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Messages - Torann

#211
Releases / Re: [B18] A RimWorld of Magic
January 19, 2018, 01:39:05 PM
Quote from: HerrColonel on January 19, 2018, 12:32:22 PM
Here's the logs (Magic mod was loaded last).
I noticed that under the TMagic mod it has Jecstools 1.0.6.1.  Jecstools dll shouldn't exist under my mod, so you might check your TMagic mod folder and make sure there is no lingering 0Jecstools.dll or Jecstools.dll along with the TorannMagic.dll, if there is, delete it so that the jecstools version you have loaded first won't be overwritten.
Also, I think jecstools is on version 1.0.8.6, though I  only use a sub-class which is AbilityUser and AbilityUserAI, so that might not matter.
#212
Releases / Re: [B18] A RimWorld of Magic
January 19, 2018, 01:16:27 PM
Quote from: ChJees on January 19, 2018, 05:22:41 AM
After playing with this mod for a while i gotta say the Arcane magician is the best.
Great for rescuing pawns and boosting overall productiveness. (The Magic Missile spell is useless though, would like it replaced for something else :P.)

Would be lovely if there was a "Alchemist\Artificer" class at some point. Would not necessarily have any offensive and defensive abilities on their own but would have the ability to craft Wondrous Items. Like a super crafter. Maybe in conjuction with the Infused mod from NotFood there would be additional chances to infuse the item.
As for magic missile, I have to disagree, I think it's probably one of the strongest spells in terms of direct power.  It's the only DD spell the Arcanist gets, but at max level it can stream 38 projectiles, dealing ~7 damage each which can result in over 250 damage.  That easily puts it in line with the top tier weapon systems.  To add to its power, it has a chance to confuse, the duration is extremely short, so if it triggers once or twice it's more like an interrupt, but it can stack, so at higher levels it can confuse an enemy for 5-10 seconds.
Biggest drawback it has is that it is heavily dependent on the shooting accuracy of the mage, so if you have a terrible shooter / poor eyes, you can miss a lot, especially at longer ranges, making the spell lose a lot of its effectiveness.

You described the design plan for items/artifacts almost precisely!

Quote from: Toketsu on January 18, 2018, 05:32:03 PM
Bosses

Edit: I can't seem to be able to level up Phase Strike's skills, other than the main one.

Error i get when i try to use Teleport spell:
Bosses are definitely planned, along with some other events that will be centered around magic and the Arcane Fold faction.  I think most of these you came up with!
A few on my list:
Rogue elemental portal: a portal has opened on the map and will spawn hostile elementals until the portal is closed.  Will be guarded by a group of elementals and will periodically spawn small groups of elementals to assault the colony until the portal is destroyed.
Arcane Bandits - a small group of mages assault the colony in the attempt to make out with magical artifacts - will have a high concentration of magic users and will fight ferociously
Wandering necromancer - a necromancer enters the map with a group of undead and will prioritize moving about the map raising corpses as minions.  After awhile, the necromancer will either leave or turn hostile and attack the colony.
Reintroduction of the Arcane Tower: An arch-mage makes themself known to the colony by declaring a specific mage to be in violation of using unsanctioned magic.  The colony will have the option of sending the mage to the tower for 'training' or to defy the declaration and keep the mage.  If the player decides to follow the rules and sends the mage away, the pawn will leave the colony.  The arcane tower will remain on the map and may continue making demands of any new mages the colony has.  If the player chooses to defy the arch-mage, then the tower will periodically send raiding parties and will call down powerful spells on the colony (such as firestorm, lightning storm, and blizzard at random points in the home area).  The tower and residing arch-mage will, of course, be attackable.

I don't know if any of those fit in with the "Boss" concept, but Ive been thinking about introducing a new pawn type that excels at magic.  I want to call this creature an "Overlord" and will have improved capacities, health, etc... maybe even unique spells.  Definitely fits in with a boss type though.

As far as those errors, I just double checked and had no issues leveling up the bladedancer skills.  Dimension blade has a bug in the 1.7.1 version that doesn't allow it to be leveled past 1/3, but that's been corrected in the working version and will be fixed next update.  Also, no issues with teleport...

I've implemented and have been testing some exception handling for various skills (blink, teleport, summons, phase strike) that seem to have some unexplained errors I haven't been able to track down (mostly because I can consistently recreate the error).  That being said, the exception handling will restore the ability user to a safe state and restore mana/stamina.

Quote from: Jimmy P on January 19, 2018, 08:58:58 AM
Cheers for this mod, perfect for that Fantasy Rimworld experience!

