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Messages - henk

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1
Releases / Re: [1.0] A RimWorld of Magic
« on: July 07, 2020, 11:23:44 PM »
All points are refunded, use them at will.

2
I have alreadly updated it for 1.1 at steam workshop . ;D
Can you by any chance provide for non-steam users as well if possible? I would really like to try out this mod. Thank!

3
Releases / Re: [1.0] A RimWorld of Magic
« 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.

4
Releases / Re: [1.0] A RimWorld of Magic
« 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.

5
Releases / Re: [1.0] A RimWorld of Magic
« 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.

6
Releases / Re: [1.0] A RimWorld of Magic
« 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.

7
Releases / Re: [1.0] A RimWorld of Magic
« 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.

8
Releases / Re: [1.0] A RimWorld of Magic
« 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!

9
Releases / Re: [1.0] A RimWorld of Magic
« 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.

10
Releases / Re: [1.0] A RimWorld of Magic
« 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.

11
Releases / Re: [1.0] A RimWorld of Magic
« 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.

12
Releases / Re: [1.0] A RimWorld of Magic
« 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.

13
Releases / Re: [1.0] A RimWorld of Magic
« 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.

14
Releases / Re: [1.0] A RimWorld of Magic
« 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

15
Releases / Re: [1.0] A RimWorld of Magic
« 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.

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