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Messages - Toketsu

#1
Releases / Re: [B18] A RimWorld of Magic
June 20, 2018, 10:35:23 PM
Quote from: henk on June 20, 2018, 09:33:55 PM
Bug report : I used the druid's regrow limb on someone's right little toe and ended up with Regrown Arm (-50% manipulation) on that right little toe.
Druids are scary...
#2
Releases / Re: [B18] A RimWorld of Magic
June 17, 2018, 07:48:41 AM
Quote from: Canute on June 17, 2018, 01:13:10 AM
TheAzn123, you know animal's can't do all these task's like a necro zombie could do  ?
If you just look for hauler/cleaner you should look for a summoner.
Considering that it's for roleplay reasons, i guess summoned creatures won't do for him.

Edit: Torann, is there any possible reason for the new classes to give out massive lag? Started a new game with both classes, it's lagging like hell. None of my other saved games are lagging, and the only difference is that they don't have the new classes.
#3
Releases / Re: [B18] A RimWorld of Magic
June 16, 2018, 06:30:07 AM
Quote from: Torann on June 16, 2018, 12:09:37 AM
Quote from: Toketsu on June 09, 2018, 04:25:39 PM
Here are some more ideas. I still didn't make the synnergy classes, but i'll get to that at some point. For now, take these (and the last post in case you missed it, page 50, reply #741):

I saw the earlier post, I like the idea of contracts/bonds... in fact, the Warlock and Succubus were already set up with an ability to make a soul bond.  Similar concept I think.
Questions:

Can you make skills/spells from scrolls only be learned if pawn has a specific mage or fighter level? If so, the survival instinct could be a pretty high level skill, for example.

Can you make spells that require another spell before they're available? Something akin to upgrading a spell. This could make spell scrolls more interesting to play with, allowing for several levels of specific spells, with different potency and costs.
I saw the earlier post and I like the idea of making pacts.  In fact, the warlock and succubus both can create a soul bond which is a similar concept I think.  The geomancer is on the list and would be a nice addition, maybe have it fill the role of terrain manipulation and building damage/defense.

Yes to the above questions.
I see, thank you for replying o-o Will start mentioning "level requirement" in skills that i feel should require a level. Currently planning ideas for endgame content, starting with going past max skills. The main concept is done, and i'm just making some examples of what could be done per class.

Here's a very small suggestion:

Mana parasites
2-3 mages in the colony will get infected by this in a random organ or limb. This disease halts mana regen (but doesn't drain mana), and causes medium pain. Casting spells will damage the pawn. Can only be cured with the druid's disease removal spell at max level, or surgery to remove the organ/limb infected. Very rare disease (1 every 5 years as an estimate, on a biome with 1 disease per year). Can strike since day 1.

Also, two possible bugs i found:

My pawns got hit with reflect damage from an enemy running on traps - is this intended? Edit: There were like 80+ corpses stacked on each other in like 7 tiles, so i couldn't be bothered to check the class, but it's very likely faceless.

My lich looked like he was taking damage from his fog of torment - is this intended?
#4
Releases / Re: [B18] A RimWorld of Magic
June 11, 2018, 03:49:14 PM
Quote from: Jan2607 on June 11, 2018, 02:41:28 PM
How does the enchanting work? I noticed that I can craft Gems and my mages can equip them (however, they don't show up in inventory, when equipped). But what's next?
Right click a piece of mage clothing or weapon on the ground (such as wanderer's cloak or robe of supremacy, or any wand/staff). Yes, it must be on the ground.
#5
Releases / Re: [B18] A RimWorld of Magic
June 11, 2018, 02:34:27 AM
Quote from: WolfCaptain Blade on June 10, 2018, 09:29:34 PM
Does that only happen if one is a full mage and the other is an initiate or they are both the same mage style or something?
It happens between any mage with any mage (both must be specialized in one magic type, and not purely be "magically gifted"). It occurs when they pass by eachother, similar to a normal chat social occurrence, and the lowest level mage will gain exp upon happening.
#6
Releases / Re: [B18] A RimWorld of Magic
June 09, 2018, 04:25:39 PM
Here are some more ideas. I still didn't make the synnergy classes, but i'll get to that at some point. For now, take these (and the last post in case you missed it, page 50, reply #741):

Classes:

Geomancer (magic)

Prospect - Large-radius spell that removes the fog of war and shows what's behind any natural walls. Does not show anything inside ancient dangers. Useful for mining in mountainous colonies.
Medium mana cost and cooldown. This spell has a scroll learnable by any mage.

