RimWorld

RimWorld

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Kure's Rimworld of Magic Class Expansion Pack
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Mod, 1.2, 1.3, 1.4, 1.5
File Size
Posted
Updated
39.330 MB
Sep 22, 2020 @ 10:11am
Jun 6 @ 5:22am
390 Change Notes ( view )

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Kure's Rimworld of Magic Class Expansion Pack

Description
A class expansion pack for Rimworld of Magic! Install under RoM in load order.

646 new custom abilities
59 new custom classes - 31 stamina classes, 13 magic classes, 15 dual-classes. Play as Dragoon, Shadowbringer, Plaguedoctor!
7 new fighter cantrips
3 new mage cantrips
159 new class-locked cantrips - many vanilla classes have new skills they can learn!
18 new magical items

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-The Mod Documentation thread in the Steam discussions area briefly covers most of the things that have been added to the game with this mod.

-Raiders cast a lot of abilities with this mod. Adjust AI casting settings in RoM's mod settings to make them cast more or less often.

-If you're encountering a problem with pawns having abilities from the wrong class, this is an issue with pawn generation. It's usually caused by character editor mods, such as Prepare Carefully. That's not an incompatibility with this mod, it's an incompatibility with RoM in general. Saving and reloading may sometimes fix the issue. Another option is to devmode Remove Class, then manually give the pawn the desired class trait. Pressing the Reset Class button may also help.

-Buggy casting, and skills not firing properly or not properly going on cooldown is a bug that is generally caused by mods that improperly utilize Vanilla Expanded Framework to add special attacks to animals, which messes with the casting mechanism of JecsTools/Rimworld of Magic. If you experience these problems, please bring it up with the creators of these mods, or VEF.

-Issues with hediffs not ticking properly are probably caused by Rim73. Disable hediff changes to stop this.

-Issues with flickering resource bars are probably caused by Performance Optimizer. Disable Gizmo changes to stop this.

-Prepare Carefully has an issue where class traits aren't readable due to a large list of incompatible traits. Prepare Carefully can also cause a few other issues with this mod and vanilla RoM. Character Editor is recommended instead.
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Should be fine to add mid-save. Here's the generic troubleshooting process, try these solutions first before anything else:
1. Make sure you have the latest version of Rimworld of Magic and Rimworld.
2. If you're having trouble with a class not having the correct abilities, try resetting the class by going into Dev Mode, then enabling Godmode and going into either the class's Might or Magic tab, and reset their class. Reset both the Magic and Might tabs if you need to for a dual-class. That should solve most one-time load issues if you add the mod mid-save.

If you like the mod and want to show your appreciation, you can buy me a coffee.[ko-fi.com]
Popular Discussions View All (19)
195
Mar 4 @ 6:55pm
Bug Report
«Wyvern»
116
Jun 1 @ 11:17am
PINNED: Class Discussion
Aegael
27
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Dec 17, 2024 @ 4:17am
PINNED: Mod Documentation
Aegael
941 Comments
Aegael  [author] Jun 13 @ 9:26pm 
Can't reproduce it. Saving and reloading usually fixes pawns not having the right spells if it does happen.
Abyss Jun 13 @ 3:19pm 
@Zapp Brannigan same here
Zapp Brannigan Jun 12 @ 11:20am 
Is Starseeker bugged? I tried to start with one and they have no magic or skills.
Aranador Jun 1 @ 6:22pm 
Do you mean spawning as in character creation ? Or do you mean when loading a save, their classes are randomised? It is normal RoM behaviour that any newly created pawn may have a class. If you wish to take control of your classes, you will need a Shard of Spirit Extraction to safely remove the class, a Gem of Magical or Physical Insight to give them back the enabling trait, and then a book of the class you want, to give them that class.
Reyna Mar 7 @ 5:45pm 
Any idea why my pawns are spawning with randomized classes? I cannot for the life of me figure out how to get rid of them
Cade Feb 28 @ 5:48am 
Litch gets death bolt not necromancer
Azraile Feb 15 @ 11:47pm 
dose this alter necromancer? the necromancers in my game don't have there main attack spell death bolt or something? idk they have only the cloud spell for attack rest is around dead bodies.
Metroxide Feb 11 @ 12:13am 
@oinko sploinko what are the problematic classes?
oinko sploinko Jan 28 @ 1:00pm 
You can disable the problematic classes in the mod settings until it's fixed, at least. If your pawn already has them, use Character Editor to remove it and replace it with a functional one. But yeah, pretty bad issue to have and murders TPS
fr0 Jan 17 @ 6:36pm 
"No line of sight" spammed endlessly