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Messages - Torann

#106
Releases / Re: [B18] A RimWorld of Magic
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.
#107
Releases / Re: [B18] A RimWorld of Magic
June 15, 2018, 09:02:04 PM
Latest update is available which adds the warlock and succubus classes and adds quite a few bug fixes / compatibility patches.
Enjoy!
#108
Releases / Re: [B18] A RimWorld of Magic
June 10, 2018, 06:14:15 PM
Quote from: Jan2607 on June 07, 2018, 07:04:33 PM
About the Mana Mine, under what circumstances will it detonate? Only if a pawn walks over it or will it detonate, if a pawn is close to it?
I created a mine and 4 people run over it. Nothing happened. I'm sure that at least 2 enemies run exactly over it, the others passed it one square away.
Pawn has to walk right over it.  I might change it so it has a proximity detonation, or make one of the skill upgrades give it a proximity detonation.  I've found it pretty hard to get enemies to detonate it too unless it's a single square tunnel or choke point.

Poison traps: I'm looking into it, it's been a problem and I haven't been able to figure out what's going on since I can't get it to -stop- working myself.

Quote from: Jan2607 on June 09, 2018, 04:42:46 PM
I think, I found a bug.
My Arcane Mage has two points in "Spirit", that means she had her current mana level at 108% (she had full mana). I used her Blink spell, which is not upgraded. This spell has a (base) Mana cost of 15.0%.
After she used that spell, she only had 78% Mana left.

So, if the spell costs 15% from the base maximum mana level of 100%, she should have 85% left. If the spells would cost 15% of her actual maximum mana level of 108%, she should have 91.8% left. Either way, 78% should be incorrect, so there seems to be a bug.

Quote from: Canute on June 07, 2018, 03:20:44 AM
And i notice something:
Different spell/abilities got different XP gain per mana use.
Blink1: 90 XP need 15% mana
Summon1: 71 XP need 24% mana
I think this should be more equalized, so you get a fixed amount of XP for each % of mana you use.
Otherwise anyone allways need to do some research, what spell is best to train the magic skill.
It is fixed - it's determined by base mana cost, not adjusted mana cost.  If you have points in efficiency skill line then it will reduce the actual mana cost for a skill but you'll always gain xp on base mana cost.  However, based on Jan2067's comment, there might be a bug somewhere in the calculation for mana/stamina costs, so ill look into this.

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?
Yes, sorry, not fully implemented.  There was a bug that was preventing the mimic book from working effectively and so I had to make an emergency patch to fix that with all the def's for warlock/succubus already in the game.  Not ideal, but when the class is fully implemented the book will work like normal.

Quote
Btw. does spells/abilities with perma effect like gear repair increase the standard XP gain, since they reduce the mana regen ?
No, mana/stamina gain only occurs during skill use that expends mana/stamina or slowly if fully rested.  Mages can also teach other mages for xp points (to the student).  Bard may gain xp when performing entertainment.
#109
Releases / Re: [B18] A RimWorld of Magic
June 05, 2018, 10:09:38 PM
Quote from: Igams on June 03, 2018, 06:14:43 PM
I already posted this in the Steam bug reports thread but I'll post it here as well in case you see this first.

The minion spell gets broken(it doesn't summon anything) when using Jec's new 'The Third Age' mod here: https://www.patreon.com/posts/lord-of-rims-age-19181731
I believe the issue is the tech level tagging being used for some of the creature summons.  I will have it deconflicted next update, but that might be a few days since the Warlock/Succubus class is in mid-development.
In the meantime, if you're feeling daring, you can apply a temporary fix to your mod by changing the tech level:
Navigate to the TMagic mod folder ./defs/PawnDefs/Faction_Elemental.xml
Open that up and change the faction for both TM_ElementalFaction and TM_SummonedFaction to "Neolithic"
#110
Releases / Re: [B18] A RimWorld of Magic
May 30, 2018, 07:34:29 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.
Interesting twist! But maybe something more subtle? Like a sensitive pawn would have increased spell damage but also being more vulnerable to magic while a psychically deaf pawn would do less damage but also take less damage from magic?  Maybe other traits altogether that give boosts/gains to mana gain and spell cooldown.  The events are a good idea though, and easy enough to implement I think.

