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Messages - Torann

#16
Releases / Re: [1.0] A RimWorld of Magic
December 16, 2018, 11:35:26 PM
Update v2.3.1.0

    ** New class: Blood Mage - willing to sacrifice even their own life blood for power, the blood mages are definition of high cost / high reward
    • Blood Gift: the source of a blood mage's power; Blood Gift is the mechanism used to infused blood with mana and fuel blood magic
    • Rend: cause hemorrhaging to all targets in an area; not a devastating, single blow, but a multitude of attacks that will drain energy from its victims
    • Ignite Blood: detonates all exposed blood in an area and blossoms like a wildfire to any nearby sources of blood
    • Blood For Blood: heats and accelerates the blood in a target causing it to discharge from its target in a mist which is transferred to the caster; the process closes the wounds of both victim and caster
    • Blood Shield: generate a protective barrier of blood that absorbs damage and slowly heals the wounds on its target; any damage absorbed by a blood shield will partially be transferred to the caster
    • Blood Moon (master): summon demons of blood and terror to assault all enemies in a large area

    ** New class: Enchanter - masters of transmutation, enchanters are able to modify the composition and arrangement of almost any material, be it organic or synthetic
    • Enchanted Body / Enchanted Aura: a self-enchantment that augments the capabilities of its caster, but only one enchantment can be maintained at a time
    • Enchant weapon: enchants melee weapons with elemental attacks
    • Transmute: converts stacks of raw resources into other raw resources
    • Enchanter's Stone: created a minor enchanted artifact out of raw resources; each resource type creates a unique item
    • Polymorph: an area affect ability that can change all targets into random animals
    • Shapeshift: the enchanter shape shifts into a random animal and augments the physical traits of the animal in the process; the enchanter maintains most of the control over their body and can revert the shape shift at any time

    New creature: dire wolf - rarely seen, and only in the coldest environments, the dire wolf is larger and more deadly than the timber wolf and possesses unique mythical qualities

    Numerous tweaks and bug fixes.

--See mod discord announcements for full details! - https://discord.gg/4yUHMkk --
#17
Releases / Re: [1.0] A RimWorld of Magic
December 04, 2018, 07:37:35 PM
Quote from: Skeletti on December 04, 2018, 03:07:14 AM
PS: probably known, but the summoner, explicitly his minnions, are reseted when loading. Funnily enough they are there after the load (pause), but as soon as you finish the pause they dissolve instantly.
Didn't know that, thanks for the report.
#18
Releases / Re: [1.0] A RimWorld of Magic
December 01, 2018, 10:20:24 PM
Quote from: henk on December 01, 2018, 08:51:19 PM
The concept revolves around the idea of magical circles, meditation and research.
This concept has been on my design doc for a bit, but I haven't added many details.  It's one of those 'magical building' ideas that I've been working towards, with the addition of the magic work type and underlying work-givers and capacities.

To be effective, I think the magic circle should really be an early game option, but has appropriate drawbacks as well.  Also, the idea of "magic circle" has some connotations like "what does it take to make a magic circle."  From your description, I'm not quite sure if it's single use, or would involve multiple pawns to perform rituals.  In my opinion, maybe it should be both, or maybe two separate circles, a ritual circle and a meditation circle.  Ideally, I think I'd like to have a single circle, that circle has a "bills" menu like any other workbench, but you order different rituals and then, depending on the ritual, the number of pawns, reagents, etc vary.  That's a lot of complexity though, and would require me to figure out how to have multiple pawns perform work on a single bench.

The rituals themselves are endless in possibility, as long as the cost is appropriate, the circle would be a pretty effective method of implementing a powerful spell.  Summon mighty guardians, cure the sick, resurrect the dead, grant boons to pawns, casting colony wide buffs or protection spells, prevent food from rotting... long list of things.  Even using the Ritual circle as a means to gain additional rituals.  I like the idea of the magic inspirations, but it would have to be done in a way that it doesn't destroy the need for an economy.