Raise Minerals - Generates rocks (native to the region only) along with an assortment of random ores (quantity and commonality determined by rarity) in a small area (similar to the developer mode's "make rock 21x21" or whatever it's called). Can only be cast on a clear surface, similar to Teleport.
Long cooldown and high mana cost, leaves the user with mana weakness.

Toughness (passive) - Gain 3 damage reduction. Higher skill levels further lower damage. Mastering the spell makes the pawn emmit an aura that lowers damage taken by non-hostile pawns in a medium radius.

Rock Wall - Create a rock wall that blocks passage and projectiles. Can be any lenght. Each tile that the wall uses increases mana cost by 2.5%, cast time by 0.2s and cooldown by 1s. Best used while the game is paused, usage is as simple as selecting the spell and then using it as if you were building a normal wall. Can't be used over terrain that blocks building or movement. Walls disappear after 15 seconds. Duration can be increased with skills. While a wall is up, the geomancer will have a skill to crumble all created walls.

Earthquake (master spell) - Shakes the entire map for 30 seconds to 1 minute, dealing 1% building damage per second to all claimed buildings (including enemy buildings, but no natural buildings such as ancient dangers and rocks/ore).
Also reduces the manipulation and movement of all land pawns and animals by a %, increased with spell upgrade.
Long cooldown, very high mana costs and long casting time.


Spell and skill scrolls:

Levitate - Sustained mana cost of 20%, increases the mage's movement speed by 10% and negates any kind of impairment from the ground, such as no damage from fires (can still get damage from overheating temperatures), can fly over water, no movement decrease from any kind of terrain (works on caravans if all pawns have this spell active), and ground-based spells (such as earthquake) would have no effect on the mage.

Survival instinct - This might skill can wake up unconscious pawns, and allow them to move to safety and even work (including self-healing) - for a time. Duration is determined by the amount of stamina consumed on skill use, with every 40% stamina giving 1 extra hour before collapsing again. After use, pawn will get a new "Fatigued" status which halts all stamina regeneration and lowers all of the pawn's stats by 30%. Fatigued lasts for 2 days.
100% of max stamina cost (uses up all stamina), 5 days of cooldown. Disables all sustained skills on use, and skills cannot be activated during fatigued.


Items:

Concentrated magicyte crystal
Crafted on a gemcrafting workbench, this new item can be used to power new, strong magical buildings. Mid-tier crystal.
Requires the second magic item crafting and second gem crafting research to make.

Accumulator crystal
Crafted on a gemcrafting workbench, this new item can be added to existing magical structures that rely on mana to work. Buildings with one of these will gather mana from the air over time for their own use (cannot be extracted), resulting in 1% mana per hour.
Requires the third magic item crafting and third gem crafting research to make.

Battery crystal
Crafted on a gemcrafting workbench, this new item can be added to existing magical structures that rely on mana to work. Buildings with one of these will hold twice as much mana as they naturally can.
Requires the second magic item crafting and second gem crafting research to make.

Generator crystal
Crafted on a gemcrafting workbench, this new item can be added to existing magical structures that rely on mana to work. Buildings with one of these will gather 0.5% mana per hour and can hold +50% of their base mana capacity.
Requires the third magic item crafting and third gem crafting research to make.


