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Messages - Toketsu

#31
Releases / Re: [B18] A RimWorld of Magic
January 04, 2018, 10:17:47 PM
Quote from: billyma6 on January 04, 2018, 09:24:07 PM
I have zero clue how to quote so bear with me here.


Quote from: billyma6 on January 04, 2018, 09:24:07 PM
Quote from: Toketsu on January 04, 2018, 09:10:17 PM
Should be something along those lines - but i personally think it should be worse. With this name, it has the potential to be the most dangerous event in the game. Could be only available for difficulties only rough and above, too.
I have zero clue how to quote so bear with me here.

And true. What about something like from Terraria's Old One's Army event, where it spawns enemies (in this case magical enemies, elementals, maybe enemy mages) on the map and you have to defend yourself from those waves of mobs? On lower easier difficulties it would spawn easy things to defend against, but harder difficulties everything's against you; even the environment as it would maybe prevent or slow the regeneration of mana. At the end there could be a buffed pawn with "more than average" health and would be the final obstacle to defeat. Of course, there'd be loot at the end, scaling with difficulty, but maybe if you're really unlucky or really not feeling up to it, you could use an artifact or sth to deter the pawns from attacking or even spawning at all?
That sounds more like an arcane stash rework than a magical calamity.
#32
Releases / Re: [B18] A RimWorld of Magic
January 04, 2018, 09:10:17 PM
Quote from: billyma6 on January 04, 2018, 08:24:59 PM
Also, Toketsu, instead of healer mech serum, dev mode also exists (yuh know, the Remove Hediff thing ;)).
Dev mode isn't part of the game. It's a tool for developing, which cheaters abuse for their own fun. I don't have self control so i need to use a mod that disables it, since i prefer playing without cheats. I will never include anything related to dev mode in my ideas, and will only mention if it's to complement an idea and make examples. (Don't get me wrong, if people want to cheat, let them be, as long as it isn't annoying anyone else (multiplayer interactions/rankings))

Quote from: billyma6 on January 04, 2018, 08:24:59 PM
Magical Calamity makes me think of something along the lines of "mana gets drained from everyone, forced to use other defences and attacks (the magical part means non-mages aren't affected, which means they're going to have turrets/other defences already compared to a total mage colony, where physical actions might not be necessary), while drained mana is released from the environment as random spells appearing from the sky, etc." I dunno, just a thought.
Should be something along those lines - but i personally think it should be worse. With this name, it has the potential to be the most dangerous event in the game. Could be only available for difficulties only rough and above, too.
#33
Releases / Re: [B18] A RimWorld of Magic
January 03, 2018, 01:09:33 PM
Edit: Sorry for the huge wall of text, but if this makes you feel any better, this would be 2-3x longer if i didn't have short-term memory and forget most of the stuff before i have a chance to write it. Now i need to go get some rest, because writing all that in a hurry as to not forget made me tired and somewhat dizzy ;-;. Enjoy the read, please mention thoughts on it.

Classes

Hexhunter (Stamina) (This class is not supposed to be added until the AI can use magic)
The first class to take up arms against magic of all forms, the Hexhunter is a mix between ranged and melee that is very versatile in taking down magic users, but not very good against other magical things. As with all first things of something, this class has it's pros and cons. Quite a few cons with it's abilities. Needless to say, pawns of this class abhor magic and magic users. Due to all the cons and the fact that it's the oldest style of anti-magic combat, people generally choose not to learn this class and will often learn others. This causes the rarity of this class to be much higher than the usual. Some examples of skills:

Passive skills:

Absorb (has a rare scroll)
Magical attacks that hit a Hexhunter have a 50% chance of being absorbed and transformed into stamina on hit. Every 1 damage becomes 1% stamina. Absorbing too much mana in a short amount of time (more than 100% stamina gained in under 30 seconds) can cause mental breaks, with possible brain damage. Higher levels of this skill add a new stat that wards off damage as a way to lower the chances of absorbing too much. If damage isn't absorbed, it's reduced by 50%.

Active skills:

Dash (has a scroll)
Low-cost skill with low cooldown that allows the pawn to move extremely fast in a small space (blink spell, but with max range of 3). User has a small chance to become nauseous with consecutive uses in a short while, with chance increasing with more uses.

