Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - Torann

#31
Releases / Re: [1.0] A RimWorld of Magic
November 16, 2018, 07:53:51 PM
Quote from: rekasa on November 16, 2018, 03:47:01 PM
What crafting station do you extract Syrrium from? I didn't see it in the drug lab...
Syrrium can be extracted from either of the cooking tables, the campfire, or even the summoned fire.
#32
Releases / Re: [1.0] A RimWorld of Magic
November 12, 2018, 07:17:03 PM
v2.2.8.0 Magic Development: Update #1

Magic development updates will focus on adding new methods to develop and improve the colony through magical means.

  • New work type: Magic - mages selected for this work type will automatically perform various magic related tasks such as charging a portal or crafting at an arcane workbench; work type can be toggled under work settings
  • New research: Arcane Storage - allows construction of the Arcane Capacitor and Dimensional Mana Pocket
  • New research: Arcane cultivation - allows growing and creation of Pomanasyrrium, a fruit that enhances arcane senses
  • New structure: Arcane Capacitor - allows mages to transfer mana into the arcane capacitor and absorb it at a later time
  • New structure: Dimensional Mana Pocket - similar to the arcane capacitor but has significantly more storage capacity and discharge range but redistributes mana at a slower rate
  • New plant: Pomanasyrrium bush - produces fruit typically consumed as a delicacy, pomanasyrrium has unique properties that enhance a mages access to mana.  This chemical is called Syrrium and can be extracted from raw pomanasyrrium to concentrate the effects.

  • Tweaks:
    Undead will not auto-undraft
    Arcane apparel (all pieces) will inherit defense and insulation properties of the material used in creation; any magic apparel with specific material requirements were replaced with stuff categories
    Added options to the mod settings to disable appearance changes for undead animals and pawns
    Added an option to toggle mage and fighter level up messages
    Added a gizmo for the technomancer to toggle the repair function

  • Bug fixes:
    Maps will no longer close when using the succubus ability 'Scorn' and the succubus is the only player owned pawn on the map
    Fixed a bug with autocast phase strike and blink that was selecting the incorrect target during haul/load jobs
    Wildman pawns will not generate errors if they are a mage or fighter
    Rangers cannot bond animals that belong to another faction and will dismiss a bonded animal that is a member of a caravan if they choose to form another bond
    Necromancer ability 'Consume Corpse' will not generate errors if a vampire (or pawn type lacking certain needs) uses the ability

#33
Just had to say I love the references you've added from Space Odyssey 2001 and Cylons from BSG, very nice touch.
#34
Releases / Re: [1.0] A RimWorld of Magic
November 12, 2018, 12:36:27 AM
Quote from: HSneak on November 11, 2018, 07:24:03 PM
Hey, I found the culprit (about the non-casting target spells), it's "Rimmu-Nation - Weapons (1.0)", as soon as I removed it, I could cast ShadowBolt with no problem (loaded a save file), so I thought you'd want to know;
Thanks for tracking that down HSneak.  I talked to CP and he's working on a fix.

Quote from: NeoSono on November 12, 2018, 12:29:15 AM
I got a question, is it intended that pawns incapable of violence can learn violent mage classes through the ??? arcane script? I thought I would be clever and buy one of these and make my pawn a priest but she became an ice mage.
The book of question isn't picky and randomizes between every enabled mage class, it's the risk of using that book.  If you take a non-violent pawn with magically gifted and have them read the book for fire mage (as an example) - they'll do it and become a fire mage.  Nothing prevents this.  You can not use violent spells, but that doesn't mean the mage is useless.  I've tried to give every mage at least one ability that's non-violent, and there's always the slew of stand-alone spells, most which are non-violent.
#35
Releases / Re: [1.0] A RimWorld of Magic
November 10, 2018, 01:20:50 AM
Quote from: wrathofdog on November 09, 2018, 08:55:52 PM
Anyone have any suggestions on dealing with mana drain/sickness?  I was playing the Naked Brutality scenario, Randy Merciless, and my pawn was a mage.  A Mana Drain event happens and a little later my pawn drops dead. 

Not really sure if there was anything I could have done to prevent it.
Mana drain is "map" only, so sending your mages away from the area until the drain passes is always an option.

Also, since this is a nice segue... the next patch will include some of the ideas by cortanakya to include a mana battery that will allow your colony to store mana for later use and will be a good defense against mana drain.
#36
Releases / Re: [1.0] A RimWorld of Magic
November 09, 2018, 05:29:46 PM
Going to need more info to figure out what's going on - I have every Rimsenal mod loaded and everything works as expected regardless of load order.  Regenerate and Blink do not require line of sight and can be used with a shield belt, so that's something they have in common.  There's many (6?) different rimsenal mods also, none of which have any code, they're all xml, which means this is almost certainly caused by something equipped interfering with use of projectiles.

Quote from: TheJinx on November 09, 2018, 01:35:45 PM
Speaking of a spell a class can't learn paladjn can't learn cauterize wound for some reason
Cauterize wound is fire mage only.  I see the confusion though, since it says "Mage Spell: Cauterize Wound" - I'll make the correction and change this to "Fire Spell: Cauterize Wound" per the naming convention.
#37
Releases / Re: [1.0] A RimWorld of Magic
November 09, 2018, 12:38:23 PM
Quote from: NeoSono on November 09, 2018, 07:44:40 AM
Hey, still love the mod and thanks again for your great work. Now to my question, is there any particular reason the technomancer can't learn blink? Im in the process of giving every mage in my colony blink for the easy xp, but somehow the technomancer I have on the offensive line can't learn blink.
I just tested this and had no issues with technomancer learning and retaining blink through save/load etc.  If they fail to read the scroll it should generate an error either telling you the pawn isn't a mage or that the spell can't be applied - are you getting either of those messages or another error that might explain why your technomancer can't learn blink?
#38
Releases / Re: [1.0] A RimWorld of Magic
November 09, 2018, 02:15:01 AM
Quote from: IHateRegistering on November 09, 2018, 01:23:25 AM
But will a Lich also appear as a spoopy skellington?
No, the lich (which will in most cases have recently become a lich) will continue to appear as a standard colonist.

