RimWorld

RimWorld

A RimWorld of Magic - Space-Time Mage Class [Revisited]
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?
Netzach Sloth  [author] 6 Sep, 2024 @ 8:48pm 
So... I played with this for a bit, and it's stupidly OP compared to all other classes. Time Dilation is not scaled well.

I'm thinking of changing it to scale the same as the closes ability I could find to it.

Bestow Might from Priests.

So, it would be 4 levels. I, II, III, IV, being 1.4, 1.6, 1.8, 2.0

What do you think?
wydscum 26 Aug, 2024 @ 10:19am 
so fucking cool im downloading this rn
Netzach Sloth  [author] 26 Aug, 2024 @ 2:08am 
Note: to be clear, there is a performance hit for the time dilation ability.

It's not huge, but it is there. The way the ability works, is I patch the needs tracker, among other things, and when it gets called, I duplicate the call based on the level of the skill.

So, at rank one, need interval gets called twice, at rank four, it gets called eight times.

I want this to also work with hediffs. To accelerate the starving or dehydrating or infection etc... but doing it that way for that had a massive hit to performance.

With just a single pawn with time dilation active, it cut my ticks in half.

So that's disabled. The current performance impact is there, but it's minimal.

If anyone has any ideas on how to handle accellerating hediff ticks without a massive performance hit, I'm all ears.
Netzach Sloth  [author] 25 Aug, 2024 @ 5:23pm 
thanks, added
TurtleShroom 25 Aug, 2024 @ 4:41pm 
You forgot to make a Dependency link to the Rimworld of Magic Mod in the Side Bar of this Mod.
Netzach Sloth  [author] 25 Aug, 2024 @ 1:45pm 
@QuarianRex, You shouldn't need to reload, that sounds like a mod conflict. If I can find the conflict, I'll fix it. But right now it works for me.

Also, just uploaded a new one. Fixed the descriptions, and made it so that it'll update the currently applied time dilation to match your level, so you don't need to recase.

Let me know if it impacts performance. It shouldn't but, there is a small check done every second for each Space-Time Mage pawn to see if they need to be updated.

I'll look for more friendly ways to do it. But this shouldn't be an issue.
QuarianRex 25 Aug, 2024 @ 12:34pm 
@Netzach Sloth, Thanks for the reply. Seems to need to reload a save taken while the spell is active and then recasting to update. Recasting after just raising the level seems to just deactivate and then (when used again) recast it at the previous level. Just in case anyone else is having similar issues. Weird. Never seen that before.

Thanks for the workaround though.
Netzach Sloth  [author] 25 Aug, 2024 @ 12:04pm 
@QuarianRex, You have to cast it again to refresh. I'll do an update to fix that, and the descriptions.
QuarianRex 25 Aug, 2024 @ 9:23am 
Thanks for the update/rework. This is one of my favorite classes.

That said, Time Dilation seems to be a little busted. Upgrades seem to have no effect [headiff remains at Time Dilation (1+1) and a 200% bonus, even when maxed out) and the description states a progression of 2->4->8->16, not the proposed 2->3->5->8. Might want to add in the description that it costs 3 points to upgrade. For the first couple levels I was wondering if I was able to upgrade at all.

Fibbonaci sequence is a good call btw, much more satisfying. Again, thanks for the work you have done.
Hood 25 Aug, 2024 @ 5:35am 
omg please make more classes i would die for an arch mage class the most powerful spells all rolled up into one
Uriel Septim VII 25 Aug, 2024 @ 4:04am 
omg please make more classes I would die for an arch mage class the most powerful spells all rolled up into one
Gameking117 25 Aug, 2024 @ 2:56am 
so uhhh kronomancers of the necrons
Netzach Sloth  [author] 24 Aug, 2024 @ 10:18pm 
Hello! This is a reload with some significant changes from the original. Time Dilation is expanded on and actually works now for all needs, and for recreation generation.

Removed the repulsion and attraction and replaced with the levelable time dilation and Recall.

The age stop effect is added to the mod, so you don't need the implant mod anymore.