RimWorld

RimWorld

It's Sorcery!
 This topic has been pinned, so it's probably important
Zomuro  [developer] 2 Aug, 2023 @ 12:20am
Brainstorming
You have an idea, and enough people like that idea? Let's see what we can do with it.
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Showing 1-15 of 48 comments
Alite 2 Aug, 2023 @ 9:40am 
It might already be in the "spawn pawns with it" plans, but being able to tie scemas to traits and genes would be a nice addition. The trait/gene could then automatically add a random available spell(or multiple with a higher starting level).

Basically, a similar concept to Rimworld of Magic's classes, but the magic isn't locked for everyone who doesn't have the trait/gene, just available by default.
Zomuro  [developer] 2 Aug, 2023 @ 12:28pm 
Originally posted by alite:
It might already be in the "spawn pawns with it" plans, but being able to tie scemas to traits and genes would be a nice addition. The trait/gene could then automatically add a random available spell(or multiple with a higher starting level).

Basically, a similar concept to Rimworld of Magic's classes, but the magic isn't locked for everyone who doesn't have the trait/gene, just available by default.

Yeah I don't see why that can't be the case. Another thing to add to the work pile!

Keep in mind that the gene part is going to have to be Biotech locked.
Alite 2 Aug, 2023 @ 12:39pm 
Originally posted by Zomuro:
Originally posted by alite:
It might already be in the "spawn pawns with it" plans, but being able to tie scemas to traits and genes would be a nice addition. The trait/gene could then automatically add a random available spell(or multiple with a higher starting level).

Basically, a similar concept to Rimworld of Magic's classes, but the magic isn't locked for everyone who doesn't have the trait/gene, just available by default.

Yeah I don't see why that can't be the case. Another thing to add to the work pile!

Keep in mind that the gene part is going to have to be Biotech locked.

Makes sense. That's part of the reason I mentioned making traits to go along with genes. That way you can give people both options, and with any luck have them piggy back off of a similar system so it doesn't take as much work to code them.
I exist 5 Aug, 2023 @ 10:36pm 
I think user-side it'd be neat to be able to hide sorceries you don't want to see, sort of like VPE's loadout system, so that users can choose which abilities they can see and use, and also to prevent the gizmos from taking over the screen.

Modder-side, I think that maybe for progression you can make it so that sorceries could be upgraded by a node on the tree / leveling up, making it stronger either by dynamically changing values or just replacing it with a new sorcery, whichever's easier.
Last edited by I exist; 5 Aug, 2023 @ 10:42pm
Zomuro  [developer] 6 Aug, 2023 @ 5:00pm 
Originally posted by I exist:
I think user-side it'd be neat to be able to hide sorceries you don't want to see, sort of like VPE's loadout system, so that users can choose which abilities they can see and use, and also to prevent the gizmos from taking over the screen.

Modder-side, I think that maybe for progression you can make it so that sorceries could be upgraded by a node on the tree / leveling up, making it stronger either by dynamically changing values or just replacing it with a new sorcery, whichever's easier.

i'll have to think about the loadout idea- at some point this will be a serious consideration, especially since it's likely multiple magic systems are going to be on one pawn.

as for progression- yeah, that's basically how the skill tree works. you can simulate upgrading abilities via replacement, upgrading passives, the whole shebang, it's why I added the ability to add/remove hediffs and abilities

there's also exclusive nodes, which works just about exactly as it sounds like- so you can lock out upgrade paths, if you want
It'd be cool if you could have single skill nodes that can be bought multiple times, rather than having them branch into more advanced versions of the same node. A skill node could have a max level, and level requirements for nodes that branch off of it.

Maybe you could have skill nodes that level up separately from the schema, rather than being bought with skill points? Like an ability that gets stronger with repeated uses, but doesn't level up the schema itself.
Zomuro  [developer] 4 Sep, 2023 @ 5:05am 
Originally posted by Bleeding Eyes Mcgee:
It'd be cool if you could have single skill nodes that can be bought multiple times, rather than having them branch into more advanced versions of the same node. A skill node could have a max level, and level requirements for nodes that branch off of it.

Maybe you could have skill nodes that level up separately from the schema, rather than being bought with skill points? Like an ability that gets stronger with repeated uses, but doesn't level up the schema itself.

Oh darn, level requirements are a really obvious thing I should've added. Thanks for bringing that up!

It's also funny that you bring up that example of skill nodes leveling separately from the schema- I originally thought of that approach when I was working on my own custom magic system, prior to making this framework.