Anti-magic Shot
Shoots the target with a special bullet that disrupts the flow of mana within the target, causing weakness and inability to use spells for a short while (roughly 8 seconds). Shooting a non-magical pawn causes the target to become slightly weakened, but nothing too big to cause trouble for them. Using this skill causes the user to become weakened for a short while, due to contact with the projectile.

Spellcutter (requires a weapon that has anti-magic technology of any type)
Parries up to 100 points of incoming magical damage, completely destroying some spells in the proccess (Example, Fire Claw will desintegrate when hitting a pawn with this skill, but a projectile from Blizzard won't end the spell if it hits, will just negate the damage). 20% chance for parried spells to fly off randomly in any direction for half of it's max range and damage.

Mana Sapper (has a scroll) (requires an Anti-magic Claw prothesis to use)
Grab your target (must be in melee range) with your claw, dealing 5 damage to the grabbed body part (external only), stunning for 1-5s and sapping mana based on duration (every second = 10% mana). Stun will be stopped if the user receives damage.

Seal Magic (master)
Cut or shoot your target's vital magic spot (depending on weapon equipped), causing magical trauma, and the next time the pawn goe unconcious or sleeps, it enters a deep coma for a very extended period of time (10-50 days). When the pawn wakes up, they won't be able to use magic anymore. The pawn will still suffer from anything related to mana, but will not be able to regenerate mana naturally. Deadly during any mana sickness type of events. Usage of this skill will cause 1 permanent brain or heart damage every time it's used (cannot be healed in any way, healer mech serum included).


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) (this class' 'switch' skill was inspired by the Equinox warframe, in the mmo Warframe)
Cursed Mages are people born with natural magic knowledge and abilities. Most, if not all of them are unable to control it fully until roughly 10 years old, which often causes them to hurt people unwillingly, and causes people to fear them. This, in turn, causes them to hate magic above everything. Due to being born with natural magic knowledge, pawns with this class tend to be able to use more complex spells with ease and minimum effort. The founder of the combat art this class uses once said: "Magic must defeat magic.". Rare class due to the fact that they are seen as abominations and are hunted by both normal people and anti-magic factions. Example of skills:

Passive skills:

Magical Body
Causes the user's magic capacity to be 200% instead of 100%.

Magical Knowledge
50% chance to not use up a scroll when learning a spell. Scrolls that are not used, become tattered and it's sell price is reduce to 1% it's base value. Still fully functional.

Active skills (magic):

Anti-Magic Form
Seals the user's normal magic spells, while unsealing anti-magic spells and skills. Costs no mana, has a short cooldown.

Absorb Mana
Absorbs mana from the air and filters it in such a way that it won't be harmful to the body. Has a long cast time and cooldown. Costs 0 mana. Mana recovery varies between 10% and 100% (this means 100%, not 200% as this class can have).

Amplify Spell
The next spell cast after this spell will cost double mana and have 1.5x the effect, both good and bad. Spells that cost 0 mana do not trigger this effect. Medium cooldown.

Mana Tornado (master) (has a scroll)
Rapidly swirls mana in the air, creating a mana tornado that rips everything in it's path to shreds. Same as the tornado event. Fully upgrading this spell allows for control over the tornado.

Active skills (anti-magic):

Magic Form
Seals the user's anti-magic spells and skills, while unsealing normal magic spells. Costs no mana, has a short cooldown.

Explode Mana (this spell cannot have a scroll due to how complex it is, and such, only beings with incredible magic capacities can use it)
Detonates part of the mana flowing within the target. Deals severe internal damage and bleeding, and slight external damage. Higher damage the more unused mana the target has, and lower the less mana the target has. Base damage based off 50% mana. Also saps part of the target's mana.

Overheat (has a scroll) (requires an Anti-magic claw or weapon, if both are available, will use the weapon as the source)
Infuse your anti-magic apparatus with mana in such a way that causes it to overheat and function erratically for a short while. While in this state, your attacks have a 50% chance to damage mana instead of the enemy (3 damage = 1% mana). If damaging mana, there's a chance to cause mana weakness on the target. Chance of occurring is the same as the target's missing mana (example: if the target has 75% mana, the chances are 25%).

