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Messages - HerrColonel

#1
Releases / Re: [B18] A RimWorld of Magic
May 24, 2018, 09:35:28 AM
Hey! I've been off rimworld for quite a bit and I'm back here because I do a new install with this mod.

I though of the idea to be able to "ban" some classes of magic or melee at the start of the game. The book to learn that class would then not be accessible. And raiders of that class would not spawn.

In my case, for example, I would like to be able to ban the priest class as I think the resurect spell is OP. But that can also be useful if a player finds some class not fun to deal with when being raided and want to get rid of it in his gameplay.

Just some thoughts. Still my favorite mod =) keep up the good work
#2
Releases / Re: [B18] A RimWorld of Magic
February 26, 2018, 12:35:10 PM
Here is a minor QoL suggestion:

I find myself using the magical heaters a lot (it's -50°C half of the year on this map so it helps my power a lot lol) but I have to manually uncheck "Use as a gather spot". Is it possible to make them spawn disabled by default?
#3
Releases / Re: [B18] A RimWorld of Magic
February 19, 2018, 05:33:32 PM
Quote from: henk on February 19, 2018, 05:19:10 PM
That doesn't worth against arcane mages, who will teleport on top of you at the first opportunity. A real kamikaze maneuver...
Never happened to me oO
It seems the attackers AI does a lot of random shit with spells. I see the buffs spells all the time but otherway very rare. One of my pawns got summoned once (and killed on spot xD), another time I got targeted by magic missiles (low rank). But never seen the kamikaze manoeuver
#4
Releases / Re: [B18] A RimWorld of Magic
February 19, 2018, 01:41:09 PM
Yeah that's why it would be nice to have it as a mod option to accommodate different kind of players
#5
Releases / Re: [B18] A RimWorld of Magic
February 19, 2018, 11:12:37 AM
Quote from: henk on February 19, 2018, 10:46:59 AM
The paladin is also in kind of a weird place. I feel like he should be using melee weapons to make full use of his abilities, but he doesn't really feel buff enough to go in melee. Perhaps the paladin could be made into a physical class? Divine magic usually doesn't require arcane knowledge anyway.

As always, love your mod!
Personally I use the paladin as a melee fighter. (I love the paladin since I know about this mod and I think he's a bit OP) Shield will mitigate a lot of damage, and he has two AOE if you count jump and overwhelm. That + hitting like a truck with his greatsword, he's able to get rid of a lot of ennemies if they're packed, with very low damage taken if any. His heal also has a low range too, so I think his place is in the melee where he'll be able to heal other melee fighters.
So I think he's perfectly fit for the melee role already
#6
Releases / Re: [B18] A RimWorld of Magic
February 19, 2018, 10:33:42 AM
Mhhh I don't know if I want a bigger social penality between the classes =X not like those social fights are too much a problem, but if the mechanic becomes more punishing, there's no way you'll want a necromancer at all (you'll always prefer druids, paladins and priests). Or maybe as a mod option: social penalities difficulty between ennemy classes (should apply to zombies too). So we get the choice to get rid of it completely, or make it super hard for them to coexist.
#7
Releases / Re: [B18] A RimWorld of Magic
February 19, 2018, 09:45:56 AM
Quote from: Prince Kasta on February 19, 2018, 08:45:13 AM
7. I feel the Necromancer is pretty bad, only raise undead is useful and the rest of his abilities are situational and two of them require an ingredient.
The fog of torment is useful for delaying an upcoming enemy horde but isn't really viable as an attack as far as I can see.
He needs a buff power - as an example 'Ghost': The Necromancer raises an ancient ghost to possess and aid the target raising sight, hearing and pain tolerance but also raises the Mental break threshold and decreases his blood pumping.
Something passive that he can use without an ingredient or as an attack.

In my opinion, both the cloud and corpse explosion can be useful attacks.
I still agree this class is weak compared to others. I never used corpse explosion in combat, and I never *successfully* used death mark against ennemies. I don't know if a buff ability would make it that much more useful because there's tons of mages buffs already. Ice mage, lightning mage, fire mage, arcane mage. I'd like it better if death mark was reworked maybe to increase any damage on the target? So that would be a very useful spell to get rid of strong pawns like mechanoids or thrumbos faster when you're shooting them with all you got.
Alternatively, that spell could be changed to a direct attack, maybe a low damage low range low cooldown shadow attack. That would give the necro more defense potential by himself, without being as OP as the magic missiles for example (necro doesnt need something as strong because most of the necro dmg are dealt by the zombies I think).

Quote from: Prince Kasta on February 19, 2018, 08:45:13 AM
The Paladin's master spell can be a 'Nullification field': The Paladin calls a holy force around himself that cause any magic effects to stop.
Undead around him will die, summons will flee to their home plane, the Paladin and friendlies close to him will be immune to all targeted magic spells like Death Mark or Summon and will nullify hostile magic shields.
To be honest I want that ability used by raiders, will spice things up.
OMG absolutely this!
#8
Releases / Re: [B18] A RimWorld of Magic
February 18, 2018, 04:27:02 PM
Quote from: henk on February 18, 2018, 02:24:48 PM
With the latest patch, none of my pawns can cast any targeted spell. Rainmaker still works, but anything with a target (either ground or a pawn) gives the error
"Exception in SetupToils [...] System.MissingFieldException : Field 'AbilityUser.VerbProperties Ability.canCastInMelee' not found."

This message appears whether or not the spell is cast at melee range.
It's weird because I tested today too and I was able to cast spells like blink, invoke, magic missiles, consume corpses, etc. Those all target pawns and I had no error (the spell worked). I didn't test any spell targeting the ground like dry.

Maybe you could upload the full logs?

