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Повідомити про проблему з перекладом
- Minions and Elementals should no longer generate errors from frostbite or hypothermia.
- Elemental Rift event will now end correctly following a reload.
- The Necromancer skill "Cheating Death" will also add a reduction in undead upkeep cost. Undead should no longer attempt tasks they cannot perform.
Feeling singled out, Necromancers have begun returning the social distaste expressed by paladins, priests, and druids.
- A Mod Setting has been added to allow players to adjust the rarity of magic traits.
- The Arcane Fold, in response to increased threats against their caravans and colonies, has increased the training and equipment of their guards.
- The Magic pane displays points required to learn class spells; spells that haven't been learned yet will no longer give the option to upgrade a related skill.
- The mana cost for Summoner skills has increased slightly. Each minion now requires an upkeep cost that reduces the amount of mana a summoner gains each turn by 20%. Unlike undead, minion upkeep costs are not shared, and each summoner may only have 4 minions at any given time. Summoning additional minions over this amount will dismiss the oldest minion. The duration of a summoned minion has doubled and its cooldown has been drastically reduced.
- The spellcasting order of events has been changed. When an ability is used, experience gain, effects on the pawn, and mana/stamina consumption all occur following the cast timer rather than before. This also prevents spell stacking.
- Abilities used when the target is out of range or if the target is not visible to the caster will generate an error message and abort using the ability; mana/Stamina will no longer be consumed in these cases.
- The Magical Enchanting feature has been introduced. Enchanting offers mages the ability to further refine and empower any piece of equipment. To get started, you can find the research options under the "Magic" research tab.
There is also an in-depth tutorial in the in-game tutor menu that will guide you through the process.
- Several new mod options have been added for further tailoring of AI abilities and game features.
- Summoned creatures and structures have been reworked to increase the reliability of their intended behavior and improve functionality. Existing summons will be unaffected.
- Undead mental states and resistances to human weaknesses has been increased and these anomolies should no longer affect their apathetic behavior.
Bug Fixes:
Humanoid Alien Races incompatibility has been fixed
Energy Gizmo now displays the correct amount of mana/stamina/energy
Psionic no longer uses augmented mind attack on prisoners
Summoned creatures are will no longer be considered for various tasks by lord toils during AI sieges
Minion "has fled" messages won't happen if the minion fleeing doesn't belong to the player
Reflection abilities work again (includes staff of blazing power and Faceless skill "Reflection"), in addition, the reflection will no longer stop the movement or current job of the pawn.
AI Magic/Might Tabs are no longer visible to the player
Possessed pawns will retain their assigned work priorities when released from possession
Undead are no longer considered as candidates for diseases caused by storyteller incidents
Bard Regrowth of the Stomach is correctly labeled (was labeled as "liver")
Arcane Camp Quest will now generate its rewards (rewards value) based on colony value; all rewards will now be seen in the letter sent to the player, and will no longer generate an error if the reward count is below 3 items
Beguile Animal II now shows the correct UI icon
Pets are excluded from being made manhunter during an Earth elemental rift event
Tweaks:
Psionic Augmentation will now split their costs between stamina and psionic energy
Psionic Barrier skill "Energy Symbiosis" is twice as effective
The psionic was always intended to 'prefer' unarmed combat - with this in mind, the Augmented Mind skill will be more effective depending on the weight of weapon equipped and will be most effective when unarmed.
Staff of Blazing power has a higher chance to reflect projectiles; Staff of the Defender has also been given a small chance to reflect projectiles.
Succubus "Attraction" duration was reduced by 33%
Research costs have been reduced significantly
Resurrection takes approximately 15s longer, the duration is split between casting and effect
Magicyte costs have been reduced ~17%, however, magicyte drop amounts have been reduced by ~20%
All apparel/weapons/equipment magicyte costs have been reduced to "Raw Magicyte" to streamline the arcane item crafting process
The Bard "Battle Hymn" will last longer and decay slower
All Regrowth's now use part efficiencies instead of pawn capacities - this will reduce the overall impact a regrown limb has on the pawn both during the regrowth stage, and at the wild stage
Wands have been slightly tweaked to make the lightning wand more comparable to the fire and ice wands
Compatibility patches:
Children, school and learning: offspring that have parents that are fighters or mages (or one of each) will inherit only the talent (precursor trait) to become a mage OR a fighter. If the offspring inherits both, it will randomly choose one over the other.
