold and jade.
  2) Can also steal clothing, weapons and drugs.
  3) Can also steal valuables, like prosthetics, implants, scrolls/tomes etc.
(Note: Loot should depend on the faction type. Tribes will only have crap, pirates mostly weapons and drugs, industrials will have everything, and arcane folk will have mostly jade and magic items and scrolls, tomes etc.)

- Innocent 0-2 lvls: Based heavily on rogue's social skill. Reduces the severity of the punishment the rogue gets when they're caught.
  0) N/A
  1) Reduces the chance of the rogue being attacked.
  2) Almost eliminates the chance of the rogue being attacked, and slightly reduces the faction goodwill loss.

Other stamina classes have more skills, usually, but since the above three cover everything I want to propose for this class, I leave the rest slots to fill as needed.

As a bonus thought: When a rogue pawn comes over as a guest or in caravan, they can steal from you, so watch out!
Title: Re: [1.0] A RimWorld of Magic
Post by: Areskiko on December 20, 2018, 04:12:50 AM
@Torann

First I'd just like to say that i really like the mod, especially the new blood mage, and the idea of not being able to preemptively store up a bunch of blood magic. It makes you use all of his abilities and think farther than the usual 'hit one button everything dies' that some of the other classes have.

That being said I think it takes a bit too much time for the blood mage to get going. By the time my B-mage is ready to use some of the damaging abilities my other colonists have already dealt with them, and if you get a group of melee raiders that rush you the mage doesn't have time to counter.

However, I can see a great potential for synergy. Yesterday I came up with the following idea: Using ignite blood creates a blood mist (kind of like the necromancers mist of torture) where if the b-mage either walks through it or uses blood for blood on a creature that is standing in the blood mist (or positioned so that the blood mist is in between the b-mage and creature) the blood for blood mist will collect the other blood mist to give it to the caster, but this additional blood mist wont heal, rather give blood power

This is just an idea, but the overarching problem with blood mage is that the powers take a lot of time to set up, and once you do you don't get enough in return (bear in mind that I haven't tried the blood moon yet). Alternatively you could just make blood sacrifice give way more blood power, but personally I think that the best thing is giving him a kit (set of powers) that build up each other.

cast blood sacrifice, use that power to create a giant blood mist through rend and ignite blood, then use blood for blood to collect all that power and finish it all of with blood moon.

The reason i think this would be better/worth it over other classes is that it gives the blood mage longevity, especially if the mist from ignite blood reduces the cool down of all abilities (or just the three required to get it working), so if the enemy is clumped up together a different class might be better, bu if you are under a long siege/besieging another base blood mage could keep fighting for much longer.

I think that classes that have powers that build on each other well (synergises) are vastly more fun than powers that might be really powerful, but are standalone. For reference see Garuda (basically blood mage) or Nidus (the king of synergy) from Warframe.

Once again, love the mod, it's one of the mods that never go off and i would be delighted if you took my text-wall into consideration. I would also be happy do discuss this issue further/ideas for improving other classes, I don't know how to mod rimworld (although i know programming) but I am happy to assist in any way i can
Title: Re: [1.0] A RimWorld of Magic
Post by: Gwaheer on December 21, 2018, 08:46:03 AM
Hey, Torann!

It's incredible, how huge this mod now. Great work.

I come back to Rimworld after long break and now amazed, how much you improved this mod.

I have some questions/suggestions about old classes:

First of all - Ranger:

1. Mines is still broken? After number of uses this skill does nothing. No mine spawned. Suggestion - change it to poison arrow spawning small gas cloud on hit.
2. Animal bond  - idea is great, but in actual gameplay, my poor pet inevitably suffer brain damage or other disabling injury, if I try to use it for combat. Suggestion  - make bond spell slowly healing permanent injuries.

Second one - Gladiator:

1. We really need this "+mental break threshold" for this class? For me it's deal breaker, as melee fighter Bladedancer is much stronger and don't have mental problems. Suggestion - remove threshold modifier and -psychic sensitivity modifier to balance it out.
2. Sprint skill generally available for all fighters, maybe add something unique? For example, Shield Wall ability, making Gladiator extremely durable but slow to move and attack for period of time?

Faceless - reversal ability. I need clarification. Faceless supposed to be invulnerable for melee and bullet projectiles for ability duration?  I asking, because an Scyther just ignored it and killed my pawn with two strikes right after ability activation. Other abilities great and funny.

About magicyte growing - great addition, maybe it's too easy now. All you need is one mage with Sun Light and Draw Heat spells to get unlimited supply in any environment. Funny thing, even light not needed, magic bushes grow from self-generated light, maybe this need fixing. I love ability to grow magic bushes in plant pots, make my colonies pretty to look at night.

About magic equipment - generally, I think, item prices is too high for bonuses they give and materials needed for production.

- Robes of Archmage adding 20 000 to colony wealth?  No, thank you.
- 0.2 kg gems of Insight 4000 each from 500 magicyte, which now growing on trees, selling for full price? Feels like cheating.
- ...

Not sure it need fixing / adjusting, I personally just stay away from items I feel unbalanced for using or trading.

One last question, in stockpile configuration I spotted some amulets/rings. How do I get em?

I enjoy your MOD very much, thanks for you work. I will come back with more feedback if you like to get it.

P.S. Sorry for my English, I hope your eyes will stop bleeding soon.
Title: Re: [1.0] A RimWorld of Magic
Post by: henk on December 21, 2018, 10:36:40 AM
Quote from: Gwaheer on December 21, 2018, 08:46:03 AM
It's incredible, how huge this mod now. Great work.
[...]
About magic equipment - generally, I think, item prices is too high for bonuses they give and materials needed for production.
Agreed on both counts. The mod is great, most prices are way too high. Also, using the non-renewable gold, jade and uranium for so many constructions is a pain in the posterior.

The druid regrowth sometimes fails to show up even if you have all the ingredients. Making another seed of regrowth doesn't seem to help, but destroying all the seeds and making another will usually fix the problem. The mentoring ability, on autocast, will still go on cooldown, use mana and give the user experience even if it finds no target.
Title: Re: [1.0] A RimWorld of Magic
Post by: Torann on December 21, 2018, 01:54:06 PM
Quote from: Holvr on December 19, 2018, 07:37:52 PM
- Caravan: While a rogue is in a caravan (or rather: a sole member of a caravan, or in a caravan comprised of only the rogues) they gain a new option when right-clicking settlements: "Steal from".
The Rogue class has been on my list of possible classes for a very long time, but never high on the list due to (my) a general lack of interest in its playstyle and abilities, especially within RimWorld, and how easy something like steal could be exploited.  The idea of adding in some additional caravan/world map options is a good idea and adds some weight to the class, so we'll see.

Quote from: Areskiko on December 20, 2018, 04:12:50 AM
This is just an idea, but the overarching problem with blood mage is that the powers take a lot of time to set up, and once you do you don't get enough in return
I've found a good strategy with BM is to activate blood sacrifice once or twice as soon as the raid event occurs to get the BM bleeding, and then they're usually at ~50-60 blood points once the fighting starts.  As long as a BM is bleeding, they generate bp, and they gain bp each tick based on the total amount they're bleeding. This strategy essentially starts a timer for the BM before they run out of blood (this i where blood for blood really helps), but it also allows them to gain bp without burning a huge amount of mana, in case they have an immediate need of it at a later point.  Investing in Pure Blood is also a good way to make management of blood points easier.

Quote from: Gwaheer on December 21, 2018, 08:46:03 AM
I have some questions/suggestions about old classes:
Great suggestions. Concerning the item values, was this since the last patch? - this was recently (last patch with blood mage + enchanter) reworked with the overall value of magicyte dropping and all items were priced based on resource value+craft time.  For example, the robes of the archmage, which was 20k, is now 6250.  All item values are consistent in their calculations, so if you think values are still too high, let me know.

As for the artifacts, those can be created by an enchanter.  More, craftable, artifacts to come in future updates.
Title: Re: [1.0] A RimWorld of Magic
Post by: Gwaheer on December 22, 2018, 06:58:04 AM
Yes, item prices look much more reasonable now, still expensive, but not insane anymore.

Title: Re: [1.0] A RimWorld of Magic
Post by: Nales on December 22, 2018, 01:29:29 PM
Blood Mage AI needs some work. I just had a group of traders that had a blood mage, and she repeatedly cut herself until she fell unconscious from blood loss. I rescued her, but now, well... the second she regains consciousness she cuts herself and instantly falls unconscious again. Not sure how I'm going to save her from her own stupidity! She's already lost an eye and got a scar on the other, maybe once she goes blind she'll come to her senses?
(Incidentally, she has the "Too smart" trait. Yeah, I guess her behavior is too smart for me to understand.)

Also, I'm using many other mods, but I don't think any of them is causing the issue.
Title: Re: [1.0] A RimWorld of Magic
Post by: Torann on December 22, 2018, 02:02:43 PM
Quote from: Nales on December 22, 2018, 01:29:29 PM
Blood Mage AI needs some work. I just had a group of traders that had a blood mage, and she repeatedly cut herself until she fell unconscious from blood loss. I rescued her, but now, well... the second she regains consciousness she cuts herself and instantly falls unconscious again. Not sure how I'm going to save her from her own stupidity! She's already lost an eye and got a scar on the other, maybe once she goes blind she'll come to her senses?
(Incidentally, she has the "Too smart" trait. Yeah, I guess her behavior is too smart for me to understand.)

Also, I'm using many other mods, but I don't think any of them is causing the issue.
Thought I had this one fixed, but not sure I had ever tested with the AI blood mage being a trader/neutral, only with raids.  Thanks for the report.
Title: Re: [1.0] A RimWorld of Magic
Post by: Holvr on December 24, 2018, 05:19:36 AM
Due to the absolute lack of community input in the Gods of the Rim suggestion, I've come up with something that could be more acceptable for majority of this mod's fans. As with the previous suggestion, I've made a separate thread to avoid spamming this one: https://ludeon.com/forums/index.php?topic=47576.0
Title: Re: [1.0] A RimWorld of Magic
Post by: Canute on December 24, 2018, 06:45:54 AM
Holvr,
maybe you should made first a basic mod to show people your idea's and skill's.
The other may give you comment's and suggestions.
Or do you hope some modder jump at your train to help you ?
I think even Torann who allready like your concept don't have the time for that.

Title: Re: [1.0] A RimWorld of Magic
Post by: Holvr on December 24, 2018, 10:53:40 AM
Quote from: Canute on December 24, 2018, 06:45:54 AM
Holvr,
maybe you should made first a basic mod to show people your idea's and skill's.
The other may give you comment's and suggestions.
Or do you hope some modder jump at your train to help you ?
I think even Torann who allready like your concept don't have the time for that.
I'm aware that his time is limited, don't worry :) And, please, don't perceive my suggestions as demands. I spitball the ideas not to force Torann, or anyone else, into manifesting them, but rather to give them ideas they might seek. If the idea bounces off and is left in the dirt - so be it, but if some of it sticks - great!

And in the first thread (Gods of the Rim), I've come clean to Torann, stating that one of the reasons I propose it to him (besides me genuinely liking his mod) is that I'm no modder whatsoever, and if he'd like the idea enough to implement it, it'd be great. So it's not a sneaky attempt to put someone else to work for me.
Title: Re: [1.0] A RimWorld of Magic
Post by: Canute on December 24, 2018, 12:12:35 PM
People have alot of idea.
But the problem are the skills to manifest these idea.
Your idea's arn't that easy to implement, just look at the Cult of chutulu mod. It require some good c# skills.
And people with these skill's are pretty rare.
So until you start to mod by yourself, i fear your idea's keep idea.
Title: Re: [1.0] A RimWorld of Magic
Post by: henk on December 24, 2018, 12:27:58 PM
I've got an idea regarding rogues and thievery.

They don't steal items from visitors and caravans, but they acquire "stolen items" instead, which don't take anything away from NPCs. Thieves also have a skill to call in a Black Market caravan, which will buy stolen items at a moderate price (price improved with skillups), buy a number of expensive and exotic items (poor prices until improved with skillups) and randomly has some rare items to sell.

That way, you get to play a rogue without risking breaking balance.
Title: Re: [1.0] A RimWorld of Magic
Post by: NatsuDragneell on December 28, 2018, 09:39:06 AM
firstly i would like to thank you for your hard work creating the best Rimworld mod ever.
secondly i have something for you, and it is Bug report!
I just got a legendary pawn, with three classes at the same time (i am not even mad, that's amazing)
i am using RJW's pregnancy
(http://www10.0zz0.com/2018/12/28/17/771256695.png)
Title: Re: [1.0] A RimWorld of Magic
Post by: Holvr on December 29, 2018, 06:57:34 PM
Quote from: NatsuDragneell on December 28, 2018, 09:39:06 AM
[url=https://www.0zz0.com][img]http://www10.0zz0.com/2018/12/28/17/771256695.png[/img][/url]

Is that URL there really necessary, hm? Nice way to redirect people who try to enlarge the image by clicking it.
Title: Re: [1.0] A RimWorld of Magic
Post by: NatsuDragneell on December 30, 2018, 05:52:40 AM
i don't use forums that often, so i don't really know how to post things, sorry for that
Title: Re: [1.0] A RimWorld of Magic
Post by: Holvr on December 30, 2018, 10:07:57 AM
A small idea. It might already very well be in the mod, but I haven't encountered it yet, so:

What about a magical version of drop-pod raids? Similar to elemental rifts showing up, there could be portals that'd open in the midst of your colony and spill raiders around (with a special condition that magical raids would ALWAYS have at least 1 mage with them to make sense of the portal).

It'd add a nice surprise party, as well as a way to keep the drop-pod raids in while going for low-tech playthroughs.
Title: Re: [1.0] A RimWorld of Magic
Post by: Torann on December 30, 2018, 11:57:40 AM
Quote from: Holvr on December 30, 2018, 10:07:57 AM
A small idea. It might already very well be in the mod, but I haven't encountered it yet, so:

What about a magical version of drop-pod raids? Similar to elemental rifts showing up, there could be portals that'd open in the midst of your colony and spill raiders around (with a special condition that magical raids would ALWAYS have at least 1 mage with them to make sense of the portal).

It'd add a nice surprise party, as well as a way to keep the drop-pod raids in while going for low-tech playthroughs.
I like the idea, I was thinking about adding something like this already.  It also gives me an excuse to rework the Arcanist 'teleport' spell to be less like a drop-pod and more like an actual, instant movement, teleport.

I wouldn't be changing drop pods or their events, just adding an additional, more fantasy based event. Drop pods themselves don't really make sense in a medieval/tribal playthrough so making another entry method that has some of the capabilities of a drop pod with a different graphic-set for magic would be pretty neat, and return some of the challenges/risks of enemies with that type of capability.
Title: Re: [1.0] A RimWorld of Magic
Post by: Canute on December 30, 2018, 01:24:54 PM
QuoteI like the idea, I was thinking about adding something like this already.  It also gives me an excuse to rework the Arcanist 'teleport' spell to be less like a drop-pod and more like an actual, instant movement, teleport.
About time ! It is still the best transport system together with the Cargo Pod transporter, but the drop pod loading and launch, with the explosion is a bit annoying.

Instead to load the pod, just anything around the caster get teleported.
Lvl 1 = 1 tile around (9 tiles), lvl 2 = 2 tile around (25 tiles), lvl 3 = 3 tile around (49 tiles).
Ok, mods like StackXXL would drastic extend the transport capacity with that system.
But at this way, there isn't any time pressure anymore to loadup the pod before it explode.

Edit:
I just capture an Enchanter.
Once he wake up as prisoner, he tryed to enchant, ofcouse it don't work since he don't own a weapon maymore.


Title: Re: [1.0] A RimWorld of Magic
Post by: Nales on January 03, 2019, 07:44:14 AM
I really like this mod, but I'm having a very hard time actually getting a balanced challenge with it, even when tinkering with the options.

- Mana Shield basically removes any risk as long as your mages keep some reserves of mana (and aren't utterly suicidal).
Suggestion: change it to absorb only a certain % of incoming damage (50% at most), and nerf the ratio to about 2 mana for 1 damage.

- Stoneskin is causing the same issue, especially when using multiple Geomancers.
Suggestion: Change its mechanics so that it works similarly to shield belts, absorbing a very low amount of damage (10 +2 per talent level?) and automatically regenerating over time. And possibly absorbing only part of the damage (like the Mana Shield suggestion)

- Shadow (Arcane Mage spell) gives an insanely strong buff, considering it can be permanently active. The mood penalty is a trivial issue that's easily counterbalanced by pomana fruit, syrrium, or just the bonus from gaining levels.

- Also about Arcane Mages, upgraded Teleport basically removes any need to actually move on the world map. I don't really mind the spell itself, but it shouldn't completely replace caravanning.
Suggestion: increase the cooldown to an extremely high value (1 real-time hour?), with a class talent to reduce it a bit. Also maybe increase the mana cost. The same should probably be done with the ultimate spell, Gateway.

- Pawn value not taking magical / physical traits into account. If all my colonists are level 50 mages or fighters, they should have higher expectations (due to all the quality of life skills), and raids should be much harder.
Suggestion: add a significant value bonus to pawns that have mage or fighter abilities (not including magically gifted / physically apt). Maybe 2000 + 50 per level?

- The previous point should be countered by enemies using spells, but in my experience they hardly ever use them, even with the "hard AI" option checked and a high "mage commonality". In my 2-years playthrough, I only saw them use spells a handful of times.
Actually, I would suggest overhauling the "all enemies can cast spells too" system so that only arcane factions can use spells. This would also diversify raids: tribals would have better numbers, outlanders would have high-tech gear, and arcane raiders would have spells and physical abilities.
In that case I would also suggest adding a "permanently hostile" arcane faction.

- Mechanoids and manhunter packs cannot use spells or physical abilities, making them too weak against a magic-capable colony. Could be solved by increasing pawn value based on their magic / physical traits, so that raid points are increased.

- Magicyte being farmable through planting makes it too easy to farm, especially since it's a bush that regrows by itself. I mean, I don't want all my colonists to be able to learn all of their spells on the first year. It also makes mining really slow at obtaining magicyte.
Suggestion: don't restrict or nerf the amount of magicyte from the plant, but add a drawback based on how many bushes you have on the map. My idea would be a new kind of raid events, where specific creatures (attracted to the plants) attack your colony and / or try to eat the plants. Raid points for this event would be determined by the amount of this plant you have on the map, rather than by wealth.
Basically, you can grow as much of the plant as you want, but you have to be ready for the consequences. This would also smooth out progression, as you'd have to limit the amount of plant grown at first, and gradually increase it as you get better defenses and spells... instead of planting 1000 cells on the first year to quickly craft the best stuff.

- Similarly, Pomana fruits are just too good. Eaten instantly, fills entire recreation bar, +4 mood with a global learning buff? Sure, the plant's yield isn't very efficient (although being a bush kinda counteracts the low efficiency) but again, you can plant as many as you like.
Suggestion: going with the above suggestion, make Pomanasyrrium plants also contribute in attracting magic monsters, so that you have to limit how many you plant (and find a balance between pomana fruits and magicyte).
Also, perhaps a bug : pomana fruits seem to be found an "undesirable" food by colonists, as they'll wait until they're really hungry to eat some.

