Ludeon Forums

Ludeon Forums

  • November 28, 2021, 08:54:12 AM
  • Welcome, Guest
Please login or register.

Login with username, password and session length
Advanced search  
Pages: [1] 2 3 ... 96

Author Topic: [1.0] A RimWorld of Magic  (Read 500760 times)

Torann

  • Colonist
  • ***
  • Posts: 293
  • Mage
    • View Profile
[1.0] A RimWorld of Magic
« on: November 24, 2017, 11:17:05 PM »

~A RimWorld of Magic~

Description:
A RimWorld of Magic aims to increase the diversity of combat in RimWorld by providing players, and AI, with abilities that change the outcome of a battle.  With cosmic horrors, abominations, roving bands of cutthroat pirates, and interstellar apocalypse robots lurking around every corner, your colonists might just need a bit of magic to get through the day!

This mod currently adds 11 unique magic classes: The Fire mage, Ice mage, Lightning mage, and Arcane mage, Paladin, Summoner, Druid, Necromancer, Warlock/Succubus, Bard and Priest.
The mod also includes 6 unique combat classes: The Gladiator, Sniper, Ranger, Faceless, Psionic and Bladedancer.

Most skills are independent of weapons and can be used as long as the pawn has sufficient mana (or stamina).  Physical fighters, like the Gladiator, receive damage bonuses depending on the quality of their weapon, some of these skills can be used without a weapon while others cannot.  Each tree specializes in a specific area, with each line providing a variety of buffs, debuffs, attacks, and utility.

All magic abilities require mana that will slowly regenerate, but can also be rapidly replenished with mana potions. Mana potions are very addictive and also require talented crafters and a large variety of ingredients, so they can be quite hard to come by, but can help out in a pinch when you just need another spell or two.
Combat abilities require stamina to perform.  These skills are generally less "costly" and can be used more frequently than magic spells, but are typically less spectacular.

Specially marked pawns (possessing the "Magically gifted" trait) may attune themselves to an elemental tree by reading arcane scripts. These scripts are costly, but can be found being sold by the occasional exotic goods trader. Two events are included that will provide unique, challenging ways to acquire arcane components.  Pawns with natural physical capabilities can learn different combat forms to increase their proficiency in combat.
Pawns may only attune to a single element or combat style, once attuned, the "gifted" or "physical prodigy" trait disappears and the pawn will refuse to learn another element or combat style.

Release Notes:

Mages can be hard to come by, requiring some luck and considerable expense to acquire.  Pawns with the basic traits (physical adept, magically gifted) can be promoted to an advanced trait by using an arcane script.  Pawns possessing advanced traits are much less common.  Arcane books and mana potions are appropriately expensive, but if you opt for torn scripts it can be less costly.
In addition, mana is a valuable resource, where a player must choose the correct time and place to use abilities.
Most abilities have an inherent randomness - while not necessarily a chance for backlash, it's still a mystical power and doesn't always behave as expected.

Ability Details:

Fire
Fire tree grants deadly area affect attacks, but can be unpredictable and difficult to hit with. It also has a tendency to fires!

Fireball - massive, long range, slow moving explosive that devastates a large area
Firebolt - launches a single bolt of mage fire at the target, likely to set the target on fire
Fireclaw - generates a wave of fire that expands as it extends
Ray of Hope - generates a small mood improvement and increased work productivity
Master Spell: Firestorm - fiery rain of death and destruction, can only be learned from a master spell scroll

Learn-able spells:
Dry Ground: dries up mud, marsh and shallow water to usable soil

Ice
Ice, though not directly powerful, is useful by decreasing the enemies ability to move and fight with debilitating side effects, and is the perfect element when backed by more conventional fighters.

