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Messages - CYFire

#1
Releases / Re: [1.0] A RimWorld of Magic
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.
#2
Releases / Re: [1.0] A RimWorld of Magic
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.
#3
Releases / Re: [1.0] A RimWorld of Magic
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.