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Messages - WitchLyfe

#31
Releases / Re: [B18] A RimWorld of Magic
January 31, 2018, 10:59:21 AM
Oh, knowing undead aren't supposed to gain skill exp and they're made to be temporary changes how I see them quite a bit and the exp loss on death makes more sense.  I got attached to my zombie as a crafter that's only possible because of a bug :(

Ah, well, I guess I should just drop my undead crafter.  She's been with me for 2 years though, it'll be a sad moment.  At least I can upgrade to a faster zombie.  She's kept my colonists clothed and made most the stone resources for my buildings though, such a useful little corpse, I'll miss her.  Maybe I'll make my first sarcophagus for her.  Most upsetting thing is my colonists probably all hate her even though she's saved them countless times, haha.

I would love a more permanent version if/when that stuff is going to be altered (Maybe a high tier/master spell or something where they still gain skill exp?), and a way to drop them without consuming the corpse would be nice.  You can keep a corpse freezer with useful summons to raise when the right situation arises.  Probably don't need a Thrumbo wandering around most the time but it'd sure be nice when a raid is plotting on your outskirts. 

I like the idea of Necromancers being able to plan ahead with corpses too.  So far they seem kinda weaker than other classes in straight up battles but more strategic.  I am still missing Corpse Explosion and the insta death spell that would probably help with that though, so my experience is a bit lacking (Literally).  Once the max mp exp thing is fixed, I should be able to start leveling them a bunch again.

Looking forward to future content.  This mod is pretty well balanced, I especially like that the enemies can use some special spells and attacks as well.  That early Paladin with shield and heal was sure a pain until I managed to shoot out his organs.
#32
Releases / Re: [B18] A RimWorld of Magic
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.

Oh, Necromancers get a debuff for observing corpses, haha.  Zombies are really cool, kinda sad that they can't use magic but that's understandable (Killed a Druid and Ice Mage and kept them in my freezer in hopes they could).  They get a penalty for nudity, is that intentional?  Guess it depends on how human they remain.  Seems they still get a lot of buffs/debuffs like that.  Observing corpse though...  Sometimes they seem immune to that stuff but then randomly I'll catch them with some debuff for a bit, hmm.

Is there some way to dismiss/drop individual undead without penalty?  Occasionally I have to raise some minions in battle to distract enemies but I don't want them permanently on my team.  I do have some zombies I want to keep forever though.  Keep a freezer full of corpses ready for emergencies.  Raising the hasten undead passive doesn't seem to improve existing undead under your control as well, so it'd be nice if I could just drop them and rerez them instead of having to remurder them everytime I level the passive.

I somehow always manage to kill the magic users and leave all the useless pawns alive...

My undead also stopped gaining mining exp at level 7, is this intentional?  They're still getting crafting exp I believe.  I 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.

I made a Thrumbo undead and he's just constantly eating, his food gauge is dropping incredibly fast so it's all he can do.  What's up with that?  Tested with a MegaSloth and same thing.  Right after they eat their food gauge bombs, so they just eat constantly.

Sum up:

1. Undead still get some weird debuffs occasionally (Nudity for example seems odd).  Some may have been left over from when they were alive, not sure.  I'll try to test it more.  Yeah they get most the debuffs colonists can get, though it doesn't seem to affect them much.  Still kinda weird seeing it in their menu.

2. Undead seem to stop gaining mining exp at level 7, but continue gaining crafting exp past that level.

3. Having Necro summons out seems to stop you from gaining passive max mp exp, unless there's a level cut off for that.  Dunno if intentional.  It makes it pretty hard to level a Necro.  Shows 100% mana but no exp gain at all. 

4. Would like a way to "unrez" individual zombies.  I keep one as a crafting/cleaner but would like to be able to raise some temporarily for combat that don't stay in my colonist window and continue draining my pawn's mana.  I think the only way to get rid of them is to manually kill them atm?  Not sure if that'd give a debuff, I haven't tried it yet.  They're kinda a pain to kill anyways.

5. Turning some animals undead makes them constantly eat food, tested with MegaSloth and Thrumbo.  As soon as they eat, their food gauge drops back to where it was before they ate.  So they just eat forever.

6. Necro probably shouldn't get "Observed Corpse" debuff.  It's kinda their job, lol.

7. Minor, but increasing "Hasten" for undead summons doesn't improve existing undead under the Necro's control.  Wouldn't be much of an issue if number 4 is added, but having to rekill your zombies every time you raise the passive is obnoxious.

Edit:  Actually, I just tested killing my long time zombie and upon rerez'ing them, they appear to have lost all the skills they gained as an undead.  That really blows, I hope that can be fixed.  Atm I'd rather stick with the level 1 zombie but they're so slow...

8. Healing Consumption passive on the Consume Corpse spell doesn't seem to work at all.  Tested it on various animals and corpses.  Oh, it's just almost unnoticeable on animals.  I finally saw a slight improvement in health on a human corpse after checking percents.  A lot weaker than I thought it'd be.  It's kinda like, you get an extra hour before you bleed to death, lol.
#33
Releases / Re: [B18] A RimWorld of Magic
January 29, 2018, 11:36:21 AM
Quote from: Jan2607 on January 29, 2018, 09:17:52 AM
Your mages will earn XP on a slow rate over time. You earn more XP, when you use abilities.
You can go to options -> mod options, to set the XP gain rate higher.

