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Messages - Torann

#1
Releases / Re: [1.0] A RimWorld of Magic
August 08, 2019, 12:15:51 AM
Quote from: vitorss on July 30, 2019, 09:22:13 PM
Hey there, love the mod.

Just a little something I found with necros: is the size of the undead supposed to influence the mana upkeep? With Cheating Death maxed, I raised a rat and it cost only 0.008 mana while an undead thrumbo costs 0.126! Way more than humans which are at 0.0503 a pop
Yes, the latest patch changed the upkeep cost for undead animals, it now evaluates the combat power of the animal to determine the upkeep cost.  Humans all remained the same.
#2
Releases / Re: [1.0] A RimWorld of Magic
July 18, 2019, 11:56:18 PM
Quote from: Kyuukin on July 05, 2019, 05:59:02 PM
So, a small question.

Is there any way to recover raised Undead traits, background and passions without editing them in, or is this change permanent?
I've tried ressurecting a pawn by both vanilla and modded means and it was always ressurected as an undead. They only reraised my pawn as undead.
When a pawn is raised as an undead then it erases/replaces the old pawn which is not stored in any way.

Quote from: mohreb on July 18, 2019, 01:17:13 PM
I tried looking in the raws but found not by myself.
Is there a way to disable the sustain mana cost of having undead pawns (rised by necromancers) ?
Trie to play an unbalanced-fun scenario ...
There's no way to bypass the upkeep cost of undead right now.  I might add an option in the settings menu to disable it for "fun" playthroughs.
#3
Releases / Re: [1.0] A RimWorld of Magic
April 29, 2019, 09:20:25 PM
Quote from: Ledaren on April 29, 2019, 01:40:52 AM
Is there any way to make permanent Enchanter's Stone accessories? I can alter/make def if is not available on the base mod

But because I'm lazy on learning C#, I want to request some compatibility patch if for RPG style Inventory :p. The cloak (like Wanderer's Cloak and Mage's Robe) and maybe pendant are not showing up
Possible, sure, but not really a good idea. Cloaks and Artifacts use custom Apparel layers so that they can be worn on top of other armor types so you can wear a cloak or pendant without taking the same slot as your armor or clothes. It's also there for balancing purposes so that you can't 'wear' every artifact at once.

The RPG sytle inventory mod doesn't account for custom apparel layers (that I can see); perhaps when I get some time I can make a patch for it.
#4
Releases / Re: [1.0] A RimWorld of Magic
January 23, 2019, 10:59:44 PM
Small update to v2.3.3.4 to fix some bugs and make some minor tweaks


    Tweaks:
    • Ranger "Calming Whisper" stamina reduction will now apply to the stamina upkeep cost as well as ability use
    • Reduced cost of all blood magic abilities by ~15%; increased blood cost reduction from skill training by 1% for all abilities except Blood Shield

    Bug fixes:
    • Fixed several issues while saving polymorphed or post-polymorphed pawns
    • The player will no longer be able to force exit a polymorph from an enemy pawn (enemy pawns will never permanent polymorph)
    • Mages that have learned their master spells will no longer lose them after a faceless possession
#5
Releases / Re: [1.0] A RimWorld of Magic
January 15, 2019, 05:12:23 PM
Update v2.3.3.3

    Bug fixes:
    • Recruited AI pawns had their master spells unlearned - fix is not retroactive
    • Minions won't despawn after a load
    • Orb of Souls (filled) will save correctly
#6
Releases / Re: [1.0] A RimWorld of Magic
January 14, 2019, 01:28:02 PM
Quote from: henk on January 13, 2019, 10:41:26 PM
Possible mod glitch or conflict? Updated to 2.3.3.2 (no other change), and some orders were disabled from the right click list (I noticed cleaning and administering drugs). Also, dead animals appeared with a red X in the pawns list, and the caravan's pawn list also listed animals. I downgraded to a previous version and those bugs were gone.
Both of these bugs were addressed in a hotfix about an hour after the initial release; delete the current folder and download the latest v2.3.3.2 for the fix. 
#7
Releases / Re: [1.0] A RimWorld of Magic
January 13, 2019, 01:43:11 PM
Quote from: Canute on January 13, 2019, 08:52:23 AM
Torann,
didn't you said you fixed the issue with the teleport pod and Thirg Age mod ?
Yes... it seemed to come up again in some instances a bit ago so I changed the patch type and priority, but last I tested it was working fine.