- About gear, I would suggest drastically reducing the costs, market value, and bonuses of the high-end stuff like Robes of the Archmage. In my opinion it's just too out of line with vanilla gear. Reducing magicyte farmability would also make this a logical step.
One particular thing of note: Armor of the Valiant. It's "only" worth 2400$, even when made from Plasteel, protects extremely well, and only covers the Outer part, allowing to use Flak Vests or something in addition. (Also, is it really intended to require 500 gold? This alone is worth more than 2400$. Maybe a bug due to gold and silver amounts being multiplied by 10 when crafting?)
Finally, is it intended that the stuff I craft at the arcane forge is consistently Masterwork or Legendary? My crafters don't even have a very high crafting or intellectual skill. This makes plasteel-made Armor of the Valiant even stronger! (hello 200% armor on nearly the entire body)

- Gems not increasing the value of items is also an issue. Why craft the super-high-value Robes of the Archmage when you can just enchant an armor with a Major Gem of Wonder and get basically the same things without increasing your wealth, with actual armor as a bonus?

- Some items make it too easy to get money. Mana potions in particular are worth a ridiculous amount (with no selling penalty), considering how cheap and quick they are to make. Even if magicyte becomes less farmable, just 8 magicyte yields 2 mana potions, each being worth about 200$.
Suggestion: Reduce the market value of mana potions, and / or give them a selling penalty. There may be other items that are similarly too easy to farm.

Well that was a lot of stuff... again, this mod is fantastic and so much fun, it's just that I can't find a way to play a balanced game when I'm using it.
Title: Re: [1.0] A RimWorld of Magic
Post by: Canute on January 03, 2019, 10:08:18 AM
Nales,
that is a problem of nearly any mod.
A mod that add new superior weapons, maybe some raider use them but mosttimes not that quality like your pawn's use.
Ok, the balancing of this mod is even worser, because you can take more advance of the new skills then any AI would do.


@Torann,
can it be that you forget a jobdriver for cooking at the Magical heater ?
I could add a bill for simple meal's but noone want to do it.
And i can't select a cook, just "Any worker".

Title: Re: [1.0] A RimWorld of Magic
Post by: TheJinx on January 03, 2019, 01:48:55 PM
Well consider the usage of manaweave on things like robes of the archmage and the bonuses from it usually outweigh just enchanting some armour not to mention it also increases your pawns movement speed while armour decreases it. Also I feel that this mod offers you a lot of control in regards to balance I feel like downloading mods like more powerful faction bases or stronger raiders would help somewhat but I also have to add that the Arcane Fold faction isn't completely fleshed out and I like some of your suggestions in regards to the AI usage of fighter skills and magic
Title: Re: [1.0] A RimWorld of Magic
Post by: Gwaheer on January 04, 2019, 05:13:04 AM
Quote from: Nales on January 03, 2019, 07:44:14 AM
I really like this mod, but I'm having a very hard time actually getting a balanced challenge with it, even when tinkering with the options.

Only way to get balanced experience is your own house rules. Lately, I'm, for example:

1. Not farm magicyte anymore, so I must be really picky with my crafting options. This is solving all problems with overpowered equipment.
2. Don't use teleport spell at all, because it completely remove all risks related to traveling
3. Don't use more than 1 of the kind of mages / fighters in my colonies. I prefer utility mages, my favorite is druid.
4. Stay away from trading things I feel unbalanced... On this front balance is much better after one of the last updates.
Title: Re: [1.0] A RimWorld of Magic
Post by: Jan2607 on January 04, 2019, 04:10:31 PM
Torann, a few updates ago you lowered the ingredient requirements for mana potions (no Go Juice) so we can craft the potions early game. Why did you change it back to Go Juice as ingredient?
These potions are really helpful to survive mana drain events in early game.
Title: Re: [1.0] A RimWorld of Magic
Post by: Torann on January 04, 2019, 05:10:38 PM
Quote from: Jan2607 on January 04, 2019, 04:10:31 PM
Torann, a few updates ago you lowered the ingredient requirements for mana potions (no Go Juice) so we can craft the potions early game. Why did you change it back to Go Juice as ingredient?
I didn't, there are 2 recipe's.  One is made at the gemcrafting table with smokeleaf, psychoid leaves, and magicyte and the other is made at the drug lab with smokeleaf, psychoid leaf and go juice.
Title: Re: [1.0] A RimWorld of Magic
Post by: Jan2607 on January 04, 2019, 05:18:41 PM
Oh yeah, I found it. Must have overseen it.
Title: Re: [1.0] A RimWorld of Magic
Post by: Torann on January 05, 2019, 05:03:56 PM
Updated to v2.3.3.0

Title: Re: [1.0] A RimWorld of Magic
Post by: Paisdabr on January 05, 2019, 09:30:45 PM
I found a bug where when you use a soul orb to steal an ability (mage/fighter), the pawn who got the ability cant interact with objects anymore (like haul objects or equip new weapons)
Title: Re: [1.0] A RimWorld of Magic
Post by: Jan2607 on January 06, 2019, 07:25:32 AM
For some reason, Steam doesn't want to update the mod. I'm still on the old version. I tried it with closing the game, restarting Steam, unsubscribing the mod. Nothing worked.
Title: Re: [1.0] A RimWorld of Magic
Post by: Canute on January 07, 2019, 03:21:44 AM
Torann,
i got an idea about the magical heater and cooking.
Currently you can cook at the heater, which might be useful as mobile cooking for caravan too.
But it is hard to implement that the magical heater would work as fuel source for campfirel/Fueled stoves ?
So when the heater is next to them, they don't consume any fuel ?
Similar to the Cooking tools from Vegetable garden but give negative fuel consumation.
Hmm does that require a modcheck patch, so it worked for all VG cooking facilities too ?

I think that would be very handy on colder biome's on medivial playthrough.
Title: Re: [1.0] A RimWorld of Magic
Post by: Torann on January 07, 2019, 12:35:54 PM
Quote from: Canute on January 07, 2019, 03:21:44 AM
Torann,
i got an idea about the magical heater and cooking.
Currently you can cook at the heater, which might be useful as mobile cooking for caravan too.
But it is hard to implement that the magical heater would work as fuel source for campfirel/Fueled stoves ?
So when the heater is next to them, they don't consume any fuel ?
Similar to the Cooking tools from Vegetable garden but give negative fuel consumation.
Hmm does that require a modcheck patch, so it worked for all VG cooking facilities too ?

I think that would be very handy on colder biome's on medivial playthrough.
That might make the heater a bit too good, but maybe that can be something the power-node can do since it's pretty much useless on a tech-restricted game.
Title: Re: [1.0] A RimWorld of Magic
Post by: Canute on January 07, 2019, 01:30:47 PM
Power node hmm, from the logical side why should it prevent a fuel consumption.
Basicly the understanding about this would require the Electrity research ! :-)

But from the balancing, it is ok.
It is possible to restrict the link connections ? So people don't get the idea to build campfire's around the powernode and would geting a high/cheap heat source at this way.
Title: Re: [1.0] A RimWorld of Magic
Post by: Gwaheer on January 08, 2019, 05:12:03 AM
@Torann

Looks like you corrected gold and silver requirements for armors bit too much. 5 gold instead of 500, 20 silver instead of 2000, you sure it's correct?

nvm: All is right now, this multipliers make me confused.  Sorry.

Can you share, how much wealth lvl 50 mage and lvl 50 fighter adds to colony wealth for raid calculations?
Title: Re: [1.0] A RimWorld of Magic
Post by: QuarianRex on January 08, 2019, 07:32:35 AM
Quote from: Torann on November 29, 2018, 10:45:27 PM
Quote from: eksynn
question, is it possible to make it so you don't need to be in a class to learn other spells?
or at least make a trait that lets you learn any magic spell? like "attuned with the universal lay lines" or something
Maybe the class could have a mechanic that would learn/acquire random abilities and have ~5 abilities available at any given time and after a certain amount of time those abilities would cycle out for others.  I doubt this is what you're after though, since you wouldn't have control over which spells you had at any given time.

This actually seems really interesting to me.  What if you started with a random assortment of five spells from the various base class spells.  Whenever you spend a point on any of the upgrades for a spell then that spell would be locked in and wouldn't change.  If you wanted to change spells then you would have to initiate a mental break (include a button to do so), getting another random selection of starter spells in any unlocked spell slots. 

Members of this class would be denied access to any master spells, but would be able to learn any supplemental spells if they have points spent in a base spell for the appropriate class (eg. if he spent points learning Fireball then he would be able to read and learn Dry Ground). 

This would provide a fascinating grab-bag type character capable of sampling some of everything, but suffering long periods of insanity as he leaves his training up to chance and is forever denied the most powerful expressions of each school of magic.  Perhaps even call it a Thaumaturgic Cultist and fluff it as if he is communing with the very essence of magic/Elder Gods/whatever, desperately scraping together whatever scraps of enlightenment he can after gazing into abysses not meant for human eyes. 

Thoughts?
Title: Re: [1.0] A RimWorld of Magic
Post by: Canute on January 09, 2019, 02:50:20 AM
Torann,
with the v2.3.3.1 i am geting this 3 error when i want to spawn a caravan.
Error while generating pawn. Rethrowing. Exception: System.NullReferenceException: Object reference not set to an instance of an object
at TorannMagic.ModCheck.AlienHumanoidRaces.TryGetBackstory_DisallowedTrait (Verse.ThingDef,Verse.Pawn,string) <0x0013f>
at TorannMagic.HarmonyPatches/PawnGenerator_Patch.Postfix (Verse.Pawn) <0x021c5>
at (wrapper dynamic-method) Verse.PawnGenerator.GenerateTraits_Patch2 (Verse.Pawn,Verse.PawnGenerationRequest) <0x00b32>
at Verse.PawnGenerator.TryGenerateNewPawnInternal (Verse.PawnGenerationRequest&,string&,bool,bool) <0x0066d>
at Verse.PawnGenerator.GenerateNewPawnInternal (Verse.PawnGenerationRequest&) <0x003b0>
at Verse.PawnGenerator.GenerateOrRedressPawnInternal (Verse.PawnGenerationRequest) <0x007bb>
at (wrapper dynamic-method) Verse.PawnGenerator.GeneratePawn_Patch3 (Verse.PawnGenerationRequest) <0x000ca>

Verse.Log:Error(String, Boolean)
Verse.PawnGenerator:GeneratePawn_Patch3(PawnGenerationRequest)
RimWorld.PawnRelationWorker_Sibling:GenerateParent(Pawn, Pawn, Gender, PawnGenerationRequest, Boolean)
RimWorld.PawnRelationWorker_Sibling:CreateRelation(Pawn, Pawn, PawnGenerationRequest&)
Verse.PawnGenerator:GeneratePawnRelations_Patch1(Pawn, PawnGenerationRequest&)
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
AlienRace.HarmonyPatches:GenerateTraitsPrefix(Pawn, PawnGenerationRequest)
Verse.PawnGenerator:GenerateTraits_Patch2(Pawn, PawnGenerationRequest)
Verse.PawnGenerator:TryGenerateNewPawnInternal(PawnGenerationRequest&, String&, Boolean, Boolean)
Verse.PawnGenerator:GenerateNewPawnInternal(PawnGenerationRequest&)
Verse.PawnGenerator:GenerateOrRedressPawnInternal(PawnGenerationRequest)
Verse.PawnGenerator:GeneratePawn_Patch3(PawnGenerationRequest)
RimWorld.PawnGroupKindWorker_Trader:GenerateTrader(PawnGroupMakerParms, PawnGroupMaker, TraderKindDef)
RimWorld.PawnGroupKindWorker_Trader:GeneratePawns(PawnGroupMakerParms, PawnGroupMaker, List`1, Boolean)
RimWorld.PawnGroupKindWorker:GeneratePawns_Patch1(Object, PawnGroupMakerParms, PawnGroupMaker, Boolean)
RimWorld.PawnGroupMaker:GeneratePawns(PawnGroupMakerParms, Boolean)
RimWorld.<GeneratePawns>c__Iterator0:MoveNext()
System.Collections.Generic.List`1:AddEnumerable(IEnumerable`1)
System.Collections.Generic.List`1:.ctor(IEnumerable`1)
System.Linq.Enumerable:ToList(IEnumerable`1)
RimWorld.IncidentWorker_NeutralGroup:SpawnPawns(IncidentParms)
RimWorld.IncidentWorker_TraderCaravanArrival:TryExecuteWorker(IncidentParms)
RimWorld.IncidentWorker:TryExecute(IncidentParms)
Verse.<DoIncidentDebugAction>c__AnonStorey54:<>m__0()
Verse.Dialog_DebugOptionLister:DebugAction(String, Action)
Verse.Dialog_DebugOptionListLister:DoListingItems()
Verse.Dialog_OptionLister:DoWindowContents(Rect)
Verse.<WindowOnGUI>c__AnonStorey0:<>m__0(Int32)
UnityEngine.GUI:CallWindowDelegate(WindowFunction, Int32, Int32, GUISkin, Int32, Single, Single, GUIStyle)
Error while generating pawn. Rethrowing. Exception: System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation. ---> System.NullReferenceException: Object reference not set to an instance of an object
at TorannMagic.ModCheck.AlienHumanoidRaces.TryGetBackstory_DisallowedTrait (Verse.ThingDef,Verse.Pawn,string) <0x0013f>
at TorannMagic.HarmonyPatches/PawnGenerator_Patch.Postfix (Verse.Pawn) <0x021c5>
at (wrapper dynamic-method) Verse.PawnGenerator.GenerateTraits_Patch2 (Verse.Pawn,Verse.PawnGenerationRequest) <0x00b32>
at Verse.PawnGenerator.TryGenerateNewPawnInternal (Verse.PawnGenerationRequest&,string&,bool,bool) <0x0066d>
at Verse.PawnGenerator.GenerateNewPawnInternal (Verse.PawnGenerationRequest&) <0x003b0>
at Verse.PawnGenerator.GenerateOrRedressPawnInternal (Verse.PawnGenerationRequest) <0x007bb>
at (wrapper dynamic-method) Verse.PawnGenerator.GeneratePawn_Patch3 (Verse.PawnGenerationRequest) <0x000ca>

  --- End of inner exception stack trace ---
at System.Reflection.MonoMethod.Invoke (object,System.Reflection.BindingFlags,System.Reflection.Binder,object[],System.Globalization.CultureInfo) <0x0023b>
at System.Reflection.MethodBase.Invoke (object,object[]) <0x0002f>
at AlienRace.HarmonyPatches.GenerateTraitsPrefix (Verse.Pawn,Verse.PawnGenerationRequest) <0x0027b>
at (wrapper dynamic-method) Verse.PawnGenerator.GenerateTraits_Patch2 (Verse.Pawn,Verse.PawnGenerationRequest) <0x00081>
at Verse.PawnGenerator.TryGenerateNewPawnInternal (Verse.PawnGenerationRequest&,string&,bool,bool) <0x0066d>
at Verse.PawnGenerator.GenerateNewPawnInternal (Verse.PawnGenerationRequest&) <0x003b0>
at Verse.PawnGenerator.GenerateOrRedressPawnInternal (Verse.PawnGenerationRequest) <0x007bb>
at (wrapper dynamic-method) Verse.PawnGenerator.GeneratePawn_Patch3 (Verse.PawnGenerationRequest) <0x000ca>

Verse.Log:Error(String, Boolean)
Verse.PawnGenerator:GeneratePawn_Patch3(PawnGenerationRequest)
RimWorld.PawnGroupKindWorker_Trader:GenerateTrader(PawnGroupMakerParms, PawnGroupMaker, TraderKindDef)
RimWorld.PawnGroupKindWorker_Trader:GeneratePawns(PawnGroupMakerParms, PawnGroupMaker, List`1, Boolean)
RimWorld.PawnGroupKindWorker:GeneratePawns_Patch1(Object, PawnGroupMakerParms, PawnGroupMaker, Boolean)
RimWorld.PawnGroupMaker:GeneratePawns(PawnGroupMakerParms, Boolean)
RimWorld.<GeneratePawns>c__Iterator0:MoveNext()
System.Collections.Generic.List`1:AddEnumerable(IEnumerable`1)
System.Collections.Generic.List`1:.ctor(IEnumerable`1)
System.Linq.Enumerable:ToList(IEnumerable`1)
RimWorld.IncidentWorker_NeutralGroup:SpawnPawns(IncidentParms)
RimWorld.IncidentWorker_TraderCaravanArrival:TryExecuteWorker(IncidentParms)
RimWorld.IncidentWorker:TryExecute(IncidentParms)
Verse.<DoIncidentDebugAction>c__AnonStorey54:<>m__0()
Verse.Dialog_DebugOptionLister:DebugAction(String, Action)
Verse.Dialog_DebugOptionListLister:DoListingItems()
Verse.Dialog_OptionLister:DoWindowContents(Rect)
Verse.<WindowOnGUI>c__AnonStorey0:<>m__0(Int32)
UnityEngine.GUI:CallWindowDelegate(WindowFunction, Int32, Int32, GUISkin, Int32, Single, Single, GUIStyle)
Exception while generating pawn group: System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation. ---> System.NullReferenceException: Object reference not set to an instance of an object
at TorannMagic.ModCheck.AlienHumanoidRaces.TryGetBackstory_DisallowedTrait (Verse.ThingDef,Verse.Pawn,string) <0x0013f>
at TorannMagic.HarmonyPatches/PawnGenerator_Patch.Postfix (Verse.Pawn) <0x021c5>
at (wrapper dynamic-method) Verse.PawnGenerator.GenerateTraits_Patch2 (Verse.Pawn,Verse.PawnGenerationRequest) <0x00b32>
at Verse.PawnGenerator.TryGenerateNewPawnInternal (Verse.PawnGenerationRequest&,string&,bool,bool) <0x0066d>
at Verse.PawnGenerator.GenerateNewPawnInternal (Verse.PawnGenerationRequest&) <0x003b0>
at Verse.PawnGenerator.GenerateOrRedressPawnInternal (Verse.PawnGenerationRequest) <0x007bb>
at (wrapper dynamic-method) Verse.PawnGenerator.GeneratePawn_Patch3 (Verse.PawnGenerationRequest) <0x000ca>

  --- End of inner exception stack trace ---
at System.Reflection.MonoMethod.Invoke (object,System.Reflection.BindingFlags,System.Reflection.Binder,object[],System.Globalization.CultureInfo) <0x0023b>
at System.Reflection.MethodBase.Invoke (object,object[]) <0x0002f>
at AlienRace.HarmonyPatches.GenerateTraitsPrefix (Verse.Pawn,Verse.PawnGenerationRequest) <0x0027b>
at (wrapper dynamic-method) Verse.PawnGenerator.GenerateTraits_Patch2 (Verse.Pawn,Verse.PawnGenerationRequest) <0x00081>
at Verse.PawnGenerator.TryGenerateNewPawnInternal (Verse.PawnGenerationRequest&,string&,bool,bool) <0x0066d>
at Verse.PawnGenerator.GenerateNewPawnInternal (Verse.PawnGenerationRequest&) <0x003b0>
at Verse.PawnGenerator.GenerateOrRedressPawnInternal (Verse.PawnGenerationRequest) <0x007bb>
at (wrapper dynamic-method) Verse.PawnGenerator.GeneratePawn_Patch3 (Verse.PawnGenerationRequest) <0x000ca>

Verse.Log:Error(String, Boolean)
RimWorld.PawnGroupKindWorker:GeneratePawns_Patch1(Object, PawnGroupMakerParms, PawnGroupMaker, Boolean)
RimWorld.PawnGroupMaker:GeneratePawns(PawnGroupMakerParms, Boolean)
RimWorld.<GeneratePawns>c__Iterator0:MoveNext()
System.Collections.Generic.List`1:AddEnumerable(IEnumerable`1)
System.Collections.Generic.List`1:.ctor(IEnumerable`1)
System.Linq.Enumerable:ToList(IEnumerable`1)
RimWorld.IncidentWorker_NeutralGroup:SpawnPawns(IncidentParms)
RimWorld.IncidentWorker_TraderCaravanArrival:TryExecuteWorker(IncidentParms)
RimWorld.IncidentWorker:TryExecute(IncidentParms)
Verse.<DoIncidentDebugAction>c__AnonStorey54:<>m__0()
Verse.Dialog_DebugOptionLister:DebugAction(String, Action)
Verse.Dialog_DebugOptionListLister:DoListingItems()
Verse.Dialog_OptionLister:DoWindowContents(Rect)
Verse.<WindowOnGUI>c__AnonStorey0:<>m__0(Int32)
UnityEngine.GUI:CallWindowDelegate(WindowFunction, Int32, Int32, GUISkin, Int32, Single, Single, GUIStyle)

https://git.io/fhZOe
With v2.3.1.2.3 caravan's worked before. I update to v2.3.3.1 yesterday.
Yep, just tested it, reverted to v2.3.1.2.3. and the caravan spawning worked.