Overdrive (master) (has a scroll) (requires any kind of anti-magic equipment/prosthetic) (clicking the spell gives a list of suitable choices for this spell)
Overdrives your chosen anti-magic apparatus, doubling all the effects it has as well as granting the user +50% damage against magical entities on top of the bonuses for a short while. Once the duration ends, auto-switches to magic form and is unable to switch to anti-magic form for 1 in-game day.


Events

Tainted Mana
Purity in the mana is tainted, causing spells to cost extra mana for the duration. Also causes spells with a chance to fail to have a higher chance to fail, and spells that give the caster mana weakness to give a stronger version of it.

Magical Calamity
I forgot what this was about before i get to write it down (i have short-term memory, so big influxes of ideas tend to be a problem). Leaving it here in case it sparks you some ideas.

Buildings

Arcane Reconstructor
Endgame building that consumes an enormous amount of mana fuel. Can be used to destroy a dead pawn's body, and reconstruct it in a partly ethereal form. These bodies are somewhat unstable and cannot do manual work very well, but aren't limited by mana, as they take in mana directly from the air for their spells, and due to how their body works, only anti-magic weapons, magic and magic weapons will work against them.
Edit: Just in case it isn't obvious to some people, this revives the body, with some magic-related side effects.


Items

Arcane Shield
Arcane Shield is a type of shield that will work like normal shields, but allows spells to pass through. It consumes mana to recharge, and will only recharge when told to, as to not consume a pawn's whole mana. Every 1% mana recharges 5% of the shield. Cannot cast master spells with this shield on, as they are too powerful and would disrupt the shield. Note: You still cannot fire ranged weapons with these.

Arcane Shield MK2
A more powerful version of the Arcane Shield. The differences are that every 1% mana recharges 10% of the shield, and you can cast master spells with this shield.

Arcane Bionics
Bionics that are slightly better than vanilla, with the addition of improving spells, by reducing cast time, cooldowns, increasing power, projectiles fired, proc chance for extra effects, increasing mana regeneration, having a small chance for spells to not cost mana, extended range and more things.
Very rare items, and are unbreakable (they do take damage, but can be repaired with mana-infusing medical procedures, which requires a medic that can use magic).

Anti-magic items and technology
Research has been made by people who detest magic and think it should be gone. After a while, they found ways to sap away mana from things and people, as well as obliterate spells and magical entities. Such things come in the forms of weapons, armor, prosthetics, and even a unique combat art that works very efficiently against anything magical. I won't be posting about every single item possible as it's basically just the anti-magic version of the magic items i've mentioned previously.  I've listed some prosthetics examples above, on the Classes part. I'll give a few specifics on those below:

Anti-magic Claw
Metal claw that is built in such a way that touching it disturbs the mana within things. It's built in such a way that it doesn't affect the user. The claw has -30% manipulation, adds a little bonus to melee damage, and increases damage against magical entities by 10%. As with all anti-magic prosthetics, it's immune to magic damage and has 50% more hp than a normal body part. Replaces either arm.


Other

A new race that can very easily grasp magic, and the majority of the race is composed of magicians and have a larger mana pool than other races, however they have weak bodies, having less hp per body part, and being unable to wear metal armor due to it's weight. This race is NOT supposed to be added anytime soon, as it would be heavily crippled by lack of content (items, weapons, robes and etc). This race also has a unique class that no other race is able to become, for whatever reason it may be (likely a racial feature). I'd suggest a class, but i don't know what this race will be and the concepts behind it, so i cannot really do it. This race is also rare due to low birthrates (to keep in check the fact that magic users shouldn't be something very common).

New faction focused around anti-magic stuff. Will always be hostile to magic factions and races that dwell in magic.

Add a type of caravan that is not affiliated to any faction - a black market caravan focused on magic items. Will only sell magical/anti-magic items, in decent amounts, usually slightly above the price normal traders do, will sell "obscure scrolls" for a relatively lower price than normal scrolls (more expensive than some), and you will not know what you bought until you buy it and 'examine' (right click option replacing read until you find out what the scroll is) the scroll.
#34
Releases / Re: [B18] A RimWorld of Magic
January 01, 2018, 08:37:23 PM
Quote from: Torann on January 01, 2018, 04:12:07 PM
Quote from: billyma6
Hi, Torann, you said to see the Lightning's Eye of the Storm level-up thing, we needed to reset powers? I'm in Godmode but I still can't see any "reset powers" button.
Hmm, if you're not playing with a vertical resolution of 900 or greater, it can hide the top portion of the magic pane...
Welp, rip my trashy monitor that goes up to 1360x768 ;-;

