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
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#2
Releases / Re: [1.0] A RimWorld of Magic
December 14, 2018, 02:53:46 PM
Don't know anything about that actually...could be an unfinshed feature or just for gameplay reasons
#3
Releases / Re: [1.0] A RimWorld of Magic
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
#4
Releases / Re: [1.0] A RimWorld of Magic
December 05, 2018, 07:50:51 AM
Sorry for my spelling typed this all on my phone and my brightness is allbthe way down.
#5
Releases / Re: [1.0] A RimWorld of Magic
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
#6
Releases / Re: [1.0] A RimWorld of Magic
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.
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.
#7
Releases / Re: [1.0] A RimWorld of Magic
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
#8
Releases / Re: [1.0] A RimWorld of Magic
November 27, 2018, 12:36:13 PM
yeah I always thought that was a pretty cool feature
#9
Releases / Re: [1.0] A RimWorld of Magic
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.
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.
#10
Releases / Re: [1.0] A RimWorld of Magic
November 25, 2018, 06:12:27 PM
"downed from hate" sounds interesting lol
#11
Releases / Re: [1.0] A RimWorld of Magic
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.
#12
Releases / Re: [1.0] A RimWorld of Magic
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
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
#13
Releases / Re: [1.0] A RimWorld of Magic
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
#14
Releases / Re: [1.0] A RimWorld of Magic
November 22, 2018, 01:19:18 PM
That's what replicate means pretty sure that's completely intentional behaviour
#15
Releases / Re: [1.0] A RimWorld of Magic
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