RimQuest: Arcane Camp and Arcane Caravan are now included in the list of quests a quest giver can have; different factions will have higher or lower priorities for each type of quest
Prison Labor: Sentinels won't activate on prisoners performing labor; however, they also won't attempt to stop a prisoner from escaping
New Features:
Mages/fighters will automatically gain a mentoring/training skill when they reach level 20; this skill allows them to teach another pawn (of the same class type), granting a minor xp gain to the teaching pawn and a large xp gain to the student pawn
New Weapon: the Thrum Bow - high tier ranged weapon that competes with spacer technology in deadliness, and includes crafting tier enchantments
Bard ability "Battle Hymn" now has an added chance to cause (combat effective) inspirations
- Priest spell "purify" applies to animals and has an increased range
- Updated descriptions for several psionic abilities to note upgrade costs
- Psionic ability "Augmented Mind" will not target friendly visitors
- Cloaks have been moved to a distinct apparel category and no longer compete for space with other armor types; cloaks will always be drawn on top of other armor types
- Tweaked Geomancer trait: decreased melee dodge chance but improved mining speed and yield
- Summoned creatures such as elementals, demons, sentinels, minion or poppi will be destroyed if spawned outside of their intended methods
- Bladedancer ability "Phase Strike" can be set to autocast and will function in undrafted mode similar to "blink"
- Improved soulbond checking and recovery
- Increased rate might users gain xp through skill use and passive learning to be more inline with magic xp gain
- Casual magic and might interactions will typically result in more xp gain
- Fixed ranger "animal friend" messaging
-Blink and Phase strike will retain their assigned jobs after an autocast
-Spell mending autocast will trigger only when at least one apparel item on a pawn is below 50%
-Druids regrowth surgery work giver will now only assign the job to a druid with regrowth and sufficient mana
-Psionic augmentation use gives more xp
-Enchanting items now grants xp
-Setting portal destinations or charging a portal now grants xp
-Greater minions carry capacity was boosted and movement speed increased by 10%
-Staff of Blazing Power and Staff of the Defender attacks no longer shake the screen
-Might users will correctly benefit from xp gain, cooldown reduction, and stamina cost reduction enchantments
-Teleporters (Arcanist spell) should work as expected when also using the Third Age mod
** New class: Technomancer - the technomancer combines technology and the arcane power as the basis for their abilities. They are unique in that they can select one (and only one) of three primary paths: offense, defense, and support
- Offensive Path: by using an existing, mechanical weapon as a blueprint, the technomancer can design a modified version of that weapon and mold it out of mana; the combination of this improved weapon system, nanites that increase their combat abilites, and projectiles infused with elemental properties makes the offensive technomancer a formidable option
- Defensive Path: the Mark-IV weapon system was a prototype that failed due to a lack of sustainable energy; technomancers use their own mana as a means to fuel this weapon system, and are able to effectively deploy and operate it as a powerful, manned turret
- Support Path: support technomancers prefer to craft an independent and autonomous AI to assist them in many tasks; this "techno-bit" is able to accelerate the work speed of many projects, can repair almost any mechanical system, and even has some combat abilities
In addition to the primary paths, all technomancers have access to several core, class abilities:
- Overdrive: bypasses safety features or increases power of generators, turrets, and robotic AI to drastically improve their output capacity for a short period but can cause stress and damage the targeted system
- Sabotage: like overdrive, it can target many different powered, computer, or mechanical systems to cause everything from minor to catastrophic failure of all vulnerable systems in a small area
- Kinetic Shield: surrounds the target with a shield able to deflect projectiles; the shields power determines the limit of kinetic energy that can be deflected - high powered rounds can penetrate low powered kinetic shields
- Orbital Strike; hacks into orbital bombardment satellites to input target coordinates, can take some time to align and launch the attack but packs a punch when it hits