Quote from: Torann on 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.
Oh, good to hear o-o

Edit: Yup, you really should make that fix for eye of the storm. Two of my colonists just got downed (the caster included) without the enemy even touching me.
Don't get me wrong though - spells hurting allies and even the caster should be added, but not in this case. I'd say spells more on the 'dark' side of magic should do that kind of stuff.
#35
Releases / Re: [B18] A RimWorld of Magic
January 01, 2018, 11:29:18 AM
Quote from: Torann on January 01, 2018, 11:03:49 AM
Quote from: Toketsu on January 01, 2018, 03:15:49 AM
Also, as for the Eye of the storm spell, is it intended for the caster to get hit by the spell right after casting? Becuase if it is, then it's the most useless spell ever. Making pawns blind for the sake of dealing some damage isn't worth it o-o
The Eye of the Storm spell never directly strikes its master, however, it searches for 2 things - buildings and pawns.  It can and will strike friendly pawns.  So, it's important when casting the spell to stand away from structures, large trees, other pawns etc... otherwise the caster has a chance to be hit by discharging electricity.
I don't remember ever being in an open field of any kind in this game, unless i'm playing on sea ice biome. A fix i can think of is making the caster immune to that spell for 2s after casting. That would solve all problems.
#36
Releases / Re: [B18] A RimWorld of Magic
January 01, 2018, 10:44:13 AM
Quote from: henk on January 01, 2018, 10:23:37 AM
I usually base liches on the order of the stick, so maybe I'm biased =P

Perhaps the mod needs a new joy source? One which slowly trains magical power, and is extra joy-y for wizard pawns.

I say we wait until the mod is more developed. Research itself could provide joy, since most mages like learning stuff. Depending on the person, the same could be said to using spells. There could also be a spell that summons a temporary joy source, that can only be used by mages. Something like a Magical Rubik's cube or something.
#37
Releases / Re: [B18] A RimWorld of Magic
January 01, 2018, 03:15:49 AM
Quote from: Torann on January 01, 2018, 12:31:48 AM
I mean, do you really expect a lich to go play horseshoes?
You should make it so liches can only gain joy from horseshoes o-o

Seriously now, prices are good enough as they are. Sure, it's expensive, but you can make that money fast enough, and spells are a strong, semi-permanent weapon (only loses it when the pawn dies).

Also, as for the Eye of the storm spell, is it intended for the caster to get hit by the spell right after casting? Becuase if it is, then it's the most useless spell ever. Making pawns blind for the sake of dealing some damage isn't worth it o-o
#38
Releases / Re: [B18] A RimWorld of Magic
December 31, 2017, 10:05:25 PM
Quote from: Jan2607 on December 31, 2017, 09:21:12 PM
How about some more "civil" spells that help you in the daily work and not in combat?
Some ideas:
- a spell that finishes a craftable object instantly or at least reduces the work to make (helpful for art or weapon smithing)
- similar to the extinguish spell a cleaning spell that cleans up all dirt in a defined zone.
- summon bed: Your summoner can summon a magical bed that lasts for a few days. Very useful while fighting other factions on temorary maps and you need a prisoner bed asap. Optional: Summon medical bed.
- summon a cow: Run out of food suplies? Just summon a cow, slaughter it and make a BBQ party.
- family therapy: Using this spell on another colonist will make him and his archenemy to best friends (+50 relationship on both sides).
- protection spell that works like Penoxycyline and protecs your colony from diseases. The difference is that it will protect all your colonists. Will last for a few days and the caster will use a lot of mana.
- item: witches broom (needs to be equipped as weapon and user can't carry any other weapon while using it): your colonists can fly and thus move 300% faster then usually. Downside: Your colonist will not be able to defend himself while sitting on the broom.
- workbench: arcane smithing table - your mages can craft magical items here (e.g. a broom. Wonder, what this thing will do...).
I already suggested one that increases work speed, including a whole new class, the Crafter.

I personally don't like the idea of killing a summoned entity for materials, especially if it gives such a massive buff to social status. Extremely unbalanced.