Quote
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.
Definitely possible.  The arcane spectre enchantment already does something very similar, which has a chance to deal additional damage on a hit; other effects based on other conditions could be added.

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.

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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.

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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.

Quote from: ZE on May 30, 2018, 11:27:45 AM
not sure if its a bug or not but making a faceless necromancer ruined the necro spells, which refused to cooldown.  in the past versions i'd dualclass no problem, but it seems to not work for me anymore? i haven't tried any other combinations but i like having more abilities
Dual classing is not technically supported (you'll notice this is not possible through normal means based on conflicting trait assignments), but if you choose to do so then just be aware that it will never work with the Faceless due to the fact that this class is both a magic user and a might user, though the magic user properties/tabs/etc will all be disabled.  This was required to allow the faceless to use magical abilities through their "mimic" skill.

Sub-classing is still on my concept page(s), though it's another one of those big changes that I haven't committed to yet due to time constraints.

Quote from: ZE on May 30, 2018, 11:27:45 AM
Get patreon, set it up so people with fat wallets can thank you with their munnys, and get discord, link it to patreon and your other avenues of distribution (steam, moddb, here etc.) and let us chat n discuss what an awesome mod this is
For anyone that would like to financially show their appreciation for this mod, I would strongly encourage you to contribute to Jecrell instead since this mod relies on and would not exist without JecsTools.  Or, just buy a copy of this amazing game for a friend. ;)
#111
Releases / Re: [B18] A RimWorld of Magic
May 29, 2018, 07:08:46 PM
Nice suggestions ZE.  I would like to add more event/world conditions that make the mod more immersive and having an area (through crystals or types of plants/environment or game conditions) that generate an arcane field (good or bad)  is a really good idea.  Before I get to new types of conditions, I really want to rework the "arcane tower" event.  I want it to be the pinnacle quest/event for mages that really brings out the conflict between mages within the game and gives the player a real magic-oriented objective.

As for additional traits that play well with the magic classes, I've considered making the psychic sensitivity stat a contributing factor for spells or mana gain/loss.  What does everyone think about that? Still tossing around thoughts on how best to do that; might also make other traits, like you suggest, that do something similar or somehow add/detract from magical capability.

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 =)

Also, like the idea of the cooldown slider, I'll see if I can implement that soon-ish.

As for the cursed grimoire - I almost added a full blown capability to create spell scrolls that would allow a one-time-use, by any pawn, for pretty much every spell. But then I didn't... so who knows ;)

Quote from: Alistaire on May 29, 2018, 05:11:14 AM
CE dev team member here,

Replacing the empty graphic with anything with sufficient alpha values (say a placeholder graphic from vanilla, or the graphics set of another pawn) would fix this error.
I should be able to remove the Def altogether as it no longer serves a purpose.  If that doesn't work or I find it causes issues with existing games, then I'll modify the graphic.  Either way, it'll be fixed next update.
#112
Releases / Re: [B18] A RimWorld of Magic
May 26, 2018, 10:21:33 AM
Updated to v2.0.0


  • New Class: Faceless (might) - faceless excel at manipulation, perception, and deception; through their cunning tactics, they can take the strength of another and make it their own.

    - Deception - exploiting knowledge of how the pawn mind perceives things, the faceless are able to blend into the canopy, becoming just another harmless object to an observer - making themselves all but invisible. Performing hostile actions will break the deception.
       
    - Mimic - creates an imitation of a fighter or mage skill; can be used on enemy or friendly pawns alike to acquire a one-time-use ability.
       
    - Reversal - reverses the kinetic energy of projectile and melee attacks back towards the attacker for a short time
       
    - Transpose - the faceless takes the place of another pawn and forces the other pawn to take its place
       
    - Possess - confuses and causes doubt in the mind of a target pawn to gain (limited) control over their body; possession can also be used to enhance the physical capability of a willing host

  • New mod options have been added to allow you to mark enemy fighter classes; another new option allows friendly pawns (mages and fighters) to also be marked.

  • Global skills Spirit (mage) and Endurance (fighter) now give 4% boost to the max levels of their respective resource pools (was 2%).
#113
Releases / Re: [B18] A RimWorld of Magic
May 26, 2018, 10:12:14 AM
Quote from: Dunqan on May 25, 2018, 07:38:03 AM
Oddly neither one has updated - both folders still labeled ast 5/16 when I downloaded this set of mods for my new play through.

