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Messages - Torann

#121
Releases / Re: [B18] A RimWorld of Magic
April 23, 2018, 08:50:59 PM
Quote from: Canute on April 22, 2018, 01:21:32 PM
Btw. enchanting, you need to equip (not pick up) the gem, but how do you drop it if you decide not to enchant ? Even when i equip a weapon the gem don't get droped and still got the ability to enchant.
And you should explain the enchant process at the original posting. Took me awhile to discover it out.
There's a two-part tutorial in the game's tutor system that explains enchanting in detail.
The enchanting slot isn't shared with any other item or equipment slot... if you pick up another enchanting gem, it replaces the one you're holding since you can only hold 1 gem at a time.
You can drop an enchanting gem by right-clicking on any open surface and dropping the gem.  The menu doesn't come up (for obvious reasons) if you're drafted.
#122
Releases / Re: [B18] A RimWorld of Magic
April 20, 2018, 06:40:08 PM
Quote from: Canute on April 20, 2018, 10:11:34 AM
Some things about the rift events:
- the rift should open just to one kind if elemental plane. And then just these kind elementals should come out.

- Then the rift should emitte the element around. The elementals should be immun to their element so they didn't get bother with it.
Fire: It should emite wave of heats, but temperature is outside pointless, i would say it should periodic ignite anything on fire. With increasing range.
Water/ice: like the poison ship, it would ice the ground around and destroy the plants at this way.
Wind/Lighting: Lighting cloud or storm
Earth: chunks and slag apear around it.

- Currently the corpses of elemental's are pretty useless, just the rift got goodies.
So i think when you butcher an elemental, you got some unrefined magictye.
Nice idea's, Canute.
I get the impression the elemental rift event isn't very popular, so maybe this will spice it up some.
I definitely like the idea of elementals providing better material and will look at adding that in the next update.
#123
Releases / Re: [B18] A RimWorld of Magic
April 14, 2018, 11:48:15 PM
Quote from: FnordBear on April 14, 2018, 01:41:22 AM
Maybe a dumb question, is there a way for a ranger to unbond an animal companion (short of getting it killed)?
I added some functionality to the animal bond ability in the latest updated that will let you use the ability on a bonded pet to dismiss the pet with no penalties.  The pet will still disappear.

Quote from: menchfrest on April 14, 2018, 09:36:54 PM
I have a question about regrowth, when I go to use the seed, it'll let me regrow any limb or organ.  Is it intentional that it wont let me regrow the spine or ribs?  Because between the priest and druid it seems like I can heal anything except bones in the torso.
I added "spine" to the possible regrowth surgeries. 

Rib should already be available but it suffer(ed) from an issue where you had to select the exact rib for the surgery to fix the broken rib.  I made it so when rib surgery is performed successfully it will fix all broken ribs, so think of it as a "regrow ribcage" instead of individual ribs.

Both fixes applied in the latest update (v1.9.8.5)
#124
Releases / Re: [B18] A RimWorld of Magic
April 11, 2018, 07:52:28 PM
Quote from: Ashardalon on April 11, 2018, 01:16:07 PM
so am i missing some step?
pick up the gem with a pawn then with the pawn selected with the gem in its inventory right click on the gear you want to enchant
am i mistaken about how this works? should i just give up and abandon enchanting as incompatible with HCSK?
That's pretty much how it works.  I looked at HCSK and there's a ton of mods in that pack so it makes it hard to identify where the incompatibility might be, and nothing really stood out.

There are a few caveats you might check:
- make sure pawn with the enchanting gem is a mage (you shouldn't even be able to pick up the gem if you aren't, but...)
- items that do not meet vanilla definitions of Apparel, Melee Weapon, or Ranged Weapon cannot be enchanted
- mage pawn doing the enchanting has to have 50% or more mana, but the menu should still appear when you right click an enchantable item and show you how much mana you need

Are you getting the menu at all?  Or does it just not apply the enchantment?
#125
Releases / Re: [B18] A RimWorld of Magic
April 06, 2018, 09:07:43 PM
Updated to v1.9.8 - this is the 'draft' balance update for people who are interested in providing feedback on the balance changes.
Available here: http://www.moddb.com/mods/tmagic/downloads/tmagic-b18-v1-9-8#downloadsform

The only ability that hasn't been changed is yet is Regrow Limb and will add that once Sihv is done with it.
#126
Releases / Re: [B18] A RimWorld of Magic
April 06, 2018, 09:05:52 PM
Quote from: Prince Kasta on April 06, 2018, 04:49:36 PM
For the backstory you could just make it like:
A creature created from a human body by the practice of the dark arts, whoever the creature was before is no more.

I like it.