Snowball - launch a ball of compacted snow and ice that shatters, causing damage and movement debuffs
Icebolt - single target shard of ice that shatters on impact, causing massive bleeding and frostbite
Frost Ray - beam of super cooled particles that damages and freezes targets, rendering them nearly immobile
Soothe - buff that calms and concentrates pawns
Rainmaker - as simple as it sounds, this spell can cause atmospheric conditions to change, making it rain
Master Spell: Blizzard - summon a mighty blizzard to bury your foes in snow and ice

Learn-able spells:
Moisturize ground: infuses sand with nutrients and water to produce usable soil

Lightning
Lightning generates dangerous weather conditions, whether its a lightning storm that strikes friends and foes alike in a target area, or a deadly cloud of electricity that stuns and damages all within. Even more random than fire, though not quite as direct.

Lightning storm - summons a lightning storm (near) the target location where lightning bolts randomly and rapidly strike any unlucky enough to be in the storm
Lightning cloud - creates a large cloud that has a chance to stun and slightly damage any inside the cloud
Lightning bolt - single target bolt of lighting that strikes the target
AMP - Buff that energizes colonists, allowing them to work faster, longer, and harder than before. Rapidly causes fatigue

Learn-able spells:
Charge Battery - converts magical energy to electrical energy and stores it in a battery

Arcane
Arcane is the master of movement and utility. Abilities within this tree will provide an edge on positioning and controlling the battlefield just as well as easing the burden of mundane tasks.

Blink - instantly moves the caster pawn to a distant location
Summon - can be used to summon both pawns (friend, foe, and animals alike) and objects to the caster from distant locations
Mass Teleport - creates a portal that allows rapid movement across the world at the cost of mana alone. Does not have the range as the common transport pod, but is powered by the arcane and is not as limited to the same physical restraints of space and weight
Shadow - a shadowy assistant that augments every day tasks for colonists, however, it creates a creepy sensation, like you're always being watched!

Holy
The Paladin wields an assortment of combat and support abilities and is a diverse front-line fighter.

Heal - Quickly mends the wounds of allies but will not cure disease or illness.
Shield - Self only, short term shield that prevents damage without preventing combat capability.
Valiant Charge - The Paladin launches into combat with the wings of an angel and lands with earth shattering force.
Overwhelm - Invokes a holy image that overwhelms the senses of any nearby creature.

Combat Class: Gladiator
The Gladiator is a stamina based melee fighter that thrives in the thick of combat.

Sprint - Increases movement speed for a short time.
Fortitude - Persistent, self buff that mitigates a set amount of damage from each blow and converts it to stamina.
Grappling Hook - Yanks an opponent in and performs a combo attack that knocks the opponent down.
Cleave - Based largely on Jecrell's Cleave from his Werewolf mod, performs a melee strike on an enemy and any other opponents nearby - damage is based on weapon quality.
Whirlwind - The Gladiator hurls forward in a flurry of attacks, striking ruthlessly and rapidly.

Summoner
The summoner fills the role of strategic defense of the colony, able to summon a myriad of magical defenses and creatures.

Summon Minion - summons an otherworldly creature that can help with basic labor and will even fight (but don't trust them too far)
Summon Pylon - creates a defensive turret that harnesses the flow of arcane energy to send bursts of power at any oncoming foes
Summon Mana Mine - creates a land mine out of compressed mana to reinforce chockepoints
Summon Elemental - summons a deadly elemental that defends its master; the type of elemental is random between 4 different elements, each with unique traits

Druid
The druid is primarily a support class focused on the health and wellness of the colonists, but also has several unique ways to assist in a fight.

Poison - manipulates biological matter to create a toxin that attacks through the bloodstream, the more the target moves, the faster the toxin works.
Beguile Animal - A dual purposed spell that can command animals into an enraged state, or calm them back into pacificity
Regeneration - heals a target over time, not as direct as the paladin's heal, but can restore even the most severe injuries given enough time
Cure Disease - the druid is able to harness command over nature to stall or even remove diseases from the body; only affects natural diseases and has no control over mechanite diseases
Master Spell: Regrow Limb - the druid is able to perform a complex operation that can regrow extremities

Combat class: Sniper
The sniper is a master of long range, small arms combat - possessing a range of precision abilities that exploits enemy weaknesses