Events:

Magical Hazard (sorry for the wall of text, made it as detailed as i could at the time)
This event is triggered randomly shortly after the cast of spells. The more mana has been used in a zone, the higher the chance of it happening. Every 100% mana increases chance of it happening by 1%. The mana in the air is reset when the moon goes away completely (6-7 am). This event cannot be triggered naturally prior to the second year.
Magical Hazards are a very dangerous semi-cataclysmic disaster that happens when a great amount of mana circulated in a short amount of time that change the very shape of the earth. When a Magical Hazard occurs, flashstorms will rend the map in several areas, along with 2-4 tornadoes. These will last between 12 hours and 48 hours. Once it ends, the weather will act in a bizarre way, to the point where it could be -50° celcius in a summer day on the desert, and the weather will change very often and drastically. This lasts between 1 to 7 days. During the entirety of the Magical Hazard, casting spells can be extremely dangerous. There's a 30% chance the spell will fail to be cast, and the mana used will explode, causing harm to the user (1% mana = 2 damage to a random body part, hands and arms have the greatest chance of being harmed), and during the hazard, the chance to trigger a hazard event will be 10x higher. Triggering a hazard during a hazard will unleash an even more dangerous hazard that lasts twice as long, with +50% flashstorms and tornadoes. A.I. mage spells do add to the chance of triggering the hazard, but can not trigger a hazard themselves, for the sake of balancing (This could have a toggle in the mod settings, for people who want a harder challenge).
Magical hazards can be somewhat countered by building an Anti-hazard Totem building. Read below for more info.
Once the hazard is entirely over, some magicyte can be found spread all across the map (between 100 and 400, depending on map size).


Buildings:

Anti-hazard Totem
This totem, when built, acts as a conductor to neutralize the mana in the air, lowering the chances of a hazard by 90% (making it 100% mana used = 0.1% chance of triggering a hazard). Only one is required for full effect, and building more will not increase efficiency.
Requires a new magic research "Hazard Prevention", which requires shield belt research and the second magic item crafting research. Building costs include 1 Concentrated magicyte crystal, some steel and some building material, for cosmetic or endurance purposes.


Other:

About the crystals that can be infused in buildings - a building can only host up to 4 crystals, and only one of each type (all battery crystal tiers will act as one type). If it's a dual-type crystal, it'll count as both types.

Allow mages to condense mana into magicyte, at a ratio of 10% mana = 1 magicyte. Unless i'm doing something wrong, magicyte can be pretty hard to come by in a single colony, especially if you're not in a mountainous or large hills area.

Add a slider for skill damage, if there isn't one yet. Could range between 30% and 300%.


Questions:

Can you make skills/spells from scrolls only be learned if pawn has a specific mage or fighter level? If so, the survival instinct could be a pretty high level skill, for example.

Can you make spells that require another spell before they're available? Something akin to upgrading a spell. This could make spell scrolls more interesting to play with, allowing for several levels of specific spells, with different potency and costs.
#7
Releases / Re: [B18] A RimWorld of Magic
June 09, 2018, 04:07:46 PM
Quote from: rekasa on June 09, 2018, 03:16:39 PM
Hi! I just bought a massively expensive book, Arcane Script: Demonology, and I wanted to teach my Magically Gifted pawn it, but as the image shows, when I tell her to read it, it says "Book type not recognized as an arcane script." Does anyone have any ideas?

It's a new class that torann is working on. There will be a demonologist and a succubus. For whatever reason, the script and the classes were already in game the day he mentioned that, almost a week ago. Though, the class isn't functional right now. Either save that book until he updates, or sell it~
#8
Releases / Re: [B18] A RimWorld of Magic
June 06, 2018, 08:20:16 AM
Quote from: Canute on June 06, 2018, 06:35:24 AM
Do you remember what traits the parents got ?
One was a lightning mage orassan, while the other was a druid orassan. If you want regular traits, then sorry, that's beyond what my memory can do.
#9
Releases / Re: [B18] A RimWorld of Magic
June 06, 2018, 05:20:46 AM
Quote from: Canute on June 06, 2018, 05:00:30 AM
Torann,
is there a way for you to select what pawn's are geting magical traits ?
Some other mod's allow the creating of pawns (Andoids).
But i think it is a big unlogical/unfair when these newly created one got magical traits from the beginning.
But forbiding these completly would remove them from Raiders too, which is unwanted.