Another concept I'm toying with, and I think is closer to implementation, is the psychic projection chamber.  Magic pawns could enter this chamber and perform a variety of functions.  All functions would be automatic and would occur without player interaction.  Obviously, the magic pawn would be unavailable until their time in the chamber ended.

To list a few things that could be done inside the chamber: break a pawn out of mental states - the better relationship the mage in the chamber has with the mental pawn, the more likely this would occur; the opposite would also be true though, if the two pawns hated each other, it could result in the equivalent of an insult or similar event.

Deter raids - raids may be completely prevented, or reduced in strength for various reasons
Prevent, reduce, and combat weather events (cold snap, heat wave) - if the event can't be prevented entirely, then it can be reduced in severity or duration
Attract caravans - friendly caravans will be more likely to appear
Prevent a disease or blight or reduce how much it affects

In general, the chamber would allow certain events to be less threatening.  Each mage type would be better at preventing certain events, for example a druid would be better at preventing disease, but less capable at preventing a heat wave. An Arcane mage may be better at causing a raiding party to get lost.

There's more room for growth in the category.  I think before either gets implemented, there needs to be a "balance" update that will introduce new challenges to help balance out these types of capabilities.
#19
Releases / Re: [1.0] A RimWorld of Magic
December 01, 2018, 12:05:28 PM
Well it looks like there's a difference between Flu and Animal_Flu, but an easy thing to fix.
#20
Releases / Re: [1.0] A RimWorld of Magic
November 30, 2018, 08:17:01 PM
Quote from: Canute on November 30, 2018, 03:32:11 AM
QuoteMore in-line with the mod design and what you're asking for might be single-use items (spell scrolls, reagents, etc) or even more powerful items with inherent abilities.
Nice idea, but that could be very overpowered at the combat. When every pawn could use AE spells.

I think the crafting process will need mana + resources (magicite,jade,magic paper (wood+cloth+silver/gold) and the use later just consume the item.
Then they use these scrolls and don't got magic weakness during the combat.
It could be overpowered, but when you think about it, the doomsday launcher, orbital bombardment, and other single use items are essentially the same thing.  They have a large cost/quest reward - limited availability.  If I were to implement something like that, then those spell-scrolls would have similar drawbacks, perhaps not as costly but also not as strong.  Repeated use items would be both costly and have a long cooldown on top of being marginal compared to actual class abilities.  I would also pick what those abilities carefully.
#21
Releases / Re: [1.0] A RimWorld of Magic
November 29, 2018, 10:45:27 PM
Quote from: eksynn
question, is it possible to make it so you don't need to be in a class to learn other spells?
or at least make a trait that lets you learn any magic spell? like "attuned with the universal lay lines" or something
It's certainly possible, and wouldn't take an enormous amount of work, certainly less than developing a new, unique class.
You'd end up with some 60+ 'spells' that would flood into vendors or clutter a workbench (even more), so that's a down side.

My biggest argument against this type of class is that it violates the design of the mod.  Each class is intended to have their strengths and weaknesses that expand on the depth of play and require the player to use what they have available to make the most of the situation they're in.  To me, that's what makes the story interesting and worth rewriting again and again.

Maybe the class could have a mechanic that would learn/acquire random abilities and have ~5 abilities available at any given time and after a certain amount of time those abilities would cycle out for others.  I doubt this is what you're after though, since you wouldn't have control over which spells you had at any given time.

