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Messages - Torann

#181
Releases / Re: [B18] A RimWorld of Magic
February 04, 2018, 09:25:47 PM
Quote from: Radis_cale on February 04, 2018, 07:01:16 PM
Soft drawn does not decrease the stasmina cost of the Ranger Arrow Storm.
Ah, thanks.  I just uploaded the fix.

Quote from: Radis_cale on February 04, 2018, 07:01:16 PM
Mages are not marked when the game is paused.
Meant to fix that last update but it's fixed now.

Also fixed: elemental rift can no longer be deconstructed or claimed; AI won't continue to buff themselves if they're already buffed.
#182
Releases / Re: [B18] A RimWorld of Magic
February 04, 2018, 11:56:36 AM
Ah, found em, thanks.  Neither of those should have an explosion sounds at all.
#183
Releases / Re: [B18] A RimWorld of Magic
February 04, 2018, 10:41:11 AM
Quote from: Harry_Dicks on February 04, 2018, 02:19:47 AM
I'm getting these two errors
For the 'minify everything' you are correct that the elemental rift isn't player built.  This is a structure that triggers the elemental assault and will create and destroy itself for the event, so you shouldn't need to worry about this.  It's strange though, there shouldn't be a significant different between the elemental rift and the teleporter, for example, because neither should show up in any menu to build.  So I'll look at why the rift may generate this error.

When do you get the sound error?  I can't find any place where I'm using bullet as the sound for anything.

I'm using KF Colonist Bar and Prepare Carefully also and both seem to work fine.  I created a new game to check the prepare carefully button and had no problems using the button and making a custom start.  I didn't see any problems with icons not show for the colonist bar, even on existing games.  I'm putting TMagic at the top of the mod load order, I don't know if that'll make a difference.
#184
Releases / Re: [B18] A RimWorld of Magic
February 04, 2018, 12:24:15 AM
Just updated to 1.8.1 on steam and moddb.
Adds the preist and ranger classes.
Fixes that necro bug where having an undead prevents gaining xp at max.  With Mehni's help, the conflict with "pick up and haul" and minions was fixed, plus quite a few more tweaks and bugs.
AI will use their buffs a bit more, especially before a fight.

#185
Releases / Re: [B18] A RimWorld of Magic
February 02, 2018, 10:43:54 PM
Quote from: henk on February 02, 2018, 09:22:05 PM
It seems minions don't clean, even when idle. Is it just me? Could be a mod conflict. They do rush to combat though, even though their flavor text says they dislike combat.
Yeah, there's some growth needed in the minion AI thinktree.

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Please remove the cooldown on dry ground and moisturize ground. It makes sense to want to cast those spells quickly, since they cost so little and only affect one tile each.
Done.

Quote from: henk
What about having more than one master spell per profession, but each pawn is only able to learn one master spell?

And what about having other magic-type traits?

- Magical prodigy : cannot learn spells with levels, but can learn any non-master scroll spell.
- Magical savant : cannot learn spells with levels, but can learn any number of master spells from any specialization. Only master spells.

And traits that affect only magic users (assuming you can have traits require other traits)
- Fickle mage : cannot accumulate skill points. Skill points are spent automatically when leveling. May unlock new spells for 1 skill point.
- Superior mind : increases the maximum mana pool (or halves mana costs and mana regeneration)
- Wild mage : Increased mana regeneration, but every spell gives negative effects
- Quick caster : half casting time for spells. Increased cooldowns
Biggest thing holding up class development right now is the magic pane.  It can't scroll and it's not as clear or intuitive as I'd like, so that needs to be fixed first.  After that's done, it'll open up a lot of new things, like sub-classes or selective development and more ability options in general.  Lot of good supporting traits ideas, most of which shouldn't be too hard to add.

I'll look into the bug.
#186
Releases / Re: [B18] A RimWorld of Magic
February 02, 2018, 08:45:55 PM
Quote from: Radis_cale on February 02, 2018, 04:01:41 PM
-About the druid spell cure disease, improving cure disease power at level 2 say: 75% chance to reduce severity by 2, and at level 3 it say: 52% chance to reduce severity by 2 and 32% chance to reduce severity by 3. Is it intended ? Is it me that doesn't understand something ?
This is a good question, sorry it's a bit confusing.  Many types of diseases or infections have stages to them, so when trying to cure a disease that is in the later stages, it might lessen the disease instead of cure it outright.  For example, the Flu has minor, major, and extreme stages - so if you are curing a pawn that is in the extreme stage of flu with level 2, it has a 75% chance to reduce the Flu stage to 'minor' and a 25% chance to reduce it back to 'major.'  At level 3, it has a 32% chance to completely cure the Flu.  I hope that makes sense.

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-Mana sickness, the idea of the mana drain event does not bother me that much, but seriously, why it takes so long to recover from mana sickness, and also the mages who do not have 100% mana at the beginning of the drain have a great chance of dying, it's a bit extreme.
I haven't noticed it being very lethal, but if the event starts and you have low mana then it's definitely possible.  A few things you can do: keep mana potions on hand, you can "administer mana potion" if the mage becomes unconscious.  Also, wounded mages (mages in pain) or mages with lowered consciousness are more susceptible to mana drain effects.  Siphon Mana and Transfer Mana can also be very useful in these situations.

