RimWorld

RimWorld

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Rimhammer - The End Times - Magic
   
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Mod, 1.0
File Size
Posted
Updated
6.268 MB
18 Jan, 2020 @ 9:35am
31 Jan, 2020 @ 6:30pm
2 Change Notes ( view )

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Rimhammer - The End Times - Magic

Description
THE 1.1 VERSION OF THIS MOD CAN BE FOUND HERE: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2020384442


If you use this mod without the Rimhammer - The End Times mod series, it will simply add some magic weapons and items. Similar to artifacts in vanilla RimWorld.

Load this mod after the base Rimhammer - The End Times mod, and before any Rimhammer race/faction mods.

This is not intended to be a stand alone mod. It is required for the Rimhammer - The End Times mod series, and will add the magical components in for all magic using races. The Rimhammer - The End Times faction mods require this mod.

Current factions that use this mod: Beastmen.

Currently items added:
-Chaos God Weapons: Khorne, Nurlge, Slaanesh, and Tzeentch.
-Chaos God Items: One unique item for each god.

Current magic lores added:
-Lore of Tzeentch - Shoot small or large fireballs at your enemies, or mess with their minds!
-Lore of the Wild - Wound enemies with the Bray Scream, summon a Jabberslythe to attack them, or turn them into mindless violent beasts with Devolve. Buff your pawns with the Mantle of Ghorok, or speed them up with the Bestial Surge.
-Lore of Shadow - Confuse your enemies, send them flying with the Steed of Shadows, Enfeeble them, make them forget their loyaties with Mind Slip, or blast them with the Penumbral Pendulum.
-Lore of Death - Shoot the dreaded Purple Sun at your enemies, or wound them with the Wind of Death. Steal their life, or slow them down with magical Manacles.
-Lore of Beasts - Summon a flock of angry ravens to swarm your opponents, tame animals, buff your pawns with Wysson's Wildform, put enemies into a coma-like Amber Trance, or damage them with the Amber Spear.

Each lore has 5 magic spells, so there's lots of variety!

Cast to your heart's content, but be wary of miscasts! They will wreck your magic user!

This mod is also a framework. Any one can add Warhammer themed magic to their own mods using this mod. You simply need to add some backstories that leverage the traits defined here in, and your pawns will have Warhammer themed magic abilities.

Other lores will come as the Rimhammer races/factions get added.

If you'd like to speed up the process of release, please consider supporting me on Patreon. The more support I get, the more motivated I will be to create more races/factions. https://www.patreon.com/SickBoyWI

Buy me a coffee: https://ko-fi.com/sickboywi

Join the Discord channel: https://discord.gg/UCmQbCT

Discuss this at Ludeon: XXXXXXXXXXXXXXXXXXXXXXXXXXXX


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Changelog
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0.0.0.1 2019-10-01
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Development started.

36 Comments
SickBoyWi  [author] 10 Apr, 2021 @ 7:51pm 
@bonejester13 - Try the newer version. This mod is for 1.0. The 1.1 and 1.2 version is here: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2020384442 That is likely your problem.
Bonejester13 / Elly 10 Apr, 2021 @ 4:32pm 
So uhh when I add this to my modlist, I can no longer right click to force tasks. What is causing THAT?
SickBoyWi  [author] 29 Oct, 2020 @ 6:12am 
@Asedo - Not yet, but VC and TK are on the list of factions to implement.
Nekrotik 28 Oct, 2020 @ 10:15pm 
is there necromancy ?!
SickBoyWi  [author] 1 May, 2020 @ 5:00am 
@Donovan - I looked, and didn't see it. If you're talking about the really high SecondsToRecharge, that was intentional, as a way to limit how often really powerful spells can be cast. If you disagree with those values, you can definitely change them yourself. I suggest getting on the Discord at the link above and posting in the mod-suggestions channel to get some conversation going, perhaps I can make a permanent change there should everyone agree with you. I'm open to talk and mod changes if people think they're necessary.
SickBoyWi  [author] 1 May, 2020 @ 4:55am 
@Donovan - Thanks! I'll get on that now.
Donovan 30 Apr, 2020 @ 5:02pm 
Great mod. FYI looks like a typo in Lore of Metal cool down times (25,00 - 30,000 seconds for this lore). Managed to edit them in "abilities" if anyone wants a quick fix.
SickBoyWi  [author] 12 Mar, 2020 @ 10:43am 
Harmonix 23 Feb, 2020 @ 1:19pm 
Oh, so I was using the wrong order. Thanks!
SickBoyWi  [author] 22 Feb, 2020 @ 3:18am 
@emmaneowyn -Make sure you have them in the right order: Base Rimhammer, Magic, Dwarfs, Beastmen (the last two don't really matter for order, but that's how I have them). Is that how they look for you? If you post over on the Discord, you'll get assistance much faster.