I didn't played with Pregancy&children yet, but we should take a look into that too.
When both parents are magical gifted, the child should have a high chance to be magical gifted too.
Iirc i had a bard child on my previous colony. I could be wrong on that, but i'm 100% sure one was born magically gifted.

Edit: Fixed a typo.
#10
Releases / Re: [B18] A RimWorld of Magic
June 01, 2018, 11:44:46 PM
I wanted to suggest this later, along with the other 3 classes i'm working on and a few other things, but this class just seemed like a good idea, so i felt i needed to suggest it now. Also added the magicyte counterpart that i mentioned before.

Items:

Drainyte - New resource that, when worked, has anti-magic capabilities and is immune to damage from spells. Walls and floors made of Drainyte will slowly drain any mage's mana (1% every 10 seconds) until they have 5% left. Good for making mage traps and anti-magic prisons. This is a rare material (even rarer than magicyte) that can only be obtained from meteors and traders.

Drainyte shell - New mortar shell that deals little damage, but drains a high amount of mana upon explosion.

Drainyte melee weapons - Deals double damage to mana shields, and half damage done to a mage is also dealt to their mana.

Drainyte power armor - provides small defensive boosts against magic (10-20%) along with a few other effects.
Requires power armor research.

Drainyte power gloves - New hand slot equipment that has a chance to negate any magic damage and effects to the user via a shield. Chance based on manipulation %, with 100% manipulation giving 5% chance.
Requires power armor, charge shot and shield belt researches.

Drainyte power boots - New foot slot equipment that reduces magic-based stun duration by 30%.
Requires power armor research.

Drainyte power helmet - New heead slot equipment that gives you a chance to negate spell effects such as being teleported around (does not work against faceless' transpose). Chance based on consciouness %, with 100% consciouness giving 25% chance.
Requires power armor and shield belt researches.

Buildings:

Drainyte beacon - Large-radius mana draining capability, requires energy to work.

Drainyte power beacon - Tiles under the effect of these are protected from spells (including things such as blizzard's projectiles). High energy usage, requires "Shield Belt" research. Materials include drainyte and
advanced components among them. Pawns can not cast magic while inside these, and magic effects dissipate on a pawn that moves inside the area.

Drainyte cryptosleep casket - Place magical pawns inside to produce one mana potion per 5 days. Requires fueling with one sandstone chunk and requires power.
Requires Cryptosleep casket research.


Classes:

Paktierer (magic) (another name could be "pactmancer", Paktierer is german for "compromisers" according to google)
This class uses pacts and contracts (see details far below) as their main methods of casting. They are a non-combat caster class. Heavily relies on social skill and social tab to work.

Pact (sustained, can have multiple) - Targetted spell that requires two targets. There are several types of pacts (see far below) to create, and they last until either pawn or the paktierer dies.
10% sustained mana per pact, has a spell to dismiss a pact, which allows you to choose which pact to dispell, instead of doing it randomly or all. This spell does not work with prisoners.

Contract (sustained, can have multiple) - Same as above, but with 8% sustained mana per contract. Details far below.

Shrewd negotiator (passive) - Gain +2% of all health tab stats (manipulation, hearing, etc) per pact sustained, and +1% per contract sustained. Effect increases with higher skill.

Pactmaster (passive) - Always starts unlearned and requires 10 social skill to learn. Each level up requires +5 social level, up to 20. Each level increases the number of pacts you can sustain on a single pawn, and pawns gain +5-10% skill exp per pact they are in.

Unwilling Pact (master) - Works the same way as a pact, but can be used on prisoners. This spell has a few differences to normal pacts, which include: Buffs are not added to prisoners, debuffs are not added to colonists, and soul link is one-way only, meaning that if the prisoner takes damage, the effect does not trigger. You can only use this spell with a colonist + a prisoner. Sustained mana cost of 15%.

