RimWorld

RimWorld

A RimWorld of Magic
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Opdatering: 7. sep. 2021 kl. 12:14

[Auto-generated text]: Update on 9/7/2021 10:14:21 PM.

Bug fixes:
o Changed how undead observation is determined if the pawn doesn't care about corpses
o Fixed a bug that would count all slaves as mage slaves

Opdatering: 7. sep. 2021 kl. 11:18

[Auto-generated text]: Update on 9/7/2021 9:18:36 PM.

o Fixed alignment of new mod option
o Re-ordered ideology mood results to show benefits of each stage

Opdatering: 6. sep. 2021 kl. 6:46

[Auto-generated text]: Update on 9/6/2021 4:45:56 PM.

Bug fixes:
o Added several error checks for undead thoughts and hediff
o Changed the soundDef of voidseeker abilities to be a proper sustainer sound
o Fixed a few typo's and text errors

Opdatering: 5. sep. 2021 kl. 11:03

[Auto-generated text]: Update on 9/5/2021 9:02:51 PM.

Tweaks:
o Undead can not be emancipated - the option can be selected but will never execute

Bug Fixes:
o Fixed a bug when dismissing undead

Opdatering: 5. sep. 2021 kl. 7:54

[Auto-generated text]: Update on 9/5/2021 5:54:40 PM.

Tweaks:
o Prevents undead slaves from rebelling; suppression will always be 100%

Opdatering: 5. sep. 2021 kl. 6:48

[Auto-generated text]: Update on 9/5/2021 4:47:51 PM.

v2.6.1.0 update - Ideology phase 1 - mages

New:
o Magic Ideo (Meme) - Transcendent: reflects on different opinions of magic and mages and includes the following precepts...

o Precept: Abhore Magic - views magic as an abomination that will hold humanity back from true growth, and mages as less than human
Bonuses:
- No mages in the colony (mage slaves are barely tolerated)
- Social opinion improvements for killing a mage
- Mood bonuses for killing mages
- Mood bonuses for the colony when killing a mage
- Mood bonuses for severing a mage from magic
Penalties:
- Mood penalties for mages in the colony
- Social penalties for being a mage
- Mood and social penalties for using magic or allowing magic to be used

o Precept: Disapprove of Magic - views magic as a roadblock to technological advancement and mages and perpetuators of the dark ages
Bonuses:
- Few mages (relative) in the colony
- Mood bonuses for limiting the amount of spells used per day
Penalties:
- Too many mages in the colony
- Too many spells or abilities used per day
- Mild social penalty for being a mage

o Precept: Approve of Magic - views magic as a valuable asset that can be used to better the colony
Bonuses:
- Enjoys seeing or using magic
- Social approval of mages
- Mood bonuses for number of mages in the colony
- Social opinion of a mage improves for using magic
Penalties:
- No mages in the colony
- Mood penalty for pawns that do not witness magic for a day
- Non-mages have a social penalty with mages
- Disapproves of the magic severence ritual

o Precept: Venerate Magic - views magic as a divine gift and mages as exalted beings able to commune with the gods
Bonuses:
- Social opinion increases for a day for a mage after using magic
- Mood bonus for using or seeing magic
- Social bonus for being a mage (less so between mages)
- Mood bonus for number of mages in the colony
Penalties:
- Mages view non-mages with disdain
- Mood penalties for having mages as prisoners or slaves
- Mood penalties if no magic is used for a day
- Mood penalties for killing a mage (colony and individual)
- Social penalties for killing a mage (less so as a mage)
- Strongly disapproves of the magic severence ritual

o New role - Void bringer - a mysterious figure able to sense and manipulate the flow of magic
- Ability Mana Storm: disrupt the balance of mana and cause mana to become hyper-available but dangerous to use
- Ability Elemental Rift: uses mana to create a rift to an elemental plane; elementals from the rift will defend the colony
- The void bringer is required to perform the sever magic, gifting, and ascenscion rituals

o New ritual - sever magic: this ritual strips all magical ability from a pawn, if the ritual is performed poorly, the mage may attempt a desperate attack; this ritual can also be lethal to the mage

o New ritual - bestow magic (aka gifting): this ritual can be performed on the selected day of the year and, if successful, will grant a pawn the gifted trait along with mood and selectable secondary bonuses

o New ritual - ascension: this ritual may be performed when a gifted pawn gains a vision (inspiration) of becoming a magic class; the magic class is random but pre-determined (known) prior to performing the ritual

o New Inspiration - arcane path (aka ascension): this inspiration allows a gifted pawn to acquire a magic class with the assistance of a void bringer ritual

o New event - mana storm: mana in the area becomes imbalanced and dangerous to use, mana flows readily and all spell costs are reduced by half and all mana reduction barriers are removed, however, any spell that costs over 5 mana will cause the storm to strike the mage; the more the spell's mana cost exceeds 5 mana, the stronger the arcane strike becomes

o New ritual outcome that replinishes mana for participating mages

o New mod option added to disable camera snap-to-pawn after using teleport or rapid movement abilities

