[1.0] A RimWorld of Magic

Started by Torann, November 24, 2017, 11:17:05 PM

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Torann

I've updated a 1.0.1978 compatible version to moddb.  Hopefully it stays functional for awhile!

Quite a few new features and tweaks were also added.

Gungnier

Quote from: Torann on July 28, 2018, 08:01:01 PM
I've updated a 1.0.1978 compatible version to moddb.  Hopefully it stays functional for awhile!

Quite a few new features and tweaks were also added.

You are an angel in wolf disguise ! The F5 on my keyboard started to scrape off i was waiting this day that much :)

Bulltank

OP please post screenshots in the main message, that way new users can have a better (and faster) idea about what the mod does  :D

henk

#843
1.0 bug report :
Undead appears as a trait on normal pawns.
Spell cooldown does not pass while caravaning.
Random female pawns can be warlocks.

Torann

Updated to core version 1.0.1982
Undead trait commonality set to 0
Warlock/Succubus trait is assigned correctly based on gender
Added an undead Colonist Bar icon (similar to inspirations UI icon) that should help quickly identify undead when looking at the colonist bar
Undead (and Lich) self healing will treat the bleeding of missing limbs; the limb won't regrow but the bleeding will stop
Sniper class abilities will inherit the look and sound of the equipped weapon; sniper weapon restrictions removed
edit: sniper still requires ranged weapons, but no longer restricted from using neolithic weapons

Still looking into ability cooldown while caravaning

henk

You could just set ability cooldowns to 0 when a caravan starts or ends for any ability with a short to medium cooldown.

Awesome work as always.

Polonski

Hey Torann, such nice mod!
Is this August 03/2018 update for b18 too ? cant find the right download on Moddb.

Your mod is big, and i see it growing even more, thx for making it and giving a very nice new way to play our game.

(Sorry bad english, not fluent)

Torann

Quote from: Polonski on August 07, 2018, 01:17:01 AM
Hey Torann, such nice mod!
Is this August 03/2018 update for b18 too ? cant find the right download on Moddb.

Your mod is big, and i see it growing even more, thx for making it and giving a very nice new way to play our game.
Glad you're enjoying the mod.  Unfortunately, I'm not maintaining separate branches for B18 and 1.0 - all updates at this time are for the 1.0 version only.

henk

Nice work on the new elemental rift event, but there's a few problems.

- The speed of elementals coming through needs to be toned down. With the portals having hundreds of durability, it's just not feasible to destroy it, and you have to hunker down and fight them at your defences.
- Upon saving and reloading, the Granite elemental rift turned into a purple square.
- The granite rift manhunter can turn the granite rift's own elementals, making them attack other elementals. Also, random animals getting manhuntered will attack rift elementals. The manhunters and elementals spawning should come in waves, so they don't risk hitting each others.

Torann

Updated the mod to 0.19.x and uploaded to modDB.

Update also includes the psionic class - a "physical" class that augments their actions using psionics.
A quick tip to getting a psionic: a pawn needs a psychic sensitivity above average along with being physically adept when attempting to become a psionic.  This can be accomplished by having a pawn with sensitivity traits, temporarily boosting sensitivity through external means, or reading the book during psychic activity.

I also addressed some armor/bodypart related issues with elementals along with tweaking the elemental rift event.  It has a higher "minimum" time between spawns and elementals won't be selected for manhunter.

NeoSono

#850
I just now had a caravan with arcane stuff for a visit. Problem was that one of them was a psionic and I heard an annoying sound every few seconds while all my colonists got wounded by psionic?!?! I didn't attack them and they weren't hostile...

and another 2 visits by arcans caravans and everytime this happens. it also attacks my animals.

FueledByOCHD

Sweet thank you very much for the mod. Maybe now I will be able to use magic with my mod I'm making like it was intended. Keep up the good work

Torann

Quote from: NeoSono on August 19, 2018, 05:21:33 AM
I just now had a caravan with arcane stuff for a visit. Problem was that one of them was a psionic and I heard an annoying sound every few seconds while all my colonists got wounded by psionic?!?! I didn't attack them and they weren't hostile...

and another 2 visits by arcans caravans and everytime this happens. it also attacks my animals.
Yep, looks like the AI psionic attack was being allowed to attack non-hostiles.  I've fixed the issue, thanks for bringing it to my attention.

NeoSono

Well thank YOU for the awesome mod :). really love the possibilities and damn was I suprised when an arcane raider teleported several times to kill my pawn :D

Holvr

First thing first: Absolutely amazing mod! Especially that for a long time I wanted to "bring dwarf fortress back to rimworld" so to speak, so all medieval/fantasy mods and conversions are on my wishlist. I love the approach to spells/skills, mana etc. Great work!

I do, however, need to ask - do you ever plan on making your work modular, or branching into a 'lite' version? Don't get me wrong, but I'm just not too hot on the idea of having tons upon tons of traits (especially when one "class" is represented in 3 different tiers of the same trait) and it'd be awesome to simply be able to choose which traits (and therefore - classes) will appear in a playthrough, and thus a form of mod configuration would be GREATLY appreciated.

If someone has already asked this question and you've responded (the thread has become far too big to casually scroll through), or if some kind of customisation is already in the mod (I haven't played for a while), please just point me to the answer.