Pact system:

Pacts
Pacts are magical oaths that a Paktierer can create between two pawns. These pacts can provide an array of buffs and debuffs, and well as other effects. What kind of pacts two pawns can have deeply depends on how they see eachother. Pacts are intended to be a permanent thing, but can be removed by paying a heavy price - both affected pawns lose 50% max health on every body part. This doesn't take effect if the paktierer dies (in which case all pacts are dispelled). Nothing happens if the pact breaks because the pawn's relations changed and got off the pact limit, other than losing the pact.

Some ideas of pacts:

Soul link pact
Requires both pawns to be at +80 or higher relation with eachother. This pact makes it so all damage taken by one pawn is reduced by 20% and the remainder is shared equally across both pawns. This works both ways, as in both pawns can take and share the damage.

Rivalry pact
Requires both pawns to be between -1 and -50 relation. This pact makes it so both pawns will have social fights between eachother 3x as often, but if they fight together against the same enemy, they'll deal 20% increased damage with 10% increased accuracy.

Hate pact
Requires both pawns to be between -70 and -100 relation. This pact... I'll be honest, i can't come up with anything useful for it right now, so i might post as is for others or you to make something for it.

Love and hate pact
Requires one pawn to be above 0, and one below 0 relation. This pact makes the pawn above 0 to gain global work speed and gain a mood buff, while the pawn below 0 gains a damage buff, is more likely to offend people that like the pawn above 0 (+50 or higher relation), and will gain a slight mood debuff.


Contracts
Contracts are very similar to pacts. They use the same 'pacts' as contracts, but with effects lowered by 50%, and do not dispell if relations get off the contract's limits, as those are now just requirements. Contracts can be dispelled without any backlash, unlike pacts. One pawn may be in as many different contracts and he wishes, but only in one with each other pawn. Contracts do not add to the Pactmaster skill.

Social skill + pacts

Social skill adds a few things to how pacts work.
Each social skill level adds +- 2 relation points to the pact's relation limits. For example, a paktierer with level 10 social would be able to form soul link pacts with pawns at +60 relation, and rivalry pacts between +19 and -70.
Every 5 social skill levels reduce debuffs and bad effects from pacts and contracts made by this paktierer by 10%.
Every 10 social skill levels will give the paktierer one mana-free sustained pact or contract. Pacts take preference here as they cost more and are generally better.

Other
Make a top left message with sound when a pact or contract ends for whatever reason, and state the reason.
#11
Releases / Re: [B18] A RimWorld of Magic
May 30, 2018, 11:29:49 PM
Quote from: Torann on May 30, 2018, 07:34:29 PM
Quote from: Toketsu on May 29, 2018, 11:28:12 PM
Another slider that could be added is a "item price" slider, that affects all items added by this mod
Another good mod option, I'll look at adding it, but I think the overall economic impact would need to be considered as it could easily turn crafting and selling magical items more profitable than intended and end up having other unintended affects.
Yeah, i didn't think about that... Perhaps the same slider could increase the crafting costs by the same %? Or maybe a crafting slider to go along with it.

Quote from: Torann on May 30, 2018, 07:34:29 PM
Quote
Also, Torann, i said i had a good idea for the next suggestion, but i'm unsure if this is possible to add: Two separate classes that have great synnergy with eachother.
You might be a bit of a psychic yourself since this is remarkably close to what you will see with the succubus/warlock, which is the current class in development.  This class will have two distinct traits and playstyles but will differ in many ways too.  The succubus will be the female only version (more centered around physical affects) and the warlock male only (and more mental based powers), but they will share some spells and have some very interesting synergy.
I see, seems interesting. Also, let me add a question here - is it possible for you to create new effects? Such as frozen, charmed, along others? Differences between frozen and stunned, for example, would be that frozen would be removed with heating and fire spells, and the pawn takes highly increased physical damage while frozen.

