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Author Topic: [1.0] A RimWorld of Magic  (Read 500775 times)

henk

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Re: [1.0] A RimWorld of Magic
« Reply #1410 on: March 13, 2020, 05:02:56 PM »

There's a bug with circle-summoned giant skeletons... They come out wild and will attack randomly and grapple nearby creatures.
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henk

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Re: [1.0] A RimWorld of Magic
« Reply #1411 on: March 25, 2020, 01:21:49 PM »

Small bug on lich's death :
MakeThing error: SkillOf_TempestStrike is madeFromStuff but stuff=null. Assigning default.

Dropped a skill book for Tempest Strike.
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MagicalFungi

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Re: [1.0] A RimWorld of Magic
« Reply #1412 on: March 26, 2020, 10:26:23 AM »

ok, I finally found my issue lol. went through all my mods to see which was causing the issue and apparently i had an outdated/broken/corrupted Megafauna mod that was causing all the issues. updated it and everything is working fine, Jecstools and Magic included. FeelsMagicMan
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henk

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Re: [1.0] A RimWorld of Magic
« Reply #1413 on: April 03, 2020, 12:52:58 PM »

Since Techprints are now part of the game, how about making Magic prints for advanced magic techs? Portals, Forge, Cultivation, Magic circles, maybe expert techs could all take magic prints to research, obtainable through quests and possibly some magic interactions:
Magic circle recipe to spawn a random print
Some sort of printing class (Alchemist, Rune mage?)
Scribing table recipe for some common prints

In addition, some of the techs could have hugely inflated research costs; since adding additional prints to already unlocked researches gives you half the remaining research, it would be worthwhile to acquire some extra prints before starting the research, to finish in a reasonable time.
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MZ

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Re: [1.0] A RimWorld of Magic
« Reply #1414 on: April 14, 2020, 05:49:25 AM »

The technomancer's techno-bit doesnt seem to do any explosive damage with its mini-grenade. Any time I check if there are wounds on the foes it hit, there was none. Once a grenade exploded right next to a chicken and it was unharmed. EMP damage from the later upgrade does function. This happens while not usin CE or any other mods that directly influence the combat.
« Last Edit: April 14, 2020, 05:52:47 AM by MZ »
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henk

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Re: [1.0] A RimWorld of Magic
« Reply #1415 on: April 14, 2020, 09:47:29 PM »

Since the Loot Box mod has not been updated to 1.1, can we get loot box-like items in RoM? An expensive item which drops several items, mostly RoM-related, would be lots of fun; and a spell, possibly cantrip, which acts like the Pandora box, spawning several events that might help or hinder you.

Or maybe just a mad scientist mage with random abilities.
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kullm82

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Re: [1.0] A RimWorld of Magic
« Reply #1416 on: April 20, 2020, 12:58:42 AM »

Can you possibly provide weapons for a priest?
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NRFBToyStore

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Re: [1.0] A RimWorld of Magic
« Reply #1417 on: April 20, 2020, 03:49:09 AM »

Since the Loot Box mod has not been updated to 1.1, can we get loot box-like items in RoM? An expensive item which drops several items, mostly RoM-related, would be lots of fun; and a spell, possibly cantrip, which acts like the Pandora box, spawning several events that might help or hinder you.

Or maybe just a mad scientist mage with random abilities.

HAHA! Yes, give ChaosMage evocation! Maybe he makes a cool staff, maybe he opens a portal to a HIVE that jumps through, WHO KNOWS, let's roll the dice and watch.
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Magically Gifted

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Re: [1.0] A RimWorld of Magic
« Reply #1418 on: April 20, 2020, 04:04:00 AM »

Random suggestion , so i was playing with a vampire blood mage and i just thought if it possible for a scroll/spell to force an eclipse so he for a limited time (maybe upgradable)  can go out and defend with the rest of the colonists + it can be useful and harmful to all the pawns that cant adapt to lower accuracy in low level light with a big cooldown and significant mana cost .
after further thinking why not a spell for rain too ( can help with spreading wild fires ) .
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Canute

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Re: [1.0] A RimWorld of Magic
« Reply #1419 on: April 20, 2020, 06:13:25 AM »

I think the eclipse would be a thing for the magical circle.
But the mod author abandon the forum awhile ago, so you should made your suggestion at his discord channel.

henk

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Re: [1.0] A RimWorld of Magic
« Reply #1420 on: April 22, 2020, 11:35:39 AM »

Bug : mechanoids are immune to Eye of the Storm. Lightnings will strike them, but they take no damage.
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darklaguna

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Re: [1.0] A RimWorld of Magic
« Reply #1421 on: June 06, 2020, 01:39:41 AM »

I encountered a very annoying bug: one of my characters lost all his command icons (draft, cancel action, et cetera). Combing through the error log, I noticed that it was throwing an exception that stamina was null. It turns out that a scroll I read a while back on this pawn (a physically adept pawn, but no class yet) gave him an ability even though it didn't show up, and next time I loaded that save, it expected that pawn to have stamina since he had a physical ability learned (it was a repair gear scroll). To fix it, I had to go into my save and edit it to remove that skill from the pawn, and his icons showed up again.

TLDR: don't read any scrolls until you actually have a class, or it can bug out that character.

If anyone wants to pass that along to the mod creator, feel free to do so. I'm not going to jump through more hoops to create a discord account because he doesn't want to post on the official game forums. =P
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mohreb

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Re: [1.0] A RimWorld of Magic
« Reply #1422 on: July 07, 2020, 03:31:38 AM »

What happens if a chaos mage spends skill points on "sub" skills, then uses his ability to reroll them?
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henk

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Re: [1.0] A RimWorld of Magic
« Reply #1423 on: July 07, 2020, 11:23:44 PM »

All points are refunded, use them at will.
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Galethvia

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Re: [1.0] A RimWorld of Magic
« Reply #1424 on: July 27, 2020, 05:15:48 AM »

I encountered a bug when a druid tries to use the cure disease spell.  It causes them to freeze until you reload the game.
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