RimWorld
A RimWorld of Magic
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Actualización: 7 NOV 2021 a las 9:58

[Auto-generated text]: Update on 11/7/2021 6:58:22 PM.

RWoM v2.6.2.1 update
Tweaks:
o Added golemancer to the class selection option menu
o Changed void seeker role

Bug fixes:
o Fixed an error when attempting to cast living wall on an invalid wall
o Fixed a bug with the music manager
o Vitality Brand offsets fixed
o Fixed an incompatibility bug with Numbers mod
o Flesh Golem bracers apply the correct blocking amount

Actualización: 3 NOV 2021 a las 16:06

[Auto-generated text]: Update on 11/4/2021 12:06:01 AM.

New:
o New research - Golems - integration of magic and machine can be researched to learn how to build and animate golems

o Golems - these autonomous monstrosities can be constructed from components and will serve the colony in multiple roles
- Mecha Golem: a combination of mechanical engineering and magic that can be constructed from steel and components
- Flesh Golem: an abomination formed from human flesh and animated with magic

o New Class: Golemancer - the golemancer derives its power from the strain of magic that enables the melding of magic into an object through the use of engravings, runes, sigils, and tattoos to create semi-permanent magical effects
- Abilities:
o Golemancy - specifically focused on the enhancement and symbiotic connection with a golem
o Rune Carving - combining the carving of runes with material catalysts allows for the permanent enhancement of any type of natural or artificial limb
o Branding - a semi-permanent link between the target and the caster that converts a trickle of magical energy into beneficial effects
o Surge - overloads the casters connection to a branded target to increases the effects of all brands maintained by the caster by 5x, causes the caster pain
o Drain - applies the effects of a brand on the caster instead of the target, causes pain in the targets
* Surge and Drain can be used in combination
o Living Wall - apply golemancy to a wall to gift it with sentience; the living wall will shift its presence to connected wall segments to ambush enemies

Tweaks:
o Mages will no longer autocast during mana storm and mana drain events
o Voidseeker role selectable regardless of starting precepts

Bug fixes:
o Fixed a bug with autocast functionality that would fail a target type check if the target type wasn't an exact type
o Fixed need as a resource for abilities - need to apply to all cases
o No longer able to duplicate blank tomes with undead or slaves
o Undead animals will stay undead
o Technoweapon will despawn if the caster is downed due to the casting process
o Rituals will recognize moral guides for outcome quality calculations
o Lightskip will no longer apply to pawns on loan for a quest

Actualización: 8 SEP 2021 a las 13:16

[Auto-generated text]: Update on 9/8/2021 11:16:02 PM.

Tweaks:
o Arcane path ritual can be performed at any time but requires a gifted pawn with the arcane path inspiration

Bug fixes:
o Fixed a bug with displaying voidseeker role's when the custom race didn't have all standard pawn fields (android tiers)

Actualización: 7 SEP 2021 a las 12:22

[Auto-generated text]: Update on 9/7/2021 10:22:34 PM.

Bug fixes:
o Fixed a bug when using raise undead on animals

Actualización: 7 SEP 2021 a las 12:14

[Auto-generated text]: Update on 9/7/2021 10:14:21 PM.

Bug fixes:
o Changed how undead observation is determined if the pawn doesn't care about corpses
o Fixed a bug that would count all slaves as mage slaves

Actualización: 7 SEP 2021 a las 11:18

[Auto-generated text]: Update on 9/7/2021 9:18:36 PM.

o Fixed alignment of new mod option
o Re-ordered ideology mood results to show benefits of each stage

Actualización: 6 SEP 2021 a las 6:46

[Auto-generated text]: Update on 9/6/2021 4:45:56 PM.

Bug fixes:
o Added several error checks for undead thoughts and hediff
o Changed the soundDef of voidseeker abilities to be a proper sustainer sound
o Fixed a few typo's and text errors

Actualización: 5 SEP 2021 a las 11:03

[Auto-generated text]: Update on 9/5/2021 9:02:51 PM.

Tweaks:
o Undead can not be emancipated - the option can be selected but will never execute

Bug Fixes:
o Fixed a bug when dismissing undead

Actualización: 5 SEP 2021 a las 7:54

[Auto-generated text]: Update on 9/5/2021 5:54:40 PM.