With some bnad luck it can happen that you start without spells. You can learn spells via the skill tree (in your colonists tab "Magic") or through spell scrolls which you can buy or find in quests.
If everything works right, it should look like this:

Thanks for the image and yeah, I know about the max MP exp.  Seems I just got really bad luck on my first test and ended up with no spells at the start.  Kinda funny to call yourself a Necromancer and you can't use a single spell... Lol
#34
Releases / Re: [B18] A RimWorld of Magic
January 29, 2018, 07:55:36 AM
Some images or a video would be nice.  I can't tell if my game is bugged or not.  I just picked this up, my Necromancer doesn't seem to start with any spells.  I waited for exp to go up naturally with maxed mp and leveled up the raise dead spell but I'm not finding it or any way to use the magic.  I thought it'd show up like the vamp spells in Rim of Madness Vampires but I'm not seeing anything.

No dev commands either to test things?  Or am I missing them?

Oh, think I leveled one of the passives instead of getting the actual skill?  Maybe the passives shouldn't be directly under the spells, lol.  Great, now I get to wait another week or two for exp from MP since he apparently has no spells to use.  I think it's a little odd that you can level up passives for skills that you don't have yet. 

So far the poison gas seems pretty balanced, strong against idling enemies but does nothing against manhunters and people rushing you.  I hope it doesn't get too overpowered, I'm liking it so far.
#35
Yay, new release fixes the dark global work speed penalties.  Does extracting blood still cause penalties?  Oh it's -2, I think it used to be worse.  I guess that's manageable.  Seems like extracting blood is actually worth it and working properly now.
#36
I do think ghouls are pretty OP right now.  They're better than full blooded vampires in a lot of cases.  No daytime penalty, can heal instantly and use a bit of magic.  In all my vampire playthroughs, my hospital goes completely unused.  I just make sure to feed vitae to all my non vamp colonists every 2-3 days and they always have enough to heal from social fights, raids, or manhunter issues.  My one vampire can keep at least half a dozen fed herself (Especially if she can feed off blood on the ground).

I wonder if there could be an option to make their abilities a bit weaker or something?  Or make it harder to manage so many ghouls.  I'm sure some people don't mind, but I'd like making a ghoul to be about as difficult as a decision as making a vampire.  They should have some trade off, right?  Right now there's really no reason not to make your human colonists ghouls.  I've never had any of them go berserk from lack of vitae and I usually only have 1 or maybe 2 vamps a run to feed them.  Only downside for all that extra survivability and combat power right now is that my vamp has to waste a few hours running around to feed them all every few nights (But since they're usually my researcher or crafter, not a big deal).

Vampirism I'm usually really stingy with in comparison since they'll be crippled during the day.  Can't have my main builders, healers, and social pawns become them because they'd be useless during a lot of emergencies.  No issue with making them ghouls though.  Actually now that I think about it, how do ghouls manage in long caravans?  Can they starve out on vitae in them?  I haven't tried sending out any yet.  I guess that's one thing to consider.  I always plant myself a day or less walk from a allied colony or two for trading, so it hasn't be an issue yet.

Still haven't figured out anything about revenats yet either.
#37
Quote from: Canute on January 20, 2018, 09:45:44 AM
At my vampire playthrough most of my raids came at sunset, but not all.
Not sure if i was lucky or planned through the mod.
But i don't think there is much change. The storyteller throw in a raid, and a precentage (based on the scenario) are vampires.
Lower vampire don't have much time to dig a hole and burn down. More advanced got more resistance and maybe mange it to finish the hole.

Maybe normal raids shouldn't include Vampire anymore, and add vampire raids which appear at sunset/midnight maybe with a special Eclipse event so they got more time to raid.

A vamp raid that has a 48 hour eclipse event when it spawns would be terrifying, lol.
#38
Had a vampire fleeing from pirates begging for refuge come during the day.  They didn't last long...  Was especially bad since the digging in the hidey hole thing has never seemed to work for me.  They try at first then just stand there and burn alive.  I just deal with it by going out and trying to rescue them before they become ashes.  I'll probably start building little shade shelters around the map just in case something like that happens again.

Oh well, it was entertaining anyways and they managed to take down one of the raiders and wound another before death.
#39
Just noticed that vampires suffer from global "working in the dark" penalties.  Is this intended or is there a chance it could be fixed?  Atm a lot of their bonuses are removed or negligible at night because of this if they aren't lit up.

Also I think it was already mentioned, but Blood Boil is really difficult to use.  I had a clear line of sight against an in range enemy rushing towards my vampire (No friendlies nearby), and my vamp wouldn't use it.  They kept canceling it and switching to aiming with their sniper, then when the enemy finally came in melee range she tried running away to use it, went back into cover near her allies, and finally cast it on the enemy when it was right on top of her (Blowing herself up as well).  It's at the point where it's almost useless in actual combat.  I can never get it to fire properly...though it's fun to hunt with.

Blood Strike and Blood Salvo occasionally have issues as well, though it isn't as obnoxious since I don't end up blowing myself or allies to bits with mistimed/misused abilities.  They're not wearing a shield belt btw. 

For some reason my vampire won't cast any abilities unless she's in between doorways in my killbox.  She'll either switch to her rifle if I try to use an ability or run between doors before casting it, even when the enemy is at mid or max range of the ability.  I can't figure out what's causing it, no allies nearby, no chance of being struck by the explosion, has line of sight, it's night time as well.  It's really odd.