Sniper Training - through skill, dedication, and training the sniper is able to passively increase ranged combat skill
Headshot (vital shot) - targets an enemy weak point with the intent to deliver a lethal strike to a vital organ on the target (will target other detected weak points if the "head" isn't a weakpoint)
Disabling shot - non lethal shot that knocks down an enemy temporarily, can also includes a tranquilizer for longer term sedation
Anti-Armor shot - anti armor rounds containing nanites that destroy armor, very effective against armored enemies, not so effective against everything else.  Can be combined with explosive tips for more wide spread damage to armored targets

Combat class: Bladedancer
Through dedicated training, the bladedancer excels at rapid hit and run tactics, but lags in a sustained fight.

Body training - Physical training allows the bladedancer to improve movement and dodge chance as an enduring, passive buff
Blade training - Training in their art, the bladedancer increases lethality with melee weapons
Blade Spin - delivers a rapid swing around the bladedancer, striking all nearby enemies - damage improves with weapon quality and pawn fitness levels
Seismic Slash - launch an attack that creates rips in the fabric of reality along an attack vector
Phase Strike - Using mastery over body and blade, the bladedancer cuts through reality to appear at a distant location, instantly striking all targets around the exit point

Necromancer
Necromancers prefer to create an army of undead to accomplish their tasks, focusing their skills on the manipulation and destruction of corpses.

Raise undead - raises dead pawns or animals to do their bidding; undead lose many of the traits that made them unique, but gain peculiar strengths that allow them disregard any needs they had while living while also slowly regenerating injuries
Fog of torment - creates a deadly cloud that causes severe pain and likely death for any living that remain inside the fog; undead are healed by the fog
Death Mark - a powerful spell that can turn any living creature into an undead to serve the necromancer; difficult to master and frequently resisted but the effects pay off when successful
Corpse Explosion - mixing arcane power and biological chemicals inside of an undead or a corpse, the necromancer can cause the corpse to explode after a brief period

Priest
support class that excels at improving the health of colonists

Advanced Heal - similar to the Paladin's heal, except it can be leveled higher and is more potent.  Points invested in Advanced Heal also apply to Heal, if the Priest acquires the Heal spell through a scroll.
Purify - Cleanses many deep seated injuries and natural human conditions.  It also has the power to help reduce or remove addiction withdrawals.
Healing Circle - creates a temporary circle that generates waves of healing power.
Bestow Might - Powerful, single target buff that enhances many combat related attributes.
Resurrection (master) - revives a recently deceased pawn.  Effects are similar to resurrection serum but, through skill improvements, the likelihood of resurrection sickness effects can be reduced.

Combat class: Ranger
The Ranger is a versatile class; able to form a bond with an animal and readily faces the many hardships of RimWorld.
Abilities:
Ranger Training - surviving in the wilds can teach the ranger many useful skills
Bow Mastery - training with the bow increases the overall lethality when using bows
Poison Trap - using skills learned in fieldcraft, the ranger can emplace traps filled with druidic poison to impare and disuade enemies.  The ranger's skill at emplacing these traps puts mechanical sensors to shame.
Animal Bond - forms a bond with an animal of the wild that benefits both ranger and beast
Arrow Storm - launches a volley of arrows at a target, but cannot be used without a bow

Combat class: Faceless
Faceless excel at manipulation, perception, and deception; through their cunning tactics, they can take the strength of another and make it their own.
Abilities:
Deception - exploiting knowledge of how the pawn mind perceives things, the faceless are able to blend into the canopy, becoming just another harmless object to an observer - making themselves all but invisible. Performing hostile actions will break the deception.
Mimic - creates an imitation of a fighter or mage skill; can be used on enemy or friendly pawns alike to acquire a one-time-use ability.
Reversal - reverses the kinetic energy of projectile and melee attacks back towards the attacker for a short time
Transpose - the faceless takes the place of another pawn and forces the other pawn to take its place
Possess - confuses and causes doubt in the mind of a target pawn to gain (limited) control over their body; possession can also be used to enhance the physical capability of a willing host

Warlock/Succubus
The Warlock and Succubus are two sides to the same coin and they gain their power through a partial transformation using demon blood.  Males will become warlocks and gain powerful telekinetic and psychic powers, while females will become succubi and gain increased control over physical energy (this is not lore based, but selected for simplicity in the mod).  Some powers are shared between the two, while others are unique.

