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Gladiator class makes use of these skills, with a variety of offense and defense skills to enhance a melee based pawn.
This updates adds in about 11 standalone spells that do everything from charge batteries to cool your fridge. Full list is on the Ludeon Forums: https://ludeon.com/forums/index.php?topic=37161.30
Update also fixes item rewards from the caravan request and adds in two master spells.
Fixes the bug that would leave behind invisible duplicates when using blink, whirlwind, or valiant charge.
Fixed a bug where grapple and whirlwind could instantly kill an enemy from the "knockdown" hediff.
Added exception checking for teleport that will no longer allow you to cast on invalid locations, attempting to do so will still consume mana but will instantly "poof" the teleporter.
Teleport "portfuel" will no longer explode into large fires.
Expanded the level up message to indicate skill points were gained
The "Moisturize Ground" spell can now terraform gravel into usable soil (along with sand)
The "Dry Ground" spell terraforms shallow water to mud/marsh, and mud/marsh into usable soil
Starting traits "Magically gifted" and "physically adept" chance to be assigned to a new pawn has increased by 150%
The Arcane Stash event has been temporarily disabled while it's reworked. The event still remains to prevent any errors with existing saves, but the event will no longer trigger at this time.
Reduced rate that xp was gained from full mana/stamina by roughly 40%
Reduced xp gain from stamina ability use by 50%
Slight increase to skill tree combat spells by ~10-20%, utility spells were unchanged
Added a new event: arcane bandits!
Summoner: this class can summon mines, turrets, and terrifying elementals to defend the colony. Can also summon minions to assist in daily tasks.
Sniper: focuses on precise attacks that target particular vulnerabilities. Very flexiible class that helps overcome those unexpected dangers.
All assembly references were adjusted to look only at defNames and any internal messages were transferred to the language .xml file - if you're interested in helping translate the mod, please let me know.
Whirlwind will now benefit from the global strength skill
Fixed a bug where sprint and grapple were not benefitting from their effeciency skill after the skill was leveled above 0
Fixed a bug where fortitude was not correctly mitigating damage
New stand-alone spell: summon minion
New faction - arcane fold. A rare faction that specializes in the arcane. Creation of this faction is also a first step in creating events centered around magic. The Arcane Fold will now send caravan traders; you will find a a good selection of spells and magical artifacts in their stock. A new game will be required to generate them on the map.
Reworked Gladiator Cleave to improve overall functionality and ease of use - this ability is now instant cast and searches for nearby targets around the Gladiator, if a target is found, it will instantly apply cleave to this target.
New disease - Arcane Sickness. Though rare, and usually not deadly, the disease absorbs mana in the body of the mage and will prevent any mana gain while it is present. It also has significant physical side affects if left to fester. The disease attaches to microorganisms so standard treatments can applied by eliminating the microorganism carrying the disease.
Two new stand-alone spells - siphon mana and transfer mana. Siphon mana will drain a significant amount of mana from another mage and be absorbed by the caster. The amount of mana drained will never exceed the current amount held by the victim. If the victim is not a mage, this spell will drain life force from physical capacities and can act as a significant debuff on the target and can cause death in extreme cases. This spell can be applied multiple times to a target to increase the effect. Transfer mana functions similarly, in reverse however, the caster will lose mana and the recipient will gain mana. If the recipient is not a mage, they will gain significant physical enhancements from the controlled surge of mana into their body. Like siphon mana, too much can be harmful and even deadly.
Lastly, some casting behavior changes have been made to improve the feel of abilities. If an ability is used and meets criteria for range and line of sight, it will instantly cast. Pawns will no longer move to a "preferred" location to cast the spell, as long as it can be cast immediately. If a spell targets another pawn, and does not meet cast requirements, your caster will still move to get into position. Ground targeted abilities will still be used without any affect, so pay attention to the target indicator.
Some abilities now ignore line of sight. These spells include: summon, blink, all buffs (eg AMP, Ray of Hope, etc), and terra-form spells.
Some abilities can now be used with a shield belt (or shield generating item). These spells are generally the non-projectile or non-violent abilities. The list includes: blink, summon, teleport, all gladiator abilities, all paladin abilities, all buffs, and most of the utility, stand-alone spells. If an attempt to use an ability that does not work with shield-belt is made, when you click the ability icon it will now generate a message telling you it does not work and what item is blocking the mages power.
New class - Druid: a support class that can regenerate wounds over time, cure (natural) diseases and infections, poison enemies with a toxin that gets worse the more they move, beguile animals and even regrow limbs.
Fixes a bug/conflict with bombardment targeter and mortar systems where they were not able to select a target.
Adds in a debuff that affects the mage after casting spells with a high mana cost. The bigger the spell, the worse the debuff.
Bug fix - mages can no longer attempt to summon themselves.
Bug fix - mages travelling in caravans would generate an exception error every several seconds, this should no longer occur.
