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Messages - wrathofdog

#1
I've always resisted turning humans into nutrient feedstock because of the ick factor, but that new building is too tempting to resist.
#2
Releases / Re: [1.2] Ammo Tweaks for CE
February 02, 2021, 09:02:04 PM
Really?  Huh.  My ammo recipes are suddenly back to being for lots of 500 and not requiring chemfuel.  I'm using a Steam workshop version of your mod, though; I wonder if that's why (though it should be up-to-date). 
#3
Releases / Re: [1.2] Ammo Tweaks for CE
February 02, 2021, 02:23:34 PM
Latest update of CE seems to be overwriting this mod's changes, at least for ammo recipes!
#4
Releases / Re: [1.0] A RimWorld of Magic
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.
#5
Releases / Re: [1.0] A RimWorld of Magic
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.
#6
Releases / Re: [1.0] A RimWorld of Magic
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. 
#7
Releases / Re: [1.0] A RimWorld of Magic
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. 
#8
Releases / Re: [1.0] A RimWorld of Magic
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.
#9
Releases / Re: [1.0] A RimWorld of Magic
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...
#10
Releases / Re: [1.0] A RimWorld of Magic
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.
#11
Releases / Re: [1.0] A RimWorld of Magic
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.
#12
Releases / Re: [1.0] A RimWorld of Magic
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.
#13
Releases / Re: [1.0] A RimWorld of Magic
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
#14
Releases / Re: [1.0] A RimWorld of Magic
November 07, 2018, 04:54:40 AM
Dunno if these are any good, plz feel free to critique.

[attachment deleted due to age]
#15
Releases / Re: [1.0] A RimWorld of Magic
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.