Soul Bond (shared) - At the core of the class, demon-kin gain their power through contracts and can boost their stats through this bond, in exchange, the bonded pawn loses stats, but gains an improved outlook as some of their concerns are also stripped away (mood boost).
Shadow Call (shared, requires a soul bond) - immediately summons the bonded pawn to the demonkin
Shadow Step (shared, requires a soul bond) - the demonkin immediately travels to the bonded pawn
Shadow Bolt (shared) - fires a bolt wreathed in darkness that decays everything it touches
Dominate (shared) - clouds a targets mind in fear which can easily spread to other pawns; dominate takes different forms of attack - the succubus dominate causes extreme physical frailty while the warlock reduces consciousness and can inflict status ailments
Attraction (Succubus) - creates a whirlpool of darkness that draws any nearby pawn into the center and slows their movement
Repulsion (Warlock) - blasts all nearby pawns outward from the epicenter, as if struck by a massive force
Scorn (master, Succubus) - the succubus briefly transforms into a demoness, gaining the power of flight to travel across the map and unleash her wrath in a blast of energy
Psychic Shock (master, Warlock) - a warlock releases a devastating wave of psychic energy that rebounds from the mind of every pawn it touches; any enemy pawns caught in this shockwave can suffer brain damage and all pawns are briefly stunned

In addition, the warlock and succubus shared a powerful, hidden ability that requires interaction from both classes to cast.
Due to their method of gaining power, both the warlock and succubus are afflicted by quirks.

Combat class: Psionic
The psionic is a combat class that also has an aptitude for psychic sensitivity and must have above normal sensitivity to become a psionic; however, psionics gain an additional reserve of energy and can combine physical attacks with psionic energy for tremendous results.
Abilities:
Psionic Blast - harnessing raw psionic energy, the psionic projects a small wave of psionic power that detonates on impact
Psionic Dash - by loading their muscles with psionic energy, the psionic can dash a short distance in a flash with each step releasing a wave of power
Psionic Barrier - creates a barrier around the psionic that stops all projectiles; training in this skill allows the psionic to create this barrier at a chosen location
Psionic Storm - expends all reserves of psionic energy to rain down a storm of psionic blasts on a target area

In addition to their considerable abilities, the psionic is able to augment all physical activity with psionic power.  This allows a psionic to move or work at boosted speeds for short periods, and increases combat effectiveness, especially when unarmed.

To balance some of the benefit class abilities will grant your colony, raider mages can also cast spells, adding new challenges and dangers to RimWorld.

There are several stand-alone spells that can also be learned by any trained mage, though they remain at their base ability. Once the scroll is acquired to learn it, these spells currently include:
Rain, Blink, Teleport, Heal, Draw Heat, Dispel Heat, Smoke Cloud, Extinguish, EMP, Summon Minion, Siphon mana, Transfer mana, Mana shield

The mod comes with several options that allow several variables to be adjusted to match your playstyle.