** Tweaks:
Autocast blink and phase strike XP gain has been reduced
Mana potion recipe for the gemcrafting replaces Go-Juice with other, less technological, ingredients
Autocast will not select targets out of line of sight - this was causing some abilities to move the casting pawn into a position it could see the target; this does not affect abilities that do not require line of sight
Sentinels will now activate on manhunter animals
** Bug fixes:
Pawns of non-standard sizes will only be drawn as their intended sizes
Carrying capacity has been fixed for several traits that increased or decreased this state
- Purify can be selected for autocast
- Arcane cooler, heater, and power node have been changed to sustained abilities
- Faceless ability "possess" can be resisted when the targeted pawn has above average levels of consciousness and/or psychic sensitivity
**Undead and Skeletal Legion update**
Undead will now appear more -undead-
- pawns raised as undead will assume either their rotting or desiccated bodies
- rotting will not stop for raised undead and they will eventually deteriorate until they appear desiccated
- corpses raised that are already rotten or desiccated will retain their level of rot
Compatibility has been added for the Skeletal Legion mod by Jernfalk: https://ludeon.com/forums/index.php?topic=46598.0
- Skeleton Legion creatures are considered "undead" for purposes of RimWorld of Magic spells and abilities
- these creatures can be raised as undead by a necromancer
Tweaks:
- healing spells will now harm the unliving instead of heal them, this includes Jecrells "Vampires" as well as Jernfalk's "Skeletal Legion"
- 'light' based attacks (which includes healing spells) will have a chance to deal bonus damage to the unliving
- undead will always 'die' when downed - lichs and vampires are excluded from this behavior
- Autocast Magic and Fighter mentoring (Teach) will no longer select pawns of higher XP levels than the casters
Magic development updates will focus on adding new methods to develop and improve the colony through magical means.
New work type: Magic - mages selected for this work type will automatically perform various magic related tasks such as charging a portal or crafting at an arcane workbench; work type can be toggled under work settings
New research: Arcane Storage - allows construction of the Arcane Capacitor and Dimensional Mana Pocket
New research: Arcane cultivation - allows growing and creation of Pomanasyrrium, a fruit that enhances arcane senses
New structure: Arcane Capacitor - allows mages to transfer mana into the arcane capacitor and absorb it at a later time
New structure: Dimensional Mana Pocket - similar to the arcane capacitor but has significantly more storage capacity and discharge range but redistributes mana at a slower rate
New plant: Pomanasyrrium bush - produces fruit typically consumed as a delicacy, pomanasyrrium has unique properties that enhance a mages access to mana. This chemical is called Syrrium and can be extracted from raw pomanasyrrium to concentrate the effects.
Tweaks:
Undead will not auto-undraft
Arcane apparel (all pieces) will inherit defense and insulation properties of the material used in creation; any magic apparel with specific material requirements were replaced with stuff categories
Added options to the mod settings to disable appearance changes for undead animals and pawns
Added an option to toggle mage and fighter level up messages
Added a gizmo for the technomancer to toggle the repair function
Bug fixes:
Maps will no longer close when using the succubus ability 'Scorn' and the succubus is the only player owned pawn on the map
Fixed a bug with autocast phase strike and blink that was selecting the incorrect target during haul/load jobs
Wildman pawns will not generate errors if they are a mage or fighter
Rangers cannot bond animals that belong to another faction and will dismiss a bonded animal that is a member of a caravan if they choose to form another bond
Necromancer ability 'Consume Corpse' will not generate errors if a vampire (or pawn type lacking certain needs) uses the ability
*Research: Arcane Forge - forge items with a combination of technology and raw arcane power
*Research: Forge Replication - enhance the arcane forge with a technique that allows it to replicate the design of almost any craftable item
*Structure: Arcane Forge - a powerful crafting table that dramatically accelerates crafting speeds and can apply these bonuses to any design it replicates; the forge can only be used by mages and consumes mana during the crafting process