Although.... there's a high likelihood that the skeletal legion has lichs hiding somewhere to spawn all those nasty skellies....
#39
Releases / Re: [1.0] A RimWorld of Magic
November 09, 2018, 01:11:42 AM
Updated mod to v2.2.7.0

    **Undead and Skeletal Legion update**
    • Undead will now appear more -undead-
      - pawns raised as undead will assume either their rotting or desiccated bodies
      - rotting will not stop for raised undead and they will eventually deteriorate until they appear desiccated
      - corpses raised that are already rotten or desiccated will retain their level of rot

    • Compatibility has been added for the Skeletal Legion mod by Jernfalk: https://ludeon.com/forums/index.php?topic=46598.0
      - Skeleton Legion creatures are considered "undead" for purposes of RimWorld of Magic spells and abilities
      - these creatures can be raised as undead by a necromancer

    • Tweaks:
      - healing spells will now harm the undead instead of heal them, this includes Jecrells "Vampires" as well as Jernfalk's "Skeletal Legion"
      - 'light' based attacks (which includes healing spells) will have a chance to deal bonus damage to the unliving
      - undead will always 'die' when downed - lichs and vampires are excluded from this behavior
      - Autocast Magic and Fighter mentoring (Teach) will no longer select pawns of higher XP levels than the casters
#40
Releases / Re: [1.0] A RimWorld of Magic
November 09, 2018, 01:09:00 AM
Quote from: wrathofdog on November 09, 2018, 12:58:41 AM
-Similarly, Rimworld pawns undraft themselves if left drafted too long, so that the they don't starve to death.  Not sure if it's possible, but it might be neat to disable this on undead minions.  You could have them stand at eternal vigil somewhere this way.
Eternal vigil... dang, and I thought I had a cruel side...
#41
Releases / Re: [1.0] A RimWorld of Magic
November 08, 2018, 09:53:20 PM
Quote from: PreDiabetic on November 08, 2018, 11:54:56 AM
Could not resolve cross-reference: No RimWorld.LifeStageDef named SkeletonFullyFormed found to give to Verse.LifeStageAge Verse.LifeStageAge


Failed to find any texture while constructing Multi(initPath=Things/Pawn/Skeleton/Skeleton_Hero, color=RGBA(1.000, 1.000, 1.000, 1.000), colorTwo=RGBA(1.000, 1.000, 1.000, 1.000)). Filenames have changed; if you are converting an old mod, recommend renaming textures from *_back to *_north, *_side to *_east, and *_front to *_south.


This happens when I try to upgrade from 2.2.6.1. [2.2.6.1 works fine]
This was my fault, it looks like I accidentally included some WIP/test stuff for Skeletal Legion.  I've removed the 2.2.6.3 file from modDB since that's the one that has the bad reference in it.  I'll upload a fixed version later tonight with the completed compatibility updates for SL.
#42
Releases / Re: [1.0] A RimWorld of Magic
November 07, 2018, 10:25:08 PM
Quote from: wrathofdog on November 07, 2018, 04:54:40 AM
Dunno if these are any good, plz feel free to critique.
Looks good to me.  I'll have to do some reshaping to fit heads of a standard pawn; I'll post some screenshots when I've got it added.  I might also do some recoloring since I'm using black, gold, and dark red for the valiant armor, just so they have the same color scheme.
#43
Releases / Re: [1.0] A RimWorld of Magic
November 06, 2018, 07:31:13 PM
Quote from: Jan2607 on November 06, 2018, 10:36:19 AM
How does the Technomancer's overdrive work? I tried it with my geothermal powerplant, but I couldn't aim at it. Because I only could aim at walls and floors I thought I would have to place it next to the target machine, but nothing happened...
You can target any square that the generator occupies and, while it's active, you'll see sparks/electricity graphics effecting the object for the duration of overdrive.  Depending on the level of overdrive, you'll also see the output increase by at least 2x the base amount and the object will periodically take damage.
#44
Freakin' awesome, Jernfalk!

I was just thinking that I still need to make my 'undead' from A RimWorld of Magic look more undead...

Curious if you'd be interested in doing a collaboration where pawns raised by the Necromancer class would look like or become a part of the skeleton legion?
#45
Releases / Re: [1.0] A RimWorld of Magic
November 04, 2018, 01:34:26 PM
Quote from: dldotjpeg on November 04, 2018, 11:45:43 AM
Necromancer seems a bit broken/buggy.

raised mages can cast magic indefinitely and with no cool down.

Also having 2 or more undead causes mana to deplete slowly, I thought this might be intentional but the spell description makes it seem like a bug.
v2.2.6.2 fixes the abilities for mages/fighters raised as undead
Also fixes a bug where nano stimulant withdrawal wasn't wearing off

As for mana draining after casting raise undead, this is a combination of arcane weakness which is applied when casting spells consuming 25% mana or more coupled with the maintenance cost to support undead.  Your necro will go back to gaining mana after arcane weakness wears off.