Author/Mod Team/Contributors
Torann
DrMrEd - Elemental Art
SihvMan - writable scrolls and books
Draegon - Wand Art
Diannetea - Poppi Art
Angry Wizard - UI Icons

Special thanks:
Jecrell, roxxploxx, henk, rainyface, unlimitedhugs, Toketsu, ChJees, Mehni, HarryD, Canute

Download:
http://www.moddb.com/mods/tmagic
Steam Workshop

How to install:
- Unzip the contents and place them in your RimWorld/Mods folder.
- Activate the mod in the mod menu in the game.
- Mod load order: Core -> HugsLib -> JecsTools -> A RimWorld of Magic

HugsLib and JecsTools are required to run this mod.
JecsTools: https://ludeon.com/forums/index.php?topic=32868
HugsLib: https://ludeon.com/forums/index.php?topic=28066

License
If you want to include "A RimWorld of Magic" in a modpack, or if you want to use "A RimWorld of Magic" as the basis of a derivative mod, feel free to do so.  I only ask that you let me know you're doing so!
« Last Edit: October 19, 2018, 02:31:36 AM by Torann »
Logged

Vane

  • Drifter
  • **
  • Posts: 42
  • Refugee
    • View Profile
Re: [B18] TMagic - Magic for RimWorld
« Reply #1 on: November 25, 2017, 02:28:06 AM »

Does this require a new save?
Logged

Torann

  • Colonist
  • ***
  • Posts: 293
  • Mage
    • View Profile
Re: [B18] TMagic - Magic for RimWorld
« Reply #2 on: November 25, 2017, 09:21:21 AM »

It does not, you can add this to an existing game with no issues.

You will have trouble removing it from a game if items or traits associated with the mod are present within the world.
Logged

Umbreon117

  • Colonist
  • ***
  • Posts: 137
  • Refugee
    • View Profile
Re: [B18] TMagic - Magic for RimWorld
« Reply #3 on: November 25, 2017, 09:41:52 AM »

...I am going to need you modders to stop making awesome mods because my computer can't handle ten million mods on it.
Logged
I'll shoot your colonists...After a long nap.

Canute

  • Transcendent
  • *****
  • Posts: 9999
  • Refugee
    • View Profile
Re: [B18] TMagic - Magic for RimWorld
« Reply #4 on: November 25, 2017, 12:04:27 PM »

Just remove all these weapons mods, you got magic now ! :-)

akinata

  • Muffalo
  • *
  • Posts: 6
  • Refugee
    • View Profile
Re: [B18] TMagic - Magic for RimWorld
« Reply #5 on: November 25, 2017, 12:48:22 PM »

i can't help but give some ideas (even if i am sure you already thought of some of those but i might give you some nice ideas).

FIRE : (heat resistance bonus)
_meteor shower (lots of little flame projectile falling from the sky in a large area)
_volcano (little pool of lava that throw random fire projectiles and leave a little see of lava(flames?) spreading in a random direction before cooling and becoming some granite floor or other stone floor.)
_ring of fire (harmless fire ring, decent aoe. will keep anyone standing in it warm)

ICE: (cold resistance bonus)
_ice wall (little ice wall to temporary hide)
_absolute ice block (a one block ice that can refrigerate a room for some time)
_"let it go!" (transform water into ice to step on it OR summon a snow storm)

THUNDER: (move speed bonus)
_thunderbolt (named firebolt irl) (a slow moving lightning bolt that will attack all near foes (and friends/animals?))
_overcharge (charge up batteries)
_speed boost (in case your AMP does boost movement speed)

ARCANE: (intelligence bonus)
_meteor (teleport a distant meteor from far away to strike the designated area. it will have random ore with it like the falling meteor event)
_arcane bolt storm (launch sevral little explosive arcane bolts on the target. precision is not perfect and all bolts may not neccessarly land directly on the target)
_force push (paint walls red by throwing your ennemies onto them or drown them by sending them right into the sea (populous 3 feeling ^^))

HOLY: (sociability bonus)
_resurect the dead (resurect a dead colonist, animal, raider or traveler)
_blind (temporary blind the target)
_mind at peace (change man hunter animals into peacefull ones. stop mental breaks)