I added a prison labor compatibility patch a couple weeks ago, so that is probably what's interfering - what's the impact if you play the game with the error? 
#127
Releases / Re: [B18] A RimWorld of Magic
April 06, 2018, 11:06:20 AM
What happens if you change the order of psychology and tmagic?  Just flip-flop the two.  The two traits have 0 commonality because they should never be given to a random pawn during pawn generation.  I understand why the error would be there, but in this case it's completely intentional and won't cause any problems.

As for the backstory, anybody have an idea what the backstory for an undead would say?
#128
Releases / Re: [B18] A RimWorld of Magic
April 03, 2018, 12:46:27 PM
Well don't get too worked up, the priest and especially lich, are more of the extreme cases. To put it into perspective, most of the earlier class traits give bonuses to move speed, learning, etc and that doesn't really make sense.  So, for example, the ice mage being more cold, calculating might have +20% to learning but would have a slight offset to work speed (-10%) and less comfortable in warm temperatures.  While the fire mage might be more aggressive and move faster, but would lose a bit of ranged accuracy and have more of an abrasive personality.

The Lich has a bunch of little combat contributors (like self mending wounds, moderate damage mitigation) plus the new abilities.  But even with all that, the lich is probably less powerful (currently) than some of the heavy hitters like arcanist and fire mage and that's because he was designed more balanced to begin with and has some pretty significant restrictions (work type and move speed). With the lich, you also have to keep in mind that his ability to control undead indirectly gives the lich access to every work type except medicine/caring and social - but it's definitely a 'niche' class and that's by design.

One thing I'd like to do is release a 'test' version of the rebalance to give the core contributors here a chance to test and give feedback on the changes.  Each change makes a ripple and there's going to be a ton of ripples and those could combine into waves and I'd like to catch those before updating to the majority of players. For those interested, I'll be looking to push that test version out around Friday/Saturday.
#129
Releases / Re: [B18] A RimWorld of Magic
April 02, 2018, 03:19:55 PM
A bit surprised to hear you say that, henk.  You're usually the one making the argument for more drawbacks to powerful spells, and limiting application for healing abilities is one of the best ways to do that for the heal type abilities. I don't think I'd lean towards the cross-over's either, because then it becomes 3 classes with the same functions but different names.

That being said, I think there's probably some room for one of the ability skills to add some small bonuses (like the +5 immunity gain idea) at high skill level, as long as it's controlled.

The global re-balance will add more restrictions/penalties in traits, to help differentiate classes both in and out of combat. What that means is that your colony might not be able to support 6/6 colonists being mages since you might be giving up too many mundane functions
in return for the class combat/utilities - so there will be trade-offs (think priest and lich, but more nuanced). I think it should be the same way with abilities.
#130
Releases / Re: [B18] A RimWorld of Magic
April 02, 2018, 01:20:38 PM
Quote from: SihvMan on April 01, 2018, 11:53:43 PM
BTW, would you be interested in me whipping up a new way for the Druid's Regrow Limb spell to function? I've got an idea to bypass the surgery phase and regrow limbs and organs directly onto the target pawn.
Sure, I'd love to see what you come up with. I retained the surgery/bill platform when using the regrowth since it allows the player to specify which limb to regrow and reserves the jobs for both pawns.  I also wanted to incorporate the additional "mana" cost by adding in the two mana potions along with the seed of regrowth. A few other things I like about the surgery is that it forces the patient to be in a bed or medical spot and applies anesthetic.  I think those are bonuses inherent that make the process feel more significant. Like the resurrection process, it should be a straining process on both the patient and the druid.

It would be quite a bit easier, from an implementation standpoint, to simply cast spell -> BAM missing limb is back, but that doesn't really retain the 'feel' of a magic regrowth ability.  I was planning on removing the mana potion requirement and bumping up the mana cost slightly, along with some other tweaks as part of the global rebalance patch, but if you've got some idea's to improve on regrowth, then I'll leave this one to you!
#131
Releases / Re: [B18] A RimWorld of Magic
April 01, 2018, 10:52:46 PM
Quote from: SihvMan on April 01, 2018, 10:44:35 PM
Quote from: Torann on April 01, 2018, 12:05:50 PM
Mages that share a positive social standing can now exchange arcane knowledge as part of a Mentor/Student interaction. This allows less experienced mages to learn from those more experienced in the magical arts.

What does this involve? Do they gain spells? Experience?
Experience points as a mage.
#132
Releases / Re: [B18] A RimWorld of Magic
April 01, 2018, 12:05:50 PM
I've updated the mod to v1.9.7:


  • New Class: Bard (magic) - the bard utilizes a variety of social interaction and abilities to improve the morale and efficiency of other colonists. The bard is naturally skilled at social activities to include diplomacy, trade, and negotiations.
    Abilities:
    *Entertain - uses charm, wit, and humor to improve the mood of other colonists. This is a new social interaction (like chit chat or deep talk) that is always active (once learned) and is unique to the bard class. In addition, the bard may activate the 'entertain' ability to identify other colonists that are reaching their breaking points and attempt to improve their mood.
    *Inspire - another ability of the bard that works in the background (once learned) and will attempt to inspire nearby colonists.
    *Lullaby - the bard plays an enchanting lullaby that washes away consciousness of any pawns in the affected area.
    *Battle Hymn (master) - plays an exhilarating battle song that increases the fighting spirit of any nearby pawns. The effects of Battle Hymn build over time.