Same goes with the therapy one.

300% speed is a bit too much, that would be on par with legendary items. I'd say a 50% boost would suffice, and could increase if imbued with Mana Crystals/Magic Stones.
#39
Releases / Re: [B18] A RimWorld of Magic
December 31, 2017, 08:30:33 PM
Quote from: Torann on December 31, 2017, 07:23:50 PM
Quote from: Toketsu on December 31, 2017, 03:23:09 PM

Don't worry, i know a ton of the stuff i post might be very hard/impossible to implement, and i post everything with the mindset that it'll be rejected. Though, posting even if you know it won't be implemented isn't useless, as you, the creator, may gain some ideas from what i said, and implement some other stuff.

About Lichdom, i'm not sure how hard this is, but, how about forcing the lich to go to sleep from 5 am to 5 pm? This way, he'd never have trouble with the sun, any damage taken would be minimal, and would recover during sleep. Could work similarly to how ROM Vampires work, as in they have 100% Rest during the night, and 10% during the day.

Soul Link idea came from a MMO that i used to play, which had a similar feature.

About the paladin master spell, spells don't necessarily have to be offensive or defensive, right? o-o
How about this:
Divine Ray (Paladin master spell)
A ray of light falls from the sky in a large area, dealing 1 damage to a random body part of all enemies and neutrals, and healing 1 damage to a random damaged body part of allies and friendlies.
Lasts 10 seconds. With the power and duration full upgrades, it would deal/heal 4 damage, and last 20 seconds, making it really strong. There should be no mana cost reduction skill for this one, however, there could be a stat to increase it's size.

If you want any specific item ideas, please mention, and i'll try to come up with something interesting/unique. Vague ideas of what you might want should be enough to make something.

I can imagine it'd take a ton of work to basically double the amount of spells, so why not do a few at a time? Like 3-4 per patch or something. Could start with the non-master spells, as to not make master spells immensely more powerful than others.

I might not provide a ton of ideas in the coming days as i'm currently dry - need to play/watch more stuff to renew my ideas meter. Time for another anime marathon! See you in a while, if i don't die from starvation o-o
#40
Releases / Re: [B18] A RimWorld of Magic
December 31, 2017, 03:23:09 PM
Passive skills

Lichdom (passive unnatributed/scroll)
Learning this passive skill transforms the user into a lich. Liches are hurt by daylight, healed by absolute darkness (0% light only), and cannot regenerate naturally without darkness. Sun lamps also hurt liches. Paladin spells are 2x as effective on liches - but instead of healing, it damages them. Liches gain a 30% damage reduction against physical attacks, 50% mana cost reduction, and only need 5 hours of sleep per day. Liches gain a special spell that creates an aura of decay around them, which follow them and doesn't spread. Liches are unnafected by decay, mind-affecting spells, common (non-magical) diseases, and are unable to do do social work (except wardening), and taming. If a prisoner has spoken to a lich warden, they will be unable to attempt to escape for 24h.
Once npcs can cast spells, paladins will always focus on enemy liches first, in an attempt to destroy them. Pawns will like the lich by -50 points on the Social tab.


Spells

Decay (Unnatributed/scroll)
Cast on a corpse to create a decay zone 5x5 around it. Living things that enter the decay zone take 1 damage to a random body part every second, and quickly gain toxic build up. After 15 days, the decay zone will increase 1x1 every day, until it controls the whole map. Can be cleansed with the new spell, Cleanse.

Cleanse (druid/paladin/scroll)
Cast on a pawn to decrease the effects of toxins in the body. Can be used on the ground to cleanse a 10x10 area of decay. The caster can choose to use up all his mana and fall unconscious for 12 hours in exchange for cleansing all the decay on the map.


Quake (Unnatributed/scroll)
Causes a weak, short earthquake on the map. Damages wooden buildings between 5 and 40 hp. Pawns within 20x20 of the epicenter (targeted spell) have a 70% chance to fall and hurt their legs slightly, and a 1% chance to fall and hit their head, leaving the pawn unconcious.