Title: Re: [1.0] A RimWorld of Magic
Post by: snowshoes1818 on January 09, 2019, 05:37:39 AM
Hi Torann. One qualm about the paracyte bush here. I've actually loved placing the bush all over my base not for the production of magicite but for the literally incredible look of the sprite. (I play on base builder and build myself little utopias, and your art here is pretty. <3)

Would it be at all feasible for you to introduce an entirely "sterile" strain of the plant that produces NO magicite and requires no leech?

Thank you for the consideration. 
Title: Re: [1.0] A RimWorld of Magic
Post by: Dijkstra on January 09, 2019, 09:33:43 PM
This mod made my game crash for some odd reason. I dont know what the problem is and i would really like to use this mod. Has this issue happened to anyone else and is there a way to fix it?
Title: Re: [1.0] A RimWorld of Magic
Post by: Canute on January 10, 2019, 03:30:02 AM
Dijkstra,
you know that mod need jecstools ? But even without that mod it shouldn't crash.
Could you post the logfile after a crash happen ? How to locate the logfile you can read at
https://ludeon.com/forums/index.php?topic=513.0
Press Reply first, then you got the option to attach file's to your answer.
At at last, do you use the 32 or 64 bit version. If you use the 32 bit version i think Rimworld may run out of memory.
Title: Re: [1.0] A RimWorld of Magic
Post by: Dijkstra on January 10, 2019, 06:51:26 AM
Quote from: Canute on January 10, 2019, 03:30:02 AM
Dijkstra,
you know that mod need jecstools ? But even without that mod it shouldn't crash.
Could you post the logfile after a crash happen ? How to locate the logfile you can read at
https://ludeon.com/forums/index.php?topic=513.0
Press Reply first, then you got the option to attach file's to your answer.
At at last, do you use the 32 or 64 bit version. If you use the 32 bit version i think Rimworld may run out of memory.

I have the 64bit version and i do have jectools loaded before it. when i first installed it it showed some errors but after reinstalling it it was all ok. i even started a game with it and everything was alright. then somehow the game broke and as i said before it even got to the main menu (near the end of initializing) i got a "game crahed".

[attachment deleted due to age]
Title: Re: [1.0] A RimWorld of Magic
Post by: notfood on January 10, 2019, 06:56:48 AM
mono.dll caused an Access Violation (0xc0000005)
  in module mono.dll at 0033:92cd7997.

Error occurred at 2019-01-09_045412.
E:\Program Files (x86)\RimWorld.v1.0.2096\RimWorldWin64.exe, run by User.
87% memory in use.
8184 MB physical memory [1015 MB free].
16376 MB paging file [5413 MB free].
134217728 MB user address space [134209625 MB free].
Read from location 00000014 caused an access violation.


Either you ran out of memory or you got a bad sector in your memory stick.
Title: Re: [1.0] A RimWorld of Magic
Post by: Dijkstra on January 10, 2019, 07:00:32 AM
[quote
Either you ran out of memory or you got a bad sector in your memory stick.
[/quote]

is there a fix?
Title: Re: [1.0] A RimWorld of Magic
Post by: Canute on January 10, 2019, 07:50:30 AM
Before you investigate into the "out of memory" problem, does you encounter some other trouble like blue screen or crash randomly but often ?
If yes, then it is maybe a hardware issue.
but if not, ignore that at first.

You have ALOT of previous mod errors.
You should rebuild your modlist.
Deactivate all mods at first (beside hugslib,jecstools,modmanger,Alienrace).
Then reactivate them 5-10 at once, check if you got error's at the log.
Identify that mod and look for updates, ask at the mod discussion about it.
It is better not to use a mod that cause error's on Rimworld start, they raise the chance for a gamebreaking error later.
And you will bite yourself later when a colony isn't playable anymore.
Title: Re: [1.0] A RimWorld of Magic
Post by: Dijkstra on January 10, 2019, 07:57:15 AM
Right now i slowly going through all the errors. Ive redone the mod list and switched epoe with rahs. im trying to find a fix for the animal mods. animal mods always cause a problem. this mod was the biggest problem so i though i would report it. if there isnt a fix then i guess ill play it in the future.
Title: Re: [1.0] A RimWorld of Magic
Post by: Dijkstra on January 10, 2019, 08:10:10 AM
Quote from: Canute on January 10, 2019, 07:50:30 AM
Before you investigate into the "out of memory" problem, does you encounter some other trouble like blue screen or crash randomly but often ?
If yes, then it is maybe a hardware issue.
but if not, ignore that at first.

Oh and i forgot to say i dont get blue screens or anything like that
Title: Re: [1.0] A RimWorld of Magic
Post by: Canute on January 10, 2019, 09:06:15 AM
Then i think all these previous errors cause some internal memory problems at Rimworld/unity/mono.

Title: Re: [1.0] A RimWorld of Magic
Post by: Dijkstra on January 10, 2019, 09:16:34 AM
Alright thanks for the help. I have an error with (probably) dubs bad hygiene. I have the logs so i can send them if you want.
Title: Re: [1.0] A RimWorld of Magic
Post by: Canute on January 10, 2019, 10:22:17 AM
I use hygiene most of my playthrough too, and never got problems.
Maybe just should delete the mod folder, and unzip it again. Maybe old version files remain and cause trouble.
If you manualy install mod's you allways should delete the old folder and don't just overwrite it.
Title: Re: [1.0] A RimWorld of Magic
Post by: Dijkstra on January 10, 2019, 10:27:59 AM
I asked dub and he told me that the issue is with humanoid alien framework so i asked them in their discord.
Title: Re: [1.0] A RimWorld of Magic
Post by: Canute on January 11, 2019, 04:25:58 AM
The description of Enchant Weapon, you should write "Mellee weapon" instead weapon. Sure after the 1. try to enchant some range weapon you know it, but waste of the mana.

Transmutate don't work on stuff with fixed material, like thrumbo bow/axe. But i think they should, when the spell can't alter the material it should work as better mend spell and repair (depend on the 1.skill upto +50% HP).
And the transmute material selection is very curious too, turn a uranium plate armor into a golden one, from $1600 to $17000. But it never got anything better on steel equipment (Third age mod).
Similar to textiles. Looks like Chincilla fur is one of the end material for parka's (ok 72°C cold is pretty good). Serveral other material are some dead end's too (Linen cloth).
Maybe you can select the material on a succesful cast, and depend on caster level or a skill level the material get selected or instead use a random material.
And a material difficult too so it is harder to transmute into gold then into steel, maybe in relation at the material of the item, so it is easyer to transmute into gold from uranium/silver.

Material selection for resources would be nice too.

Enchanter Stone, since you only can have 1 stone each enchanter pretty useless IMO.

Btw. do you know the RPG style inventory mod ? These artifact don't get shown there, only at the list view. The mod auther said new slot should appear like his image show
(https://i.imgur.com/g2W7b4B.png)

Wand's don't count as range weapons, and can't be used as hunting weapons.
I still use the older version since the new one got a problem's with caravan spawns.

Don't you think the reward for Arcane bandit's are too much ? 10k+ while regular outpost task just give 2500-3500k.

Edit: i used Dub's skylight now and notice the earthen spite don't work below skylights. Anything around are Rich soil, but not the tiles under them.
Title: Re: [1.0] A RimWorld of Magic
Post by: Kelsin on January 12, 2019, 01:56:22 PM
Are some kind of terror-mage or plague-mage is planned or in-mod already? Because it's really missing and I can't find something like this?
Oh, and other thing - will be/is already there an artifact, which allows to reset physical/magical school? Because sometimes bad decision are made and... Well, sometimes it better begin from zero than continue with school, which with it's penalties aren't good for colonist.
Title: Re: [1.0] A RimWorld of Magic
Post by: Canute on January 13, 2019, 08:52:23 AM
Torann,
didn't you said you fixed the issue with the teleport pod and Thirg Age mod ?
Soon as the pod leave the map, all pawn's are gone and i am geting the msg. that the pawn's restricted to bill are no longer and the bill get reseted.
Not to speak about that the pod at the destination is empty.
Title: Re: [1.0] A RimWorld of Magic
Post by: Torann on January 13, 2019, 01:39:28 PM
Update v2.3.3.2

Title: Re: [1.0] A RimWorld of Magic
Post by: Torann on January 13, 2019, 01:43:11 PM
Quote from: Canute on January 13, 2019, 08:52:23 AM
Torann,
didn't you said you fixed the issue with the teleport pod and Thirg Age mod ?
Yes... it seemed to come up again in some instances a bit ago so I changed the patch type and priority, but last I tested it was working fine.

The bug with pawn generation/caravaning etc was a quick fix but I don't think I ever updated on modDB, but that fix is applied in the v2.3.3.2

Wands do count as ranged weapons, just not the fire wand since it can start fires and is an explosive weapon.
Title: Re: [1.0] A RimWorld of Magic
Post by: henk on January 13, 2019, 10:41:26 PM
Possible mod glitch or conflict? Updated to 2.3.3.2 (no other change), and some orders were disabled from the right click list (I noticed cleaning and administering drugs). Also, dead animals appeared with a red X in the pawns list, and the caravan's pawn list also listed animals. I downgraded to a previous version and those bugs were gone.
Title: Re: [1.0] A RimWorld of Magic
Post by: Canute on January 14, 2019, 11:54:43 AM
Update v2.3.3.2
- Caravan spawn ok
- Teleport pod ok

But when i want form a caravan or load a teleport pod, i got the animal's at the pawn and animal list. And geting these error
Exception ticking Muffalo447173 (at (23, 0, 84)): System.NullReferenceException: Object reference not set to an instance of an object
at PawnsAreCapable.HediffGiver_AssignedToArt.OnIntervalPassed (Verse.Pawn,Verse.Hediff) <0x0005f>
at Verse.Pawn_HealthTracker.HealthTick () <0x01426>
at (wrapper dynamic-method) Verse.Pawn.Tick_Patch1 (object) <0x00287>
at Verse.TickList.Tick () <0x00487>

Verse.Log:Error(String, Boolean)
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()

https://gist.github.com/HugsLibRecordKeeper/e2adc9fea16d69d76217ed29d7b3c876

Ok, animals are treaten like colonist. Mod's like Pawns are capable and While you are up, want to affect these animals but can't and produce errors.
Ofcouse the animals are paralysed by these error's and don't do anything.
Title: Re: [1.0] A RimWorld of Magic
Post by: Torann on January 14, 2019, 01:28:02 PM
Quote from: henk on January 13, 2019, 10:41:26 PM
Possible mod glitch or conflict? Updated to 2.3.3.2 (no other change), and some orders were disabled from the right click list (I noticed cleaning and administering drugs). Also, dead animals appeared with a red X in the pawns list, and the caravan's pawn list also listed animals. I downgraded to a previous version and those bugs were gone.
Both of these bugs were addressed in a hotfix about an hour after the initial release; delete the current folder and download the latest v2.3.3.2 for the fix. 
Title: Re: [1.0] A RimWorld of Magic
Post by: Canute on January 15, 2019, 02:39:16 AM
Yep, the latest file fixed the issues.
Title: Re: [1.0] A RimWorld of Magic
Post by: TheAzn123 on January 15, 2019, 04:04:10 AM
Hello! When will you update the main page release notes! I'm excited to try out the new updates, but getting a sense on what new classes are there and what they do will help me decide on which one I want to focus on. (Currently using blood mage.) On a side note, does that class/this mod have incompatibility issues with RimMagic Ascendant Vampires? Because I have both mods on right now and the blood mage is currently missing a mana bar or a blood bar. I'm not sure if that is intentional or not as the magic tab is blank unless I turn on god mod which is rather odd. Thank you for your hard work!
Title: Re: [1.0] A RimWorld of Magic
Post by: TheAzn123 on January 15, 2019, 04:14:19 AM
Alright. I figured out a solution. If you were to have the blood magic trait before taking the vampirism potion (either one), you will lose the ability to level up your skills after taking the potion. So it is better if you take the potion, then learn the trait.
Title: Re: [1.0] A RimWorld of Magic
Post by: Torann on January 15, 2019, 05:12:23 PM
Update v2.3.3.3
Title: Re: [1.0] A RimWorld of Magic
Post by: Beeday on January 18, 2019, 05:33:56 PM
Dear Torann

There seems to be a conflict with Combat Extended specifically by Engineer Weapon spell of Technomancer. See picture below.
Test was performed on a bolt-action rifle seen to the left. Test was performed with CE, with CE and CE guns with different order of CE and Rim of Magic and without CE. Last test was a success and a weapon was created.
Can you fix this, or you won't consider making it compatible with combat extended?

(https://i.imgur.com/6rLLBEz.png)
Title: Re: [1.0] A RimWorld of Magic
Post by: Jan2607 on January 19, 2019, 10:30:34 AM
I don't understand how to use the enchanter spells. I don't know, what I have to target to succesfully cast the Enchanter's stone spell. And when I used the Enchant weapon spell on a melee weapon or a pawn equipped with melee weapon, nothing happens.
Title: Re: [1.0] A RimWorld of Magic
Post by: Canute on January 19, 2019, 12:14:42 PM
Yeah the "Target other" confused me at first too. :-)
For Transmute and Enchanter stone you need to target resources or items.
What kind of resources depend how much points you put into the skills.

For Enchant weapon you need to target a pawn with a mellee weapon not the weapon.
The pawn got an enchantment buff. You need to repeat that if you want a different one.





[attachment deleted due to age]
Title: Re: [1.0] A RimWorld of Magic
Post by: Jan2607 on January 19, 2019, 12:40:09 PM
Oh, the pawn gets the buff, not the weapon? That explains it. Thank you :)

Is there any way to level fighters faster? My mages have very high levels (especially my summoner, since he can summons minions all the time), but my fighters can use their abilities only in combat so they don't level enough.
And because I have to be very unlucky, my fighter with the highest level dislikes all my other fighters so she can't mentor them :(
Title: Re: [1.0] A RimWorld of Magic
Post by: Canute on January 19, 2019, 02:31:17 PM
Mosttimes you can use serveral abilities even out of combat, but that depend on the class.
But it is still alot of micro.
Always on skills like Sprint,Gear repair don't give any extra XP, at last i didn't notice any.

Yeah the social status is a problem, noone like latest recruited pawn and everyone refuse to mentor him. And the one who recruited him was a fighter.



Title: Re: [1.0] A RimWorld of Magic
Post by: wrathofdog on January 20, 2019, 06:53:03 PM

Love this mod; really enjoying checking out all the new stuff since I last played RW.

Random thought:  Ranger's Calming Whisper skill seems like it may be bugged?  Having an active bond with an animal companion eats 30% of the ranger's stamina by default (so 30 out of 100 points, leaving a cap of 70), but Calming Whisper is supposed to decrease that by 15% each level; however, with 3 points in CW, my Ranger still has a max stamina of 70 while maintaining a bond with an animal.  Clearing his bond and making a new one doesn't refresh the cap.  And shouldn't 3 points at 15% each reduce the cost of the bond by 150%?  Maybe I'm not understanding the skill.
Title: Re: [1.0] A RimWorld of Magic
Post by: Canute on January 21, 2019, 04:03:49 AM
QuoteMaybe I'm not understanding the skill.
I think so.
It don't reduce the 30% maintaince cost.
It reduce the 60% cost to create a new bond.


@Torann
i notice the regrowth surgeries got shoulder and arm, basicly they are doing the same.
I don't got EPoE or RBSE active.
Title: Re: [1.0] A RimWorld of Magic
Post by: NatsuDragneell on January 21, 2019, 07:15:15 AM
hey guys, my greater minions stopped cleaning and just stand in their place unless they have something to haul, how can i fix this?
Title: Re: [1.0] A RimWorld of Magic
Post by: wrathofdog on January 21, 2019, 06:14:16 PM
Quote from: Canute on January 21, 2019, 04:03:49 AM
QuoteMaybe I'm not understanding the skill.
I think so.
It don't reduce the 30% maintaince cost.
It reduce the 60% cost to create a new bond.

Hmm, re-reading the skill, I think you're right.  Given how fast stamina regenerates and how rarely you need to replace an animal companion, I'm going to have to remember to max the bow skills first in the future. 
Title: Re: [1.0] A RimWorld of Magic
Post by: moonra on January 21, 2019, 08:28:50 PM
One of my pawns got polymorphed and now she has a sister by the same name and the game thinks I have her sister, so every time I load a save her worktab gets reset to default, her bonded animals get assigned to the sister, etc, I basically have to setup all her configurations every time I load a save. I don't see any errors related to that on the log when I load a save, though.
Title: Re: [1.0] A RimWorld of Magic
Post by: Holvr on January 22, 2019, 02:30:25 AM
Now that Combat Extended (https://ludeon.com/forums/index.php?topic=33461.msg451773#msg451773) is out for 1.0, how compatible is it with Rimworld of Magic?

I'm mainly concerned about how will it impact things related to ranged combat:
- Will Sniper/Ranger skills use ammo correctly or will they be essentially a "free shot"?
- How does it affect wands, staves, summoner's pylons and targeted spells? As far as I'm concerned, CE overhauls the entire ranged system, changing shots from %-based hit chance to actual projectiles that can miss, or even hit a non-intended target.