Cure Disease (druid) - no longer categorized as violent
All spells that occured over a period of time now retain the spell properties through a game load, this includes the following spells: Eye of the Storm, Summon Pylon, Summon Minion, Summon Explosive, Summon Elemental, Teleport, Regeneration, Poison, Lightning Storm, Lightning Cloud, Firestorm and Blizzard.
Summonable buildings (such as summon pylon or heater) are no longer buildable through normal means.
Summonable items and buildings should no longer appear in any trade menu.
Seed of Life will now deteriorate (quickly) if unroofed and will require refrigeration.
Arcane Camp event has had the reward ambrosia plant replaced with ambrosia fruit.
Pawns can now be healed while wearing a shield belt (or shield belt "like" item)
New master spell - Eye of the Storm: lightning mage (storm born) only, releases a ball of electrical energy to fly along a set path, striking objects and creatures at random.
Update includes quite a few new additions:
New class: Necromancer - a sorcerer of the dark arts with a central focus of raising corpses as undead minions. Undead 'appear' as the colonists they once were, but will lose almost all traits, skills, and behaviors that made them human. Undead possess no needs and can work throughout the day and night. There are some skills they will no longer be capable of, such as research, learning or caring. They also move considerably slower. The magic that creates the undead must be sustained by the necromancer(s), a side product of this is that the tissue of undead will slowly knit itself back together (though limbs and other destroyed body parts are gone for good); if multiple necromancers exist on a map, they will share the cost to sustain undead, regardless of who created the undead. If no necromancers exist on the map with undead, the undead will return to their original state (dead).
The necromancer gets several supplemental spells. Fog of Torment chokes the life out of any living that remain inside the fog and attempts to kill through excessive pain; undead are healed by the fog. The necromancer can consume undead or corpses to replenish mana (and life if trained to do so). Lastly, the necromancer can exert power over the biological and arcane energies within a corpse or undead turn it into an explosives that will detonate after a short period.
A few notes: there are currently no pawn thoughts concerning necro's or undead, these will be added down the road to add more depth to the class and their interaction with the living. Necromancers are a very 'indirect' class, so please provide feedback on the feel and balance of the class. Lastly, during limited playtesting, this class can reach levels of arcane weakness great enough to kill themselves... so keep that in mind before creating another group of undead.
New Class: Bladedancer - a close combat glass cannon. The bladedancer excels at rapid assaults, but does not perform well in a sustained fight. Through two skill lines, they can gain considerable boosts in passives that improve hit chance, dodge, movement, and manipulation. Their primary opening skill is called "phase strike" which lets them phase out of existence at one location, and phase into existence at another, immediately striking enemies upon entry. In addition to this attack, they can perform a point blank blade spin, striking all enemies in the immediate vicinity for heavy damage. They also have some versatility with Seismic Slash, which strikes all enemies along a line for heavy damage. Bladedancers must have a melee weapon equipped as their primary to use their skills.
The bladedancer introduces a different approach to damage calculations, which incorporate pawn melee dps, weapon, dps, weapon quality, skill modifiers, and weapon multipliers - all these values are used to determine the damage for each skill which should provide a much more accurate representation of the weapon the pawn is using. Gladiator skills based on weapon damage were also reworked with these calculations.
Eye of the Storm now has a 3s delay before it will begin striking targets. That being said, after this delay, it will strike any target in its path with impunity.
Magic and Might panes were reworked with consideration for the lowest vertical resolution - all options should now be visible on all resolutions.
Arcane script costs were reduced by 20% across the board. Arcane spells were reduced by 40%.
A new series of magical learning items have been added - all arcane scripts now have a "torn" version. These torn scripts will promote a pawn to their advanced trait and grant a random number of spells belonging to the class. It's possible to advance and learn no spells - in cases like this, you will need to wait until the pawn levels by possessing excess mana to learn new spells. Usually, the pawn will learn 1 or 2 of their class spells. The spells that aren't learned may be learned via the magic tab, once enough ability points are available to learn the spell. Unlearned spells cost between 1 to 3 ability points. Torn scripts are considerably cheaper than their completed counterparts. At this time, there are no torn scripts for combat classes, but the combat scroll costs have been reduced.
Mod settings are now included to allow adjustment of several of the mod features such as mana regeneration and how quickly mages gain xp from using spells.
AI can now cast spells.
There are several options for AI casting. It can be disabled entirely in the mod settings, or you can pick the challenging route and turn on AI casting hard mode.
To support AI casting, all mod traits can occur at random on pawns. These pawns will come equipped with the full spell complement for their class. If AI casting is turned on, AI mages will occasionally cast a retaliation spell before they die or are downed rather than allowing themselves to be captured. On hard mode, they will always do this.
The Arcane mage spell, summon, now instantly moves the target for both pawns and objects.
Some trait names and scroll descriptions have been adjusted for clarity
New stand-alone spell: Mana Shield - allows mages to create a health buffer at the cost of their mana pool. Use of the spell while mana shield is active will disable the spell as will taking damage in excess of what can be absorbed by mana.