I've just had my necromancer create his first undead from a corpse (The corpse of an orc from the orc invasion mod, I suppose that might matter) and this zombie defies all the laws of necromancy; he does social and caring tasks (despite being marked as not being capable) and whenever he hits 52% rest, he drops back down to 50% rest and essentially will sleep forever if I don't draft him to wake him up now and then
Thanks for the note, if the undead pawn is directed to sleep during specific hours, they'll still go to sleep.  I was not aware they'd stay asleep however, but that makes sense.  If you set them to never sleep, that should resolve them ever trying.  An undead refinement update is planned and hopefully I can make the undead behave and interact in a more expected manner.
#213
Releases / Re: [B18] A RimWorld of Magic
January 17, 2018, 01:16:48 PM
Quote from: HerrColonel on January 17, 2018, 12:43:02 PM
Hello I tried this mod yesterday and I love it so far, but does someone knows where is the mana or stamina displayed? Sorry if this has been answered already I didnt feel like reading the 6 pages of discussion
Mana and Stamina show in the Need tab for each character that has become a magic or combat class.

Quote from: Canute on January 17, 2018, 10:41:38 AM
It is just me or does the teleport spell don't work with 1.7.1

I've had no issue with teleport, can you give me some more info on where this was cast; does this happen every time?
#214
As far as the traits thing, for my mod I'm going to flip how abilities are learned - instead of all abilities learned by default, I'm going to make it so abilities are learned randomly when the trait is assigned and only in special cases will all abilities get learned.  That should help a bit, though it still bypasses a lot of the difficulty intended in getting special traits, regardless of which trait it is.  I'm also guilty of having my androids be mages  ::)  I think it will also help diversify which spells the AI will use if they don't have the full complement... they seem to have their 'goto' abilities, but if you have pointers on how I can make AI ability choice more random, I'm all ears.  ;D
#215
Releases / Re: [B18] A RimWorld of Magic
January 15, 2018, 01:19:50 PM
Just did a quick update to include the mage marking option you guys came up with.  It'll put an icon on any AI pawns that are mages.  Great idea!
#216
Releases / Re: [B18] A RimWorld of Magic
January 15, 2018, 11:34:29 AM
Quote from: blizzardwolf420 on January 14, 2018, 08:48:27 PM
so torran any idea whats causing the conflict with your mod and the rim of madness mod? it seems to conflict with a bunch of errors , I tested all my mods and rim of madness seems to be the only one that really tosses up any errors with your mod. A shame really I really wanted to use these mods together but ill have to just stick with your mod for now till someone can figure out what the conflict is, based on the errors given it seems to be someone with jecstools.

I play with all the ROM mods and don't have any issues.  Like Canute said, best bet is to make sure your mods are up-to-date and all supporting mods (like jecs tools and hugslib) are also up-to-date.  Also check your mod load order to make sure supporting mods are loaded first.
If you still have issues, I'd recommend deleting the entire folder for each mod your having issues with - sometimes mod developers reorganize or recompile differently but it'll leave old files that can conflict.
#217
Releases / Re: [B18] A RimWorld of Magic
January 14, 2018, 10:54:01 AM
AI Hard Mode also means that AI will use much more advanced spells, which means more dangerous, deadly, and challenging.
As already noted, when an AI is downed in hardmode, they will -always- use a retaliation spell.  What's implied with this is that you will have a much harder time recruiting full mages and should expect to advance most of your mages from the precursor trait.  You can, however, purchase a slave with full magic, or gain them from an escapee.

As far as marking magic pawns.  This should be a relatively easy thing to do, I'll see about adding a quick settings option to do this, or perhaps just make the mini-mod that allows people to select which traits they want marked.
#218
Releases / Re: [B18] A RimWorld of Magic
January 13, 2018, 03:50:27 PM
Just pushed out the latest version: v.1.7.0

  • Mod settings are now included to allow adjustment of several of the mod features such as mana regeneration and how quickly mages gain xp from using spells.

  • AI can now cast spells. 
    There are several options for AI casting.  It can be disabled entirely in the mod settings, or you can pick the challenging route and turn on AI casting hard mode.

  • To support AI casting, all mod traits can occur at random on pawns.  These pawns will come equipped with the full spell complement for their class.  If AI casting is turned on, AI mages will occasionally cast a retaliation spell before they die or are downed rather than allowing themselves to be captured.  On hard mode, they will always do this.

  • The Arcane mage spell, summon, now instantly moves the target for both pawns and objects.