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I would like to share my ideas too.
Thanks for the feedback, I really like the idea of social interactions between magic users, kind of like a mentor!

Quote from: WitchLyfe on February 02, 2018, 07:23:20 PM
Not like I think the dev will actually add anything I'm mentioning. 
Believe it or not, I take notes of every idea contributed here.  Just realize that I'm a single modder and this is a hobby so I'm limited on time.  I imagine most modders are in the same situation.  We also have to figure out how to build idea's into RimWorld, some idea's are easier and have ways already built to do this, others can be very difficult and have to be implemented from scratch.

Also, there are quite a few bugs mentioned that are fixed in the version I'm working on, but the Ranger class is only partially complete and will need to be finished prior to the next update - sorry about the delay.
#187
Releases / Re: [B18] A RimWorld of Magic
February 02, 2018, 11:41:17 AM
Lot of good idea's for the ranger.  They will be distinct from the Sniper very similarly to how you're describing, where the ranger excels at bow/crossbow use and the sniper at more modern weapons.  Sniper can't use most skills without an advanced weapon right now.  Likewise, ranger will not be able to use at least 1 skill without a bow equipped, and the passive 'bow mastery' will only give a damage boost when using a bow.

The ranger will get a pet that is tamed, similar to any tamed animal, but will receive significant stat boosts for forming a bond with the ranger.
#188
Sorry, I have not yet pushed the fix for minions to be compatible with pick up and haul - should be sometime this weekend.
#189
Releases / Re: [B18] A RimWorld of Magic
February 02, 2018, 08:40:06 AM
Quote from: Edixo on February 02, 2018, 04:20:04 AM
I absolutely love this mod. I've been playing around with physical classes, and I want to give my input on my favorite one; Sniper.

In order to have it be in the same genre as the others, why not rename it to Ranger? And, Disabling Shot might need a tweak, since I know many of us are playing with the Allow Tool mod that adds the Finish Off option to downed targets. With it and a sniper, you can kill a Thrumbo with two moves.
Wasn't really aware of that, I might just replace the downed state change with stun, or make a modified downed state.

Ranger is a separate class and is mid development right now and will likely be released this weekend (along with the priest class).
#190
Releases / Re: [B18] A RimWorld of Magic
February 01, 2018, 11:59:46 AM
Since there's no longer a need to load it and it has no other function than to fuel the teleporter, I've made portfuel destroy on drop.
#191
Releases / Re: [B18] A RimWorld of Magic
January 30, 2018, 10:55:18 PM
Quote from: exuvo on January 30, 2018, 01:10:57 PM
Could you add a check for if the target pawn has the hunger need (or any needs at all) before adding the vomit job?
I added a check for both Fog of Torment and Disabling Shot, both of these abilities add vomit in the hediff they add.
Oh, zombies will now get healed inside the fog of torment, just like undead.
#192
Releases / Re: [B18] A RimWorld of Magic
January 30, 2018, 10:38:21 PM
Quote from: Jan2607 on January 30, 2018, 10:18:16 AM
Do you plan to give the combat classes some more learnable abilities? There are so many scrolls that mages can learn but I would love to have some textbooks for my sniper.
Yes!  I'm glad you asked.  Toketsu had a great idea for "sustained" abilities and I've got quite a few stand-alone abilities planned that will function in this manner, and be usable by all the melee classes.  For example: "quick time" will increase movement speed by 20% but will require a 40% stamina to sustain.  You'll be able to toggle these abilities on and off.
#193
Releases / Re: [B18] A RimWorld of Magic
January 30, 2018, 10:27:41 PM
Quote from: WitchLyfe on January 29, 2018, 12:21:27 PM
Quote from: henk on January 29, 2018, 12:03:54 PM
I support the suggestion of making skill upgrades unavailable if you haven't learned the spell yet. In addition, listing the learning cost of spells would be useful to new players.
I thought maybe there was a level requirement to some spells, didn't know some require multiple skill points till I just read it here.
I'll see what I can do to make this more intuitive and provide more information in the GUI.

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Oh, Necromancers get a debuff for observing corpses, haha. 
Made it so neither necro's or undead get this debuff.  In fact, made quite a few thought changes for both traits.  Undead will still have some.. they aren't quite zombies, just shells of what they once were.

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Is there some way to dismiss/drop individual undead without penalty?
Yes, you can use consume corpse on undead.  Although, the corpse is then gone and you won't have anything left to raise... choices!

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My undead also stopped gaining mining exp at level 7, is this intentional?  They're still getting crafting exp I believe.
They aren't supposed to gain xp at all.  I just verified that this is the case for everything except crafting.  For some reason, crafting still provides skill gain so I'll have to trace down this code path.   