Soul Link (Unnatributed/scroll)
Links your soul with another pawn's, requiring at least mutual 75 points or higher on the Social tab (meaning both pawns must like eachother for at least 75 points). While this skill is active, any damage that affects a pawn will be halved, and that half will be passed on the second pawn, virtually granting double hp, but risking two pawns. The spell ends when recast (casting while it's active costs 1 mana), or when either pawn gets downed/unconcious.

Mana Shield (Unnatributed/scroll)
This spell creates a shield around the player that lasts until cast again or mana goes below 10%. Costs 0 mana to cast. Nullifies any damage taken, instead reducing mana by 1% for every 4 points of damage. Damage from fire/frostbite is not nullified, and does not consume mana.

Healing Field (Paladin master spell)
Creates a large zone in the targetted spot, that casts the Heal spell on everyone inside 3 times over 12 seconds. The Heal spell stats will be the same as the user's.

Undo (Warlock master spell)
Resets the cooldown for all skills for every pawn. Very high mana cost.

Reverse Summon (Summoner master spell)
Summons a permanently drafted minion with infinite duration. The minion has a skill that summons the summoner to the minion, and sends the minion back to whatever plane of existence it came from. This spell cannot be cast while a Reverse Minion is alive, and only enters cooldown when the summoner is reverse summoned. Costs 100% mana, as to keep a minion on this plane of existence for an extended period of time. Works across different maps, with unlimited range. The minion cannot join a caravan, or use transport pods and teleporters/portals.


Items

Memory Crystal
This item can be used to remove spells gained with scrolls from pawns, and adding it to the crystal. The crystal could then be used to pass the knowledge to another pawn, destroying the crystal in the proccess. Figments of the owner's mind also get transferred, meaning that if you have a pawn with, say, alzheimer, the pawn learning the spell has a small chance of developing alzheimer. For this reason, a crystal filled with a spell sells for 0 silver, as it's much safer to learn from scrolls than from unknown crystals. These crystals can be filled with a lot of mana, then destroyed to cast a much stronger version of the spell stored within. Empty Memory Crystals are somewhat rare due to the fact that they have only recently been created, and are hard to manufacture. Time passed since the start of the game influences the base price of these crystals, lowering by 2% per year, up to a reduced 20% after 10 years.


Other

Add a new function to spells when you fully level up all of it's attributes. One example:
Eye of the storm could be recast once (costing no mana) to change it's trajectory.

Add late-game spells that unlock via experimenting with living pawns. Would work together with research, and somewhat similarly to it. The steps would be:

1: Research some spell. At the end of the research, you would unlock a prototype spell scroll for crafting (in a crafting station of your choice), which would cost a few wood, some mana depending on the spell and sell for 0 silver.

2: Use the prototype spell. Gain exp on the spell by hitting living pawns with it. Some spells require the pawn to be below, at or above a certain grade of intelligence for it to grant exp. Gain much lowered exp if the pawn dies from the spell. Non-humanoid targets give lowered exp as spells are most often created to use against humanoids. Spells that do not affect a living pawn gain exp by using it to 'test' the effect they would give when fully developed. Exp gained for the prototype spells are shared between pawns, so more pawns testing = faster completion. Experimenting/developing the spell consists of casting the spell with effects varying between 20% and 200% power, and a 50% chance of failing to cast. The first 20% exp will have a 80% chance of failing to cast. These prototype spells are volatile, and so, sometimes you will get underised effects, such as mental breaks or side effects from the spells.

3: After reaching 100% exp (should take a while), you will unlock the full spell on any pawn that has the prototype spell, while removing the prototype one. New scrolls of said prototype spell would be full scrolls. Prototype scrolls will remain prototype scrolls and will be unusable. New scrolls will cost more expensive materials, and can be sold for a good amount or used to learn the spell.

Make it so the Muscle Parasite disease drains stamina from Physical classes.

Happy new year~
#41
Releases / Re: [B18] A RimWorld of Magic
December 27, 2017, 11:11:35 PM
Quote from: henk on December 27, 2017, 09:34:24 PM
Arcane bandits event reward :

Arcane Script: Water
Ambrosia bush
Ambrosia bush

I don't know how they intend to give me ambrosia bush, but I'm tempted to try this now...