That'd require some patching, I assume?
Title: Re: [1.0] A RimWorld of Magic
Post by: Jan2607 on January 22, 2019, 10:03:26 AM
I don't think it is compatible, since CE changes a lot stuff regarding pawn damage and Rimworld of Magic adds a lot of new creatures.
But it would be really awesome to have a compatibility patch :)

Saebbi made a compatibility patch in the past, but it always had problems with the MAIs using the loadout not correctly. I don't know if he will work on the 1.0 version.
Title: Re: [1.0] A RimWorld of Magic
Post by: wrathofdog on January 22, 2019, 08:40:16 PM
So pirates dropped right in my tribal's longhouse, coming down on top of my elderly wisewoman as she was drying fruit at the stone oven.  She survived, and I'm currently sacrificing the pirates one by one to Tsathoggua, but her left eye was crushed by debris.  My druid just learned the spell to regrow limbs, but her regrown eye is milky (and makes her tired and hungry at 150% the normal rate).  Are all regrown eyes milky and horrible, or should I gouge it out and try again?

edit:  oh, it's hazy now, and no longer making her super hungry.  That's pretty cool.  Much more creative than just, boom, new eye. 
Title: Re: [1.0] A RimWorld of Magic
Post by: Canute on January 23, 2019, 03:32:19 AM
wrathofdog,
unlike bionic's the regrown part need to grow up (with increased speed) first.
Did you saw some movies when people got regrown mini hands/arms ? :-)
Once you did the operation, the part get replaced with a barly functional part which need to grow up (what why you got the high hunger).
The end process even  give you a better working part then before, similar to simple bionics.
Title: Re: [1.0] A RimWorld of Magic
Post by: Torann on January 23, 2019, 10:59:44 PM
Small update to v2.3.3.4 to fix some bugs and make some minor tweaks

Title: Re: [1.0] A RimWorld of Magic
Post by: wrathofdog on January 24, 2019, 01:49:00 AM
Quote from: Torann on January 23, 2019, 10:59:44 PM
Ranger "Calming Whisper" stamina reduction will now apply to the stamina upkeep cost as well as ability use

Yeah, that makes this skill a must-have.

My ranger is running around with a smilodon from the Megafauna mod, and I sacrificed a prisoner to the elder gods to augment it with eldritch DNA, plus it has the maximum ranger-bond boost.  I hope it never goes feral, because I don't think I'd be able to kill it.  Haven't had to make a new animal companion in ages.
Title: Re: [1.0] A RimWorld of Magic
Post by: SirDhyne on January 25, 2019, 11:31:09 PM
Mod is throwing up "file version unknown". Ignore me, just needed to update my RimWorld. Love the mod!
Title: Re: [1.0] A RimWorld of Magic
Post by: wrathofdog on January 26, 2019, 05:44:14 PM
Quick question if anyone knows:  do the psychic sensitivity traits have any impact on a mage pawn's abilities?  I thought I remember reading once that they made a difference, but I'm not sure.
Title: Re: [1.0] A RimWorld of Magic
Post by: henk on January 26, 2019, 05:45:34 PM
Physically adept pawns can only learn psionics if they're psychically something, or there's a psychic drone.
Title: Re: [1.0] A RimWorld of Magic
Post by: omatkoicorko on January 28, 2019, 05:39:55 AM
hi,

i can find how to upgrade rank of pawn, from lowest bladedancer (bladesman?) to legendary one... same for ranger... anyone?

regards
Title: Re: [1.0] A RimWorld of Magic
Post by: henk on January 28, 2019, 10:48:22 AM
Physical-type classes upgrade their classes by putting point in the first skill, which changes their class.
Title: Re: [1.0] A RimWorld of Magic
Post by: gsgabsdas on February 08, 2019, 11:25:54 AM
Is there a way to show the actual mana/stamina costs of abilities? This is my only complaint about this mod (first time using it, so I may be missing where the info is displayed). The only values I see are the base and adjusted mana/stamina costs when hovering. But it is very hard to know what that value actually is, especially once you have items that increase your maximum mana/stamina.



------



Also, I have a Hunter with maxed Animal Empathy/Calming Whispers/Augmented Bond, so it says I can bond with an animal of up to 100% wildness. However, when I try to use the "Animal Bond" ability on a Thrumbo (99% wildness I believe) it says that it fails with a -1.49999999%.

Why is that happening?

--- Edit --- Just tried taming a Dire Wolf (98% wildness) and it also failed to bond.
Title: Re: [1.0] A RimWorld of Magic
Post by: Canute on February 08, 2019, 01:00:49 PM
QuoteIs there a way to show the actual mana/stamina costs of abilities?

Base cost = cost without boni from skills or equipment
Adjusted cost = the current actual cost you need to use the ability.
Only the percent sign isn't accurate (anymore).
When it show base cost 60%, it mean 60 mana not 60% from your max. mana.
Title: Re: [1.0] A RimWorld of Magic
Post by: gsgabsdas on February 08, 2019, 01:39:30 PM
Oh okay, that makes sense! Thank you!
Title: Re: [1.0] A RimWorld of Magic
Post by: Mitz on February 09, 2019, 12:41:56 PM
hey, i love the mod, could it be possible to update the first page, or better, start a wiki?
you're missing a few classes, IE hemomancer, possibly enchanter.
a bit more description on how to give your pawns the magic would be great.
last thing for the mod itself: prioritize artifacts for the magic bandits, i refuse to get a bunch of drugs for payment.
thanks!
Title: Re: [1.0] A RimWorld of Magic
Post by: GRANDMASTER on February 10, 2019, 12:58:00 AM
It would be great to see some time manipulations (stop time or bullet time)

Maybe see a mage who can make people younger

Good luck in modifying.
Title: Re: [1.0] A RimWorld of Magic
Post by: Canute on February 10, 2019, 03:38:09 AM
Quote from: GRANDMASTER on February 10, 2019, 12:58:00 AM
Maybe see a mage who can make people younger
I don't think you realy want this.
When you made a pawn younger with time manipulation, you would revert his skills and memory too.
If you just want change the age and keep the skills, it is more holy magic.

I think the druid allready got enough tools to made old people agile again.

Title: Re: [1.0] A RimWorld of Magic
Post by: DragonsAngel on February 21, 2019, 04:08:27 PM
All my magical gifted pawns refuse to craft at the arcane forge and I have no idea why :(.
Title: Re: [1.0] A RimWorld of Magic
Post by: Canute on February 21, 2019, 04:14:39 PM
They need to have mana, and magical gifted don't have mana.
Title: Re: [1.0] A RimWorld of Magic
Post by: DragonsAngel on February 21, 2019, 07:32:11 PM
Sorry, I explained it wrong, I meant all my "mages" as in all the pawns that have a mana bar.
Title: Re: [1.0] A RimWorld of Magic
Post by: Jan2607 on February 21, 2019, 08:10:06 PM
Did you give them the job priority in the jobs tab?
Title: Re: [1.0] A RimWorld of Magic
Post by: DragonsAngel on February 21, 2019, 08:52:34 PM
Never mind, found the problem, can't believe i've played this game for this long and forgot both gold and silver are meant to be 10 times the ammount...
Title: Re: [1.0] A RimWorld of Magic
Post by: Jo The Veteran on February 23, 2019, 01:58:49 PM
Weird thing I noticed just now. I copied a spell using mimic with a faceless.
I got the polymorph spell from the other pawn.
Used it, and after it auto-expired, my faceless got a "polymorphed against will" debuff (bug 1).

Also the spell wasn't consumed after I used it (bug 2).
So now I have a spell in my faceless I can use at will.. well, after it recharges, at any time, using no resources at all, mana or stamina.

Other than that, that I don't consider all that problematic in the first place, I really love the mod.
Thank you for your time put in it.
Title: Re: [1.0] A RimWorld of Magic
Post by: rawrfisher on February 24, 2019, 08:26:31 PM
And this is when the lightning mage uses the lightning storm ability in my setup XD

Note: It struck a stack of mortar shells that were in the middle of the battlefeild

[attachment deleted due to age]
Title: Re: [1.0] A RimWorld of Magic
Post by: Canute on February 25, 2019, 02:56:11 AM
Did you discover just a new Master Spellw Mini-Nukes ? :-)
But didn't any stack of Mortar shells would cause such an explosion ?
The lighting was just the fuse.
Title: Re: [1.0] A RimWorld of Magic
Post by: Opi9038 on March 11, 2019, 03:41:33 PM
I REALLY like your mod! Thiere is one thing that i would love to see, and that is new combat class, some kind of chemist. I got this idea when i saw one mod with gas traps (maybe its even its name, i dont remember :v). He could have abilities such as straight gas grenade, that would act like a tear gas or sleeping gas, type of gas trap that upon activating would proc effect on person who activated it (again, sleeping gas for example) and maybe small radious of same gas on max lvl. Some type of stimulant that could for a few seconds give your pawns boost when fighting. One of the skills could be also just spawning some gas grenades for others to use, that deteriorate quickly regardless if outside or inside, or just skill to change type of gas in other abilities. As "ultimate" skill i would love to see a special grenade that covers insane area with toxic/rage/fear/sleeping gas, but gas itself is not very strong. Of course all gas types would affect your colonists too, if they happen to walk into it. What do You think?
Title: Re: [1.0] A RimWorld of Magic
Post by: katnep on March 11, 2019, 05:54:15 PM
Quote from: Opi9038 on March 11, 2019, 03:41:33 PM
I REALLY like your mod! Thiere is one thing that i would love to see, and that is new combat class, some kind of chemist. I got this idea when i saw one mod with gas traps (maybe its even its name, i dont remember :v). He could have abilities such as straight gas grenade, that would act like a tear gas or sleeping gas, type of gas trap that upon activating would proc effect on person who activated it (again, sleeping gas for example) and maybe small radious of same gas on max lvl. Some type of stimulant that could for a few seconds give your pawns boost when fighting. One of the skills could be also just spawning some gas grenades for others to use, that deteriorate quickly regardless if outside or inside, or just skill to change type of gas in other abilities. As "ultimate" skill i would love to see a special grenade that covers insane area with toxic/rage/fear/sleeping gas, but gas itself is not very strong. Of course all gas types would affect your colonists too, if they happen to walk into it. What do You think?
as a random guy on the forums i love this idea, would certainly be cool, especially if leveling the abilities unlocks stuff like larger radius, and longer lingering time(both in the world and on a pawn), maybe give the character an ability that removes the gas effects in a radius and make the gas something slow that acts over time to stop it being too much of a fast acting tool
Title: Re: [1.0] A RimWorld of Magic
Post by: henk on March 13, 2019, 12:04:38 AM
Why stop at gas grenades? Create a whole mad scientist class! Insane weapons! Wacky results! Let the madness take you!
Title: Re: [1.0] A RimWorld of Magic
Post by: Maeyanie on March 17, 2019, 06:33:20 PM
I'm getting colonists refusing to eat and this exception filling my log:

Exception in Verse.AI.ThinkNode_PrioritySorter TryIssueJobPackage: System.NullReferenceException: Object reference not set to an instance of an object
at TorannMagic.HarmonyPatches/FoodUtility_MinionMeat_ThoughtFromEatingIngredient_Patch.Postfix (Verse.ThingDef,Verse.Pawn,System.Collections.Generic.List`1<RimWorld.ThoughtDef>&) <0x00019>
at (wrapper dynamic-method) RimWorld.FoodUtility.AddIngestThoughtsFromIngredient_Patch1 (Verse.ThingDef,Verse.Pawn,System.Collections.Generic.List`1<RimWorld.ThoughtDef>) <0x0014b>
at (wrapper dynamic-method) RimWorld.FoodUtility.ThoughtsFromIngesting_Patch2 (Verse.Pawn,Verse.Thing,Verse.ThingDef) <0x00280>
at RimWorld.FoodUtility.FoodOptimality (Verse.Pawn,Verse.Thing,Verse.ThingDef,single,bool) <0x00229>
at RimWorld.FoodUtility.SpawnedFoodSearchInnerScan (Verse.Pawn,Verse.IntVec3,System.Collections.Generic.List`1<Verse.Thing>,Verse.AI.PathEndMode,Verse.TraverseParms,single,System.Predicate`1<Verse.Thing>) <0x001c7>
at RimWorld.FoodUtility.BestFoodSourceOnMap (Verse.Pawn,Verse.Pawn,bool,Verse.ThingDef&,RimWorld.FoodPreferability,bool,bool,bool,bool,bool,bool,bool,bool,bool) <0x0060e>
at RimWorld.FoodUtility.TryFindBestFoodSourceFor (Verse.Pawn,Verse.Pawn,bool,Verse.Thing&,Verse.ThingDef&,bool,bool,bool,bool,bool,bool,bool) <0x002d3>
at (wrapper dynamic-method) RimWorld.JobGiver_GetFood.TryGiveJob_Patch2 (object,Verse.Pawn) <0x00223>
at Verse.AI.ThinkNode_JobGiver.TryIssueJobPackage (Verse.Pawn,Verse.AI.JobIssueParams) <0x00039>
at Verse.AI.ThinkNode_PrioritySorter.TryIssueJobPackage (Verse.Pawn,Verse.AI.JobIssueParams) <0x0056b>

Verse.Log:Error(String, Boolean)
Verse.AI.ThinkNode_PrioritySorter:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Tagger:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Subtree:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Conditional:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.Pawn_JobTracker:DetermineNextJob_Patch5(Object, ThinkTreeDef&)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob()
Verse.AI.Pawn_JobTracker:EndCurrentJob_Patch1(Object, JobCondition, Boolean)
Verse.AI.Pawn_JobTracker:JobTrackerTick()
Verse.Pawn:Tick_Patch1(Object)
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()


I'm not sure why, taking a look at the decompiled code there does seem to be fairly good null checking on that function. Unless some other mod I have is creating ingredients without even setting "ingredient.ingestible" to anything, or it's getting passed a null argument somehow.

Edit:
Yeah, looked like I had a stack of food which had become "damaged" in some way and would throw exceptions when it was eaten or considered to be eaten. Not sure how it got that way... everything else seems fine. Will look into it further.

Edit 2:
I'm not 100% sure about this since there's a lot of variables, but it seems to happen after certain items from other mods (elven bread from the LOTR stuff and possibly jerked meat from Medieval Times) are stored inside a RimFridge fridge.

Edit 3:
It doesn't seem to require the RimFridge fridge. Had it happen without that too. Might just be the item.

Edit 4:
It's looking like it might be anything made with Lembas flour.
Title: Re: [1.0] A RimWorld of Magic
Post by: Gungnier on March 18, 2019, 09:27:55 AM
I like how transmute new has a low chance to increase item quality but after a while its pretty annoying to spam items for that 5% chance. If the chance is bigger it would be pretty OP so i think maybe have an item or something as consumable for a quality upgrade, or maybe a separate ability with really long cooldown (like 7 day).

I dont know if it can be fixed on this side but i play with the Kurin mod too (Alien races) and it has unique apparel items so they can't equip the items from "Enchanter's Stone"

Lastly the enchanter has a lot of spells with max mana reduction which makes polymorph and shapeshift hard to use until it has like 20 points of spirit (The class already point starved with all those 2 point upgrades). I found myself prefering poly,shapeshift over enchants and only use enchanted aura for trading and enchanted body when i already spent my mana.
Title: Re: [1.0] A RimWorld of Magic
Post by: Canute on March 18, 2019, 10:47:00 AM
With the item quality increase you can repair items too if you didn't notice it.
But i suggested too, that you can select the material you want to transmute into.
Nothing worse then when you want to transmute your Mastercraft/Legendary Plate armor and get a gold one. And next week all the raiders need to take numbers when they want to visit you.
Title: Re: [1.0] A RimWorld of Magic
Post by: Gungnier on March 19, 2019, 10:24:40 AM
The new "mystery meat" debuff from minion meat works strangely i randomly get the debuff when they definitely didnt eat any food cooked with it. I'm still testing but the debuff seems to happen when i butcher the minion or when minion corpses stored together with food.

#edit1#bug:the "Demons join" event still spooky and happening !

#edit1#possibly bug:Transmutate doesnt remove tainted from flak stuff.
Title: Re: [1.0] A RimWorld of Magic
Post by: DubiousPhoenix on March 20, 2019, 12:57:27 AM
Quote from: Maeyanie on March 17, 2019, 06:33:20 PM
I'm getting colonists refusing to eat and this exception filling my log:

Exception in Verse.AI.ThinkNode_PrioritySorter TryIssueJobPackage: System.NullReferenceException: Object reference not set to an instance of an object
at TorannMagic.HarmonyPatches/FoodUtility_MinionMeat_ThoughtFromEatingIngredient_Patch.Postfix (Verse.ThingDef,Verse.Pawn,System.Collections.Generic.List`1<RimWorld.ThoughtDef>&) <0x00019>
at (wrapper dynamic-method) RimWorld.FoodUtility.AddIngestThoughtsFromIngredient_Patch1 (Verse.ThingDef,Verse.Pawn,System.Collections.Generic.List`1<RimWorld.ThoughtDef>) <0x0014b>
at (wrapper dynamic-method) RimWorld.FoodUtility.ThoughtsFromIngesting_Patch2 (Verse.Pawn,Verse.Thing,Verse.ThingDef) <0x00280>
at RimWorld.FoodUtility.FoodOptimality (Verse.Pawn,Verse.Thing,Verse.ThingDef,single,bool) <0x00229>
at RimWorld.FoodUtility.SpawnedFoodSearchInnerScan (Verse.Pawn,Verse.IntVec3,System.Collections.Generic.List`1<Verse.Thing>,Verse.AI.PathEndMode,Verse.TraverseParms,single,System.Predicate`1<Verse.Thing>) <0x001c7>
at RimWorld.FoodUtility.BestFoodSourceOnMap (Verse.Pawn,Verse.Pawn,bool,Verse.ThingDef&,RimWorld.FoodPreferability,bool,bool,bool,bool,bool,bool,bool,bool,bool) <0x0060e>
at RimWorld.FoodUtility.TryFindBestFoodSourceFor (Verse.Pawn,Verse.Pawn,bool,Verse.Thing&,Verse.ThingDef&,bool,bool,bool,bool,bool,bool,bool) <0x002d3>
at (wrapper dynamic-method) RimWorld.JobGiver_GetFood.TryGiveJob_Patch2 (object,Verse.Pawn) <0x00223>
at Verse.AI.ThinkNode_JobGiver.TryIssueJobPackage (Verse.Pawn,Verse.AI.JobIssueParams) <0x00039>
at Verse.AI.ThinkNode_PrioritySorter.TryIssueJobPackage (Verse.Pawn,Verse.AI.JobIssueParams) <0x0056b>

Verse.Log:Error(String, Boolean)
Verse.AI.ThinkNode_PrioritySorter:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Tagger:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Subtree:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Conditional:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.Pawn_JobTracker:DetermineNextJob_Patch5(Object, ThinkTreeDef&)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob()
Verse.AI.Pawn_JobTracker:EndCurrentJob_Patch1(Object, JobCondition, Boolean)
Verse.AI.Pawn_JobTracker:JobTrackerTick()
Verse.Pawn:Tick_Patch1(Object)
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()


I'm not sure why, taking a look at the decompiled code there does seem to be fairly good null checking on that function. Unless some other mod I have is creating ingredients without even setting "ingredient.ingestible" to anything, or it's getting passed a null argument somehow.

Edit:
Yeah, looked like I had a stack of food which had become "damaged" in some way and would throw exceptions when it was eaten or considered to be eaten. Not sure how it got that way... everything else seems fine. Will look into it further.

Edit 2:
I'm not 100% sure about this since there's a lot of variables, but it seems to happen after certain items from other mods (elven bread from the LOTR stuff and possibly jerked meat from Medieval Times) are stored inside a RimFridge fridge.

Edit 3:
It doesn't seem to require the RimFridge fridge. Had it happen without that too. Might just be the item.

Edit 4:
It's looking like it might be anything made with Lembas flour.

