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A RimWorld of Magic - Space-Time Mage Class [Revisited]
   
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Mod, 1.5
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24 Aug, 2024 @ 10:16pm
10 Sep, 2024 @ 11:18pm
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A RimWorld of Magic - Space-Time Mage Class [Revisited]

Description
Adds the Space-Time Mage Class: Masters of the space-time continuum. These mages are adept at controlling the battlefield through an array of unique abilities, designed to keep enemies at bay. Their powers are typically granted through a pact with an extraplanar entity possessing similar capabilities.

This pact often marks the soul of a Space-Time Mage, manifesting visibly in their eyes. This could range from unusual eye colors to having pupils shaped like clocks. As a reflection of their soul, these effects persist even if their physical eyes are lost.

Key Abilities:
- **Blink** and **Reverse Blink**: Instantaneous movement spells with varied range, allowing for quick repositioning of both the mage and their foes.
- **Time Dilation**: Manipulates time to speed up the mage, effectively doubling their action speed at the base level.
- **Accelerate Time** and **Reverse Time**: Speed up or rewind time, affecting various processes around them.
- **Recall**: Enables the mage to return to a previously marked position, providing a strategic retreat or repositioning tool.

Passive Effects:
- **Eyes of Time and Space**: A hediff marking their pact, visible in the mage's eyes, granting them passive abilities to manipulate time and space subtly affecting their interactions and capabilities.

The class also features significant reductions in cooldowns and mana costs, promoting a dynamic and fluid combat style centered around spatial manipulation and temporal acceleration. Their lack of direct damage spells is balanced by their control and mobility capabilities.

Comment on the balance or suggest further enhancements on our discussion page.

Note: Went with the Fibbonaci sequence for time dilation levels. 1, 2, 3, 5, 8; so, that's 2x at level 1, with three upgrades.

Aging! Space Time Mages will age normally up to 13, then from there they won't age past 20 or below 13 (reverse time).

When they do age, it will be affected by time dilation. So. Ex: a 13 year old with an upgraded time dialtion will age to 14 in a single quandrum. A 20 year old will just stay at 20.

Caravans! I couldn't figure out how to boost caravan speed yet. So. Time Dilation will be turned off when in a caravan. I'll keep looking into it.

Mental Breaks! Mental breaks will be checked and will end based on the time dilation level. Good luck keeping your Space-Time Mage from smashing your chemfuel stockpile in a 4x tantrum!

This is a re-release of the original. This version removes the push and pull abilities, adds leveling to time dilation, and adds the chronomancer's recall ability.

Plans: ability to cycle between time dilation levels. Right now, whatever level you have is the level you get.

Source: [Space-Time Wizard on DnD Wiki](https://www.dandwiki.com/wiki/Space-Time_Wizard_(5e_Class)), [Space-Time Magic on Powerlisting Wiki](https://powerlisting.fandom.com/wiki/Space-Time_Magic)

This class utilizes Torann's "A RimWorld of Magic - Custom Class Editor Add-on" for customization and integration.
23 Comments
Pent 7 Jan @ 7:02am 
I love those crazy liches
Pent 7 Jan @ 6:58am 
You're amazing for revisiting this class. To bug you a bit I want to ask if you would consider revisiting the psionic lich class? It was my favorite from your collection and the use of mental attacks with blink and prediction was invaluable in my longest running colonies. Would be super epic
Fatal 14 Sep, 2024 @ 3:17pm 
Thank you so much!
CzarnyCzlowiek 13 Sep, 2024 @ 11:17am 
I love this class, always have it with Rimworld of Magic. Thanks for creating it and I appreciate you continuing to maintain it.
Netzach Sloth  [author] 9 Sep, 2024 @ 8:29pm 
The bleeding thing is actually bug-ish. The reason that happens is because I'm increasing bleeding speed, without increasing blood generation speed, because blood generation isn't a stat.

I found a mod that does it, but I need to figure out how they do it, before I can add it.

What should happen, eventually, is that they'll bleed super quick, but they'll recover from bloodloss just as quick, so that scratch wouldn't kill them.
picard65 9 Sep, 2024 @ 11:48am 
i think that also for combat you need to be carefull, bleeding in less than an hour just for some scratches that most other pawns would just be able to walk off and wait a bit for tending is not something to take lightly either, so removing/reducing the buff during combat may impact this element of risk, and, unless it's made so that it reapply after, it would be quite micro to remember each time to recast the spell, especialy on bigger colonies, and yes, the resource draining and the more difficult mood break also add something that is a bit different than most other classes
QuarianRex 8 Sep, 2024 @ 9:26am 
This class seems to have been conceived around being a teleporty speed-demon. Shoehorning in a limitation that makes their powers fail them when they are needed most would just make people avoid this class and look for more reliable/versatile options.

Still think that lowering the max speed to 5x (or even 4x if you are really worried about the numbers) and increasing the cost of Time Dilation (so that it isn't a complete no-brainer to max out first) and calling it a day is all that might be needed. Remember, there is no greater mod ecosystem that you absolutely need to balance this around. You set up the mod page quite well and people know what they are getting into when they download it. You offered the ability to have a Speedy/Blinky man. It is perfectly fine to allow the class to be both Speedy and Blinky.
QuarianRex 8 Sep, 2024 @ 9:26am 
Making damage knock a pawn out of time dilation is a very interesting possibility that I had never considered before. I can see the elegance of it as a balance option but it just seems to be cripplingly un-fun. No-one wants to play The Flash if he forcibly becomes a normie every time he stubs his toe.

Also, in a weird way, I think that the combat slowdown actually makes it MORE unbalanced. Part of the inherent risk of Time Dilation is that the Space Time Mage doesn't have any other buffs in their kit to mitigate or recover from damage, leading him to be a high risk/high reward glass cannon. Knocking them out of Time Dilation on damage makes the risk of close combat so high that the risk will never be taken, forcing them into a niche of non-combat utility or extreme long-range sniping, both quite safe and therefore boring options.
Netzach Sloth  [author] 7 Sep, 2024 @ 10:57pm 
Probably gonna revert it back to before. 2, 3, 5, 8, but with a pause for combat.

Not sure what that's going to look like yet. I don't like disabling it completely for combat.

Maybe a damage penalty to melee scaling with speed, and a pause on the time dilation whenever the pawn takes damage scaling with time dilation level for duration.

I was thinking, 8, 5, 3, 2, seconds respectively. What do you think?
QuarianRex 7 Sep, 2024 @ 5:53am 
@Netzach Sloth, OP is a matter of taste in a single player game. 'Balance' isn't quite so pressing in this context. The innate balancing of multiplying the needs should not be ignored. Needing to eat/sleep eight times (or what have you) more than another pawn is not to be underestimated. Also, missing a Mana Drain notification is a death sentence, since the mana bottoms out nigh instantly.

That said, some tweaking may not be a bad thing, just not as harsh as proposed. Limiting Time Dilation to a max of 2x is just too sad for the defining ability of the class. 8x speed seemed a bit excessive, but 5x felt satisfyingly game changing.

How about keeping a 4 level progression of levels I, II, III, IV, being 2x, 3x, 4x, 5x, but changing the point cost to 6? Needing 18 levels of progression (assuming the pawn starts with Time Dilation) to max out a dramatically potent ability sounds like an appropriate opportunity cost.

Thoughts?