  • Some trait names and scroll descriptions have been adjusted for clarity

  • New stand-alone spell: Mana Shield - allows mages to create a health buffer at the cost of their mana pool.  Use of the spell while mana shield is active will disable the spell as will taking damage in excess of what can be absorbed by mana.
#219
Releases / Re: [B18] A RimWorld of Magic
January 09, 2018, 02:42:35 PM
Quote from: Toketsu on January 03, 2018, 01:09:33 PM
Cursed Mage (mana) (you get this class directly, instead of having the ability to choose and buy a book for it) (like Hexhunter, this class shouldn't be added until the AI can use magic)
I think we'll need to see how dangerous AI are with magic before evaluating the need for 'anti-magic' classes.  I suspect that some mages will be quite devastating while others will be much less so (think difference between lightning mage and druid).  But since I'm still working on this, it's yet to be determined, but I appreciate the ideas.

Quote from: Toketsu
Arcane Shield
I like the idea of mana shield and think this is a spell type that would be great as a stand-alone for any mage type.  This is a bit different and I'd need to look into how some other mods implement options from the toolbar.  I think run-n-gun does something like this, so I might look at that.  Something to consider down the line.

Quote from: Toketsu
Arcane Bionics
Other than the regrow-limb spell, I think I'm going to stay away from body parts.  Other mods do a great job and have balanced bionics and body parts.  I'm hoping craftable arcane items should fill the bill for the type of magic enhancement effects you're suggesting.

Quote from: Toketsu
...will sell "obscure scrolls" for a relatively lower price than normal scrolls...
I actually added something similar to this in the last update, which included torn scripts and the ability to learn spells that weren't discovered from the torn script.  The new tome is about 60% of the cost of a torn script, and grants the pawn a random magic class with a random set of skills assigned to that class.  So you don't know what you'll get, but it's certainly less expensive.

Quote from: Canute on January 06, 2018, 04:07:22 AM
Torann,
could you please try to find a way to let NPCs use the magic abilities ?
Yes, I agree that this would add to the mod and help restore difficulty balance.  This has been on my list of things to add for awhile, but I've bumped it up to the highest priority and I'm working on it for the next update.
If possible, I'd like to also include some limited 'auto cast' options to help reduce some of the micro management of the mod.  It hasn't been so difficult to get pawns to use abilities, but it's quite another thing to get pawns to use abilities intelligently.

Quote from: Jackalvin on January 08, 2018, 10:32:20 AM
Some class ideas?
Warlord (Stamina)
The Warlord is a team player. They're a damage dealer & a support.
I like the class idea and definitely need some more good ideas's for stamina based classes - looks like a good support class with a lot of passives and group enhancements and would fill a nice niche.
#220
Releases / Re: [B18] A RimWorld of Magic
January 06, 2018, 11:54:41 AM
Quote from: billyma6 on January 05, 2018, 11:27:19 PM
Hey, I started playing with the necromancers, and I discovered if you set a corpse to explode then consume that corpse, it bugs out like this.
It doesn't go away, even with the Destroy action, so I'm stuck with it in my world.
I've fixed the issue with the exploding of destroyed corpses  and uploaded as v1.6.2.  Let me know if you still get the error after updating.
#221
Releases / Re: [B18] A RimWorld of Magic
January 06, 2018, 01:56:42 AM
Quote from: billyma6 on January 05, 2018, 11:27:19 PM
Hey, I started playing with the necromancers, and I discovered if you set a corpse to explode then consume that corpse, it bugs out like this.

So you set a corpse to explode, then consumed it...?  I'm going to make it so that if a necro consumes an exploding corpse, itll make the necro explode.   :o
#222
Releases / Re: [B18] A RimWorld of Magic
January 05, 2018, 05:43:34 PM
I do like the idea of a "boss" type event.  Two possibilities I think could work is the rogue elemental that wanders around and creates random blizzards, firestorms, tornados... depending on its element.  I could also create an undead horde led by a necromancer that wanders around the map raising corpses to join their undead army...
#223
Releases / Re: [B18] A RimWorld of Magic
January 05, 2018, 05:20:40 PM
Just released the latest update: v1.6.1.
Update includes quite a few new additions:

  • New class: Necromancer - a sorcerer of the dark arts with a central focus of raising corpses as undead minions.  Undead 'appear' as the colonists they once were, but will lose almost all traits, skills, and behaviors that made them human.  Undead possess no needs and can work throughout the day and night.  There are some skills they will no longer be capable of, such as research, learning or caring.  They also move considerably slower.  The magic that creates the undead must be sustained by the necromancer(s), a side product of this is that the tissue of undead will slowly knit itself back together (though limbs and other destroyed body parts are gone for good); if multiple necromancers exist on a map, they will share the cost to sustain undead, regardless of who created the undead.  If no necromancers exist on the map with undead, the undead will return to their original state (dead).