That's why it's strange to have the Red error pop up now (after loading the game 20-39 tines wothout it popping up).

I got a response on the CE Discord that this error makes sense because  CE estimates the height and width of a pawn (for hit probabilities I'd assume) by using the image to estimate it. So a blank image will cause an error.
Well the "invis Minion" was something of a hack to fix a bug and has since been removed from appearing anywhere in the game.  The Def still exists, which might be why you're getting the error, and the graphics for the Def are a 100% transparent object.  As far as gameplay, you should be able to ignore the error as no impact since it never gets created (unless through dev mode).
#114
Releases / Re: [B18] A RimWorld of Magic
May 12, 2018, 01:57:42 PM
Quote from: Furry on May 12, 2018, 04:05:28 AM
Got a bug where trying to open the info box of anything on a pawn gear wise doesnt bring up the box possibly a conflict with tiberium rim.

Like the screen darkens the background of the info box pops up but the box itself doesnt its not just visual either you cant hit any button that would be on the box.

Escape still brings you out of the box.
You must have grabbed the update before i could patch it.  If you download v1.9.9 from moddb again then it will have that bug fixed.
#115
Releases / Re: [B18] A RimWorld of Magic
May 10, 2018, 05:35:14 PM
They prioritize hauling, but will clean if there's nothing to haul.
#116
Releases / Re: [B18] A RimWorld of Magic
May 10, 2018, 12:24:01 AM
Updated to 1.9.9 - makes some improvements to the elemental rift event (similar to suggestions/discussion), adds a display to see gear enchantments for worn apparel/weapons, adds a value showing the exact mana gain in the magic tab, you can butcher elementals for magicyte now, plus a bunch more fixes/improvements.

Also includes a Chinese translation thanks to the hard work of KuanKuan!

[attachment deleted due to age]
#117
Releases / Re: [B18] A RimWorld of Magic
May 10, 2018, 12:21:30 AM
Hmm, so it's supposed to give your ranger a thought called "sold bonded animal" that will display on their character status card that says "I allowed my animal companion to be sold into slavery, I won't soon be forgiven by the animal kingdom. (animal bonding disabled while this mood effect is active)"

Doesn't exactly pop out and say "so... we noticed you sold your trusty pet into slavery..." in a letter or something but you should be at least getting the thought.

#118
Releases / Re: [B18] A RimWorld of Magic
May 08, 2018, 07:15:05 PM
Quote from: Gwaheer on May 08, 2018, 06:17:12 AM
4. Ranger - Mines. At some point this ability stop producing mines. Ability casts, stamina reduce, but no mine on the ground spawns.
5. Ranger - Taming ability. If I sell magically bonded animal, ability icon just disappear, so I can't use it again.
4. I'm trying to figure out what causes the mines to stop working, but so far I can't reproduce the bug.  If anyone has more details on why/when/how this happens to them, I'd appreciate the feedback.

5. NOT a bug, this is working exactly as intended.  If you sell your bonded pet, your ranger will get a huge mood debuff for several days and the animal kingdom will refuse to fight for your ranger for a period of about a week in-game.  After that, the icon will come back and you can bond a pet again.
#119
Releases / Re: [B18] A RimWorld of Magic
May 01, 2018, 09:59:26 PM
Quote from: Bronthion on April 25, 2018, 09:50:27 PM
I forgot about boomalopes. Yes, that could be useful or even to cast it when you want to hunt a bunch of them.

I have another question, about frost damage now. As we all know, in vanilla there was no frost protection values, only blunt, sharp, electric and heat. So is there any defence against it now? Or maybe when I cast frost ray for example or snowball it will go straight through everything?
Frost damage/ice spells are all defended against by "heat" protection.
#120
Releases / Re: [B18] A RimWorld of Magic
May 01, 2018, 09:51:18 PM
Quote from: Canute on April 29, 2018, 04:52:15 AM
Edit:
What do you think to give these stand-alone spells some upgrades.
When you researched adv. and Master scribing, you get the ability to upgrade these spells to 2/3.
Ofcourse the version 2 and 3 are not buyable.
I'm not opposed to doing a "Rank 2 SpellXYZ", if there's good enough reason - did you have any particular spells in mind?  The stand-alone spells aren't created the same way and don't have the associated level structure that class skills have, so at this point it's simply too much work  :-\