NATURE: (agriculture bonus)
_abnormal growth (culture, trees and plants will grow quicker for some time in the designated area no matter the land and season)
_bind (magical roots will restrict the target movements for some times)
_wrath of nature (temporarly transform trees into ents to kill your foes. can be use to move trees around the map as ent (their health will depend on the trees maturity they came from) will retransform to trees again at their current location. to prevent too much work all trees that were ents before will become a new type of tree will magical residue. those trees maturity will depend on the ent remaining health )
_thorn (launch a poisoned thorn toward the target. may also cause bleeding)
_nature domination (magical roots which will severly damage any man made structure in the targeted area)
_meal enchanting (the food in the designated area will give a mood bonus (and stats?) upon consumption)
_animal talking (targeted animal will be easier to tame)

DEATH: (sociability malus, medecine malus, will not have mood malus from not having light)
_plague (plague the targete life form. the plague will slowly kill the target if not treated and can contaminate nearby life form. plague may also target raw food that would spread other nearby raw food.
_death ray (kill the target. mood malus for the caster)
_raise the dead (temporary raise friendly zombies from corpse (any dead life form like animals and humans. but wont work on mechanoids) in the targeted area. they will 'die' again after a while)
_corruption (corrupt the targeted area to kill any trees and plants)
_mind torture (release a bolt of shadow toward the target that will torture its mind and sould leading to a great amount of pain and may cause a mental break)
_life drain (drain the hp of the target, healing yourself and killing it)
_fear (all foes an animals will flee of terror from you. aoe centered on the caster)
« Last Edit: November 25, 2017, 12:53:54 PM by akinata »
Logged

Torann

  • Colonist
  • ***
  • Posts: 293
  • Mage
    • View Profile
Re: [B18] TMagic - Magic for RimWorld
« Reply #6 on: November 25, 2017, 01:32:34 PM »

I love all the idea's!
I've been keeping a log of every idea that seems reasonable to implement and I'll be adding these to the list.

I can tell you that some of these are already in the works - meteor storm and blizzard are being developed along with a common class that will create falling objects.  Once I get the draw rate and textures right, these two will show up as "master spells" for their respective class lines.  B18 updated the drop pod utility to something called skyfaller, but once this class is complete this will open up the a new line of spells that have things falling from the sky.

I'm also developing some more utility spells, all of which were idea contributions by henk, that will add temporary heat/cold sources, charge batteries, and can convert small patches of ground from march/mud to usable soil.  So that's what's in the immediate works.

Several of the curses you mention, like blind and fear, are already in the game, though they are byproducts of other spells.  For example, fireball upgraded for versatility will have the ability to case targets to flee in panic, while the paladin can blind enemies when they are struck by overwhelm, and the Arcanist spell, magic missile (which sounds a lot like arcane bolt storm, except they don't explode), will cause a very brief confusion state.

Thanks for the great idea's and feedback, keep 'em coming!
Logged

N23

  • Drifter
  • **
  • Posts: 24
  • Refugee
    • View Profile
Re: [B18] TMagic - Magic for RimWorld
« Reply #7 on: November 25, 2017, 01:53:35 PM »

First of all, i love you. Second of all, yes in the creepy way :p. But for real, does this conflict with the Star-Wars Jedi mod? And, its sounds like a Avatar inspired mod, are you going to imply that aswell? Or let someone do that?
Logged

Torann

  • Colonist
  • ***
  • Posts: 293
  • Mage
    • View Profile
Re: [B18] TMagic - Magic for RimWorld
« Reply #8 on: November 25, 2017, 04:16:24 PM »

No conflicts with any of Jecrell's mods that I know of, I've tested it with the star wars, cthulu, vampire and werewolf mods.  So I guess you can have a magic wielding vampire sith if you want. (I certainly do  :D)
Logged

akinata

  • Muffalo
  • *
  • Posts: 6
  • Refugee
    • View Profile
Re: [B18] TMagic - Magic for RimWorld
« Reply #9 on: November 25, 2017, 07:38:22 PM »

invocating a tornado can be a good master spell for THUNDER magic.
plus since tornadoes are already a thing in B18 version it should be simple to add.

a mass health and armor buff for NATURE magic.(like some roots protecting all colons and friendly animals and people).