Got the same issue for the first time over multiple playthroughs. I don't have a mod that uses Lembas flour though. Was that really the issue for you? Did getting rid of the mod adding Lembas flour fix it?

Exception in Verse.AI.ThinkNode_PrioritySorter TryIssueJobPackage: System.NullReferenceException: Object reference not set to an instance of an object
at TorannMagic.HarmonyPatches/FoodUtility_MinionMeat_ThoughtFromEatingIngredient_Patch.Postfix (Verse.ThingDef,Verse.Pawn,System.Collections.Generic.List`1<RimWorld.ThoughtDef>&) <0x00019>
at (wrapper dynamic-method) RimWorld.FoodUtility.AddIngestThoughtsFromIngredient_Patch1 (Verse.ThingDef,Verse.Pawn,System.Collections.Generic.List`1<RimWorld.ThoughtDef>) <0x0014b>
at (wrapper dynamic-method) RimWorld.FoodUtility.ThoughtsFromIngesting_Patch3 (Verse.Pawn,Verse.Thing,Verse.ThingDef) <0x00280>
at RimWorld.FoodUtility.FoodOptimality (Verse.Pawn,Verse.Thing,Verse.ThingDef,single,bool) <0x00225>
at RimWorld.FoodUtility.SpawnedFoodSearchInnerScan (Verse.Pawn,Verse.IntVec3,System.Collections.Generic.List`1<Verse.Thing>,Verse.AI.PathEndMode,Verse.TraverseParms,single,System.Predicate`1<Verse.Thing>) <0x001c7>
at RimWorld.FoodUtility.BestFoodSourceOnMap (Verse.Pawn,Verse.Pawn,bool,Verse.ThingDef&,RimWorld.FoodPreferability,bool,bool,bool,bool,bool,bool,bool,bool,bool) <0x0060e>
at RimWorld.FoodUtility.TryFindBestFoodSourceFor (Verse.Pawn,Verse.Pawn,bool,Verse.Thing&,Verse.ThingDef&,bool,bool,bool,bool,bool,bool,bool) <0x002cf>
at (wrapper dynamic-method) RimWorld.JobGiver_GetFood.TryGiveJob_Patch1 (object,Verse.Pawn) <0x00223>
at Verse.AI.ThinkNode_JobGiver.TryIssueJobPackage (Verse.Pawn,Verse.AI.JobIssueParams) <0x00039>
at Verse.AI.ThinkNode_PrioritySorter.TryIssueJobPackage (Verse.Pawn,Verse.AI.JobIssueParams) <0x0056b>

Verse.Log:Error(String, Boolean)
Verse.AI.ThinkNode_PrioritySorter:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Tagger:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Subtree:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Conditional:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.Pawn_JobTracker:DetermineNextJob_Patch1(Object, ThinkTreeDef&)
Verse.AI.Pawn_JobTracker:CheckForJobOverride()
RimWorld.<LayDown>c__AnonStorey0:<>m__1()
Verse.AI.JobDriver:DriverTick()
Verse.AI.Pawn_JobTracker:JobTrackerTick()
Verse.Pawn:Tick_Patch2(Object)
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()


Edit 1 - So I found this post recently on the steam forums for this mod by MiracleAce https://steamcommunity.com/workshop/filedetails/discussion/1201382956/1693785669872924587/?ctp=33  who got it working by deleting food with Lem Flour. Mine says minion meat (maybe from the invasion event? Maybe those are the minions it's talking about??) so I deleted all my food. Like the entire fridge. And any meals that could have ever been made with the results of the fire elemental event (idk if they even drop meat but I'm desperate lol), everything from VGP Garden and it's extensions to drinks, soda, honey from the bees mod, literally everything. Then I force ate the food my pawns had in their inventory. I spawned in some oranges to test. When my pawns got hungry they give out the same error message.
Title: Re: [1.0] A RimWorld of Magic
Post by: Canute on March 20, 2019, 03:52:44 AM
The only Lembas flour i encounter was from Lord of the Rims mods, and these flour got 0 nutri value but could used as ingredient for meals.

But i don't encounter any problems at my playthrough with Lord of the Rims mods,VGP and Rim of Magic.
Title: Re: [1.0] A RimWorld of Magic
Post by: Maeyanie on March 20, 2019, 09:54:04 PM
Quote from: DubiousPhoenix on March 20, 2019, 12:57:27 AM
Got the same issue for the first time over multiple playthroughs. I don't have a mod that uses Lembas flour though. Was that really the issue for you? Did getting rid of the mod adding Lembas flour fix it?

Edit 1 - So I found this post recently on the steam forums for this mod by MiracleAce https://steamcommunity.com/workshop/filedetails/discussion/1201382956/1693785669872924587/?ctp=33  who got it working by deleting food with Lem Flour. Mine says minion meat (maybe from the invasion event? Maybe those are the minions it's talking about??) so I deleted all my food. Like the entire fridge. And any meals that could have ever been made with the results of the fire elemental event (idk if they even drop meat but I'm desperate lol), everything from VGP Garden and it's extensions to drinks, soda, honey from the bees mod, literally everything. Then I force ate the food my pawns had in their inventory. I spawned in some oranges to test. When my pawns got hungry they give out the same error message.

I've had Lembas meals earlier in this playthrough and they were working fine then, it only stopped working like 2 or 3 days ago. It's possible an update suddenly broke things.

The function errors is the one which adds a debuff when people eat minion meat, but it does run for every ingredient on everything everyone eats ever just to check if that thing happens to contain minion meat, so it's not necessarily related to that, it could be any ingredient causing it.

As part of testing, I did try a number of things, and established that if I delete any food containing Lembas flour it started working, then if I allowed something to be made with it, it started giving the error again. But, it's entirely possible there are other ingredients in other mods out there with similar brokenness, that's just the one I happened to find.

Forbidding it from being used in food seems to have avoided repeating the problem for now, and as Canute mentioned it was 0 nutrition (though setting it to 0.1 nutrition in the def didn't change anything) so using it in meals was a waste anyhow.
Title: Re: [1.0] A RimWorld of Magic
Post by: LegendZero88 on March 22, 2019, 01:44:43 PM
Hello, guys, I would like to ask if it is possible to edit points or the gaining of points for level up, or if I can edit the regeneration of mana, or if I can edit cooldowns. Practically I want to have op magic pawns, trough edits. :D

thanks
Title: Re: [1.0] A RimWorld of Magic
Post by: Hempflingclub on March 22, 2019, 02:22:21 PM
Quote from: LegendZero88 on March 22, 2019, 01:44:43 PM
Hello, guys, I would like to ask if it is possible to edit points or the gaining of points for level up, or if I can edit the regeneration of mana, or if I can edit cooldowns. Practically I want to have op magic pawns, trough edits. :D

thanks
You can edit the mana regenaration in the mod settings
Title: Re: [1.0] A RimWorld of Magic
Post by: LegendZero88 on March 22, 2019, 02:26:05 PM
Quote from: Hempflingclub on March 22, 2019, 02:22:21 PM
Quote from: LegendZero88 on March 22, 2019, 01:44:43 PM
Hello, guys, I would like to ask if it is possible to edit points or the gaining of points for level up, or if I can edit the regeneration of mana, or if I can edit cooldowns. Practically I want to have op magic pawns, trough edits. :D

thanks
You can edit the mana regenaration in the mod settings

yeah but i want more than that. if someone can tell me which files i have to search, i willl be able to edit it :D

thanks
Title: Re: [1.0] A RimWorld of Magic
Post by: Maeyanie on March 24, 2019, 02:33:55 AM
Quote from: LegendZero88 on March 22, 2019, 02:26:05 PM
yeah but i want more than that. if someone can tell me which files i have to search, i willl be able to edit it :D

thanks

Unfortunately this mod is closed-source, so it's not possible to edit a lot of things.

Edit: Well... not easily, at least.
Title: Re: [1.0] A RimWorld of Magic
Post by: Cyperangel on March 24, 2019, 05:22:01 AM
H9i there. I am getting an annoying bug where my pawns no longer eat any food, and die from starvation. Despite them having a full fridge / freezer, and access to it via allowed zones.
The debug log gives the following error:

QuoteException in Verse.AI.ThinkNode_PrioritySorter TryIssueJobPackage: System.NullReferenceException: Object reference not set to an instance of an object
at TorannMagic.HarmonyPatches/FoodUtility_MinionMeat_ThoughtFromEatingIngredient_Patch.Postfix (Verse.ThingDef,Verse.Pawn,System.Collections.Generic.List`1<RimWorld.ThoughtDef>&) <0x00019>
at (wrapper dynamic-method) RimWorld.FoodUtility.AddIngestThoughtsFromIngredient_Patch1 (Verse.ThingDef,Verse.Pawn,System.Collections.Generic.List`1<RimWorld.ThoughtDef>) <0x0014b>
at (wrapper dynamic-method) RimWorld.FoodUtility.ThoughtsFromIngesting_Patch2 (Verse.Pawn,Verse.Thing,Verse.ThingDef) <0x00280>
at RimWorld.FoodUtility.FoodOptimality (Verse.Pawn,Verse.Thing,Verse.ThingDef,single,bool) <0x00225>
at RimWorld.FoodUtility.SpawnedFoodSearchInnerScan (Verse.Pawn,Verse.IntVec3,System.Collections.Generic.List`1<Verse.Thing>,Verse.AI.PathEndMode,Verse.TraverseParms,single,System.Predicate`1<Verse.Thing>) <0x001c7>
at RimWorld.FoodUtility.BestFoodSourceOnMap (Verse.Pawn,Verse.Pawn,bool,Verse.ThingDef&,RimWorld.FoodPreferability,bool,bool,bool,bool,bool,bool,bool,bool,bool) <0x00603>
at RimWorld.FoodUtility.TryFindBestFoodSourceFor (Verse.Pawn,Verse.Pawn,bool,Verse.Thing&,Verse.ThingDef&,bool,bool,bool,bool,bool,bool,bool) <0x002cf>
at (wrapper dynamic-method) RimWorld.JobGiver_GetFood.TryGiveJob_Patch1 (object,Verse.Pawn) <0x00223>
at Verse.AI.ThinkNode_JobGiver.TryIssueJobPackage (Verse.Pawn,Verse.AI.JobIssueParams) <0x00039>
at Verse.AI.ThinkNode_PrioritySorter.TryIssueJobPackage (Verse.Pawn,Verse.AI.JobIssueParams) <0x0056b>

Verse.Log:Error(String, Boolean)
Verse.AI.ThinkNode_PrioritySorter:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Tagger:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Subtree:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Conditional:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.Pawn_JobTracker:DetermineNextJob_Patch3(Object, ThinkTreeDef&)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob()
Verse.AI.Pawn_JobTracker:EndCurrentJob_Patch1(Object, JobCondition, Boolean)
Verse.AI.Pawn_JobTracker:JobTrackerTick()
Verse.Pawn:Tick_Patch1(Object)
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()

And as far as I can read it, the only mod that is mentioned in this, is the minion meat from the magic mod. So, help please?
Title: Re: [1.0] A RimWorld of Magic
Post by: Maeyanie on March 26, 2019, 12:20:33 AM
Quote from: Cyperangel on March 24, 2019, 05:22:01 AM
H9i there. I am getting an annoying bug where my pawns no longer eat any food, and die from starvation. Despite them having a full fridge / freezer, and access to it via allowed zones.
The debug log gives the following error:

And as far as I can read it, the only mod that is mentioned in this, is the minion meat from the magic mod. So, help please?

Yeah, I just posted about that one too. In my case, it was any food item made from LOTR's Lembas flour which was causing it to happen, but there are likely other modded ingredients which cause it too. Don't be fooled by the "MinionMeat" in the name, it's not minion meat itself which causes the problem, but rather the check-for-minion-meat-eating handler crashing when checking other mods' items.

Destroying all existing food with it as an ingredient and unchecking it from being used to make future meals worked around the problem, at least for me.
Title: Re: [1.0] A RimWorld of Magic
Post by: macbuk on March 28, 2019, 10:46:51 AM
Same error here, probably with some food from Vegetable Garden

EDIT: The problem seems to be honey from RimBees
Title: Re: [1.0] A RimWorld of Magic
Post by: Erthie on March 28, 2019, 02:25:24 PM
I'm sure that in 88 pages thread someone else already asked, but I can't find it.
How do I use gems? Once crafted what should I do to infuse them into equip?
Title: Re: [1.0] A RimWorld of Magic
Post by: Canute on March 28, 2019, 05:06:45 PM
Select a Mage.
Right click on a Gem, to pickup for enchant
Right click on a weapon/appareal to enchant, Mage need to have mana, not sure how much but you will find out if the enchant will fail.
Title: Re: [1.0] A RimWorld of Magic
Post by: xRg on March 29, 2019, 03:56:12 PM
a small question here: someone used this mod with combat extended?
Title: Re: [1.0] A RimWorld of Magic
Post by: jager666 on March 29, 2019, 06:52:51 PM
Quote from: xRg on March 29, 2019, 03:56:12 PM
a small question here: someone used this mod with combat extended?

Yeah, I did, seemed to work fine but today the game grinded to a halt with dev log spam saying something about ElephantBow projectile ticking out of bounds. I guess they are not 100% compatible? Coudn't find any info on that.
Title: Re: [1.0] A RimWorld of Magic
Post by: DiamondBorne on March 29, 2019, 10:14:05 PM
A suggestion. Makes beneficial spell leaves good impression between the caster and the casted and harmful spell do the opposite. For example:

X healed me. (Heal, Advance Heal)
X filled me with courage. (Battle Hymn, Bestow Might)
X allowed me to walk again, I'm in debt. (Regrow Limb)
X poisoned me, that tree hugging snake. (Poison)
X needs to be lock up before somebody's head starting to explode. (Psychic Shock, Psionic Spell)

You might add whenever a black magic user like a Necromancer, a Death Knight or a Warlock/Succubus recieve a holy spell, they recieve a negative thought towards the castor instead.

X's burning light touched my Dark soul. Self rightous fool. (Heal, Bestow Might)
Title: Re: [1.0] A RimWorld of Magic
Post by: Gungnier on April 03, 2019, 06:44:33 PM
I just made a ring of malice and blood and even tho there is multiple options to repair stuff in this mod i dont think they should deteriorate like clothes when equipped.

Bug: when i gave the technomancer "perk" to a pawn with the trait ripper orb it got bugged in a way it still had spells like kinetic shield and sabotage from the get go, but in the magic tab it was stated i need a scroll to learn them and i couldnt put points into them. (i experienced the same bug with other classes too but its not that annoying cuz those dont need scrolls)

maybe bug?: with the death knight grave blade ability enemies sometimes dont get damaged in the circle or sometimes get damaged multiple time. Maybe it supposed to work like that, but im not sure.

Again not sure if intended: Blood mages blood sacrifice sometimes make scars which is logical but with a veteran mage kinda problematic. Altho this could be turned into an extra mechanic like a way to turn scars into those "scar tattoos" or transfer scars with Blood for Blood. Or at least only have scars on arms in one case my pawn half blinded itself with Blood sacrifice which is kinda horrifying.

notice: the magic tab should be really named something like "Tech" with the technomancer
Title: Re: [1.0] A RimWorld of Magic
Post by: Canute on April 04, 2019, 03:00:28 AM
QuoteI just made a ring of malice and blood and even tho there is multiple options to repair stuff in this mod i dont think they should deteriorate like clothes when equipped.
And why not ?
Does any mysterious force prevent bullets/strikes to hit the ring you equiped ?

Quotea pawn with the trait ripper orb
I never saw such a trait is that from Rim of Magic ?

About Blood mages, so far i know it is intended. And he is a Blood mage not a Scar Mage.
Maybe you should level up a Priest he got a spell to remove Scars.
Or let a Druid regrow the full Limb.
Title: Re: [1.0] A RimWorld of Magic
Post by: Gungnier on April 06, 2019, 06:33:11 PM
Quote from: Canute on April 04, 2019, 03:00:28 AM
And why not ?
Does any mysterious force prevent bullets/strikes to hit the ring you equiped ?

I think you misunderstood it deteriorates like clothes so it does by just existing theese rings should become stronger more over time with kills (altho i'm not 100% about this but based on description) but the ring deteriorates over time by itself so it will get destroyed after like realisticly 2-5 kills on the specific pawn.The speed of deteriorating looks same as a shirt or pants.

Quote from: Canute on April 04, 2019, 03:00:28 AM
About Blood mages, so far i know it is intended. And he is a Blood mage not a Scar Mage.
Maybe you should level up a Priest he got a spell to remove Scars.
Or let a Druid regrow the full Limb.
Even if its intended it should be lowered in my opinion i had a blood mage in my run from the start and currently i used the "Blood Sacrifice" ability in 3 combats and currently i dont dare to use it cuz it does more damage compared to enemy pawns idk if i was really unlucky but the guy stabbed 80% of his own right eye out, cut of a toe and a finger so far. Going by this any blood mage becomes a "floor sweeper pawn" after like 5-10 combats max which i dont feel like supposed to be. Of course it can be solved with a druid+priest combination but priest is a rare class and i dont think a blood mage should require those classes to function.

And currently its pretty hard to get Blood as a resource cuz the "pure blood" upgrade lets it get blood from the floor but only the mage own blood works (i tried animals and other pawns too) (Unrestricted blood types turned on in the settings)

Quote from: Canute on April 04, 2019, 03:00:28 AM
I never saw such a trait is that from Rim of Magic ?
trait ripper orb --> "Orb of Souls" item which looks like a green orb and it lets you take the traits of a living pawn and give those traits to an other. I'm pretty sure its from this mod cuz the orbs (there is a healing one and a "recruit" one too) mentions mages in the descriptions but there is a possibility its not.I will check it when i get home.
Title: Re: [1.0] A RimWorld of Magic
Post by: Canute on April 07, 2019, 02:34:04 AM
Ahh ok i remember , but didn't played the latest with these Orb's yet so i didn't recognize.
Title: Re: [1.0] A RimWorld of Magic
Post by: Arkaile on April 17, 2019, 01:39:15 AM
After toying around with blood mages a bit, it seems like they have some difficulty generating blood magic power (bmp) when a colonist has too many prosthetic limbs because they don't bleed. I find that in the late-game there is no reason not to start outfitting all of the colonists with bionics, and blood magic is not powerful enough to justify keeping all of a colonist's original limbs. I've had blood mages cutting their bionic arms and only getting about 10-15 bmp, depending on how much I've upgraded Blood Sacrifice. However, blood magic should not be made stronger as that would only imbalance it; it's strong enough as is. While it is possible to build up bmp more efficiently by upgrading Blood Sacrifice to collect blood from the ground, by the time enemy/allied pawns have bled that much, the battle is already over. I'm not all that savvy with coding, so this may be a bit outlandish to suggest, but could it be possible to add a check to make sure Blood Sacrifice applies cuts to body parts which are not prosthetic?

Blood Sacrifice could also be made into something of a dual ability, similar to Enchanted Body/Aura on Enchanters. Whereas the original ability could remain as it is, targeting the user, the alternate ability could use 50% more mana but be ranged, cutting and collecting blood from a targeted enemy and, once upgraded, collect fresh blood from around the target.

Another way to remedy this could be to have the blood drained by Blood for Blood grant bmp to the user per pulse, possibly through an upgrade, and scaling up depending on how much the target is bleeding.

