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Messages - Torann

#151
Releases / Re: [B18] A RimWorld of Magic
March 09, 2018, 07:53:34 PM
Made some minor bug fixes in v1.9.3 to fix the elemental rift issues and the power node failure to expire.

Quote from: Harry_Dicks on March 08, 2018, 08:00:20 PM
Summoners ultimate could make all of his summons gain new temporary abilities(eg. 2x movement, or attacks have splash damage and double speed, all attacks slow, etc.), or summon a new group of temporary summons(a couple battle thrumbos?) Something that they would want to use at the height of the battle/just the right moment?
Hmm, interesting... what about elementals that gained magic skills according to their element?  Or should that be the norm?  Maybe a new type of summon where it calls (depending on which upgrade is chosen) an elemental mage or an elemental prince?

Quote from: Heni on March 09, 2018, 12:00:01 PM
I dont have seen any bug in the mod for now. i wish to ask if is possible to make the undead of the necromancer rotten or squeletons will be nice! Add some clothes and armors for every class will be very good too! (sorry my english)
Good suggestions - I'll see what it will take to give undead an color caste/overlay so they look more undead-like.  Items/Armor/Weapons are being developed; I'm at different stages for drawing of 4 different armor/robe graphics, 1 staves and 1 sword, plus Draegon1993, the auther of "Biomes" mod, contributed some graphics as well. These items will look and feel more magical in nature, and play to a mage or fighter strengths but won't have the same armor ratings of conventional tech armor.

Quote from: henk on March 08, 2018, 09:26:59 PM
Dry ground says it only works on muddy ground, but it should work on shallow water too. It does not work on shallow ocean water. Is that intended? It seems ocean water is a different ground type than shallow water...
It should work on shallow water, but only freshwater.  Ocean tiles are a completely different tile type and aren't affected by dry ground. Should also work on marshy ground.
#152
Releases / Re: [B18] A RimWorld of Magic
March 08, 2018, 07:39:28 PM
Quote from: vengent on March 06, 2018, 06:46:44 PM
Spell Idea. wow has a spell called power word barrier, that basically creates temporary shield to deflect/reduce incoming damage.
Someone made the suggestion for a barrier spell earlier and I plan to add it as the paladin's ultimate ability.  BTW - paladin, necromancer and summoner are the only classes without an ultimate at this time.  The paladin and necro are pretty much locked but I'm still bouncing around thoughts on summoner if anyone has any great idea's.  (I'm shying away summoning of permanent items/consumables as that lies more with the planned enchanter/alchemist niche roles)

Quote from: SihvMan on March 07, 2018, 05:39:24 PM
Possible bug report: Arcane Power Nodes aren't expiring. Don't get me wrong, I love infinite free energy, but I'm pretty sure this isn't intended.

At a guess, CompProperties_Power is interfering with CompProperties_Lifespan. Using CompProperties_Refuelable with <destroyOnNoFuel>true</destroyOnNoFuel> might work.
Thanks for the report, I'll push out a fix soon.

Quote from: Dezan on March 07, 2018, 09:59:43 PM
Love your mod, can't really help you out too much but I just got a crash during an elemental rift event.
I'll take a look - really two issues I see, the other being why no hostile elementals spawned, so I'll investigate that also.
#153
Releases / Re: [B18] A RimWorld of Magic
March 06, 2018, 11:36:57 AM
Quote from: Coolphoton on March 05, 2018, 08:26:47 PM
Edit: also, is anyone else finding that the magic cooler spell isn't working in 1.9.2?
Someone else mentioned the same issues with the cooler, I made some tweaks and did a contained (no other mods) test and it was working fine.  v1.9.2 has been updated on moddb, so you can try downloading the version again to get the version fix.  If you're using steam, it's updated as well.
#154
Releases / Re: [B18] A RimWorld of Magic
March 05, 2018, 09:51:43 AM
Quote from: Fatos on March 05, 2018, 01:21:39 AM
Hi Torann, I just notice there is a looping phenomenon related to Ranger and Blade master traits. The phenomenon occurred in the needs tab, causing pawn's mood going back and forward and potentially decrease pawn's mood in the process. Dispel Heat don't seems to show any effect indoor.
Again, thanks for the report, you're a regular bug finder.  Both issues have been fixed (along with some recipe updates) and uploaded to the latest version.
#155
Releases / Re: [B18] A RimWorld of Magic
March 05, 2018, 12:03:09 AM
Quote from: Fatos on March 04, 2018, 11:03:43 PM
Hi Torann, love to seeing you busy making this mod more and more amazing. I want to inform you a bug regard the summon minions ability, the update seems to break it. (No longer can summon minions) It's a shame I am not good at modding or C#, or I would love to contribute in your stunning mod.
Thanks for making me aware of the issue.  A patch has been uploaded on steam.  I've replaced the moddb v1.9.2 with an updated copy that's fixed.
#156
Releases / Re: [B18] A RimWorld of Magic
March 04, 2018, 05:18:17 PM
v1.9.2 update:

  • - Seven new fighter class specific abilities have been added. These abilities are 'sustained' meaning they require a set amount of stamina to maintain the ability.  The cost to sustain is subtracted from the users maximum stamina. These skills can be toggled on and off as desired, some of these skills have additional costs or side effects to maintain.

    Skills:
    Sprint - increase movement rate but quickly exhausts the user (Gladiator class can improve this skill through training)
    Gear Repair - fighter classes rely on their equipment and take the initiative to maintain and repair equipped apparel and weapons
    Inner Healing - focuses physical energy to slowly heal injuries, some physical capacities are reduced while this skill is active
    Heavy Blow - increase melee damage multiplier by 20%
    Strong Back - dedicates stamina to increase carrying and inventory capacity, slightly increases exhaustion
    Thick Skin - gains bonuses to armor class and temperature thresholds
    Fighters Focus - dedicates physical energy to focus on, and overcome, mental and physical thresholds

  • Fighter skills that applied passive boosts or trait increases now take effect automatically, and apply upgrades automatically.  The ability buttons for these skills will not be visible.

  • Fighters and Mages have each gained a new global skill that can increase their respective stamina and mana capacities.

  • Inherited abilities for Summon Minion and Raise Undead have been added to improve Undead and Minion management. These skills become available automatically when a mage is supporting one or more of these creatures.
    No additional scrolls or training is required to learn these skills.

  • A new standalone mage spell has been added: Arcane Power Node - generates a small amount of power for several days.
    Existing abilities "Moisturize Ground" and "Dry Ground" now effect a 3x3 square; mana costs were appropriately increased.
    The "Rainmaker" ability can now be used to stop rain or snow.

  • Bug fix - several fighter skills were not triggering a hostile response, they are now.
#157
Releases / Re: [B18] A RimWorld of Magic
March 02, 2018, 09:49:23 AM
Quote from: xRg on March 02, 2018, 04:50:10 AM
Hi, Torann!
In first  - really great job you did. One of the best rimmod ever.
i have one question: if really need this "one use ability" button like ranger, bow, sniper training, ets, can you do promotes like star wars mod - automatically?
Yep, I'm planning to make that change soon so the affect works automatically and the button will no longer show since it's not required.

Quote from: bethorien on March 02, 2018, 09:05:12 AM
I got like 40 magicyte from mining a tiny plasteel vein in the mountains at an item stash and was wondering if that's intended? It seems like quite a lot and i was getting like 9 every time any dropped during mining.
It sounds like you got a bit lucky, but nothing too unusual.  Plasteel has a very high work amount to mine, and each time you land a mining blow it has a chance to break free a chunk of magicyte, so you're more likely to find magicyte in a single block of plasteel than in a single block of granite.
I also made some adjustments to the drop value - it used to be 1 piece, now it's random from 6 to 16 pieces per drop.  This is to help keep the resource similar to other raw resources so it works well with other mods (like quarry, which give you ~15 pieces per find).  It's a bit heavier to transport now, and also has a reduced sell value.
#158
Releases / Re: [B18] A RimWorld of Magic
March 01, 2018, 07:43:39 PM
Quote from: vengent on March 01, 2018, 04:12:09 PM
Update:   Deleted both the items off the map using the debug option, and the errors, and the buffs persist.

Thanks for the feedback, I'm looking into it now.
#159
Releases / Re: [B18] A RimWorld of Magic
March 01, 2018, 09:43:44 AM
Quote from: Fatos on March 01, 2018, 04:37:11 AM
Hi Torann, I love your mod since ever. Good Job, and well done, it's amazing mod. But, since the latest patch, I enconter few bugs. Such as "Poison" and "Beguile Animal". Poison no longer deal any additional Dot beside the initial damage and Beguile Animal simply dosn't show any effect on animals.