QuoteI also think having an undead minion as a Necromancer will prevent you from gaining passive exp at max MP, unless there's a level cut off for that.  It won't raise at max MP anymore.
Nice catch, it is fixed for next update.

Quote
I made a Thrumbo undead and he's just constantly eating
For some reason, large animals have food levels that extend past 0-1, so assigning them a constant of .5 was forcing them to always search for food.  I've fixed this, and the fact that they want to sleep forever, for the next update.

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4. Would like a way to "unrez" individual zombies.
This is what consume corpse was initially intended to do, but then it got morphed a little and it does destroy the undead, just like it does with a corpse.
That being said, consume corpse has many variations...
Consuming an undead returns significantly more mana than a corpse, with humanlike undead returning more mana than animal undead, and fresh is better than rotten or bones.  Generally speaking, the quality of corpse is measured in this order: humanlike undead -> animal undead -> humanlike corpse (fresh) -> humanlike corpse (rotten) == animal corpse (fresh) -> animal corpse (rotten).  The quality of corpse also affects how much Healing Consumption heals the necro.
Consuming a humanlike corpse also provides the necromancer with a mood boost and rest, while consuming an animal corpse provides the necro with food.

So, all that being said - do we need an ability to "Release Undead"?  Stand-alone, necro only?  Maybe consume corpse becomes the learnable spell while Release Undead would be canon?

Also, I really expected the undead churn rate to be much higher, it's not intended to become attached to undead but rather use them as an expendable resource.  This is what I was initially shooting for, but open for debate.  There may be room down the line for an undead creature that's less... expendable.

Anyways, great feedback, keep it coming.  I haven't had a chance to do a playthrough with the necro myself so the suggestions and thoughts are a big help.
#194
Releases / Re: [B18] A RimWorld of Magic
January 28, 2018, 02:51:19 PM
Well if I can get the projectiles to dynamically reconfigure to match the projectile of the weapon, then the sniper might regain some of their skills with bows.  I tried that initially and I got errors instead of arrows. Change was made since the class didn't feel right with a bow user shooting bullets.  I'll come back to this at some point and hopefully make it when bow user uses headshot or disabling shot, it looks and sounds like an arrow.

Quote from: Jan2607 on January 28, 2018, 08:33:01 AM
One of my enemies was a sharpshooter, but because he was a tribesman and had no sniper rifle equipped, I got the message he wouldn't have equipped a valid weapon, whenever he tried to use his abilities.
I think, I shouldn't get a message when my enemy can't use his ability.
Will be corrected in next update.

Quote from: henk on January 27, 2018, 10:57:35 PM
A few more comments, mostly regarding late-game powerful spells.

I don't think any one spell should singlehandedly win a battle. The master spells, while needing to be powerful to justify their cost, should be toned down or come with a serious drawback.
I hear you, and spells, even late game ones, shouldn't be "single-handedly" winning fights.  I would say that, in general, magic is more powerful than it should be (at this point in time). That being said, fully upgraded late game spells are supposed to be close to the effectiveness of, say, a doomsday rocket.  Arguably, with arcane weakness, late game spells essentially disable the casting pawn for the rest of the fight.  Though, it wouldn't be too hard to add some physical drain, eg loss of food or rest which could cause the caster to collapse from exhaustion.  I could also implement some form of "backlash" that could physically harm the caster.  I'm a firm believer that the 'cost' of magic needs to balance the reward, so if you have idea's on how to better balance the cost/risk/reward, I'm all ears.

I think what really needs to happen is an overall balance sweep across all abilities.  I've been thinking about this for awhile, and rather than endless tweaking with every patch, I want to introduce the remaining classes, events, and items/crafting/enchantments... at that point I think will be the most effective time to perform an organized re-balancing.  Drastic adjustments will still happen as needed though - for example, summon.

I certainly agree that it can disrupt enemy formations very quickly so I'll look at reducing the range a bit and increasing the recast timer.  This is a difficult spell to balance though, without making summoning of items basically useless.

Quote- Regrow limb : it appears to work even when it gives an error message saying it didn't; this also bypasses any temporary downside to the affected limb.
Thanks for the note on this, I'll take a look to see why this could be occurring.
#195
Releases / Re: [B18] A RimWorld of Magic
January 27, 2018, 03:04:52 PM
Quote from: Jan2607 on January 27, 2018, 01:43:38 PM
I have two suggestions:

1) Could you add the update notes to the workshop page? I don't read every page of this thread and so I miss a lot of the notes. Or just add it to the starting post of this thread.
Done - update notes will be displayed as a news item in-game using the Hugslib Update Feature.

Quote from: Jan2607 on January 27, 2018, 01:43:38 PM
2) Could you disable the autogenerating home ares around defense pylons? My map is full of them and my cleaners are working on the wrong places :D
Because the pylons exist only for a short time period, I think it is unnecessary to generate these areas. And deleting them amnually is annoying. Switching the whole autogeneration off is not really an option for me.
Done - but included all summoned structures, not just pylons

Thanks for the suggestions.
The above updates and some other minor tweaks/bug fixes are included in v1.7.9