Just spitballing here, though, as one of those crazy people who plays a colony for 20-40 in-game years. It's an amazing mod with only a few weak points such as this; amazing work so far.
Title: Re: [1.0] A RimWorld of Magic
Post by: Canute on April 17, 2019, 02:08:19 AM
So you suggest that bionic arms/hands should have buildin outlets so the bloodmage can tap blood out of it ? :-)
But do you realy think a blood mage first choise would be bionics ? Since you notice the bionic don't bleed, they whole pawn will have less blood in his body availble anyway, so a regular sacrifice will weaken him more then before.

Instead that you install bionic on a blood mage, you should ask a druid if he know a different solution.

Title: Re: [1.0] A RimWorld of Magic
Post by: Elvislives on April 26, 2019, 03:43:02 PM
What's with the brain destroying adn explosion when mage enemy pawns are downed?  Punching? Kaboom! I use damage to down with dev mode? Kaboom!  Damage legs with dev mode?  Kaboom! Sniper crippling shot?  Downed her, but she was back up in 5 secs.  Can I only capture 'magically gifted' pawns without explosion if they are not actually mages yet?  Or is it a pawn number cap?  I do have a ton of mages.  A full circle of 13 to be exact (I don't count Paladins as mages).  That beautiful lightning mage belongs in my magical enclave, but short of using dev mode and recruiting her on the spot, she explodes.   

Also, any good magical spells to capture?  I only do medieval run throughs with magic so no stun tech mods. 
Title: Re: [1.0] A RimWorld of Magic
Post by: Canute on April 26, 2019, 04:06:48 PM
This got added to made mages more dangerous.
The AI use spells much less effectiv then you, so mage explode when they die.
Downed mage shouldn't explode.
But if you don't like this you can disable it at the mod options.

And about capturing pawns, some fighter or mages got very useful skill/spells for that you just need to discover them. And sometimes a lower level skill work's better for capturing then a higher one who kills them.

Title: Re: [1.0] A RimWorld of Magic
Post by: Gungnier on April 27, 2019, 09:14:09 AM
Quote from: Canute on April 26, 2019, 04:06:48 PM
This got added to made mages more dangerous.
The AI use spells much less effectiv then you, so mage explode when they die.
Downed mage shouldn't explode.
But if you don't like this you can disable it at the mod options.

And about capturing pawns, some fighter or mages got very useful skill/spells for that you just need to discover them. And sometimes a lower level skill work's better for capturing then a higher one who kills them.

The mod has some spells useful for capturing:

Fire mage: Fireball can give terror debuff and burns are painful but not that deadly so its decent to down people with it.
Arcane mage: With summon you can move out the desired hostile pawn and just melee it down.
Druid: Poison its nice early just dont put too many points into it or it will kill instead downing
Sniper: Disabling shot pretty much designed to down pawns
Bard: Sleep same as disabling shot but AOE
Bladedancer: Not the best but seismic slash tends to cause a lot of bleeding but not kill altho not recommended
Necromancer: Fog of torment is probably one of the best AOE to down entire groups just make sure there is someone to capture them in the fog and there is others to deal with the ones getting up
Succubus/warlock:Dominate same as the necromancer but even more easy to use
Priest: Resurrect the best capture tool just kill them and resurrect after the combat at the point you have this you can just cherrypick from all the corpses.

But there is some classes which awful for capture:
Lightning mage: it can down people with lightning like a charm but high chance for permanent brain damage.
Ranger: Tend to oneshot pawns especially lategame
Psionic: most of the abilities does too random damage to be reliable.
Technomancer: Has some explosives or random procs which kill randomly and also kills downed around.
Title: Re: [1.0] A RimWorld of Magic
Post by: Canute on April 27, 2019, 09:32:18 AM
My favoured:
Gladiator, Grappling Hook with higher level he will legswipe the target and when you are fast enough you can grab him to capture.
Grappling Hook is great to wake up pawn's in a mental state too.
Title: Re: [1.0] A RimWorld of Magic
Post by: Ledaren on April 29, 2019, 01:40:52 AM
Is there any way to make permanent Enchanter's Stone accessories? I can alter/make def if is not available on the base mod

But because I'm lazy on learning C#, I want to request some compatibility patch if for RPG style Inventory :p. The cloak (like Wanderer's Cloak and Mage's Robe) and maybe pendant are not showing up

Title: Re: [1.0] A RimWorld of Magic
Post by: Torann on April 29, 2019, 09:20:25 PM
Quote from: Ledaren on April 29, 2019, 01:40:52 AM
Is there any way to make permanent Enchanter's Stone accessories? I can alter/make def if is not available on the base mod

But because I'm lazy on learning C#, I want to request some compatibility patch if for RPG style Inventory :p. The cloak (like Wanderer's Cloak and Mage's Robe) and maybe pendant are not showing up
Possible, sure, but not really a good idea. Cloaks and Artifacts use custom Apparel layers so that they can be worn on top of other armor types so you can wear a cloak or pendant without taking the same slot as your armor or clothes. It's also there for balancing purposes so that you can't 'wear' every artifact at once.

The RPG sytle inventory mod doesn't account for custom apparel layers (that I can see); perhaps when I get some time I can make a patch for it.
Title: Re: [1.0] A RimWorld of Magic
Post by: Gungnier on May 01, 2019, 04:51:59 PM
The rangers poison traps tend to kill my Granite Sentinels, i dont know if it supposed to happen. Altho i find it strange to have an animated stone statue poisoned.
Title: Re: [1.0] A RimWorld of Magic
Post by: bugboy1014 on May 03, 2019, 12:24:32 AM
So i have a bug report to post. when using the engineer weapon ability on a legendary OC Defense Rifle (from the glittertech mod) my colony got, my colonist seemingly locked up, unable to do anything or even cancel the ability. I found this strange and decided to investigate the debug log, and when I did, I found 2 red errors being spammed repeatedly into my log infinitely, until the log reached it's message limit. if i cleared the log though it would continue spamming these two errors. i'm not sure which end this is on, so i'm posting it here. Though strangely enough i wanted to note, this worked fine for up to 9 of my techromancers, as in i used engineer weapon from 9 of them and it worked fine, it's just the 10th one and on that caused this error. so here you go.

Failed to find Verse.ThingDef named TM_TechnoWeapon_Base10. There are 4611 defs of this type loaded.
Verse.Log:Error(String, Boolean)
Verse.DefDatabase`1:GetNamed(String, Boolean)
Verse.ThingDef:Named(String)
TorannMagic.TM_Action:DoAction_TechnoWeaponCopy(Pawn, Thing)
TorannMagic.Verb_TechnoWeapon:TryCastShot()
Verse.Verb:TryCastNextBurstShot_Patch0(Object)
AbilityUser.Verb_UseAbility:WarmupComplete()
Verse.Stance_Warmup:Expire()
Verse.Stance_Busy:StanceTick()
Verse.Stance_Warmup:StanceTick_Patch1(Object)
Verse.Pawn_StanceTracker:StanceTrackerTick()
Verse.Pawn:Tick_Patch3(Object)
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick_Patch1(Object)
Verse.TickManager:TickManagerUpdate_Patch2(Object)
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()


and now the second error

Exception ticking Gemini (at (212, 0, 265)): System.NullReferenceException: Object reference not set to an instance of an object
at TorannMagic.TM_Action.DoAction_TechnoWeaponCopy (Verse.Pawn,Verse.Thing) <0x00829>
at TorannMagic.Verb_TechnoWeapon.TryCastShot () <0x000c9>
at (wrapper dynamic-method) Verse.Verb.TryCastNextBurstShot_Patch0 (object) <0x0006c>
at AbilityUser.Verb_UseAbility.WarmupComplete () <0x00092>
at Verse.Stance_Warmup.Expire () <0x00022>
at Verse.Stance_Busy.StanceTick () <0x0002b>
at (wrapper dynamic-method) Verse.Stance_Warmup.StanceTick_Patch1 (object) <0x003bb>
at Verse.Pawn_StanceTracker.StanceTrackerTick () <0x0005d>
at (wrapper dynamic-method) Verse.Pawn.Tick_Patch3 (object) <0x001aa>
at Verse.TickList.Tick () <0x00487>

Verse.Log:Error(String, Boolean)
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick_Patch1(Object)
Verse.TickManager:TickManagerUpdate_Patch2(Object)
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()
Title: Re: [1.0] A RimWorld of Magic
Post by: Adil on May 13, 2019, 09:23:38 PM
Quote from: Canute on April 26, 2019, 04:06:48 PM
This got added to made mages more dangerous.
The AI use spells much less effectiv then you, so mage explode when they die.
Downed mage shouldn't explode.
But if you don't like this you can disable it at the mod options.
How do you do that? Nothing in the options mentions the death on down. And few ticks I've ticked didn't seem to have effect on that.
Title: Re: [1.0] A RimWorld of Magic
Post by: Adil on May 14, 2019, 04:41:16 AM
To answer my own question: mages (not fighters) have hardcoded 40% chance to go boom on being downed.
Then there's also the undocumented "hard mode" setting. One thing it does, is setting enemy spell effect modifiers to 4 regardless of the mage levels and training. It seems that highest normally achievable value is 3.5. Spells which power cannot be expressed by a single modifier, undergo equivalent transformations.
And secondly, the hardmode sets death chance of the downed mages to 100%. 

If you tick this setting off, you might not notice the change at first, because they still have 40% chance of sudden death.
Title: Re: [1.0] A RimWorld of Magic
Post by: Canute on May 14, 2019, 05:27:13 AM
Glad you found it out self, i was to lazy to activate the mod myself ! :-)
Title: Re: [1.0] A RimWorld of Magic
Post by: henk on June 11, 2019, 11:34:23 PM
QuoteSevere levels of Arcane Weakness and Mana Sickness will cause the affected pawn to seek bed rest

Does that mean bed rest reduce arcane weakness faster, or are they just resting because they're not very useful when arcane weakened?
Title: Re: [1.0] A RimWorld of Magic
Post by: henk on June 27, 2019, 10:39:12 PM
There seems to be a problem with the enchanter Polymorph spell - downed polymorphed creatures don't change back. I have a poppy that was hit by my polymorph and turned into a panther, it never despawned and remained a panther.
Title: Re: [1.0] A RimWorld of Magic
Post by: Kyuukin on July 05, 2019, 05:59:02 PM
So, a small question.

Is there any way to recover raised Undead traits, background and passions without editing them in, or is this change permanent?
I've tried ressurecting a pawn by both vanilla and modded means and it was always ressurected as an undead. They only reraised my pawn as undead.
Title: Re: [1.0] A RimWorld of Magic
Post by: mohreb on July 18, 2019, 01:17:13 PM
I tried looking in the raws but found not by myself.
Is there a way to disable the sustain mana cost of having undead pawns (rised by necromancers) ?
Trie to play an unbalanced-fun scenario ...
Title: Re: [1.0] A RimWorld of Magic
Post by: Torann on July 18, 2019, 11:56:18 PM
Quote from: Kyuukin on July 05, 2019, 05:59:02 PM
So, a small question.

Is there any way to recover raised Undead traits, background and passions without editing them in, or is this change permanent?
I've tried ressurecting a pawn by both vanilla and modded means and it was always ressurected as an undead. They only reraised my pawn as undead.
When a pawn is raised as an undead then it erases/replaces the old pawn which is not stored in any way.

Quote from: mohreb on July 18, 2019, 01:17:13 PM
I tried looking in the raws but found not by myself.
Is there a way to disable the sustain mana cost of having undead pawns (rised by necromancers) ?
Trie to play an unbalanced-fun scenario ...
There's no way to bypass the upkeep cost of undead right now.  I might add an option in the settings menu to disable it for "fun" playthroughs.
Title: Re: [1.0] A RimWorld of Magic
Post by: Gwaheer on July 20, 2019, 06:07:07 PM
Hello,

Not sure if it's a bug, but some inconvenience for sure. Bandit Camp and Item Stash quest rewards include Orb of Souls (filled) which do nothing on use and cost nothnig. I'm missing something?
Title: Re: [1.0] A RimWorld of Magic
Post by: mohreb on July 22, 2019, 01:35:17 AM
Quote from: Torann on July 18, 2019, 11:56:18 PM
Quote from: mohreb on July 18, 2019, 01:17:13 PM
I tried looking in the raws but found not by myself.
Is there a way to disable the sustain mana cost of having undead pawns (rised by necromancers) ?
Trie to play an unbalanced-fun scenario ...
There's no way to bypass the upkeep cost of undead right now.  I might add an option in the settings menu to disable it for "fun" playthroughs.
That would be really great thank you!
Title: Re: [1.0] A RimWorld of Magic
Post by: vitorss on July 30, 2019, 09:22:13 PM
Hey there, love the mod.

Just a little something I found with necros: is the size of the undead supposed to influence the mana upkeep? With Cheating Death maxed, I raised a rat and it cost only 0.008 mana while an undead thrumbo costs 0.126! Way more than humans which are at 0.0503 a pop
Title: Re: [1.0] A RimWorld of Magic
Post by: Torann on August 08, 2019, 12:15:51 AM
Quote from: vitorss on July 30, 2019, 09:22:13 PM
Hey there, love the mod.

Just a little something I found with necros: is the size of the undead supposed to influence the mana upkeep? With Cheating Death maxed, I raised a rat and it cost only 0.008 mana while an undead thrumbo costs 0.126! Way more than humans which are at 0.0503 a pop
Yes, the latest patch changed the upkeep cost for undead animals, it now evaluates the combat power of the animal to determine the upkeep cost.  Humans all remained the same.
Title: Re: [1.0] A RimWorld of Magic
Post by: henk on August 20, 2019, 11:02:02 PM
Am I the only one who still has problems with elemental assaults? I see no good way to beat it short of having tons of defenses in advance. The number of elementals that come out and their tankiness makes them more dangerous than a double raid.
Title: Re: [1.0] A RimWorld of Magic
Post by: henk on September 04, 2019, 07:09:13 PM
I was thinking that it would be nice if the orb of souls absorbed only one trait, so you can try to steal one trait from a prisoner if you want, or remove a negative trait (cough pyromaniac cough) from one of your otherwise good pawn. Then I thought, maybe the orb, once used, would leave a Used Orb of Souls behind that can be restored for a moderate price. Then I thought it would be fairly overpowered, so maybe the orb of soul can't give a trait to a pawn who already has 3 (or however many the maximum is if you have mods). Then I thought, this entire idea would make a great skill for a new class, so why not?

Here it is : The Mad Scientist class!

Incapable of : dumb labor, social
Skills :
Mind Alteration Device : Attempts to steal a random trait from a pawn. Always successful on friendly pawns, thought it might not always steal the trait you want. Once a trait has been acquired by MAD, the mad scientist can use the skill again to give it to another pawn. Mentally taxing for the recipient.

Mad invention : Select some material to add to the mad scientist's latest invention. The more material is added, and the higher their value, the better the final product will be. Once this has been used at least once, unlocks the Complete Invention skill, which has a long casting, and produces a random technological or magical item of value proportional to the materials added, and improved by the mad scientist's skill. It may be impossible to add more material beyond a certain value until leveling the skill.

Mad grenade : chance to mental break anyone caught in the blast radius. Or it might just blow up. Which is also fine.


Master skill : Doomsday device : Creates a random hostile effect at the target location. Possible hostile effects are :
Orbital cannon, tornado, meteor, psychic insanity, any of the attack-type master spells, spawn 1D10 x [skill level] insect hives, elemental rift, drop mechanoids, flash storm.
Those effects may not always be useful, or may spawn hostiles more dangerous than the target. This is a risk when dealing with mad scientists!

Learnable skill : Emergency repairs : repairs a structure (including turrets).

He's mad, I tell you, maaaaad!
Title: Re: [1.0] A RimWorld of Magic
Post by: Canute on September 05, 2019, 03:20:22 AM
These Doomsday device need to be researched too (Like the gateway from Arcane mage) and build.
Can only be operate from the MAD and need to be charged/fueled with mana.

Side effect: when the MAD operate the device and don't activate any effect he repair structure at range.
Title: Re: [1.0] A RimWorld of Magic
Post by: henk on September 06, 2019, 09:34:32 PM
Do you mean the mad inventions? I meant for it to create regular items, like high quality regular weapons, doomsday rockets, high-tier armors, stacks of glitter meds or bionic/archotech limbs. The idea that it could create unique devices only usable by mad scientists is nice too, though it might add too many new items to the already large mod.
Title: Re: [1.0] A RimWorld of Magic
Post by: Canute on September 07, 2019, 04:01:19 AM
Yep,
or you can call it Mad Labarotory.
Like the Gateway it need to be charged with mana, alternativ it can draw mana like the batteries.
I don't like it when you can craft these items, the various effect's should be started from these Labarotory and consume the stored mana.
At this way only the MAD scienice can do these effects, compared when you create the items anyone could use it.

Title: Re: [1.0] A RimWorld of Magic
Post by: henk on September 07, 2019, 04:47:10 PM
I'm not a fan of adding a new building for only one class, but maybe the mad scientist could work using research benches, which would also conveniently gate the type of items they can create with your research bench tier.
Title: Re: [1.0] A RimWorld of Magic
Post by: borenx on September 13, 2019, 07:03:30 PM
Am I doing something wrong or is it an incompatibility with Hardcore SK? I can't seem to equip enchanting stones on mages, Ive tried all types, even "Enchanter" when I right click, I can only haul or pick-up the stone, no equip options, also might be a on a similar issue, when I use the Technomancer skill "Engineer Weapon" nothing happens, the technomancer stays unarmed and the weapon, stays untouched, other than that mod works fine, Its a very beautiful mod, I cant play RW without it but the depth and consolidation of hardcore SK is also a must for me.. any help and suggestions would be greatly appreciated..
Title: Re: [1.0] A RimWorld of Magic
Post by: henk on September 13, 2019, 09:15:14 PM
You can right click an item after you've equipped an enchanting stone to use the stone on it. As for the technomancer, I believe Engineer Weapon works on the currently equipped weapon. Make sure it's your best weapon then.
Title: Re: [1.0] A RimWorld of Magic
Post by: borenx on September 14, 2019, 07:01:17 PM
Quote from: henk on September 13, 2019, 09:15:14 PM
You can right click an item after you've equipped an enchanting stone to use the stone on it. As for the technomancer, I believe Engineer Weapon works on the currently equipped weapon. Make sure it's your best weapon then.

umm yeah problem is I cant equip the stones on my pawns, when I right click the stone it only has "haul" and "pick up" options and no equip, so I cant right click a weapon or equipment to actually enchant, Ive used the Engineer Weapon skill on a weapon on the ground, equipped by the technomancer and equipped by other pawns, but still it does not create a copy of the weapon thats currently equipped, Im also using dinosuria, genetic rim, rim of madness cults and creatures, thats about it
Title: Re: [1.0] A RimWorld of Magic
Post by: henk on September 15, 2019, 06:13:02 PM
Ok, it seems a pawn needs to be a mage to use enchant stones, and not just magically gifted either. I don't know too much the technomancer's weapon skill, but it might not create a copy of a weapon, just modify the one equipped in subtle ways.
Title: Re: [1.0] A RimWorld of Magic
Post by: henk on September 20, 2019, 12:48:03 PM
The magic circle is great! Lets you use your mages in new, interesting ways.
Some possible new powers :
- Wild animals : summon a pack of manhunters. Great for getting rid of sieges and mechanoid drops. Failure summons alphabeavers or yorkshire terriers joining.
- Mass fear : attempt to make an enemy attack flee. Might mental break some of your pawns as a side effect.
- Tectonic shifting : create new underground ore deposits (requires deep drilling)
- Promote health : attempts to cure diseases, regrow fingers and toes and cures scars on all pawns.
Title: Re: [1.0] A RimWorld of Magic
Post by: Canute on September 20, 2019, 04:20:20 PM
Before i try it out self, could you just tell me/us what are the cost for that ?
Just mana, or some other cost too ?
Like for the tectonic shifting, some mineable resources or stone chunks as sacrifice for the earth elemental.
Title: Re: [1.0] A RimWorld of Magic
Post by: henk on September 20, 2019, 05:00:21 PM
Magic circle powers cost magycite and some other resources. Suggestions :
- Wild animals costs meat
- Mass fear costs mana potions
- Tectonic shifting costs stone chunks
- Promote health costs herbal medicine
Title: Re: [1.0] A RimWorld of Magic
Post by: rawrfisher on September 30, 2019, 01:39:02 AM
@Torran
Question:
Would you ever consider adding an option to allow autocasting of healing spells on tamed animals and prisoners?