The bug with pawn generation/caravaning etc was a quick fix but I don't think I ever updated on modDB, but that fix is applied in the v2.3.3.2

Wands do count as ranged weapons, just not the fire wand since it can start fires and is an explosive weapon.
#8
Releases / Re: [1.0] A RimWorld of Magic
January 13, 2019, 01:39:28 PM
Update v2.3.3.2


    AI mage's threat has been increased - mages will acquire all class abilities and also have a 5% chance to acquire their master ability (hard mode 40%)
    When AI mages are recruited, they will lose all abilities, ie start from scratch; it will be more optimal to recruit and promote pawns to mages than to capture existing mages
    This change should improve the challenge AI mages present to the colony and optimize balance

    Tweaks:
    • Paracyte yield increased from 5 magicyte to 7
    • Reduced maximum reward value of arcane bandits
    • Paracyte drain is shown under magic tab with other conditions affecting mana regen
    • Enchanters can create unlimited enchanter stones, but each stone reduces the enchanter's max MP by 25%
    • Soothing Breeze (ice mage), Shadow (arcanist), and Ray of Hope (fire mage) have been changed to sustained buffs; they will periodically select a random pawn to buff when the aura is active on the casting mage
    • Stoneskin will slowly repair itself to it's maximum charges as long as it's not completely depleted

    Bug fixes:
    • Polymorph and shapeshift are retained across loads
    • Techno-shield will no longer generate an error when active on a blood mage when they perform blood sacrifice
    • Beguile Animal (Druid) will no longer manhunter friendly or neutral caravan animals
#9
Releases / Re: [1.0] A RimWorld of Magic
January 07, 2019, 12:35:54 PM
Quote from: Canute on January 07, 2019, 03:21:44 AM
Torann,
i got an idea about the magical heater and cooking.
Currently you can cook at the heater, which might be useful as mobile cooking for caravan too.
But it is hard to implement that the magical heater would work as fuel source for campfirel/Fueled stoves ?
So when the heater is next to them, they don't consume any fuel ?
Similar to the Cooking tools from Vegetable garden but give negative fuel consumation.
Hmm does that require a modcheck patch, so it worked for all VG cooking facilities too ?

I think that would be very handy on colder biome's on medivial playthrough.
That might make the heater a bit too good, but maybe that can be something the power-node can do since it's pretty much useless on a tech-restricted game.
#10
Releases / Re: [1.0] A RimWorld of Magic
January 05, 2019, 05:03:56 PM
Updated to v2.3.3.0


    Tweaks:
    • Paracyte thornbush leaches mana from the atmosphere; each bush reduces mana regeneration by 0.66%
    • Druid trait focus changed from tame/train animals to plants
    • Mana potion market value adjust;
    • Mana shield absorbs up to 10 damage per hit, excess damage will harm the target
    • Fighters and mages add wealth to the colony; the higher the class level, the more wealth is added

    Bug Fixes:
    • The magical heater allows bills to be worked
    • Compatibility for Giddy-up! - no longer despawns a mount if a flight ability is used
    • Compatibility for Rimmu-Nation Weapons and ability users
    • Crafted apparel correctly accounts for silver/gold crafting modifiers
#11
Releases / Re: [1.0] A RimWorld of Magic
January 04, 2019, 05:10:38 PM
Quote from: Jan2607 on January 04, 2019, 04:10:31 PM
Torann, a few updates ago you lowered the ingredient requirements for mana potions (no Go Juice) so we can craft the potions early game. Why did you change it back to Go Juice as ingredient?
I didn't, there are 2 recipe's.  One is made at the gemcrafting table with smokeleaf, psychoid leaves, and magicyte and the other is made at the drug lab with smokeleaf, psychoid leaf and go juice.
#12
Releases / Re: [1.0] A RimWorld of Magic
December 30, 2018, 11:57:40 AM
Quote from: Holvr on December 30, 2018, 10:07:57 AM
A small idea. It might already very well be in the mod, but I haven't encountered it yet, so:

What about a magical version of drop-pod raids? Similar to elemental rifts showing up, there could be portals that'd open in the midst of your colony and spill raiders around (with a special condition that magical raids would ALWAYS have at least 1 mage with them to make sense of the portal).

It'd add a nice surprise party, as well as a way to keep the drop-pod raids in while going for low-tech playthroughs.
I like the idea, I was thinking about adding something like this already.  It also gives me an excuse to rework the Arcanist 'teleport' spell to be less like a drop-pod and more like an actual, instant movement, teleport.

I wouldn't be changing drop pods or their events, just adding an additional, more fantasy based event. Drop pods themselves don't really make sense in a medieval/tribal playthrough so making another entry method that has some of the capabilities of a drop pod with a different graphic-set for magic would be pretty neat, and return some of the challenges/risks of enemies with that type of capability.
#13
Releases / Re: [1.0] A RimWorld of Magic
December 22, 2018, 02:02:43 PM
Quote from: Nales on December 22, 2018, 01:29:29 PM
Blood Mage AI needs some work. I just had a group of traders that had a blood mage, and she repeatedly cut herself until she fell unconscious from blood loss. I rescued her, but now, well... the second she regains consciousness she cuts herself and instantly falls unconscious again. Not sure how I'm going to save her from her own stupidity! She's already lost an eye and got a scar on the other, maybe once she goes blind she'll come to her senses?
(Incidentally, she has the "Too smart" trait. Yeah, I guess her behavior is too smart for me to understand.)