#42
Releases / Re: [B18] A RimWorld of Magic
December 27, 2017, 08:16:25 PM
About the teleport problem, i don't know how much time in-game passed, probably around 10-20 days since i cast the spell and it didn't work, but just now i received the message that it collapsed, and two messages that i had an invalid location.
#43
Releases / Re: [B18] A RimWorld of Magic
December 26, 2017, 05:48:14 PM
Quote from: blizzardwolf420 on December 26, 2017, 01:45:54 PM
Ive run into an odd issue, sometimes ill go have a pawn learn a new spell via scroll and it says they cant learn it? no errors or anything , ill mess around with it to see if i can find the problem.
Some spells are class-locked. Example, blizzard is water mage only.
#44
Releases / Re: [B18] A RimWorld of Magic
December 26, 2017, 05:47:13 PM
Posting few ideas today because the second class i'll post has a good concept in my opinion, so i thought it'd be nice to post it as soon as possible.
Reminder that skills and spells can be levelled, so the numbers and etc here can be changed over time.

Spells

Freeze Ground (water/scroll)
Freezes a medium-sized area on target location. Any pawns that walk on it that aren't water mages have a 50% chance per tile to slip and fall (1s stun).
Melts after 20s if temperatures are above freezing. If temperatures are below freezing, the only way to remove the spell is to use the Dry Ground spell.

Combat Portal (arcane/scroll)
Creates a portal near to you and a portalon the target location. The one spawned next to you will be the income portal, and the other the outcome.
Income portals can be shot with area of effect spells, and the outcome portal will then use said spell on itself, dealing it's effects to nearby pawns.
The outcome portal can be attacked by enemies in order to end the spell early, though spells cast on the income portal will deal 0 damage on either portals.


Items
The following item will be used by one of the classes mentioned in this post.

Spirit Sword (Legendary item)
Spirit Swords are very rare weapons that can only be equipped if the pawn is a Spiritblade. These weapons are living beings, and were crafted in such a way that they cannot be damaged or destroyed. Found very rarely through trade with the magic faction, or somewhat rarely in the Magical Ruins event i briefly mentioned in a post on the 22nd. These weapons come with one of 3 different personalities, which directly impact how well the Spiritblade will use his skills:

Calculist: Increase in effects for skills with side effects on the target enemy, while decreasing overall damage from the attack.
Reaper: Increase damage from the attacks, while decreasing the effects and duration of side effects on the target.
Tactician: Keeps a good balance of the two, increasing both a little.

Spirit Swords can die, however. After bonding with a Spiritblade, Spirit Swords require sustenance in the form of Mana Crystals. They require one Mana Crystal every 24 hours, and will die if not fed after 6-12 hours past the initial 24 hours. If the Spirit Sword dies, the owner will suffer heavy brain damage.
Feeding can be automated, similar to how pawns walk to get food to eat. Spiritblades should be able to carry 2 Mana Crystals on their inventory, similar to how pawns carry meals around.


Classes

Spellsword
Melee fighter that uses magical melee attacks to strike their enemies. (Uses mana, magically adept)
Example of spells:

Passive:

Anti-magic Training
Pawn has 50% resistance to magic damage.

Active:

Void Slash
Targetted attack that slashes the air in front of you, creating a void blade that goes straight ahead, piercing up to 4 enemies. Medium range. Can cut projectiles that pass by it, destroying the projectile.

Countershock
Counters the next melee attack received, negating full damage and slashing the target at high speed with a thunder-imbued blade. Stuns enemy hit for 5s.
Deals more internal damage than external. Ranged attacks cannot be countered, but can be blocked. Blocks up to 10 ranged attacks. Explosive ranged attacks can be blocked, nullifying the projectile damage, but the explosion damage cannot be blocked.

Acidic Blade
Encase your weapon in a protective layer of mana and cover it with a corrosing acid for 20s. Attacks dealt while this is active ignores all armor.

Heightened Senses (master)
The pawn uses a large amount of mana to heighten their senses and be able to parry every single attack with their weapon. Lasts a short while and makes the pawn immune to any direct damage, excluding fire, explosions and aoe effects. Pawn loses 20% sight and consciouness when the effect ends, for 2 in-game hours.


Spiritblade (Physically adept, uses Stamina)
Melee fighter that uses a special, living weapon. Useless without his weapon, but powerful when wielding one. Skills are primarily based on his weapon.
After gaining the basic skills, new skills can only be learned by talking with your weapon after a certain amount of days has passed since bonding.
If the Spirit Sword dies, the owner will lose all skills, and revert back to having only Bond. Bonding with a new sword will only give the basic skills, requiring time to learn skills again.

