RimWorld

RimWorld

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RWoM Custom Class - Blue Mage
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Mod, 1.0, 1.1, 1.2, 1.3, 1.4
File Size
Posted
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17.157 MB
25 Aug, 2021 @ 10:11am
14 Jul, 2023 @ 12:40am
20 Change Notes ( view )

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RWoM Custom Class - Blue Mage

Description
Big update on 11/06, probably will cause a bunch of harmless red errors on first reload, you need to remove your Blue Mage's class with the dev action and give it back, see comments for more, comment if anything breaks.

This is my first custom class I am happy enough with to release on the Workshop. Blue Mages, in the Final Fantasy series, are a kind of mage that learn spells from monsters. This is what I tried to recreate here.

The Blue Mage starts with the Blue Learning spell, which deals damage and applies a minor debuff against most targets, but, against specific monsters and creatures, also causes them to grant a new spell to the Blue Mage.
Blue Magic spells cannot be upgraded and can only be learnt by Blue Mages, although some monsters will give you stronger versions of some spells, overwriting the weaker version.
The class itself is acquired by using a directly craftable item (made at the Gemcrafting table), to ensure you can start collecting spells early in a playthrough.
Monsters from several mods can drop spells; these are Rimworld of Magic, Alpha Animals, Alpha Biomes, Alpha Mythology, Witcher Monster Hunt, Biomes! Prehistoric/Caverns, Monster Hunter Rimworld, Erin's Final Fantasy Animals, D&D Menagerie, Scaled World, Race to the Rim, and Dragon's Descent. You do not need every single one of these mods for this mod to work.
The specific monsters are listed on the wiki linked below, because Steam character limit.

https://rwom.fandom.com/wiki/Custom_Class:_Blue_mage

A couple spells require the Blue Mage to wield a Shamshir to be cast. Shamshirs are crafted at the smithy and can be evolved into a few different versions at the small magic circle.

Tips:
- Depending on your modlist and starting biome, you may need to travel a lot to gather all spells. This is intended.
- You can summon Poppies and Elementals with a Summoner.
- You can face the Lich and Demons with a ritual at the Ritual Circle.
- You can summon a Demon with an interaction between a Succubus and Warlock.
- The class pairs well with a Summoner, Chaos Mage, Shaman, Warlock, or Succubus, since some of its spells can be acquired by interacting with the summons of the above.
- An enchanted melee weapon applies its enchant effect on spells that shoot single-target projectiles, which massively increases the damage dealt.


Special thanks to everyone involved in the creation of the required mods, Smash Phil, for figuring out a stupid bug I had, Aegael, for a custom class megapack that helped massively through reverse engineering (and great feedback), and Tynan for making a pretty neat game.

Known bugs and issues:
- some sounds are not triggering for unknown reasons
- graphics could use polish
- while the spell items cannot be bought, they may randomly drop when you kill a Lich, including ones your modlist should not allow access to
- Rim73 causes issues with creatures not dropping spells

If there is a specific mod you want to me to add existing spells for, or if you have ideas for new spells, drop a comment.
56 Comments
darkzero 3 Aug, 2024 @ 2:33pm 
I know you probably don't like going back...but please revisit the idea of updating this super fun mod.

Thanks!
Connor98 17 May, 2024 @ 4:22pm 
is it possible to play his version with 1.5? if not does anyone know if there's any plan to make a 1.5 version?
Prism 24 Mar, 2024 @ 1:46am 
Are there any plans to add ways to acquire the spells other than through animal encounters? I know, that's not the point of Blue Mage, but what about for spells attached to animals from mods you don't have? I know that Race to the Rim will not be making the jump to 1.5, and Witcher Monster Hunt will have a lot, but not all, of it's content rolled into another mod.

