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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.
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.
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.
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?
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?
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?
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.
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.
Thanks for the workaround though.
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.
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.