Next, I would like to give some suggestion to few IMO underpower spells, if you are interested. The Draw/Dispell Heat, Dry/Moisturize Ground, Charge Battery.
1,Draw/Dispell Heat: While this spell is pretty usefull in early game. I think it will be much more interesting if it allow you to increase/decrease temperture without a cap. More spell, more changes in temperture.
2,Dry/Moisturize Ground: it's really useless when it only change 1 tile per cast. Would be much interesting and usefull if it can cast as a aoe spell, or simuliar to a moisture pump with time limite.
3,Charge Batteries: This spell isn't bad, but will be cooler if you can summon a ball of eletricity which act as battery with limited life time.

Once again thanks for your hard work. Keep it going.
Hi Fatos, thanks for the feedback.
2. I was planning to make these aoe but they will cost a bit more mana
3. I really like the idea of creating a temporary power cell and will add that to my list of stand-alone spells to add to the game.
#160
Releases / Re: [B18] A RimWorld of Magic
February 28, 2018, 09:51:28 PM
Quote from: billyma6 on February 28, 2018, 09:14:37 PM
Quote from: Torann on February 28, 2018, 08:59:14 PM
Quote from: henk on February 28, 2018, 03:51:18 PM
Why are all the research projects Transcendent level? It makes them cost much more than they should for neolithic tribes.
Hmm, true, that was a bit of an oversight.  The transcendent cost was decreased to put the spacer research cost where I wanted it, but didn't take into account it would double for tribes, which doesn't make sense.
Isn't there a mod for that? Like either AI Uplifting Assistant or TechAdvancing?

Also I looked around online for the Def structure, and yeah; the WorkGiver def makes the player pawns able to prioritize. I'm not that great a modder, but I think that's it.
I completely missed that hadn't been included.  It's there now as v1.9.1a, thanks billyma6.
Also adjusted the tech level and fixed some other bugs that popped up...
#161
Releases / Re: [B18] A RimWorld of Magic
February 28, 2018, 08:59:14 PM
Quote from: billyma6 on February 28, 2018, 07:27:12 PM
Quote from: Torann on February 28, 2018, 08:45:51 AM
Quote from: billyma6 on February 28, 2018, 01:02:43 AM
Hey, so I'm trying to make some of the new gems to upgrade, but when I right-click the bench with the bills in it, it doesn't do anything, even when I have all the materials required and the pawn is a mage.
The gemcutting bench works like any other bench and lets you craft enchanting stones.  The stones that are produced from the gemcutting bench are what you'll equip on a mage to perform an enchantment.  When you have equipped an enchanting gem, then you right click the item you want enchanted (not the bench).
No, I mean like you can right-click a workbench with uncompleted bills to prioritize doing those bills immediately, right? In every other bench I can right click on and it'll say "Prioritize smelting weapon", etc. but when I want to prioritize making the gems no popup shows saying "Prioritize".

Edit: From looking around the file structure, it appears you're lacking a WorkGiver definition, and perhaps that's why there's no popup for Prioritize.
Ah, gotcha.  I'll take a look, thanks.

Quote from: henk on February 28, 2018, 03:51:18 PM
Why are all the research projects Transcendent level? It makes them cost much more than they should for neolithic tribes.
Hmm, true, that was a bit of an oversight.  The transcendent cost was decreased to put the spacer research cost where I wanted it, but didn't take into account it would double for tribes, which doesn't make sense.
#162
Releases / Re: [B18] A RimWorld of Magic
February 28, 2018, 08:45:51 AM
Quote from: henk on February 28, 2018, 12:00:27 AM
Since you get magicites by mining, does that mean flat maps have essentially no magicite?
How about making wild elemental corpses have a chance to drop magicite? Right now, butchering them gives nothing at all.
Yeah, that's a good idea... but are you getting wild elementals or do you mean elementals from the rift?  Elementals should never appear in the wild.  But it also reminds me that elemental rift has no rewards since I planned on it rewarding magicyte, so I'll have to add that in.