for ARCANE i could see a 'you shall not pass' like spell that would heavily damage all foes around the caster and push all of them far away. (with a 'you shall not pass!' text above the caster's head *.*).
also a portal spell that link permanently 2 gates to each other could be really nice (only one per map tho. using the spell another time would cancel the 2 previous gates)

maybe a mind control for DEATH magic taking full control other one or more friendly and foes (and maybe animals) for some time.

for HOLY maybe some holy divine light that would burn the ground just like the new ion orbital stike from B18 version.
some spell that would force one or many foes to drop their weapons could be an original addition. but it might bug with mechanoids since they are not able to drop their weapons on death..
Logged

Lucifer

  • Drifter
  • **
  • Posts: 35
  • I am THE Bionic Thrumbo
    • View Profile
    • Ludeon Studios
Re: [B18] TMagic - Magic for RimWorld
« Reply #10 on: November 25, 2017, 08:55:30 PM »

Any idea why every single item from this mod is a giant red X for me?
Logged
"There is no such thing as second place, Only first loser."

akinata

  • Muffalo
  • *
  • Posts: 6
  • Refugee
    • View Profile
Re: [B18] TMagic - Magic for RimWorld
« Reply #11 on: November 25, 2017, 11:35:14 PM »

i just thought of something cool for DEATH magic. a curse that would create a parasite inside the targeted body. upon death the parasite will be released from the dead body as one or several hostile giant insects (megaspider, megascarab or spelopedes) (alien feel :3)
Logged

Umbreon117

  • Colonist
  • ***
  • Posts: 137
  • Refugee
    • View Profile
Re: [B18] TMagic - Magic for RimWorld
« Reply #12 on: November 26, 2017, 12:27:59 AM »

i just thought of something cool for DEATH magic. a curse that would create a parasite inside the targeted body. upon death the parasite will be released from the dead body as one or several hostile giant insects (megaspider, megascarab or spelopedes) (alien feel :3)
(Aliens vs Predator intensifies)

I wouldn't mind seeing this. One example way of balancing it is to make it say half a day to come out, but take up ALL the mana that person has.
Logged
I'll shoot your colonists...After a long nap.

Canute

  • Transcendent
  • *****
  • Posts: 9999
  • Refugee
    • View Profile
Re: [B18] TMagic - Magic for RimWorld
« Reply #13 on: November 26, 2017, 04:07:59 AM »

Any idea why every single item from this mod is a giant red X for me?
giant red x mean a missing grafic/texture.
Try to delete the old modfolder , download and unzip/copy them again.
Or with steam unsubscribe and resubscribe.
And check if this helps.

If you still got the problem after it, you should attach an error log.

Questops

  • Muffalo
  • *
  • Posts: 18
  • Refugee
    • View Profile
Re: [B18] TMagic - Magic for RimWorld
« Reply #14 on: November 26, 2017, 02:03:39 PM »

I just figured I'd throw my shortlist of immediate wonderings/concerns/suggestions since I'm definitely going to run this mod now.

Maybe split the trait into three: Thaumaturge(Master, Strong Master), Wizard(Adept, Skilled Practitioner)  Prestigitator(Novice, Barely heard of it.)

  • Have mana pools/successful casts/accuracy depends on the trait that you get on the pawn. Wizard would ideally work just like the current trait does, Thaumaturge could have more mana and some perk for casting, Prestigitator would see a lot of drawbacks to using magic very often perhaps.
***
  • Maybe a way to grow reagents for producing jury-rigged mana phials (steep cost, 200x Jade, 60x Gold, 40x Plant_Matter) and optionally human flesh(meat, leather)
***
  • Catalysts like staves, spellcaster's garb/gloves, hand-held orbs or jewelry that increases the potency or success chance of the spell.
***
  • An altar furniture piece that would ideally fit in a laboratory or workshop for your wizards to passively, but at a very low rate, increase their experience in their field of magic and regain some mana by studying ancient scripts or another modded lore item.
Logged
Pages: [1] 2 3 ... 96