Quote from: Torann on May 30, 2018, 07:34:29 PM
Quote
Another thing that i'm unsure about is, can you make certain spells be more or less effective against pawns with certain traits and/or defs? Example, make necromancers get healed less with non-necro healing spells.
Yup, definitely agree and will put this concept on the To-Do list along with ZE's suggestion of expanding this idea to elemental affinities.
Alright, i'll be upgrading my suggestions based on this. Already got a few done. My next post likely will be a decent-sized one, including spells, classes, an anti-magic counterpart for magicyte and more.

#12
Releases / Re: [B18] A RimWorld of Magic
May 30, 2018, 03:30:53 AM
Quote from: Canute on May 30, 2018, 02:59:25 AM
QuoteAnother thing that i'm unsure about is, can you make certain spells be more or less effective against pawns with certain traits and/or defs? Example, make necromancers get healed less with non-necro healing spells.
From the old magic lore, healing don't work on Undead it even damage them.
Since a regular Necro is still a living beeing he should be healed. But that don't count once he turn into a Lich.
But when healing becomes dangerous for undead, the circle of healing could be very tricky. Special when the Zombie's from Zombieland mod become the undead trait too.

A proper necromancer has dabbled too deep into death and dark magic, and as such, healing magic should have lowered effects on them. This includes, but isn't limited to heal and resurrection. Liches should be damaged by healing, agreed.
#13
Releases / Re: [B18] A RimWorld of Magic
May 29, 2018, 11:28:12 PM
Quote from: henk on May 29, 2018, 08:32:27 PM
I like the idea of psychic sensitivity affecting pawn mana gains, but perhaps they could also affect spell costs - so a pawn that is psychically deaf won't be strictly worse as a mage.

As for additional events, why not map events that allow your magically gifted pawns to gain an affinity? Making upgrade books rarer, but adding events in the world map that upgrade magically gifted pawns would give the upgrade more significance. For example :

- The old Arcane Stash event could be retooled to have a one-time-use building which upgrades a pawn to the specialization of your choosing, or even grant the Magically Gifted trait. Arcane Stash was rather annoying due to the difficulty, but it was a good idea, and I would love to see it come back in some form.
- A new event whereas a nearby friendly town is ready to accept apprentices. A magically gifted pawn could get there, pay the required sum, be gone for a few days (maybe) and gain a specialization.

Also, randomly-gained specialization (like ??? scrolls, and perhaps new events) could be improved by giving the specialization most appropriate to the pawn - for example, a pawn that is incapable of violence would always be a priest, and a pawn that has a low medicine skill would be less likely to become a druid.

Finally, is it possible to give spells special effects at casting? Similar to choosing a material for furniture, choosing an effect on a spell could change its mana cost and increase some of its properties.

+1 to all this, especially the last part and the "make books rarer" part. Right now, they're pretty easy to come by. Another slider that could be added is a "item price" slider, that affects all items added by this mod, ranging between 0% and, say, 500%. 500% may sound like a lot, but remember: this is a slider that the player will choose, and there are several mods that make getting money easier (such as "harvest everything" mod, which allows you to harvest almost every body part, making prisoners walking silver mines).

Also, Torann, i said i had a good idea for the next suggestion, but i'm unsure if this is possible to add: Two separate classes that have great synnergy with eachother. An example could be a class that can 'push and pull' enemies all close together, while the other would have a very high damage spell with long cast time, but very short aoe (say, 3x3 aoe). This would make teaming them together a really good fit.

Another thing that i'm unsure about is, can you make certain spells be more or less effective against pawns with certain traits and/or defs? Example, make necromancers get healed less with non-necro healing spells.

While i wait for these to be answered, i'll be working on another class, which will be more of a tank.

