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my colonists can't do something there
Thank you for elaborating, yeah that would make sense. Couls be fun to implement!
Charges simply means the item is destroyed upon last use and must be recreated. Much like charges work in i.e. Warcraft III
And the Second Question. Some Items Have the Description Limited (2/2) as an example
like your Wand of Summoning or Wand of Fear. What does that mean? Do the charges refresh? If yes, to which time? After 00:00 o'clock?
Hope now you understand what my questions were :D
Dunno if I have the time atm, but Ill see what I can do. Alot of potential though.
@Prophet of Merci
Thx alot :)
I've no idea if its possible, but Ill give it a go if I get the time.
Youve gotta be more specific, Ive no idea what youre talking about ?? :)
Thx for the like
Holy shit, you added some of my suggestions from awhile ago. You've been busy. Just trying to get back into rim and try out 1.3 for the first time. Wanted to go through my mods first and delete/add stuff or check out updates.
Well here we are with some new stuff. Good job man!
Sometimes i wonder if it wouldve been easier to just have one wand thats empty, and simply fill it up with new (somewhat nerfed) spells that you can learn and discover. This would require an ancient magic grimoire and a spot to learn it (like the Cthulhu cult mod).
Each wand can have 5 infused spells total. Spells can be applied to a wand (or removed?) using your infusion alter or something.
Doing this would probably save you the trouble of being forced to make a bunch of new art for every single type of wand/spell out there.
I mightve understood your question wrong.
My only regret is the amount of artwork I still need to do.
I do think area of effect could be a good idea for greater wands. Ive had a problem implementing it properly with CE, but right now that wont be my main focus, as of ideology release Ive had a few new ideas I wanted to test out.
Progress on skyfall wand: for the time being it will work similar to the orbital bombardment, but with less strikes, like 3-5 instead of 30, since I dont have enough knowledge in C# to make it compatible with actual meteor falling.
Adding teleportation wand to the list, seems fairly reasonable in terms of coding, might be able to use the chaos skip and pawnskip as a basis.
Thx for info on the age mods, will definitely look into it.
And let me know how it faires with RWoM, I havent had time to try it out together yet.
Thanks for the feedback
Is your design intent to look for unique effects and avoid simple stat buffs that bloat the list?
Summoning: Love the idea of a low chance manhunter critical failure.
Idea, Wand of teleportation: lesser ones could be random-destination only, sending a pawn away in a random direction with a min-max range (15-30 cells?). Semi-good for last ditch escape from pursuing melee/animals. Normal to greater ones might offer partial or complete control for target destination.
Excited to play this with Rimworld of Magic and see how they interact/balance. :)
Thanks! The same thoughts have crossed my mind, but since my knowledge in C# is abit limited at the time, it is going to take a while implementing it all, but maybe in time I might go there. First off Im going to try and expand wands into the various elements and add actual powers to the trees, causing them to have an impact on sorrounding areas.
Then hopefully more will come
Tbh I legit wasn't expecting a reply! XD
I see a hell lot of potential with this since it isn't just one thing. Maybe a faction, race, or storyteller to go with it? Different items to go with the wands like a mixture of tech and magic. But this is just my mind kinda going off track-. I advice looking at the superpower wiki for ideas!
Thanks alot man, apreciate it!
Anything that you wish to see added?
fixed a bug caused by patching with CE, normal gameplay should be working again.
I already made it compatible with CE, so that kinda extends the work burden on each item already I suppose, but expands the audience, which is nice.
Yes it would. But if you didn't want to focus on making mods compatible, then that fine too. Just ignore it if need be.
Those are some really nice ideas!
Wand of convincing would be used with "Hospitality" mod I suppose, or?
Some more brainstormed ideas.
Wand of Barbs --- Summon a special magic imbued rosebush that damages and greatly slows targets moving through it. Has several uses. Deploys the bushes in 4x4 patches. Low flammibility but can still catch fire.
Wand of Youth --- Once used, target gets 10-20 years younger, OR stops aging for a set amount of time.
Wand of Beautification --- Remove scars from a pawn or creature. Has several uses.
Wand of Disarming --- Several uses. Cast on target to make it drop its weapon/gear in both hands.
Wand of Improvement --- One use, randomly raise a skill by 1-3 levels.
Wand of Herding --- Instantly tame a non-predatory creature. One use.
Some brainstormed ideas.
Wand of Convincing --- Used to get other visiting colonists into your colony by making it far easier to get them to stay with the colony. Also reduces resistance by 20% per use on prisoners.
Wand of Restoration --- Slowly regenerates health on the target over time, healing 5 damage on 3 wounds every few seconds.
Wand of Shielding --- Deploys a shield around the target, blocking projectiles from harming the target.
Wild Wand --- Causes an animal to go berserk, attacking all pawns and creatures in sight, starting with the closest.
Wand of Mending/Repair --- Restores a percentage of durability on an item. Has a limited number of uses.
Wand of Fulfillment --- As long as it is in your hand and equipped, your rate of needing food is decreased by 50% or so...or fills your food meter and keeps it full for 1-2 days per use.
Done :)