Pointless Raging:
I have had to fight with my priest and druid during and after every raid when I tell them to rescue a downed colonist and they just go autocast heal/regen then buzz off and do something different.  It angers me quite a bit losing a lv 16+ gunner/melee cause my colonist chooses to heal somone with a cut and ignore an order I give. 
Getting sick of druids not autocasting cure disease on infactions/food posioning.  This is likley just a conflict with my list and not worth looking at but still

Random suggestions:
A class that can summon/control golems.
A class that can summon makeshift mechanoids or take control of enemy mechanoids

Compatability note:
The raise undead does not train in the kill command when using the mod kill for me.   Not a big deal but just making a note of that.
Title: Re: [1.0] A RimWorld of Magic
Post by: CYFire on October 16, 2019, 07:37:08 AM
Hi there I am new to this forum and Rimworld in general, now playing for some weeks.
I love this mod and am thankfull for the work you have been (and still are) putting in.

Now I'd like to ask: is it possible to buff the Ranger class or better said their "Bond animal" skill? It occurs to me as a quite inferior spell. Once you have used it, you are reluctant to use it again for not loosing your pet. Once tamed a thrumbo, you'll never touch that switch again and your Ranger is left with low stamina and just one regular spell causing slow leveling.

I thought of a way to make the spell reusable and came up with 2 methods:

1) make it like Necromancers "Raise undead" and simply add new pets instead of limiting it to one. This can be balanced with fairly long cooldowns, but being honest undead pawns are more OP than the same amount of (non-legendary) animals, since they can fight, haul, craft... Maybe the bigger ones (thrumbo, gallatross etc.) need more stamina to sustain, and running out of stam gives the risk of your bonded animals to wander into wildness (disappear) or worse going manhunt. Of course you would need a method to quickly refill Stamina, maybe a "Fighter skill: meditate" and/or make recreational drugs (beer, mead, smokeleaf) adding Stamina to fighter classes.

2) Give a chance to "after tame" the bonded animal so one day you can release the bond without sending the animal off. This way you use the skill to overcome high wildness and manhunter chances in taming and can use all trainable animal skills at once + the bonds buff. Then your pawns regularly train the animal in tameness, obedience etc. and once they fulfilled a training, the forced checkmark from the skill turns into a regular trained green checkmark. So after you reached tameness on your Thrumbo, you can release Animal bond, keep your pet and use the skill on the next hard to tame target.

A hybrid of both methods and maybe easier to implement(?) might be a timer on the bonded animal that automatically sets the "tamed" status after a specific time. Maybe use the illness function for a processing headiff, and on 100% the animal is "feeling at home" in your colony and won't leave you even after releasing the bond.


On another note, I also like the bladedancer and love "Phasestrike" for both fighting and raising my economy, similar to "blink". Sometimes, my pawns tend to forget what they were doing while phasing/blinking. One time Pawn tried to refill (Dub's Bad Hygiene) the bathtub and always phased while hauling the water, loosing the water while doing so. Then they ran back to the well, Phased again to the tub and on and on and on... funny.

As the Bladedancer needs a melee weapon to use their skills, I loaded some weapon mod providing a "gunblade" which should serve as both range and melee, but unfortunately it doesn't work. Still need to equip the gladius to use the skills. (Simple sidearms and Dual Wield) Any method for me to add Gunblade to allowed weapons for fighter Skills?

Thank you.
Title: Re: [1.0] A RimWorld of Magic
Post by: henk on October 21, 2019, 08:55:04 PM
The lich event... It's either too easy, or a game ender.

If you can snipe the lich, or summon it into a killbox with an arcane mage, all the skeletons will die instantly. If you don't, or can't, the skeletons will assault you. They outnumber you, and each one of them is several times stronger than a human, despite being only bones. They can walk right through traps, sponge any bullet, then crush your defenders in melee.

So my recommendation would be to buff the lich (perhaps giving it armor or magic items), reduce the number of skeletons, and significantly reduce their tankiness.
Title: Re: [1.0] A RimWorld of Magic
Post by: HiaTa on October 23, 2019, 04:06:59 PM
I apologize i have tried searching and havent found anything but I seem to have a bug with the arcane forge where I cant right click a bill and prioritize.
Title: Re: [1.0] A RimWorld of Magic
Post by: Canute on October 23, 2019, 04:09:09 PM
The arcane forge can only be used by mages, did you try to use it with a mage or a non-mage ?
Title: Re: [1.0] A RimWorld of Magic
Post by: HiaTa on October 23, 2019, 04:20:42 PM
Used a mage and non mage. Non mage gets a warning that work cant be done but nothing shows for the mage. Ill keep trying.
Title: Re: [1.0] A RimWorld of Magic
Post by: henk on October 28, 2019, 12:51:41 PM
Chronomancer's reverse time can kill pawns which have percentage health problems like toxicity or mana sickness. It keeps adding to it quickly until they just die.

About balance, it seems mages get experience, both passive and active, much faster than physical pawns. It's not uncommon to have a colony with several mages all capped, and your highest level fighter is around 10.
Title: Re: [1.0] A RimWorld of Magic
Post by: Tymier on November 09, 2019, 02:11:48 AM
I seem to be having a huge issue with the Bard class tree. There seems to be an <enchantingContainer> loop in the game save files. Basically doubling save file size, multiplying load times, and in game FPS.
The game version and modlist i'm running
<gameVersion>1.0.2408 rev747</gameVersion>
      <modIds>
         <li>Core</li>
         <li>HugsLib</li>
         <li>JecsTools-1.1.0.15</li>
         <li>TMagic</li>
         <li>EdBPrepareCarefully</li>
         <li>GloomyFurniture</li>
         <li>MadSkills-1.0-2.2.1</li>
         <li>Gloomy Extra - Kitchen</li>
         <li>RuntimeGC</li>
         <li>Mass Graves</li>
         <li>Vanilla Walls Redone</li>
         <li>Psychology</li>
      </modIds>

Notepad++ notices 196 "normal" instances of <enchantingContainer> before applying any of the Bard skill tree traits to 1 of my pawns.
After I apply the job to them, Notepad++ notices 160 thousand+ instances of <enchantingContainer> and <innerList /> Doubling and/or Tripling the amount of lines in the save file.
(https://i.imgur.com/xt44fdD.png)
Title: Re: [1.0] A RimWorld of Magic
Post by: Epishade on November 11, 2019, 07:16:02 PM
Does anybody know where I can obtain (or have an old version that they would be willing to upload somewhere for download) a combat extended patch for A RimWorld of Magic?  It looks like there used to be a patch, but earlier this year the mod author took it down from what I can gather.
Title: Re: [1.0] A RimWorld of Magic
Post by: Elgate on November 12, 2019, 04:05:13 PM
Quote from: henk on October 28, 2019, 12:51:41 PM
About balance, it seems mages get experience, both passive and active, much faster than physical pawns. It's not uncommon to have a colony with several mages all capped, and your highest level fighter is around 10.

Until recently, I had the exact opposite. Mages get so much less mana than fighters get energy, you can actually use energy quite often. Since I couldn't wait, I spent some time training my warrior by lowering the energy cost as much as possible and spamming abilities. I got my 1st ranger to level 50 in a few days.


To avoid creating a post, I have a question: Is there another combat class that can be good at ranged combat than ranger and sniper? I got a good ranged physically gifted pawn, and I'm trying to avoid duplicates.
Title: Re: [1.0] A RimWorld of Magic
Post by: Canute on November 13, 2019, 02:53:03 AM
So far i remember Ranger and Sniper are the only pure range fighter.
Basicly you should try out all classes so you know their strenght and weakness in case you encounter them as hostiles.
Special Gladiator's i like to have. They can pull pawn's to him and with higher skill they got a legsweep which allow you to capture them or this reset their mental state.
Not to speak about their whirlwind attack, together with a thrumbo axe it can cut through a concentration of enemies.
Title: Re: [1.0] A RimWorld of Magic
Post by: RoughBeastie on November 16, 2019, 04:50:53 AM
Hi People, massive fan of this mod. Would love some help though. Enchanter doesn't seem to be able to use Enchant Weapon ability. Mana cost is spent, ability goes into cooldown, but the weapon appears unaffected. I was expecting to see something like the enchanted sub-line you get with magic apparel. I'm running very light on mods, and none to do with combat. Have tried with different targets, different weapons, target drafted/not drafted. Stumped.
Someone please point out my obvious mistake?
Title: Re: [1.0] A RimWorld of Magic
Post by: henk on November 19, 2019, 12:13:48 PM
Follow up idea to the modern military classes :
Medic
+0.20 movement speed
-8 mental break threshold
+25% medical operation speed
+15% medical surgery success chance
+10% medical tend quality
+20% medical tend speed
+25% melee critical chance
+20% immunity gain speed
Medic -> Corpsman -> Medical Officer -> Surgeon

A military medical specialist, skilled at patching injured soldiers and treating all kinds of health problems.

Field kit
Deploy a field medic kit on the ground, giving a treatment bonus to all surrounding medical beds. Does not stack with Vital monitors.
- Comprehensive kit : Increases the medical bonus of the field kit
- Practiced motions : Decreases the stamina cost and deploy time of the field kit
- Antibiotics : Decreases the odds that treated injuries will get infected

Patching up
Patches an injury on target pawn without needing them to lay in a bed
- Prioritizing : Increases the number of injuries that get bandaged
- Experienced medic : Decreases the stamina cost and cast time
- Improved bandages : Increases the treatment quality

Triage
Gives all pawns in targeted area a temporary bonus to medical skills
- Shouting voice : Increases the area of triage's bonus and buff duration
- Trusted medic : Decreases the stamina cost and cast time
- Do as I say! : Increases the medical skill bonus

Basic training (learned ability)
Increases the medic's shooting and melee abilities.

I've seen worse (learned ability)
When bandaging a bleeding destroyed limb, gives a chance to save the limb, restoring it to 1 HP, but adding a penalty that decreases the limb's heal rate until completely healed.
Title: Re: [1.0] A RimWorld of Magic
Post by: Canute on November 19, 2019, 12:36:22 PM
Maybe that's something for Chicken plucker's military packs, but IMO nothing for magic ! :-)
Title: Re: [1.0] A RimWorld of Magic
Post by: CYFire on November 22, 2019, 12:53:07 AM
Quote from: henk on October 28, 2019, 12:51:41 PM
...

About balance, it seems mages get experience, both passive and active, much faster than physical pawns. It's not uncommon to have a colony with several mages all capped, and your highest level fighter is around 10.

After testing the best ways to train your magical and physical pawns, I figured out something: Sustained spells - e.g. Power Node (m), Mage Light (m), Sprint (f) and Strong Back (f) - give you experience the moment they are cast. You gain Exp for activating and for deactivating, but nothing in between.
So for training it would be best to manually toggle them as often as you can.

This explains the big difference in growth. For mages, there are lots of utility spells they can use outside of combat, PLUS the use of Enchantment stones and whatnot.
Fighter classes have nearly nothing  they can use outside of combat, except for some of theses sustainable spells.
And even trying to manually train them is limited to AoE spells. You can make your mages throw Smoke Screens and Fogs of Torment on the ground to train them, but skills like Animal Bond, Grappling Hook etc. need a valid target to be cast.

I guess in a scenario of constant raid - like the Wave Defender Mod - your physical pawns probaply would at least keep up with your mages or maybe even grow faster since you don't need to micromanage their autocasts for fear of mana sickness.

One big exception of slow growing fighter - and a corner stone of my hypothesis - is the Bladedancer. The skill Phase Strike is the only skill I've played with so far, that is a not sustainable utility spell for fighting classes. It is the fighter form of Blink and gives a regularly Exp gain, PLUS no fear of mana sickness.

Current Save started with 1 Bladedancer, 1 Druid and 1 Summoner, on Randy Medium.
Druid's growth is connected to amount of injuries and illnesses in your colony.
Summoner's growth is quite high but needs a lot of micromanagement for skill point spending and minmaxing your mana pool.
Bladedancer's growth is like cancer. Can't even keep up with spending the skill points. She is now maxed out at lvl 100sth, no more points to give.
My summoner is at lvl... 40, I guess? q.e.d.
Title: Re: [1.0] A RimWorld of Magic
Post by: CYFire on November 22, 2019, 12:58:37 AM
Quote from: RoughBeastie on November 16, 2019, 04:50:53 AM
Hi People, massive fan of this mod. Would love some help though. Enchanter doesn't seem to be able to use Enchant Weapon ability. Mana cost is spent, ability goes into cooldown, but the weapon appears unaffected. I was expecting to see something like the enchanted sub-line you get with magic apparel. I'm running very light on mods, and none to do with combat. Have tried with different targets, different weapons, target drafted/not drafted. Stumped.
Someone please point out my obvious mistake?

Don't look at the weapon, but your pawn's heddiffs (the buffs and debuffs in health menu), there you should find it.
Title: Re: [1.0] A RimWorld of Magic
Post by: Canute on November 22, 2019, 03:08:10 AM
QuoteFighter classes have nearly nothing  they can use outside of combat, except for some of theses sustainable spells.
Maybe you need a bit more fantasy ?
Even fighter can you many of their combat abilities outside of the combat.
Gladiator can draw even friendlies and own pawn's or whirlewind to just a location.
Ranger can shoot wall's or lay new traps.

And don't forget the mentoring system.
Title: Re: [1.0] A RimWorld of Magic
Post by: ForeverZer0 on November 22, 2019, 08:43:17 AM
As for fighter classes not gaining outside combat, the sniper class is an exception if you use them as your hunter. In fact, a sniper with headshot and disabling shot enabled for auto-cast will out-gain mage classes in biomes with abundant wildlife.

All that said, I do wish there were more useful "generic" skills that all fighter classes could learn. Mages can all learn a wide array of extremely useful skills that are shared among classes, but the fighter classes have few equivalents that are as useful. Gear Repair and Sprint are quite useful, but maybe just don't get the same credit because they are passive.
Title: Re: [1.0] A RimWorld of Magic
Post by: Canute on November 22, 2019, 08:50:44 AM
Yep, like you notice self passive skills only give XP at the activation not while they run.
Don't forget all geting XP when their stamina/mana is full. At a slow rate but they get some.

And since fighter stamina comes back much faster then mage mana, personaly when i manualy use their skills, like that the ranger use the skill against a wall, i can let them level up them pretty fast.
But yes they don't do that automatical, you need to do it manualy.
Title: Re: [1.0] A RimWorld of Magic
Post by: LeatherCat on December 09, 2019, 01:57:03 PM
Insane mod! I am learning a lot of new things from it.
Title: Re: [1.0] A RimWorld of Magic
Post by: LeatherCat on December 09, 2019, 03:31:40 PM
I am trying to "fork" this mod but getting NullPointer when click on pawn with CompAbilityUserMagic component.
Please, is the following initialization correct for CompAbilityUserMagic? Actually didn't find how it is initialized in original.


// add CompAbilityUserMagic component to pawn entity:
ThingWithComps entity = pawn;
ThingComp thingComp = new CompAbilityUserMagic();
thingComp.parent = entity;
CompProperties compProps = new CompProperties(thingComp.GetType());
thingComp.Initialize(compProps);



// component was added:
var compAbilityUserMagic = pawn.TryGetComp<CompAbilityUserMagic>();
Log.Message("add ability");
compAbilityUserMagic.AddPawnAbility(TorannMagicDefOf.TM_PsionicBlast);
Title: Re: [1.0] A RimWorld of Magic
Post by: LeatherCat on December 13, 2019, 05:18:50 PM
Quote from: LeatherCat on December 09, 2019, 03:31:40 PM
Please, is the following initialization correct for CompAbilityUserMagic? Actually didn't find how it is initialized in original.
All types of Ability User Comp are automatically added to pawns at init (AbilityUser dll).
Title: Re: [1.0] A RimWorld of Magic
Post by: AngryBB on December 24, 2019, 02:05:26 AM
Hello. Is there any way to make the mod multiplayer compatible? If yes are there any plans to do that?
Title: Re: [1.0] A RimWorld of Magic
Post by: HQQ on January 13, 2020, 04:59:08 AM
I want to make the ability Mimic of the Faceless class bypass shieldbelt in the xml files.
Can anyone tell me how do I do it?
Title: Re: [1.0] A RimWorld of Magic
Post by: Berserk on January 26, 2020, 12:34:12 AM
Hey I'm getting a pretty nasty bug, whenever I reload the game my pawns lose all their magic levels. I'm not sure if it's a conflict, and if it is I have no idea what could be doing this. Does anyone know?
Title: Re: [1.0] A RimWorld of Magic
Post by: Canute on January 26, 2020, 02:55:30 AM
Pretty sure it is a conflict.
Do you have any error before safing or after loading a safegame ?
Does it happen right after a new colony too (dev. mode on, then you can start with the top right icon a quick test colony).
Title: Re: [1.0] A RimWorld of Magic
Post by: Berserk on January 26, 2020, 03:12:10 AM
Quote from: Canute on January 26, 2020, 02:55:30 AM
Pretty sure it is a conflict.
Do you have any error before safing or after loading a safegame ?
Does it happen right after a new colony too (dev. mode on, then you can start with the top right icon a quick test colony).

