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Messages - henk

Pages: [1] 2 3 ... 15
1
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.

2
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.

3
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.

4
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.

5
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.

6
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

7
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.

8
Releases / Re: [1.0] A RimWorld of Magic
« on: September 15, 2019, 06:13:02 PM »
Ok, it seems a pawn needs to be a mage to use enchant stones, and not just magically gifted either. I don't know too much the technomancer's weapon skill, but it might not create a copy of a weapon, just modify the one equipped in subtle ways.

9
Releases / Re: [1.0] A RimWorld of Magic
« on: September 13, 2019, 09:15:14 PM »
You can right click an item after you've equipped an enchanting stone to use the stone on it. As for the technomancer, I believe Engineer Weapon works on the currently equipped weapon. Make sure it's your best weapon then.

10
Releases / Re: [1.0] A RimWorld of Magic
« on: September 07, 2019, 04:47:10 PM »
I'm not a fan of adding a new building for only one class, but maybe the mad scientist could work using research benches, which would also conveniently gate the type of items they can create with your research bench tier.

11
Releases / Re: [1.0] A RimWorld of Magic
« on: September 06, 2019, 09:34:32 PM »
Do you mean the mad inventions? I meant for it to create regular items, like high quality regular weapons, doomsday rockets, high-tier armors, stacks of glitter meds or bionic/archotech limbs. The idea that it could create unique devices only usable by mad scientists is nice too, though it might add too many new items to the already large mod.

12
Releases / Re: [1.0] A RimWorld of Magic
« on: September 04, 2019, 07:09:13 PM »
I was thinking that it would be nice if the orb of souls absorbed only one trait, so you can try to steal one trait from a prisoner if you want, or remove a negative trait (cough pyromaniac cough) from one of your otherwise good pawn. Then I thought, maybe the orb, once used, would leave a Used Orb of Souls behind that can be restored for a moderate price. Then I thought it would be fairly overpowered, so maybe the orb of soul can't give a trait to a pawn who already has 3 (or however many the maximum is if you have mods). Then I thought, this entire idea would make a great skill for a new class, so why not?

Here it is : The Mad Scientist class!

Incapable of : dumb labor, social
Skills :
Mind Alteration Device : Attempts to steal a random trait from a pawn. Always successful on friendly pawns, thought it might not always steal the trait you want. Once a trait has been acquired by MAD, the mad scientist can use the skill again to give it to another pawn. Mentally taxing for the recipient.

Mad invention : Select some material to add to the mad scientist's latest invention. The more material is added, and the higher their value, the better the final product will be. Once this has been used at least once, unlocks the Complete Invention skill, which has a long casting, and produces a random technological or magical item of value proportional to the materials added, and improved by the mad scientist's skill. It may be impossible to add more material beyond a certain value until leveling the skill.

Mad grenade : chance to mental break anyone caught in the blast radius. Or it might just blow up. Which is also fine.


Master skill : Doomsday device : Creates a random hostile effect at the target location. Possible hostile effects are :
Orbital cannon, tornado, meteor, psychic insanity, any of the attack-type master spells, spawn 1D10 x [skill level] insect hives, elemental rift, drop mechanoids, flash storm.
Those effects may not always be useful, or may spawn hostiles more dangerous than the target. This is a risk when dealing with mad scientists!

Learnable skill : Emergency repairs : repairs a structure (including turrets).

He's mad, I tell you, maaaaad!

13
Releases / Re: [1.0] A RimWorld of Magic
« on: August 20, 2019, 11:02:02 PM »
Am I the only one who still has problems with elemental assaults? I see no good way to beat it short of having tons of defenses in advance. The number of elementals that come out and their tankiness makes them more dangerous than a double raid.

14
Yes, integrity check on steam. Deleted Core folder and made ic again. Still happening.
How many times you tried?

15
Checked integrity of files. I tried reproduce it after that - after 6th trap I got an error

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