Edit: You're welcome henk!
#9
Releases / Re: [B18] A RimWorld of Magic
February 14, 2018, 08:06:32 AM
I noticed ennemy mages level up when in your jails. But you can't actually assign their points. It just looks like it. If you manage to recruit them you'll have x amount of unspent points to use. Maybe the message shouldn't be there, because I agree it's confusing
#10
Releases / Re: [B18] A RimWorld of Magic
February 10, 2018, 09:25:15 PM
Thanks Torann my necro definitely enjoy the cheating death buff.

I agree with you Harry Dicks. I just relaunched my game to add the insulating walls mod, and noticed the magical update! awesome!
#11
Releases / Re: [B18] A RimWorld of Magic
February 08, 2018, 04:51:11 PM
I really like your last updates. The mod is really fleshed out now.

One thing I still feel weird with is how to equip my mages pawns.
Usually I give them a ranged weapon because I readed shield belt dont work with spells (didnt tested though) and the maximum amount of armor to prevent any permanent dmg.
But that would be nice if we had some special gear for mages (or normal gear made out of a special stuff like maybe cloth enchanted by a mage's spell) like robes and hats that we would value over helmets and armor vests because of buffs like reduced spell cost.
Maybe we could also have something equipped as weapon like staffs or wands with other buffs so we value it higher than an actual weapon for mages. Like ability to carry more mana. Guns for mages is a bit redundant, for example I give my necro a sniper rifle because she fights with her zambes usually at max range of the fog spell so that's what fits her the best. But it doesn't make sense a necromancer needs to use a sniper rifle. Mods like sidearms (sorry for butchering the title) can also be nice to switch to a personal defense weapon in case the mage is out of mana. In this case, the mana pool buff would not carry on and the mage would be down to 100% out of 150% if he re-equips it afterwards.
I think stuff like that can be worth looking into because we have so much different classes already
#12
Releases / Re: [B18] A RimWorld of Magic
February 02, 2018, 02:56:06 PM
Quote from: Jan2607 on February 02, 2018, 01:33:31 PM
I build that really expensive portal, but I didn't figure out yet how it works. Can someone explain it to me?
I didn't experience the persistent portal myself. I used the temporary teleport version but Torann also explained the other portal on page 19 post #6 of this thread. there must be all the answers you need https://ludeon.com/forums/index.php?topic=37161.270
#13
Releases / Re: [B18] A RimWorld of Magic
February 02, 2018, 12:30:39 PM
Quote from: Torann on February 02, 2018, 11:41:17 AM
Lot of good idea's for the ranger.  They will be distinct from the Sniper very similarly to how you're describing, where the ranger excels at bow/crossbow use and the sniper at more modern weapons.  Sniper can't use most skills without an advanced weapon right now.  Likewise, ranger will not be able to use at least 1 skill without a bow equipped, and the passive 'bow mastery' will only give a damage boost when using a bow.

The ranger will get a pet that is tamed, similar to any tamed animal, but will receive significant stat boosts for forming a bond with the ranger.
That seems quite interesting. Ranger will be the best class to fight along with a tamed animal if I get it right. It makes sense it uses ranged weapons, like sniper, but spec into low-tech weapons.

What I would suggest would be a single "boost tamed animal" ability instead of many abilities to boost either speed, attack or defense. That ability would buff attack dmg (or attack speed) and running speed of the pet, but also make it more resistant to dmgs for a short period of time. The resistance buff could be either like the paladin's shield (block X amount of dmg overall) or like the Gladiator's fortitude (block X amount of dmg of each strike. It's stronger against a swarm of low dmg attacks but weaker against hard-hitting pawns).

That ability would be good for attack but also for defense when you realize the pet is going to die in melee before your pawns are able to deal with the bad guys. But ofc it should be remaining for a very short time (Animals like thrumbos would be totally OP with that kind of permanent buff IMO)

I wouldn't suggest giving this class an animal manhunter cancel ability as the druid has one already, that would make the druid less useful.

Eventually I think a "Teleport my pet to me" (or whistle or anything but doing essentially that) ability could be nice. I like the arcane mage because it's so good to react to threats like "X is attacked by a wolf". In this case I pause and blink the arcane mage for instant help (also instant kill using magic projectiles). This ability would serve the same purpose for the ranger when in combat and alone, able to summon his pet from anywhere (but on the same map as the ranger) to help defending him.

Also is this class going to use might or magic?
#14
Releases / Re: [B18] A RimWorld of Magic
January 30, 2018, 01:00:08 PM
Quote from: Harry_Dicks on January 28, 2018, 05:04:10 PMBut the idea is that smaller spells would not do this, only the big master, blow all your mana and juice at once, spells. So it should not affect the Paladin in any real, significant way.
I misunderstood. I'm OK with some extra costy spells.

Quote from: Harry_Dicks on January 28, 2018, 05:04:10 PM
Speaking of paladins, you are making me think I need to get some of that Medieval Times armor in my game! Man I wish there were a lot more content for the medieval time period, and not just ALL WEAPONS AND ARMOR PACKS! >:(
I especially would like a shield for him (not his shield spell, an actual wooden shield =P) because right now the best option is a greatsword =/ having 1H shield would make many 1H weapons viable. I'll keep the greatsword on gladius though for the insane AOE dmg with high quality
#15
Releases / Re: [B18] A RimWorld of Magic
January 28, 2018, 03:38:09 PM
Quote from: Harry_Dicks on January 28, 2018, 03:05:10 PM
Torann I think the idea of "exhausting" the mage after their spells is fantastic.

I don't like it because I like to use my paladin as a melee monster with a greatsword. He can use his spells to heals his teammates or jump further into the melee. And the shield goes great along with that. Why should he suffer a consciousness debuff =(