Tweaks:
o Improved artwork for thrumbosaber, thrumbow, elephant spear, elephant tusk, elemental rings (orbs) and thrumbo axe courtesy of Kasmex Forever ¿Vladislav?
o Undead status will revert to slave status under ideology to prevent influencing ideologies; the interaction with the slavery precept is intended
o Undead will maintain the same ideo and certainty as their necromancer
o Mana potions reclassified as "medical"; syrrium is still considered a social drug
o Reduced cooldown of ice mage spells by ~25%
o Magic weapons can now be selected as relics
o Placeholder weapons for supersoldier and technomancer can no longer be selected as relics
o Non-violent abilities can be used on venerated animals
o Undead animals will only decay to rotted corpses instead of skeletons
o Slaves will always produce random books and have a 25% chance to fail, destroying the book
o Elemental Assault difficulty scaling change to be easier at lower settings and harder at higher settings
o Having the "Corpses - Don't Care" precept will prevent the debuff for seeing undead

Bug fixes:
o Encase will correctly remove all walls following a game load
o Transporting unescorted slaves in a transport pod will be lost instead of converting to regular colonists

Opdatering: 8. aug. 2021 kl. 11:52

[Auto-generated text]: Update on 8/8/2021 8:52:00 PM.

v2.6.0.3

Tweaks:
o Re-added compatibility support for Giddy-Up (v1.3)
o Sentinel health increased 30% for all stages
o Corrected sentinel shadows

Bug fixes:
o Spirit wolves will drop carried items before returning to the spirit realm
o Faceless can mimic magic spell casting again
o Artifact orbs can be used again
o Essence of might and magic correctly save their stored values

Opdatering: 4. aug. 2021 kl. 21:38

[Auto-generated text]: Update on 8/5/2021 6:38:38 AM.

Removed debugging patch.

Opdatering: 4. aug. 2021 kl. 14:44

[Auto-generated text]: Update on 8/4/2021 11:44:21 PM.

RWoM v2.6.0.2

New:
o Support added for RimWorld v1.3

Tweaks:
o Summoned creatures no longer count as a death of a colony animal
o Casting cooldown and energy costs can no longer be exploited using queued casting
o Most needs removed from Undead and Lichs
o Undead that are no longer under the player's control will decease
o Magicyte mined by factions besides the player's faction spawns as forbidden
o Androids from Android Tiers should properly be counted as robots
o Added additional conditions to autocasting to prevent violent abilities being used on friendly or non-threating, neutral pawns
o Undead and Lichs will no longer spam floating text for tended wounds

Bug fixes:
o Fixed error when launching flying objects
o Fixed a bug with queued abilities losing their target location
o Shadow bolt (and shadow damage) properly assign negative relations from damage
o Bonded pets lose the animal bond buff on death
o Fixed a bug where autocasting could generate an error from an empty collection
o Physically adept (or wayfarer) pawns can now write books of custom fighter classes
o Magically gifted (or wanderer) pawns will no longer randomly write custom fighter books
o Fixed a bug where wandering lich would never spawn minions
o Fixed ideology "ugly" undead bug
o Fixed a bug when the original weapon used for a technoweapon was destroyed causing an invalid reference when loading a save
o Fixed a bug with undead dying in a caravan or drop-pod
o Fixed a bug where undead and lichs generated an error in a caravan

Opdatering: 16. mar. 2021 kl. 17:43

[Auto-generated text]: Update on 3/16/2021 5:43:49 PM.

RWoM v2.5.4.10 update
New:
o Custom spell category def file added for all "cure" abilities (Purify, Cure Disease, Reprogram Mechanites); similar to weapon categories, these lists can be modified to add diseases introduced from other mods

Tweaks:
o Stuffable material for fighter skills and books have been removed; ingredients are now set (similar to mage scrolls)
o Mechanite reprogramming will now work on lymphatic mechanites
o Using Raise Undead on undead will restore missing limbs and remove injuries
o Undead should no longer be affected by pregnancies or drug overdoses
o Undead (animals) will no longer produce gatherable resources
o Mana Potion recipe changed from go-juice crafted at the drug lab to syrrium and can be created at cooking stoves
o The amount of blood loss caused by Blood for Blood is now relative to the body size of the affected pawn or animal
o The amount of de-aging caused by Reverse Time is now capped

Bug fixes:
o Fix for transfer mana and siphon mana when used on animals
o Applied a fix for food calculations when involving undead
o Active Light pods from Light skip will prevent maps from closing until they land
o Sustained buffs are cleared when Faceless uses Mimic ability