Adds a new option in the mod settings that allow you to mark enemy mages. This will put a small icon next to enemy mages so you don't have to go digging through each character to know which ones may retaliate. This can be turned on or off in the mod settings.
- Change to the default behavior when assigning abilities. In previous versions, all class abilities would be assigned unless using a torn script to learn an advanced trait. Now, abilities are assigned in a random nature when a pawn is given a trait. This affects all preperatory character creation and mods such as EDB Prepare Carefully and Android printing. Advancing from precusor traits (magically gifted, physically adept) to advanced traits via use a a full arcane script will always assign all class abilities.
- The Arcane mage master spell "Gateway" has been added. Through intensive research and study, mages have been able to fold reality between two places, allowing instant travel. This knowledge has manifested in two ways - the Arcane mage can now learn the Gateway master spell and perform a mass summon from any colonist occupied map to the caster position.
- Through research and study, colonies are now able to construct the a Portal. These artifacts may then be activated by (and only by) Arcane mages that have learned the Gateway spell. As long as a portal is charged with energy, it is capable of instantly transporting items and pawns to a distant location.
- Exception handling has been added for all abilities that attempt to create, destroy, or move pawns or items. This includes abilities such as teleport, phase strike, blink, summon elemental (and so on). In the event of a failure within the ability, the exception handler will attempt restore any pawns or items involved and then immediately end the ability.
- Trait tweaking - base trait occurence likelihood has been increased; Sniper and Bladedancer traits will now only assign AI to the lowest level of the trait.
- Druid spell "Cure Disease" will now attempt to cure the disease even if the disease has been tended.
- Deconstruction of summoned buildings will no longer return mana potions (returns nothing)
- Undead should no longer attempt to research or tend other pawns (or themself); when undead are created, they will automatically be assigned a 24hr work cycle.
- Tweaked stamina user xp gain - increased to level at approximately the same speed as mages.
- Portals can now transfer pets - pets must be in the stockpile zone and can be transported using "transport items" option
- Disabling Shot (sniper) and Grapple (gladiator) will now cause instant hostility between factions
- Snipers must now have advanced weaponry equipped in order to use most of their skills
- New Event: Elemental Assault; this challenging event triggers during the late game and involves hordes of elementals storming your base!
- Added a series of thoughts and social behaviors involving Undead; living colonists will now be much less likely to "befriend" one of the undead
- Added a series of thoughts and social behaviors between Necromancers, Druids, and Paladins
- Valiant Charge should no longer destroy a pawn if the explosion triggers an exception
- Update notes are now displayed as news items in-game
- Rifts are no longer constructable
- Druid spell "Soothe Animal" now recognizes when skill points have been invested in the effeciency skill
- Summoned structures (mana mine, defense pylon, teleporter) no longer expand the home area
- A summoned teleporter no longer needs to be fueled with portfuel - this occurs automatically
- Slightly reduced the damage bonus for various Bladedancer, Gladiator, and Sniper abilities that use weapon dps as a basis for skill damage
- New class: Priest - support class that excels at improving the health of colonists.
Abilities:
Advanced Heal - similar to the Paladin's heal, except it can be leveled higher and is more potent. Points invested in Advanced Heal also apply to Heal, if the Priest acquires the Heal spell through a scroll.
Purify - Cleanses many deep seated injuries and natural human conditions. It also has the power to help reduce or remove addiction withdrawals.
Healing Circle - creates a temporary circle that generates waves of healing power.
Bestow Might - Powerful, single target buff that enhances many combat related attributes.
Resurrection (master) - revives a recently deceased pawn. Effects are similar to resurrection serum but, through skill improvements, the likelihood of resurrection sickness effects can be reduced.
- New class: Ranger - a versitile class; able to form a bond with an animal and readily faces the many hardships of RimWorld.
Abilities:
Ranger Training - surviving in the wilds can teach the ranger many useful skills
Bow Mastery - training with the bow increases the overall lethality when using bows
Poison Trap - using skills learned in fieldcraft, the ranger can emplace traps filled with druidic poison to impare and disuade enemies. The ranger's skill at emplacing these traps puts mechanical sensors to shame.
Animal Bond - forms a bond with an animal of the wild that benefits both ranger and beast
Arrow Storm - launches a volley of arrows at a target, but cannot be used without a bow
- Necromancer's will no longer complain about seeing, or making, corpses...
- Fixed several undead animal need related bugs. Continued refinement of Undead thought generation and interaction.
- Druid "Regrow Limb" now uses it's own recipe class and should have less chance to conflict with other mods; failure no longer restores the limb and success no longer sends the failure letter.
- Caravan fixes: mana is now gained while caravaning; undead no longer throw errors in a caravan; in addition, undead in a caravan require a necromancer in the caravan to survive - if no necromancer exist in the caravan with the undead, they lose the source of arcane power that sustains them and will return to the dead (all held items will transfer to another pawn).
- AI will now buff themselves before entering combat.