Quote from: billyma6 on February 28, 2018, 01:02:43 AM
Hey, so I'm trying to make some of the new gems to upgrade, but when I right-click the bench with the bills in it, it doesn't do anything, even when I have all the materials required and the pawn is a mage.
The gemcutting bench works like any other bench and lets you craft enchanting stones.  The stones that are produced from the gemcutting bench are what you'll equip on a mage to perform an enchantment.  When you have equipped an enchanting gem, then you right click the item you want enchanted (not the bench).
#163
Releases / Re: [B18] A RimWorld of Magic
February 27, 2018, 11:40:02 PM
Quote from: Harry_Dicks on February 27, 2018, 12:42:33 PM
Also, does enchanting come from a pawn, random scrolls, buyable or producable scrolls, is there any chance involved in anything, can enchantments stacks or overwrite each other, can things be enchanted multiple times, what are the (if any) limitations behind enchanting? Could you elaborate in anyway how this system works, please? Thanks! :)
At its base, enchanting is a commodity and uses a core set of resources, research, production, and time to develop.  You can find raw magicyte in any mineable stone and a pawn can randomly break loose a piece when mining.  These can be refined on the gemcutting table to form usable enchanting stones.  The gemcutting table is a new production table, and research has to be complete to construct it.  Raw magicyte and refined magicyte can be bought and sold like any other commodity (from the right vendor).  As mentioned before, an enchanted item gets no boost to monetary value, so any commodity value is lost after performing an enchantment.  The (future) enchanter class might gain some ability to extract an enchantment.  Enchantments are not random, so unlike the infused mod, you'll never run across an item on a pawn in a raid that's enchanted.

At this point, it deters from standard commodities and becomes something specific to magic.  Mages can equip an enchanting gemstone and use mana to enchant an item.  Non-mages get zero benefit from equipping an item with any of the current enchantments (though I suppose they would benefit from spell resistance). The enchanting process is fairly unique - rather than use workbenches and bills that could become incredibly unwieldy, this is all done through a float menu.  Right click on the enchanting stone you'd like to apply and equip it, right click on the item to enchant, that's it.  Somewhat more "manual" and it doesn't use the bills process but with the rarity of gemstones and the customization it will offer, I think that's fine.

Enchantments on an item can be viewed in a simple tab menu that shows up when selecting an item on the ground and opening the "Enchanted" tab.  Items can be enchanted with 1 of each type of enchantment where new enchantments overwrite old enchantments of the same kind.  Since there are 5 "types" of enchantments, a single item could maintain 5 separate enchantments.  Right now there are no caps, but that might change.  When items are equipped, you can see the accumulated enchantment status on the pawn's health tab.

A few concerns that I'd appreciate feedback on:
1. Since magicyte is essentially an added commodity at no cost, how can this be balanced out?  Is it too easy to make money from magicyte?  I've used "Jade" as a resource required in the processing of magicyte, so you'll need to collective substantial amounts of jade to form powerful enchanting stones.  That being said, jade always seemed like an under-utilized resource to begin with, so I'm not sure that's a effective control.  Of course, the research and production times are an added sink.
2. There needs to be a good balance, or maybe a soft cap, to enchanting - are the current enchantment values too strong/too weak?  Is it too easy to super-power a caster with enchantments?
3. Do the enchantments themselves make sense?  Are they all worthwhile or is there just 1 or 2 you'd always get?  I'd like to see some enchantments be "better" for certain classes, without necessarily being class specific.
4. Lastly, I mentioned the plan for two new enchantment types - spell damage and spell resistance, what other enchantments would you like to see?  Keep in mind that the definition here is of a property and not an effect, those will come later.
#164
Releases / Re: [B18] A RimWorld of Magic
February 27, 2018, 06:40:00 PM
Just pushed out an update that should fix the empty tabs.  It's uploaded on steam, if you use moddb, redownload the latest (1.9.0) file.
#165
Releases / Re: [B18] A RimWorld of Magic
February 27, 2018, 11:57:15 AM
Quote from: Harry_Dicks on February 27, 2018, 07:44:14 AM
Wow this sounds great! Are the magical enchantments similar to the buffs you would receive from the mod Infusion, if you are familiar with it?
No, enchantments do not apply any benefits to standard capacities.  After discussing with notfood (author of Infused), I ended up taking another approach to enchantments than the one Infused uses with equipment.  Enchantments only affect magical stats at this time - cast speed, ability cooldowns, max mp, mana regen, and mana cost.  More will be added in the future, like spell damage and magic resistances.