Also, I'm using many other mods, but I don't think any of them is causing the issue.
Thought I had this one fixed, but not sure I had ever tested with the AI blood mage being a trader/neutral, only with raids.  Thanks for the report.
#14
Releases / Re: [1.0] A RimWorld of Magic
December 21, 2018, 01:54:06 PM
Quote from: Holvr on December 19, 2018, 07:37:52 PM
- Caravan: While a rogue is in a caravan (or rather: a sole member of a caravan, or in a caravan comprised of only the rogues) they gain a new option when right-clicking settlements: "Steal from".
The Rogue class has been on my list of possible classes for a very long time, but never high on the list due to (my) a general lack of interest in its playstyle and abilities, especially within RimWorld, and how easy something like steal could be exploited.  The idea of adding in some additional caravan/world map options is a good idea and adds some weight to the class, so we'll see.

Quote from: Areskiko on December 20, 2018, 04:12:50 AM
This is just an idea, but the overarching problem with blood mage is that the powers take a lot of time to set up, and once you do you don't get enough in return
I've found a good strategy with BM is to activate blood sacrifice once or twice as soon as the raid event occurs to get the BM bleeding, and then they're usually at ~50-60 blood points once the fighting starts.  As long as a BM is bleeding, they generate bp, and they gain bp each tick based on the total amount they're bleeding. This strategy essentially starts a timer for the BM before they run out of blood (this i where blood for blood really helps), but it also allows them to gain bp without burning a huge amount of mana, in case they have an immediate need of it at a later point.  Investing in Pure Blood is also a good way to make management of blood points easier.

Quote from: Gwaheer on December 21, 2018, 08:46:03 AM
I have some questions/suggestions about old classes:
Great suggestions. Concerning the item values, was this since the last patch? - this was recently (last patch with blood mage + enchanter) reworked with the overall value of magicyte dropping and all items were priced based on resource value+craft time.  For example, the robes of the archmage, which was 20k, is now 6250.  All item values are consistent in their calculations, so if you think values are still too high, let me know.

As for the artifacts, those can be created by an enchanter.  More, craftable, artifacts to come in future updates.
#15
First of all, let me say thanks for taking the time to post this idea; the fact that there have been countless folks who've taken the time to reciprocate their idea's about ways to enhance the mod has been what's kept me modding RimWorld for over a year.

The expansion you've proposed is honestly clean and distinct enough that, while it fits nicely on top of RW of Magic, it could also easily be a stand-alone mod.  That being said, the links you propose to magic use and overall colony behavior and interaction between classes creates a glorious hook and would present added challenges, with appropriate rewards, for any play-through.

Ok, getting into some of the details - really great lineup of god types. Seriously, lots of thought and experience went into that list of likes and dislikes and god types.  I think your suggestion of making somewhat 'dynamic' gods would also be terrifically fun.  During world generation, a database of behaviors could semi-randomly be assigned to each god, very similar to pawns and their traits, except more detailed with those 'god traits' being the defining characteristics of each god.  The other key factor would be how those traits determine which 'boons' or divine powers each god can grant.  And then, as events unfold and the player makes decisions, each of those decisions goes into a 'divine story' that logs and accounts for key actions that occur within the colony and decides how each god views that decision based on their divine traits.

I'm not sure I'd restrict a divine pawn by a magic class though. It can sometimes be a challenge to get certain classes and it seems somewhat defeating if you couldn't access or interact with a god without a specific class.  So maybe some traits or classes that would allow easier access, or more likely to become 'divine' pawns, but perhaps also some new traits like 'chosen' or 'faithful' or something like that which would nudge that pawn, and indirectly the player, into pursuing the selection and worship of a god?

As for the use of abilities themselves, once enough favor was gained with a god, pawns (even those not quite as devoted, or magical) could have access to new powers provided by their god.  Maybe the big boons, I mean the colony altering, powerhouse, divine abilities could only be invoked by those select chosen, but I think it would be more interesting to make certain classes more favored by gods (depending on the gods divine traits) rather than gating access to a god behind specific magic classes.

I see that resource quantity (godly favor) being more colony-wide vs specific pawn. Maybe the chosen, or priests, of a god would have access to more abilities, or stronger abilities, depending on the colony's standing with their selected god?  Maybe some classes, with divine support, have access to new class abilities? Making the choice of a god would be more interesting if you can't force every colonist to accept that god, or the god accept every pawn. So pursuing some kind of personal link to a god for individual pawns, but also an overall colony opinion of a god, seems like very RimWorldy decision material.  I do like the whole charges and time idea though; asking for your god to resurrect a fallen pawn is an acceptable request, but asking them to resurrect Stubbs, and 5 minutes later, to resurrect Stubbs again...

I've been looking at adding in advanced classes but this seems like a more interesting way to add to the mod (not to mention, a good way to keep balance in check) and I look forward to seeing if this is a direction other players would like to see the mod expand in.