For instances like that, or other mods that don't end up making it to 1.5, would it be possible to find blue spells as scrolls or those items in the screenshots randomly on traders, or craftable?
bonesbro 24 Nov, 2023 @ 11:01am 
Continuous trace spam while Dark Fog is active:

TryFindSpawnCell Null - no spawn cell found
UnityEngine.StackTraceUtility:ExtractStackTrace ()
Verse.Log:Warning (string)
MoharHediffs.Tools:Warn (string,bool)
MoharHediffs.RandySpawnerUtils:TryFindSpawnCell (MoharHediffs.HediffComp_RandySpawner,Verse.IntVec3&)
MoharHediffs.HediffComp_RandySpawner:TryDoSpawn ()
MoharHediffs.HediffComp_RandySpawner:CheckShouldSpawn ()

Followed by "Had to break the loop" and "TryFindSpawnCell Null - no spawn cell found" traces
bonesbro 15 Nov, 2023 @ 10:12pm 
There's a mod called ModErrorChecker that reports some errors about some of the sounds... maybe why the Known Bugs says some of them don't work?

BM_SnowstormSound (mod RWoM Custom Class - Blue Mage) sound is missing resolved grains and will not work properly.
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) Verse.Log:Verse.Log.Error_Patch2 (string)
ModErrorChecker.ModErrorChecker/<StartChecks>d__1:MoveNext ()

List of other sounds affected: BM_PrismaticBeamSound, BM_PoppiSmileSound, BM_BrimstoneSound, BM_DamnationSound, BM_CrowstormSound, BM_CircleOfProtectionSound, and BestialBellow_Sound.
CTH2004 29 Oct, 2023 @ 1:57pm 
Just like your other custom class pack, this is missing the download URL, leading to the following error


Mod RWoM Custom Class - Blue Mage dependency (Metalocif.CCFramework) needs to have <downloadUrl> and/or <steamWorkshopUrl> specified.
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
Metalocif  [author] 14 Jul, 2023 @ 12:42am 
Update.
Acidic Web is fixed, it should work like before but not kill things instantly and not bug out on killing things, because I coded my own damageWorker for this (I really feel like there was a simpler way but whatever).
Hydra's Blood and Demonic Pact, which didn't work with some HAR races, should work now.
(the reason is that they apply hediffs to specific body parts, shoulders and jaw respectively, but some HAR races don't have parts named exactly that)
Elgate 1 Jul, 2023 @ 7:41am 
So, the acidic web + seems to have a couple of issues. It kills in two hits pretty much all the time, (Probably because it maxes out the acidic burn effect, killing the target?) and it always bugs out on killing the target, leaving the projectile behind.
Metalocif  [author] 25 Jun, 2023 @ 2:27am 
Starsurge drops from the Zurelion Sol dragon in the Void Dragons mod.

The Black Hole spell is something I'll probably end up doing (at least in the Epic Battle Fantasy mod), I just have to code a better knockback damage worker, since the VEF one is limited.
Adding tumors to things is interesting, but I'm not sure it's very nebula-flavored. Might do it regardless.

The reason you can't add spells from the Blue Mage to your class is because my spells are ~super special cantrips (like the Druid's Briar Patch) and I love overcomplicating things. I'd recommend copying my XML and make them their own spells that are not cantrips.
Sucram 24 Jun, 2023 @ 4:29pm 
Thanks for this amazing class! I'm really enjoying it!

Question: How do I get the Starsurge spell? What animal/monster does it drop from?

Suggestion: Add a black hole spell, which sucks enemies into the center and slowly disintegrates them. And a nebula-like spell that instead of direct damage, mutates the pawns in its area of ​​effect with cancer (as in the Biotech expansion and Alpha Genes mod), until they explode in a pile of flesh.

Generally, we only get element-based spells from the main and Kure's expansion mods. I miss some other spells like that. Like an astronomer class with space-themed spells.

Also, i only know really basic modding and I'm trying to add some spells from the blue mage to my own custom class, a better lightning mage. I managed to add lightning spells from the main and Kure's mods, but I couldn't add your spells. How can I do this?