Starting skill:

Bond
Bonds with the equipped Spirit Sword, making it unequipable and enabling Spiritblade basic skills.

Basic skills:

Soul Pierce
Pierces the enemy soul, dealing no damage to the body, but leaving the pawn downed for 10s, and inflicts a new permanent injury, "Weakened Soul".
Weakened Soul permanently reduces all skills by 3, and decreases manipulation by 30%. Each pawn can only have one of this injury, and the only way to heal it is with Healer Mech Serums and a new Druid spell. High stamina cost.

Ethereal Blade
Attack that ignores the target's armor and skin, dealing only internal damage.


Example of other skills:

Equillibrium
This skill has a base damage of 10 and a 5% chance of causing panic on hit. The Spiritblade will deal +1 damage for every mood point below 50%, and has +1% chance of causing panic for every mood point above 50%. If the Spiritblade is at exactly 50% mood, both stats will be maxed, as if it were at 0% and 100% mood simultaneously.

Mutual Trust (passive)
For every day that passes since bonding, this skill will give +0.1% in every category on the health tab (sight, manipulation, etc), for a max of 500 days.
After day 500, the Spiritblade will receive +0.1% stamina regeneration for every day that passes, with no cap (doesn't include the first 500 days).

Draw Power
Drains the Spirit Sword of 6 hours worth of sustenance (cannot be used if this would cause the sword to die), and fully restores the owner's stamina.
3 in-game hours later, the user will gain an injury that reduces manipulation by 50%. Heals after one day of not using stamina. Using stamina during this period has a chance to worsen the effects, and granting a permanent -10% manipulation, that can only be cured with Healer Mech Serums and a new Druid spell. 1 in-game day cooldown.

Materialize Spirit (master)
Materializes the spirit within the sword for a short duration. The spirit will target the closes enemy on the map, and relentlessly chase it until it dies, then switch targets, and repeat until time's up. The spirit has level 20 melee, and has the same skills the Spiritblade that owns him has, except skills that require a Spirit Sword to make sense to be usable (such as this one and Bond). The spirit will focus on skills that use the same type of bonuses that their personality has. The spirit has high hp, similar to that of a thrumbo. If the spirit dies, it simply will return to the sword. Costs 100% stamina.


Events

Arcane Stash overhaul
Arcane Stash events would occur, then when you got to the location, there would be a large building with maze-like halls and possible traps. The walls would be made of some magical stone (re-use of an existing texture), and would be nearly unbreakable (over 500k hp), so you'd need to just go through the door.
Inside, enemies may be found randomly, mostly mages or squads of factions that want the loot, which are searching for it. Once you kill all hostiles inside, a room will open, which will contain the treasures. Squads should be composed of 2-5 members each. Magic should not be necessary to overcome this event.


Other

Once research is added, researching for long periods could cause mental stress. Overworking on research can worsen it.

Edit:

As some said before, there appears to be a problem with the Teleport spell, in which it isn't working. Doesn't give any mentions or anything. You cast it, and it doesn't come up. I tried doing it on a few different surfaces, all of which were unroofed.
#45
Releases / Re: [B18] A RimWorld of Magic
December 24, 2017, 03:56:58 PM
Quote from: Jan2607 on December 23, 2017, 08:52:34 PM
The summoner seems to have crashed... I can't interact with him anymore and the colonist bar was shaking with some strange noise.
Sounds like a good idea for a new spell.

Flashback
Targetted spell that causes target to have flashbacks about some trauma they have suffered. Pawn affected by it will be shaking and unable to react for a while.

Quote from: Jan2607 on December 23, 2017, 08:52:34 PM
Thirdly, you can buy a defense pylon at the trader. Is this intended? Shouldn't it be only placed by mages?
You can also use "Elemental Dust" as meat, keep elementals as permanent pets if they get downed and you rescue them, if they get infection, they will slowly die since it cannot be treated, colonists will desperately attempt to repair pylons, despite the fact that it'll disappear soon... There are quite a few problems and bugs. The summoner class is new however, so bugs are bound to happen. I'm sure Torann will take a look at it.