Started by Torann, November 24, 2017, 11:17:05 PM
Quote from: Questops on November 26, 2017, 02:03:39 PMMaybe 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.
Quote from: Torann on November 26, 2017, 09:57:29 PMI like the idea of skill variation, it was a part of the original design, but never really got implemented because I've struggled with a good way to put it in. Right now everything, except the initial buffs, has a 100% success rate. Do you envision the tiered traits originating from the same base trait? (probably too easy to save/load to get what you want?) Or maybe several base traits that would advance to a respective full mage trait?
QuoteIt's probably too far outside the scope to make multiple tiers of mages for each skill line, ie master fire mage, adept fire mage, novice fire mage, especially if it varies the spell behavior. This has a way to blow up real quickly...It might be in the realm of possible to make several global skills available to different trait levels, and/or some of the spells only available to higher tiers. Alternatively, I could introduce a spell success chance across all spells that could cause the spell to fizzle or, less likely, backfire. This could be tied to a global skill that would reduce the chance for spell failure.
QuoteAs far as catalysts - I think if I did this, it would be a lot like the "infused" mod, that adds a unique property to items, instead of being a new item itself. Thoughts?
QuoteI'll consider something like an arcane study/altar/lab etc. I think this would include added functionality for jobdrivers, thoughts, etc in the game to allow a pawn to 'use' the furniture, not really familiar with those modules so not quite sure what the overhead would be.
Quote from: EligibleFoot on November 28, 2017, 04:04:15 PMHey I've noticed with the newest version that when I load into my colony all of the points I have put into my mages are not there anymore. The highest lvl is 8 and he has 4 points spent and 2 remaining. One of them I'm 100% sure that I used up all of their points before I went to bed last night and now he doesn't have any points or points spent. I'm not getting any errors or anything.
Quote from: megidoladyne on November 28, 2017, 05:13:08 PMWith the newest version, I received the Divine Script: Paladin scroll as a reward for a quest. Haven't used it yet but it has -1/1000 hitpoints and wasn't left outside to deteriorate or anything. It's also sellable for $0.01. Is this a glitch or something?
QuoteI put out a hotfix for this on steam workshop last night and just updated moddb. The way data sources were being managed changed and I had to adjust this mod to match. Sorry for the inconvenience. You should be able to load, but you'll have all mages (gladiator unaffected) reset to 0 for all levels/skills/powers so you'll need to use the dev tools and god mode then access the magic tab to return the missing levels/points.
QuoteCannot draw radius ring of radius 80: not enough squares in the precalculated list.Verse.Log:Error(String)Verse.GenDraw:DrawRadiusRing(IntVec3, Single)AbilityUser.HarmonyPatches:TargeterUpdate_PostFix(Targeter)RimWorld.Targeter:TargeterUpdate_Patch1(Object)RimWorld.MapInterface:MapInterfaceUpdate()RimWorld.UIRoot_Play:UIRootUpdate()Verse.Root:Update_Patch1(Object)Verse.Root_Play:Update()
Quote from: Torann on November 24, 2017, 11:17:05 PMKnown Bugs: When using the "run & gun" mod, ability users will freeze indefinitely with a job order to cast a spell