Quote from: Torann on May 29, 2018, 07:08:46 PM
Nice suggestion Toketsu, as always.  I'll see about the shaman, I think there's definitely a niche for a "utility object" and indirect offense/defense class though.  The Summoner fills the role for "combat object" with his summons, but the Shaman class concept is unique enough I think.  Now the question is if I'll ever have time to get around to it =)

I know almost nothing of scripting, so, sorry if i make suggestions that are too hard to implement o-o.
#14
Releases / Re: [B18] A RimWorld of Magic
May 28, 2018, 05:49:33 AM
Here are some basic ideas you could possibly use:

Classes:

Shaman (magic support)

Hex - Low cooldown (1-5s) spell with low mana usage. Curses an enemy's body part (random at first, on choice with level ups), decreasing it's efficiency (pawns cannot get downed this way if consciousness drops too low). Can apply up to 2 hexes to the same body part, attempting to do more refreshes the oldest hex.
Lasts around 30 seconds by default.

Hex Hunter - Deals damage to all hexed body parts of the enemy, while removing all hexes. The more hexes, the stronger the damage.
Medium cooldown and mana usage.

Repulse - Knocks back any incoming projectiles and any pawns in the path. If a pawn is knocked back onto a wall, pawn is stunned for 3 seconds and receives 1-4 damage to either the head, torso or spread randomly on the limbs.
Instant cast, short cooldown, 20% mana usage. Upgrades include increasing the width of the repulse and the distance it travels.

Banish - Banishes target from the map. Can only be used on hostile targets, to avoid sending colonists to limbo.
Medium cooldown and mana costs. Half cooldown and mana costs if the target is a summoned being.

Ritual (master) - Map-wide spell that has a long cast time. Can be used without seeing the target. User will be in a trance after casting this spell, which will cause it to be downed and unable to wake up for at least 3 hours.
Rituals have different effects based on the closest pawn to the caster (there can only be one effect per cast):
If it's a magic pawn, every pawn on the map will lose 50% of max mana.
If it's a might pawn, every pawn will have boosted armor bonuses.
If it's a classless pawn, every pawn (but the classless pawn) will be stunned for 20 seconds, wondering why that pawn has no class. Stun removed upon damage received.
If it's a faith class (check below for more info), every pawn will gain a protection shield worth 40 damage.
Pawns within 10 tiles of the user will be affected by buffs, and pawns farther than 10 tiles will be affected by debuffs.


Items:

Soul in a Jar - Item that can be equipped in some slot (up to you, i don't know much about equipment slots in this game), and if the user suffers a fatal hit, it negates all damage from the attack, but the pawn falls into a coma for a week. Jar breaks upon use. Very rare item obtainable only from traders and quests.

Cursed Grimoire - One-use artefact that casts a random damage master spell on the target area. Works similarly to the Orbital Beam Targetter. Can be used even by classless pawns, but not by pawns incapable of violence.


Other:

Change Paladins from mana into Faith, and create a new types of classes based on faith. Faith is gained by meditating and praying to an altar or wooden idol (new furniture items (the idol could be a tiny statue)). Possibly make a patch for this to work with altars from "Rim of Madness - Cults" mod.

Add a new slider on the mod settings to choose how long spell cooldowns are. Could be between 0% and 300%, to please all kinds of players, from 'cheaters' to the hardcore type and roleplayers. Similar sliders could be added for mana costs and (add something here).


Faith:

Faith pawns would gain faith by meditating and praying to altars and wooden idols in the colony. This has a cooldown (similar to tame/recruit cooldowns) as to not be abused. There could be special 'holy' equipment for holy classes, such as crosses and other religious symbols, possibly something like crusader armor as well. These could give bonuses similar to the magic equipment, but for faith users. Faith pawns could be somewhere between might and magic, using both swords and spells at once, but not as strong as either.


Hope this is enough for the first suggestion post after a long time. Will post more ever so often~ Already got a good idea for the next class suggestion - i think you'll like it.
#15
Releases / Re: [B18] A RimWorld of Magic
May 26, 2018, 10:01:42 PM
Been a while since i last posted, came back to rimworld like 3 weeks ago. Liking what you did with the mod so far! I'll be posting some more ideas soon-ish, though i won't be reading every single page >-> so, sorry if i suggest something that's already been suggested.