Tweaks:
o Prevents undead slaves from rebelling; suppression will always be 100%

Actualización: 5 SEP 2021 a las 6:48

[Auto-generated text]: Update on 9/5/2021 4:47:51 PM.

v2.6.1.0 update - Ideology phase 1 - mages

New:
o Magic Ideo (Meme) - Transcendent: reflects on different opinions of magic and mages and includes the following precepts...

o Precept: Abhore Magic - views magic as an abomination that will hold humanity back from true growth, and mages as less than human
Bonuses:
- No mages in the colony (mage slaves are barely tolerated)
- Social opinion improvements for killing a mage
- Mood bonuses for killing mages
- Mood bonuses for the colony when killing a mage
- Mood bonuses for severing a mage from magic
Penalties:
- Mood penalties for mages in the colony
- Social penalties for being a mage
- Mood and social penalties for using magic or allowing magic to be used

o Precept: Disapprove of Magic - views magic as a roadblock to technological advancement and mages and perpetuators of the dark ages
Bonuses:
- Few mages (relative) in the colony
- Mood bonuses for limiting the amount of spells used per day
Penalties:
- Too many mages in the colony
- Too many spells or abilities used per day
- Mild social penalty for being a mage

o Precept: Approve of Magic - views magic as a valuable asset that can be used to better the colony
Bonuses:
- Enjoys seeing or using magic
- Social approval of mages
- Mood bonuses for number of mages in the colony
- Social opinion of a mage improves for using magic
Penalties:
- No mages in the colony
- Mood penalty for pawns that do not witness magic for a day
- Non-mages have a social penalty with mages
- Disapproves of the magic severence ritual

o Precept: Venerate Magic - views magic as a divine gift and mages as exalted beings able to commune with the gods
Bonuses:
- Social opinion increases for a day for a mage after using magic
- Mood bonus for using or seeing magic
- Social bonus for being a mage (less so between mages)
- Mood bonus for number of mages in the colony
Penalties:
- Mages view non-mages with disdain
- Mood penalties for having mages as prisoners or slaves
- Mood penalties if no magic is used for a day
- Mood penalties for killing a mage (colony and individual)
- Social penalties for killing a mage (less so as a mage)
- Strongly disapproves of the magic severence ritual

o New role - Void bringer - a mysterious figure able to sense and manipulate the flow of magic
- Ability Mana Storm: disrupt the balance of mana and cause mana to become hyper-available but dangerous to use
- Ability Elemental Rift: uses mana to create a rift to an elemental plane; elementals from the rift will defend the colony
- The void bringer is required to perform the sever magic, gifting, and ascenscion rituals

o New ritual - sever magic: this ritual strips all magical ability from a pawn, if the ritual is performed poorly, the mage may attempt a desperate attack; this ritual can also be lethal to the mage

o New ritual - bestow magic (aka gifting): this ritual can be performed on the selected day of the year and, if successful, will grant a pawn the gifted trait along with mood and selectable secondary bonuses

o New ritual - ascension: this ritual may be performed when a gifted pawn gains a vision (inspiration) of becoming a magic class; the magic class is random but pre-determined (known) prior to performing the ritual

o New Inspiration - arcane path (aka ascension): this inspiration allows a gifted pawn to acquire a magic class with the assistance of a void bringer ritual

o New event - mana storm: mana in the area becomes imbalanced and dangerous to use, mana flows readily and all spell costs are reduced by half and all mana reduction barriers are removed, however, any spell that costs over 5 mana will cause the storm to strike the mage; the more the spell's mana cost exceeds 5 mana, the stronger the arcane strike becomes

o New ritual outcome that replinishes mana for participating mages

o New mod option added to disable camera snap-to-pawn after using teleport or rapid movement abilities

Tweaks:
o Improved artwork for thrumbosaber, thrumbow, elephant spear, elephant tusk, elemental rings (orbs) and thrumbo axe courtesy of Kasmex Forever ¿Vladislav?
o Undead status will revert to slave status under ideology to prevent influencing ideologies; the interaction with the slavery precept is intended
o Undead will maintain the same ideo and certainty as their necromancer
o Mana potions reclassified as "medical"; syrrium is still considered a social drug
o Reduced cooldown of ice mage spells by ~25%
o Magic weapons can now be selected as relics
o Placeholder weapons for supersoldier and technomancer can no longer be selected as relics
o Non-violent abilities can be used on venerated animals
o Undead animals will only decay to rotted corpses instead of skeletons
o Slaves will always produce random books and have a 25% chance to fail, destroying the book
o Elemental Assault difficulty scaling change to be easier at lower settings and harder at higher settings
o Having the "Corpses - Don't Care" precept will prevent the debuff for seeing undead

Bug fixes:
o Encase will correctly remove all walls following a game load
o Transporting unescorted slaves in a transport pod will be lost instead of converting to regular colonists