    The necromancer gets several supplemental spells. Fog of Torment chokes the life out of any living that remain inside the fog and attempts to kill through excessive pain; undead are healed by the fog.  The necromancer can consume undead or corpses to replenish mana  (and life if trained to do so).  Lastly, the necromancer can exert power over the biological and arcane energies within a corpse or undead turn it into an explosives that will detonate after a short period.

    A few notes: there are currently no pawn thoughts concerning necro's or undead, these will be added down the road to add more depth to the class and their interaction with the living.  Necromancers are a very 'indirect' class, so please provide feedback on the feel and balance of the class.  Lastly, during limited playtesting, this class can reach levels of arcane weakness great enough to kill themselves... so keep that in mind before creating another group of undead.

  • New Class: Bladedancer - a close combat glass cannon.  The bladedancer excels at rapid assaults, but does not perform well in a sustained fight.  Through two skill lines, they can gain considerable boosts in passives that improve hit chance, dodge, movement, and manipulation.  Their primary opening skill is called "phase strike" which lets them phase out of existence at one location, and phase into existence at another, immediately striking enemies upon entry.  In addition to this attack, they can perform a point blank blade spin, striking all enemies in the immediate vicinity for heavy damage.  They also have some versatility with Seismic Slash, which strikes all enemies along a line for heavy damage.  Bladedancers must have a melee weapon equipped as their primary to use their skills.

  • The bladedancer introduces a different approach to damage calculations, which incorporate pawn melee dps, weapon, dps, weapon quality, skill modifiers, and weapon multipliers - all these values are used to determine the damage for each skill which should provide a much more accurate representation of the weapon the pawn is using.  Gladiator skills based on weapon damage were also reworked with these calculations.

  • Eye of the Storm now has a 3s delay before it will begin striking targets.  That being said, after this delay, it will strike any target in its path with impunity.

  • Magic and Might panes were reworked with consideration for the lowest vertical resolution - all options should now be visible on all resolutions.

  • Arcane script costs were reduced by 20% across the board.  Arcane spells were reduced by 40%.

  • A new series of magical learning items have been added - all arcane scripts now have a "torn" version.  These torn scripts will promote a pawn to their advanced trait and grant a random number of spells belonging to the class.  It's possible to advance and learn no spells - in cases like this, you will need to wait until the pawn levels by possessing excess mana to learn new spells.  Usually, the pawn will learn 1 or 2 of their class spells.  The spells that aren't learned may be learned via the magic tab, once enough ability points are available to learn the spell.  Unlearned spells cost between 1 to 3 ability points.  Torn scripts are considerably cheaper than their completed counterparts.  At this time, there are no torn scripts for combat classes, but the combat scroll costs have been reduced.
#224
Releases / Re: [B18] A RimWorld of Magic
January 03, 2018, 12:45:42 PM
Quote from: Canute on January 03, 2018, 04:27:02 AM
Torann,
currently i got a problem with crashed psychic/poison ships. The game stoped when i shoot at the ship to spawn the mechs.
I need to shutdown the game. And since i can't find a hint at the output_log.txt i don't have a hint about this so far.

So i just destroyed the ship part and spawn a raid insted. I just execute  "ArcaneEnemyRaid" and notice it will spawn mechanoids.
So i want to ask you, these "ArcaneEnemyRaid" comes from this mod, and does it can cause problems to the droped ship events ?

Edit:
Ok, it can't be this mod either. Someone else at the general got the same problem and don't use this mod.
https://ludeon.com/forums/index.php?topic=38002.0
Ok, lets look at the next mod.
The "ArcaneEnemyRaid" was only set to spawn during the ArcaneStash event.  This event was left ingame so it wouldn't cause issues with people that had this event active in their game, but the spawn chance was reduced to 0% until I can rework some of the components of the event.  It shouldn't have anything to do with the poison ship event though...

Quote from: billyma6 on January 03, 2018, 11:32:12 AM
I'm currently having an issue with what looks like something about spawning a minion? Here, look at the logs, thanks!
Looking at the issue, it may be possible when two minions are summoned and the primary dies/despawns but the second remains alive until the end of the duration to cause this issue, I'll do some testing and see if that's the case.
#225
Releases / Re: [B18] A RimWorld of Magic
January 01, 2018, 05:42:58 PM
I'm condensing the card to fit on the smallest resolution size and will be included in the next patch.