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Messages - akinata

#1
Releases / Re: [B18] Rimsenal v1.1: Early adapter edition
November 27, 2017, 04:00:37 PM
bug:
when a siege occur with one of your faction they do not build the mortar.
#2
Releases / Re: [B18] TMagic - Magic for RimWorld
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.
#3
Releases / Re: [B18] TMagic - Magic for RimWorld
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)
#4
Releases / Re: [B18] TMagic - Magic for RimWorld
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..
#5
Releases / Re: [B18] TMagic - Magic for RimWorld
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)
#6
jerked meat feels op in a way. no malus, high preservation rate, need any meat (pemmican that is roughly the same 'type' of food need meat AND vegetables) and is available since start.
why would one cook simple meals when you can cook jerked meat?