A multi-purchase skill node is something worth investigating. For the moment though, it's probably not going to be a priority.
Xilako 25 Sep, 2023 @ 12:39pm 
Wouldnt it be better to integrate consumables into the other energytracker classes instead of it being separate ?
This way you'd have what is basically "potions" to refill energy, to prevent overload or even to reload charges.
Because as it is now, depending on the rechargerate, it can either a refill for positive rate similar to what a mana/etc potion would do or a refill to something that doesnt regenerate on its own at all, unlike the refresh on Vancian, tho I didnt test the refreshtick together with it.
Xilako 25 Sep, 2023 @ 12:41pm 
Also would it be possible to regenerate energy via the methods xp is gained ?
onDamage, onDamaged, onJob and such ?
One could make an energy type that requires to balance dealing and taking dmg for example.
Zomuro  [developer] 27 Sep, 2023 @ 9:56pm 
Originally posted by Xilako:
Wouldnt it be better to integrate consumables into the other energytracker classes instead of it being separate ?
This way you'd have what is basically "potions" to refill energy, to prevent overload or even to reload charges.
Because as it is now, depending on the rechargerate, it can either a refill for positive rate similar to what a mana/etc potion would do or a refill to something that doesnt regenerate on its own at all, unlike the refresh on Vancian, tho I didnt test the refreshtick together with it.


Originally posted by Xilako:
Also would it be possible to regenerate energy via the methods xp is gained ?
onDamage, onDamaged, onJob and such ?
One could make an energy type that requires to balance dealing and taking dmg for example.

i'm going to give the idea with consumables a thought- that does sound like a pretty good idea

as for the other energy generation methods- well, that one I need to think about, since that would require essentially reworking the energytracker system almost completely
Xilako 28 Sep, 2023 @ 3:42am 
I can imagine. I will throw in a couple ideas tho.
especially with how many could be added.
One that depends on specifiable needs (take yayo need from addiction),
stats (as simple as psychic sensitivity)
or generated from casting certain abilities.

It might not have clear in my example, but I meant taking dmg to charge energy while dealing dmg would result in venting energy instead, trying to keep it from overloading.
Meaning there would 2 mechanics involving the same energytype here if we dont include possible future consumables.

Of course it would require an exception when using abilities so it wouldnt create an increased venting effect.
Akenno 14 Apr, 2024 @ 12:44pm 
Currently, if you use the same energy type but with different schemes, only the specific energy type of that one scheme where the ability is, will be used.
Any idea to combine those two?

For example:
I wanna use mana as energy type and different schemes for ability types, lets say water and fire magic.
If I use water magic, only the specific mana pool from my water magic will get used and not my complete mana pool. So I can still cast fire magic, if the mana is low in my water scheme, even if they use the same energy type.

Same energy type should use all the similar energy, right? So if I use water magic, I shouldn't be able to use fire magic if its the same energy type because it should lower both.

Is this intended?


Also, can two schemes be connected as prerequisites?
Last edited by Akenno; 14 Apr, 2024 @ 1:03pm
Zomuro  [developer] 14 Apr, 2024 @ 3:44pm 
@Akenno
regarding your problem:
the way you're using it, splitting water and fire magic into seperate schema, you've told the system that they are completely different systems- i.e., the mana in fire magic isn't the same as the mana in water magic, and so it gets treated as completely different.

if you want them to use the same energy, make sure your abilities use the same sorcery schema. fundamentally, it doesn't sound like you need completely different schema for this.

from a design perspective:
i did consider allowing magic systems/schemas to be combined, but i think the use case for that is relatively niche. maybe for simulating classes, but the leveling system can handle that to an extent.

exclusive schemas (i.e. a situation where you can't have these two schemas at the same time) is up for consideration but that falls into the same area.

as for linking together schema- interesting thought. my perspective is this: in most scenarios where you'd need to link together schema, you can accomplish the same thing with one schema. the big exception here is if you want to change leveling based on a "class"- atm, the leveling system is suited for a system like skyrim's.
Last edited by Zomuro; 14 Apr, 2024 @ 3:46pm
Akenno 14 Apr, 2024 @ 4:11pm 
My thought was a couple of abilites per element and based upon that combination for new ones. To reduce clutter of the level system, I thought I'd split them up into different schemas.
Zomuro  [developer] 14 Apr, 2024 @ 4:49pm 
Originally posted by Akenno:
My thought was a couple of abilites per element and based upon that combination for new ones. To reduce clutter of the level system, I thought I'd split them up into different schemas.

i'm not sure i follow here

if you want combination element abilities, in theory couldn't you just make a new skill tree for that, requiring you to learn prior abilities in other skill trees? as long as it's within the same schema, it's fine.

each element can occupy it's own skill tree within the same schema as well.
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