More in-line with the mod design and what you're asking for might be single-use items (spell scrolls, reagents, etc) or even more powerful items with inherent abilities.
#22
Releases / Re: [1.0] A RimWorld of Magic
November 29, 2018, 08:09:17 PM
Quote from: eksynn on November 29, 2018, 04:17:41 PM
Quote from: Torann on November 25, 2018, 05:39:22 PM
I made a discord channel for the mod: https://discord.gg/QUAB8Z
you forgot to make the invite permanent lol
Nice, well here's a permanent one:
https://discord.gg/gFYfA6r
#23
Releases / Re: [1.0] A RimWorld of Magic
November 25, 2018, 05:42:01 PM
Quote from: TheJinx on November 25, 2018, 05:30:16 PM
Really like the death knight so far one thing I think you should do though is that permanent injuries or any injuries should increase the default amount of hate you have as opposed to it regenerating to 20% it would know  be increased by a certain amount when you are missing a hand or a leg something like that or maybe make a way to heal from permanent injuries since they can't use any fighter skills or magic skills.
I really like this idea.  I'll tell you what, I'll have the amount of "pain" a pawn has increase the default hate level, I think that'll work nicely.

Edit: I think it's worth mentioning though that each stage of hate DOES decrease your movement rate.  It's the drawback to having high hate.  So this might, indirectly, cause your pawn to down due to lack of movement.
#24
Releases / Re: [1.0] A RimWorld of Magic
November 25, 2018, 05:39:22 PM
I made a discord channel for the mod: https://discord.gg/QUAB8Z

Quote from: eksynn on November 25, 2018, 08:53:19 AM
is this the update with the devmode edit too?
You'll need to get v2.3.0.1 for the new dev mode functions.  It will allow you to reset all invested skillpoints (which does work now for every class) or remove the class entirely.  You'll want to perform a save/reload after clearing a class (preferably on a test save to make sure the changes are what you intend).
#25
Releases / Re: [1.0] A RimWorld of Magic
November 25, 2018, 02:15:42 AM
Update v2.3.0.0

  • ** New class: Deathknight - these warriors stand at the precipice of death and are among the toughest and most resolute fighters the rim has to offer; the closer they get to death, the more dangerous they become
    -Shroud of Darkness: wreathed in an endless void, the shroud of darkness is the signature skill of any deathknight and is able to nullify attacks and increase their armor; its strength grows as the deathknight builds rage
    -Wave of Fear: the deathknight amplifies the fears of their opponents to send them reeling and reduces their ability to resist dark attacks
    -Spite: once sufficient rage is built, the deathknight can channel their malice into a physical attack, dealing a painful spirit attack at enemies up to medium range
    -Spirit Tap: absorbs the life energy of enemies struck in melee range and uses it to build rage, restore energy, and heal their wounds and wounds of nearby allies
    -Grave blade: calls forth the spirits of the dead to strike from the grave at any enemies in an a target area

  • Equipment: Helm of the Valiant - special thanks to wrathofdog for the artwork; the helm of the valiant is a complimentary piece to the armor of the valiant and offers strong protection to frontline fighters

  • Tweaks:
    Fireball and Snowball now have additional flight effects
    Paracyte yield reduced by 1

  • Bug fixes:
    Arcane forge: replication will no longer affect the original design/recipe; only items with specified ingredients will replicate, the exception is equipment made from stuff, in which case the design can be replicated using the same material; arcane gemstones can now be replicated
    Added additional exception checking for magic pawns
    Added a check to enchanting to prevent a mage from acquiring additional enchanting container slots
    The Seer faction will load their faction apparel correctly when generating its pawns

#26
Releases / Re: [1.0] A RimWorld of Magic
November 25, 2018, 01:29:12 AM
Quote from: lsbbum on November 24, 2018, 09:29:08 PM
thanks for the reply Toran, I'm using Lord of the rims third age also and the Arcane fold faction having firearms kinda messes with the theme.
So if I can't disable the faction, is there something I can change in the faction file?
I looked and see that their research level  is at neolithic so I don't know what's giving them firearms.
Looks like that was a bug you found because when I started looking into it, none of the seer faction groups were ever spawning with seer specific weapons.  They should now and it should work better with a medieval or Lord of the Rims playthrough.
#27
Releases / Re: [1.0] A RimWorld of Magic
November 24, 2018, 04:41:01 PM
Quote from: lsbbum on November 24, 2018, 01:06:33 PM
how many factions does this mod have?
in Faction Control, i think i see four but only the Arcane Fold faction ever spawns.
is this a bug or am i doing something wrong?
Not a bug, and if you're using Faction Control and remove one of the magic related factions then it will cause errors during specific events or for some abilities.  The Seers/Arcane Fold is the only 'active' faction, but I use Elemental and Summoned factions as the defaults for summoned creatures and unique events.  Not sure what the 4th you're referring to is though...