  • Three new stand-alone spells:
    *Cauterize Wounds (fire mage) - instantly cleans and tends any wounds on the target, but has a chance to cause burn scars.
    *Spell Mending (any mage) - Combines arcane power of the mage and physical energy of the target to repair the equipment worn by the target.
    *Fertile Lands (druid) - blesses a large area of land with the power of the druids that increases the growth rate of any plants within the area by 200%. This spell is maintained by the druid, and reduces mana regeneration by 40%.

  • As part of the Bard update, 6 new inspirations have been added: Learning (introspection), Social (outgoing), Farming, Mining, and two special inspirations unique to mage and fighter classes.

  • Mages that share a positive social standing can now exchange arcane knowledge as part of a Mentor/Student interaction. This allows less experienced mages to learn from those more experienced in the magical arts.
#133
Releases / Re: [B18] A RimWorld of Magic
April 01, 2018, 12:03:28 PM
Quote from: Jernfalk on March 29, 2018, 09:40:26 PM
I think I discovered a bug on raising zombies too.
This one involves the game considering all zombies as having "Thin" body type.
Here's a screenshot to demonstrate:
I had a good laugh at that screenshot.  The 'thin' body types on zombies shouldn't occur anymore, but I think the old ones might be stuck.

Quote from: macbuk on March 31, 2018, 12:04:38 PM
Could anyone help me with editing files so that I can make summonable minions not only haul but also clean? As they stand right now they have no real use outside of hauling and making them clean could give them a little more usefulness.
I'll look at adding this in the next couple of patches.  It's always been the intent that they clean.  If you'd like to take on modifying the mod to allow this, I'd encourage you to do so by making a contribution to the mod so everyone can benefit. Github link: https://github.com/TorannD
#134
Releases / Re: [B18] A RimWorld of Magic
March 26, 2018, 07:40:43 PM
Quote from: mmance on March 26, 2018, 12:25:02 PM
Since I updated to newest version of mod, whenever I try to recruit a raised dead, the pawn freezes and all the onscreen menus disappear.  I can use "." to switch off of them and use other pawns, but at that point they are frozen.  I have to dismiss them and re-raise them to use them again.  Other then recruit, they work as intended.

I have put TMagic just below jecs tool.
Interesting. You shouldn't really need to recruit undead... you can just kill it and re-raise it to make it yours.  Are you using the latest version?  If you are, how does an enemy have any undead?

Quote from: Bgkillas on March 26, 2018, 05:55:37 PM
why cant my melee read the gladiator book
Make sure the pawn has the "physically adept" trait.  There are two class types, melee (which use "physically adept") and magic (which uses "magically gifted") - they don't cross train.
#135
Releases / Re: [B18] A RimWorld of Magic
March 25, 2018, 08:31:12 PM
Quote from: Prince Kasta on March 25, 2018, 05:29:47 PM
Quote from: Torann on March 25, 2018, 04:46:03 PM
Quote from: Prince Kasta on March 25, 2018, 02:49:48 PM
X fully healed
X fully healed
X fully healed

Whenever lighting wound ticks the game wrongly tell you that pawn healed.

Which ability is this?  Heal, Advanced Heal, Inner healing, and Regenerate are the only healing spells.  Do you get a log message or a standard message that's telling you the pawn is healed?

As I said, a lightning wound.
You will probably get it from the lightning storm spell or lightning bolt.
Whenever the wound heal by anything (be it 0.4 hp or 8 hp from a spell) it will say the pawn is fully healed.

I get the standard message but I checked now and I do get a lot of warnings on load.
Config error in TM_LightningCloud: has HediffComp_TendDuration but tendable = false
Config error in TM_Lightning: has HediffComp_TendDuration but tendable = false

It actually does that for a lot of spells, is this something on my end?

Config error in TM_Holy: has HediffComp_TendDuration but tendable = false
Config error in TM_Poison_HD: has HediffComp_TendDuration but tendable = false
Config error in TM_Firebolt: has HediffComp_TendDuration but tendable = false

and more.

Yes, you have another mod conflicting the behavior of this mod by changing the default "InjuryBase" hediff, which is tendable.  This is a setting defined in vanilla rimworld, so it will affect any and all behavior from any mod that uses this and is not otherwise specifying their hediff to be tendable.