I tried a new colony through dev mode like you said, gave a class to one of the pawns and leveled it up, reloaded and all points invested were gone. I checked the log and there are yellow errors, mostly regarding Medieval Times apparel. Though there were these 3 red errors

Edit: I just noticed that this only happens to magic classes like the priest or warlock, the gladiator saves and loads just fine

Could not resolve cross refs: System.NullReferenceException: Object reference not set to an instance of an object
  at Verse.Thing.ExposeData () [0x00000] in <filename unknown>:0
  at Verse.ThingWithComps.ExposeData () [0x00000] in <filename unknown>:0
  at Verse.CrossRefHandler.ResolveAllCrossReferences () [0x00000] in <filename unknown>:0
Verse.Log:Error(String, Boolean)
Verse.CrossRefHandler:ResolveAllCrossReferences()
Verse.ScribeLoader:FinalizeLoading()
Verse.Game:LoadGame()
Verse.SavedGameLoaderNow:LoadGameFromSaveFileNow_Patch1(String)
Verse.Root_Play:<Start>m__0()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()



Could not resolve cross refs: System.NullReferenceException: Object reference not set to an instance of an object
  at Verse.Thing.ExposeData () [0x00000] in <filename unknown>:0
  at Verse.ThingWithComps.ExposeData () [0x00000] in <filename unknown>:0
  at RimWorld.Apparel.ExposeData () [0x00000] in <filename unknown>:0
  at Verse.CrossRefHandler.ResolveAllCrossReferences () [0x00000] in <filename unknown>:0
Verse.Log:Error(String, Boolean)
Verse.CrossRefHandler:ResolveAllCrossReferences()
Verse.ScribeLoader:FinalizeLoading()
Verse.Game:LoadGame()
Verse.SavedGameLoaderNow:LoadGameFromSaveFileNow_Patch1(String)
Verse.Root_Play:<Start>m__0()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()



Exception spawning loaded thing null: System.NullReferenceException: Object reference not set to an instance of an object
  at Verse.Map.FinalizeLoading () [0x00000] in <filename unknown>:0
Verse.Log:Error(String, Boolean)
Verse.Map:FinalizeLoading()
Verse.Game:LoadGame()
Verse.SavedGameLoaderNow:LoadGameFromSaveFileNow_Patch1(String)
Verse.Root_Play:<Start>m__0()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()
Title: Re: [1.0] A RimWorld of Magic
Post by: Canute on January 26, 2020, 04:15:32 AM
Yellow text are warning not error, and can be ignored.

All 3 msg. got "SavedGameLoaderNow:LoadGameFromSaveFileNow_Patch1"
I just checked it with Core,hugslib,jecstools,Rim of Magic and didn't saw this patch at the patch list.
Take a look at yourside.
After you start Rimworld, press CTRL-F12, open in browser
You see at first your modlist, followed by the patchlist and then the regular logfile.
Search for "LoadGameFromSaveFileNow_Patch1" at the patchlist.

If you find it maybe you can recognize the mod which do that patch, and then you got the bad mod.
But if you don't find it,sorry maybe the 50% methode with deactivating mods and retry it with new colonies help you to identify the mod. Yes time consuming annoying methode ! :-(

Title: Re: [1.0] A RimWorld of Magic
Post by: Berserk on January 26, 2020, 04:32:42 AM
Hey thank you for the help, I'll have to do it the time consuming way I think because even my hugslib logs are pretty vague. I don't see what could be doing this, thank you again though :)
Title: Re: [1.0] A RimWorld of Magic
Post by: Mistrornge on January 31, 2020, 03:38:55 PM
Is there a way to make the Monk auto meditate?  He never seems to have Chi when a fight comes.
Title: Re: [1.0] A RimWorld of Magic
Post by: henk on February 02, 2020, 01:06:55 PM
Right click the monk's meditate skill to make them do it every day automatically.

Today I learned : Herbivore animals can eat the druid's briar patch. Nice touch.
Title: Re: [1.0] A RimWorld of Magic
Post by: Aronia on February 03, 2020, 05:31:33 PM
Thanks so much for the mod, it's marvelous. Currently playing a low-tech tribal playthrough with almost everyone in my colony being a mage or fighter.

Just a couple questions here. I notice that one of my pawns (a pacifist fire mage, she was like that when she joined us) is constantly getting mana sickness. She has even died of it once; I reloadeed the save. No one else seems to get it. She is in fact keeping a magical cooler, a sun light and a Ray of Hope all at once, but it's not like she's the only one with a load like that. Is there some kind of condition that makes some pawns more likely to get mana sickness than others?
(A side note — would be cool to get a letter about mana sickness, like the ones we get with other diseases.)

My other question is about the technomancer. So, I have the techno-bit enabled, and when he's mining or something, I can sometimes see the sparks created by it. But I was never able to find what exactly the techno-bit is doing. Where can I look for that information?

Thank you!
Title: Re: [1.0] A RimWorld of Magic
Post by: Canute on February 04, 2020, 03:59:02 AM
So far i remember, when you cast a spell that is over x% over your current max. mana you will get the sickness. I think x is 20 or 30.
So for pratice you should use spells that use less mana.
Enchant your gear to get more max. mana or put points in max. mana (but personaly i prefer mana regen at first).
Title: Re: [1.0] A RimWorld of Magic
Post by: Canute on February 04, 2020, 04:44:37 AM
Warning about Rim of Magic and the latest Jecstools (1.0.16).
Looks like with the latest jecstools some abilities don't work correct.
At last the geomancer Sentinel don't got work correct and give an error msg. about projectile.
After switching back to the previous jecstools version 1.0.15 the sentinel got summoned without problems.

Edit:
Imspiried by a post at the general forum i tried a medivial Zombie Magic colony too.
And i notice Elements and Sentinel don't recognize zombies from the Zombieland mod as enemies and ignore them. Regular pawn shoot at them.
Trying out another Zombie mod.
Title: Re: [1.0] A RimWorld of Magic
Post by: Aronia on February 04, 2020, 08:58:54 AM
Quote from: Canute on February 04, 2020, 03:59:02 AM
So far i remember, when you cast a spell that is over x% over your current max. mana you will get the sickness.
Uh, you mean castimg spells that cost more than the maximum mana I have? How is that even possible? I mean, you need to actually have enough mana to cast a spell, right?
Title: Re: [1.0] A RimWorld of Magic
Post by: Canute on February 04, 2020, 09:22:28 AM
Sorry i don't mean over the current max. mana, i mean of the current max. mana.
You right it isn't possible to cast spell that need more mana then the pawn currently can have.
Title: Re: [1.0] A RimWorld of Magic
Post by: henk on February 04, 2020, 01:27:14 PM
You can also get mana sickness from having 0 mana during a Mana Drain event. Use a potion if your pawn is at risk.
Never use the chronomancer's rollback time spell on a pawn with a % health effect, like toxicity or mana sickness, as it quickly increases the effect until the pawn dies.
Title: Re: [1.0] A RimWorld of Magic
Post by: Mistrornge on February 12, 2020, 07:33:44 PM
Noticed some weirdness.  Thought I would share.
My team had captured several raiders and was nursing them back to health when a group of colonists got the plague.  To fix it I drafted my Druid to cycle cure disease on each of the ill.  My hospital is adjacent to the prison. With the Druid having Arcane Bolt set up to autocast during combat.  He starts casting arcane bolt at the group of prisoners.  The prisoners were resting in their beds not agroed on my colonists. 
Later I had a released prisoner attacked by one of my undrafted colonists as he was leaving. 
Title: Re: [1.0] A RimWorld of Magic
Post by: henk on March 03, 2020, 11:09:07 AM
Torann : Now starting the 1.1 conversion. This will probably take a while.
Me : *turns around to look at shiny new Allow Tools*
Torann : Alright, all done!

Thanks for the amazing work as always, Torann!
Title: Re: [1.0] A RimWorld of Magic
Post by: Piki on March 03, 2020, 01:35:36 PM
This is my favourite mod for Rimworld and I was waiting for  the update ever since Royalty came out. But now there's a problem. I added JecsTools and Rimworld of magic and now my colonists can't shoot anymore. They would get stuck aiming at the target and never actually shoot.
Title: Re: [1.0] A RimWorld of Magic
Post by: linkrag on March 03, 2020, 10:36:51 PM
Quote from: Piki on March 03, 2020, 01:35:36 PM
This is my favourite mod for Rimworld and I was waiting for  the update ever since Royalty came out. But now there's a problem. I added JecsTools and Rimworld of magic and now my colonists can't shoot anymore. They would get stuck aiming at the target and never actually shoot.

Same here...a shame, i really like this mod.
Title: Re: [1.0] A RimWorld of Magic
Post by: Canute on March 04, 2020, 02:24:10 AM
A shame that you didn't check the link at the first posting and notice,
TMagic is updated to 1.1 at the ModDB site.
Torann is just to lazy to update/visit the forum.
Title: Re: [1.0] A RimWorld of Magic
Post by: Piki on March 04, 2020, 07:43:40 AM
I was talking about the new update for 1.1 from ModDB.
Title: Re: [1.0] A RimWorld of Magic
Post by: Canute on March 04, 2020, 09:49:54 AM
Sorry misunderstood the whole thing.
I got a similar issue at 1.0 with the latest jecstools release that let me use the  jecstools 1.1.0.15 again.
But thats not an option for 1.1

But since the mod author isn't active at the forum anymore, you maybe should post the issue at the discord channel.

Title: Re: [1.0] A RimWorld of Magic
Post by: Mistrornge on March 04, 2020, 10:19:06 AM
Thank you for the heads up on the new version being up.  Not sure I would have known if you hadn't...
Loving the mod!
Title: Re: [1.0] A RimWorld of Magic
Post by: Piki on March 04, 2020, 11:56:09 AM
Ah, I didn't know about the discord channel. Wasn't sure where to post about the problem, because there's no forum or comment section on ModDB. Was hoping the problem would be fixed with the newest version that came out today, but it seems that that's not the case.
Title: Re: [1.0] A RimWorld of Magic
Post by: blaxblade on March 09, 2020, 03:43:00 PM
i have the same problem, i have update hugslib,jecstols, harmony, but don't work :(
Title: Re: [1.0] A RimWorld of Magic
Post by: Mistrornge on March 09, 2020, 08:44:38 PM
Anyone else having colonists die to mana sickness back to back?  Lost 2 in the last 15 min where I have never had one die previously.
Also had one colonist die over and over again.  Couldn't do anything to save him.
Title: Re: [1.0] A RimWorld of Magic
Post by: Mistrornge on March 09, 2020, 09:40:38 PM
Now every one of my mages have mana sickness (5 of them).  None of the might heroes do though. 
Had to turn on dev mode to remove the hediff mana sickness.  There are no game conditions currently and none of them have had any mana to cast spells with (all spells that require mana to maintain have been turned off). 
Title: Re: [1.0] A RimWorld of Magic
Post by: Mistrornge on March 10, 2020, 05:27:36 PM
For those who were unaware planting a ton of magicyte kills your mages by mana sickness.  Found that out today. 
Plant responsibly!
Title: Re: [1.0] A RimWorld of Magic
Post by: MagicalFungi on March 11, 2020, 03:23:47 PM
tried installing this (and the proper prerequisites of course) and could not get it to generate a new world for a new colony.... when added to a colony after generation those colonists disappeared. Not sure whats going on. ive got the newest versions of everything. anybody know why this is happening?
Title: Re: [1.0] A RimWorld of Magic
Post by: Canute on March 11, 2020, 05:58:44 PM
MagicalFungi,
could you just post a logfile (The green "Share log" button or CTRL-F12) after you activate this mod before you start a new colony ?
Title: Re: [1.0] A RimWorld of Magic
Post by: CyberianK on March 12, 2020, 04:02:10 AM
Great it is updated to 1.1:

https://steamcommunity.com/sharedfiles/filedetails/?id=1201382956
Title: Re: [1.0] A RimWorld of Magic
Post by: dailandemon on March 13, 2020, 03:21:35 PM
There is something I always wondered, and is about the Death Knight class, It would be damn awesome if Liches after reaching certain level would be able to turn an undead pawn into a death knight, I know Lich is probably the strongest class though this mechanic would make it real good for anyone who wants to do a play through as a lone lich
Title: Re: [1.0] A RimWorld of Magic
Post by: henk on March 13, 2020, 05:02:56 PM
There's a bug with circle-summoned giant skeletons... They come out wild and will attack randomly and grapple nearby creatures.
Title: Re: [1.0] A RimWorld of Magic
Post by: henk on March 25, 2020, 01:21:49 PM
Small bug on lich's death :
MakeThing error: SkillOf_TempestStrike is madeFromStuff but stuff=null. Assigning default.

Dropped a skill book for Tempest Strike.
Title: Re: [1.0] A RimWorld of Magic
Post by: MagicalFungi on March 26, 2020, 10:26:23 AM
ok, I finally found my issue lol. went through all my mods to see which was causing the issue and apparently i had an outdated/broken/corrupted Megafauna mod that was causing all the issues. updated it and everything is working fine, Jecstools and Magic included. FeelsMagicMan
Title: Re: [1.0] A RimWorld of Magic
Post by: henk on April 03, 2020, 12:52:58 PM
Since Techprints are now part of the game, how about making Magic prints for advanced magic techs? Portals, Forge, Cultivation, Magic circles, maybe expert techs could all take magic prints to research, obtainable through quests and possibly some magic interactions:
Magic circle recipe to spawn a random print
Some sort of printing class (Alchemist, Rune mage?)
Scribing table recipe for some common prints

In addition, some of the techs could have hugely inflated research costs; since adding additional prints to already unlocked researches gives you half the remaining research, it would be worthwhile to acquire some extra prints before starting the research, to finish in a reasonable time.
Title: Re: [1.0] A RimWorld of Magic
Post by: MZ on April 14, 2020, 05:49:25 AM
The technomancer's techno-bit doesnt seem to do any explosive damage with its mini-grenade. Any time I check if there are wounds on the foes it hit, there was none. Once a grenade exploded right next to a chicken and it was unharmed. EMP damage from the later upgrade does function. This happens while not usin CE or any other mods that directly influence the combat.
Title: Re: [1.0] A RimWorld of Magic
Post by: henk on April 14, 2020, 09:47:29 PM
Since the Loot Box mod has not been updated to 1.1, can we get loot box-like items in RoM? An expensive item which drops several items, mostly RoM-related, would be lots of fun; and a spell, possibly cantrip, which acts like the Pandora box, spawning several events that might help or hinder you.

Or maybe just a mad scientist mage with random abilities.
Title: Re: [1.0] A RimWorld of Magic
Post by: kullm82 on April 20, 2020, 12:58:42 AM
Can you possibly provide weapons for a priest?
Title: Re: [1.0] A RimWorld of Magic
Post by: NRFBToyStore on April 20, 2020, 03:49:09 AM
Quote from: henk on April 14, 2020, 09:47:29 PM
Since the Loot Box mod has not been updated to 1.1, can we get loot box-like items in RoM? An expensive item which drops several items, mostly RoM-related, would be lots of fun; and a spell, possibly cantrip, which acts like the Pandora box, spawning several events that might help or hinder you.

Or maybe just a mad scientist mage with random abilities.

HAHA! Yes, give ChaosMage evocation! Maybe he makes a cool staff, maybe he opens a portal to a HIVE that jumps through, WHO KNOWS, let's roll the dice and watch.
Title: Re: [1.0] A RimWorld of Magic
Post by: Magically Gifted on April 20, 2020, 04:04:00 AM
Random suggestion , so i was playing with a vampire blood mage and i just thought if it possible for a scroll/spell to force an eclipse so he for a limited time (maybe upgradable)  can go out and defend with the rest of the colonists + it can be useful and harmful to all the pawns that cant adapt to lower accuracy in low level light with a big cooldown and significant mana cost .
after further thinking why not a spell for rain too ( can help with spreading wild fires ) .
Title: Re: [1.0] A RimWorld of Magic
Post by: Canute on April 20, 2020, 06:13:25 AM
I think the eclipse would be a thing for the magical circle.
But the mod author abandon the forum awhile ago, so you should made your suggestion at his discord channel.
Title: Re: [1.0] A RimWorld of Magic
Post by: henk on April 22, 2020, 11:35:39 AM
Bug : mechanoids are immune to Eye of the Storm. Lightnings will strike them, but they take no damage.
Title: Re: [1.0] A RimWorld of Magic
Post by: darklaguna on June 06, 2020, 01:39:41 AM
I encountered a very annoying bug: one of my characters lost all his command icons (draft, cancel action, et cetera). Combing through the error log, I noticed that it was throwing an exception that stamina was null. It turns out that a scroll I read a while back on this pawn (a physically adept pawn, but no class yet) gave him an ability even though it didn't show up, and next time I loaded that save, it expected that pawn to have stamina since he had a physical ability learned (it was a repair gear scroll). To fix it, I had to go into my save and edit it to remove that skill from the pawn, and his icons showed up again.

TLDR: don't read any scrolls until you actually have a class, or it can bug out that character.

If anyone wants to pass that along to the mod creator, feel free to do so. I'm not going to jump through more hoops to create a discord account because he doesn't want to post on the official game forums. =P
Title: Re: [1.0] A RimWorld of Magic
Post by: mohreb on July 07, 2020, 03:31:38 AM
What happens if a chaos mage spends skill points on "sub" skills, then uses his ability to reroll them?
Title: Re: [1.0] A RimWorld of Magic
Post by: henk on July 07, 2020, 11:23:44 PM
All points are refunded, use them at will.
Title: Re: [1.0] A RimWorld of Magic
Post by: Galethvia on July 27, 2020, 05:15:48 AM
I encountered a bug when a druid tries to use the cure disease spell.  It causes them to freeze until you reload the game.
Title: Re: [1.0] A RimWorld of Magic
Post by: Vicpolion on December 09, 2020, 01:49:30 AM
I found something, not exactly a bug. Meaby you can call it a conflict.
I know its kinda of intentional but it sucks :(  when chaos mage uses a spell and it results in a bad outcome that causes ALL colonists to fell exhausted. It also kills all the MISC ROBOTS on your colony.
Title: Re: [1.0] A RimWorld of Magic
Post by: laihoang95 on February 08, 2021, 12:46:11 PM
How to make an adjustment for Manaweave?

So as you may have known Manaweave gives a flat 20% bonus for all enchantments. Basically what it means is that if you have a 40% Energy bonus for normal apparel, the same type of apparel that is made by Manaweave will give a 48% bonus. However, the same thing doesn't apply to Arcalleum (The metal version of Rimowrld of Magic), does anyone know where/how can I make an adjustment to either Manaweave/Arcalleum (Personal use). I have tried to dive into the mod's XML file to no avail.
Title: Re: [1.0] A RimWorld of Magic
Post by: josefrees on September 02, 2021, 03:32:54 AM
Are there any guides for this mod? Thanks to everyone for great work this definitely my favorite mod
Title: Re: [1.0] A RimWorld of Magic
Post by: Ohotoho on January 29, 2022, 06:12:31 AM
Hello everyone!
I am ashamed to admit this, but I'll share in hopes of saving some time and frustration for somebody else.
I am playing a game with rimworld of magic along with ~10 other mods. Everything was going relatively smoothly until at one point the arcane forge refused to work. Pawns refused to work on it and right clicking didn't seem to do anything (except for "might" pawns, where it said they can't work there). Items I previously made there were no longer craftable, crafters where being super annoying to pretend the forge doesn't exist. It was a tragedy!
After some troubleshooting I found out *some* items were craftable there while others weren't. I was getting pretty frustrated at this point because googling was no help at all (hence this post). I removed all other mods but rimworld of magic and re-added them one-by-one, in order to try and discover the exact origin of the issue.
All in all I spent about an hour doing this until I realized I was just missing some crafting ingredients... Turns out there wasn't any bug. There was no mod conflict. Just some lack of resources.
If the mod author reads this - Please make it so that right click tells you "need crafting ingredient" or something along those lines!
To anyone else, learn from my stupidity and make sure you have all the necessary resources.
Title: Re: [1.0] A RimWorld of Magic
Post by: Canute on January 29, 2022, 06:39:51 AM
The mod author isn't active at the forum anymore (last activity 2 years ago)
You can either create an issue at Github
https://github.com/TorannD/TMagic
or contact him at their discord
https://discord.gg/gFYfA6r