Quote from: eksynn on November 24, 2018, 11:47:59 AM
i accidentally gave my magically gifted pawn 'psionic', but i'm not too fond of it... is there a way that i can remove it and its associated skills? maybe by using the dev console?
If you want to wait a day or so, I'm updating the dev-mode buttons for troubleshooting to be more useful and there will be an option to completely remove of magic/might powers in the event something bugs out or a save file gets corrupted.

Also, for the record, double traits to have magic/might isn't supported, so use at your own risk and expect there to be some conflicts.
#28
Releases / Re: [1.0] A RimWorld of Magic
November 22, 2018, 04:31:35 PM
Quote from: Moggen on November 22, 2018, 11:38:38 AM
Hey, I'm having the sliiiight problem with the arcane forge. The arcane forge is great and all, but whenever it replicates an item, it changes the recipe of it to whatever it replicated. For all crafting tables. For example, if I replicate some alpaca wool pants, I can only make pants out of alpaca wool. Kinda a problem if I have to replicate items to edit what material I want to make them out of.
Yeah, this IS a bug and one I'm trying to fix.  It's intended that the only item the replication can make is the 'wool' type pants, but it's not intended to replace the original recipe.  There are some other bugs that have been brought to my attention too, esp. for "ingredient" or category type items so, for now, replication is def. broken.  Reloading the game will fix the broken recipe's - recommend not using replicate for the time being.
#29
Releases / Re: [1.0] A RimWorld of Magic
November 19, 2018, 02:33:30 PM
Balance comes in many forms; for every action their is an equal and opposite reaction right... typically we've seen mages suffer from some physical setbacks after heavy magic use and reduced absorption of mana, but nothing on a wider scale.

If you consider mana a finite resource, in that an area can be 'drained' of mana, making something of a mana/magic deficit in the area... with magic being used more frequently for even common tasks, who knows what kind of 'equal and opposite' effect that will have?  With more colony sized methods of expending mana appearing, I feel certain we'll start seeing side effects that could take the form of magical beasts, environment conditions, new dangers drawn to magic, even limitations to accessing mana itself.
#30
Releases / Re: [1.0] A RimWorld of Magic
November 19, 2018, 01:57:50 AM
v2.2.9.0 Magic Development: update #2

  • New Research: Arcane Forge - forge items with a combination of technology and raw arcane power
  • New Research: Forge Replication - enhance the arcane forge with a technique that allows it to replicate the design of almost any craftable item
  • New Structure: Arcane Forge - a powerful crafting table that dramatically accelerates crafting speeds and can apply these bonuses to any design it replicates; the forge can only be used by mages and consumes mana during the crafting process
  • New Plant: Paracyte thornbush - a delicate plant known for its keen beauty - its slow to grow but able to produce small quantities of magicyte; can also grow without light but at a slower rate
  • New Material: Manaweave - cloth infused with magicyte and arcane runes that enhances the magical enchantments of any apparel made from manaweave

  • Tweaks:
    Psychic shock is less likely to deal lethal brain damage; implemented several tweaks to improve its performance
    Sentinels will only evaluate prisoners as threats if the prisoner is performing hostile actions

  • Bug fixes:
    Druids can now write their Arcane Tome correctly
    Fixed a bug with Overdrive that was generated when turrets had a null map (eg when mounted on a mechanoid)
    Fixed several bugs with resurrection that could occur if the corpse moved, was being carried, or was destroyed or if the game was saved and loaded during the resurrection process
    Fixed a bug with the mana drain incident if the player was present on 2 or more maps