*Plant: Paracyte thornbush - a delicate plant known for its keen beauty - its slow to grow but able to produce small quantities of magicyte; can also grow without light but at a slower rate
*Material: Manaweave - cloth infused with magicyte and arcane runes that enhances the magical enchantments of any apparel made from manaweave
Tweaks:
Psychic shock is less likely to deal lethal brain damage; implemented several tweaks to improve its performance
Sentinels will only evaluate prisoners as threats if the prisoner is performing hostile actions
Bug fixes:
Druids can now write their Arcane Tome correctly
Fixed a bug with Overdrive that was generated when turrets had a null map (eg when mounted on a mechanoid)
Fixed several bugs with resurrection that could occur if the corpse moved, was being carried, or was destroyed or if the game was saved and loaded during the resurrection process
Fixed a bug with the mana drain incident if the player was present on 2 or more maps
New:
Gem of Wonder - new enchantment gem that applies all enchantments for its tier; increases material cost but decreases time and mana
Summon Minion can be selected to Autocast
Tweaks:
Elementals received a small (~15%) health increase
Bladedancer has more visible and improved graphics for all abilities
Animal_Flu is included in druid Cure Disease list
Bug fixes:
Undead faction will be modified on death to prevent colonist related debuffs (like leaving undead unburied)
Pawns will not stop to autocast abilities when performing the action of melee attack (drafted)
Melee Attack icon will not be hidden when multiple pawns are selected (mod option)
Dead pawns (corpses) that do not rot (android tiers) will generate an error during resurrection; priest spell Resurrection will notify and cancel the spell on these types of pawns
Deathknight Shroud of Darkness won't attempt to absorb sparks from a fire
** New class: Blood Mage - willing to sacrifice even their own life blood for power, the blood mages are definition of high cost / high reward
-Blood Gift: the source of a blood mage's power; Blood Gift is the mechanism used to infused blood with mana and fuel blood magic
-Rend: cause hemorrhaging to all targets in an area; not a devastating, single blow, but a multitude of attacks that will drain energy from its victims
-Ignite Blood: detonates all exposed blood in an area and blossoms like a wildfire to any nearby sources of blood
-Blood For Blood: heats and accelerates the blood in a target causing it to discharge from its target in a mist which is transferred to the caster; the process closes the wounds of both victim and caster
-Blood Shield: generate a protective barrier of blood that absorbs damage and slowly heals the wounds on its target; any damage absorbed by a blood shield will partially be transferred to the caster
-Blood Moon (master): summon demons of blood and terror to assault all enemies in a large area
** New class: Enchanter - masters of transmutation, enchanters are able to modify the composition and arrangement of almost any material, be it organic or synthetic
-Enchanted Body / Enchanted Aura: a self-enchantment that augments the capabilities of its caster, but only one enchantment can be maintained at a time
-Enchant weapon: enchants melee weapons with elemental attacks
-Transmute: converts stacks of raw resources into other raw resources
-Enchanter's Stone: created a minor enchanted artifact out of raw resources; each resource type creates a unique item
-Polymorph: an area affect ability that can change all targets into random animals
-Shapeshift: the enchanter shape shifts into a random animal and augments the physical traits of the animal in the process; the enchanter maintains most of the control over their body and can revert the shape shift at any time
*New creature: dire wolf - rarely seen, and only in the coldest environments, the dire wolf is larger and more deadly than the timber wolf and possesses unique mythical qualities
Tweaks:
Magicyte has been re-valued (decreased) and all magical items, spells, apparel, and equipment has been adjusted; this has reduced the market value of most magical items
Seer faction now has elite troops; these troops can be leaders of the faction
Faceless allied possession improved
Multiple abilities have expanded descriptions that will show stats and additional details
Bard "Battle Hymn" range increased
Poppi are all around more durable and lethal; description modified to emphasize poppi are deadly killing machines, not cuddle bots
Teach autocast won't select pawns below opinion threshold
Succubi are now immune to their own "Attraction"
Mage 'death retaliation' aka brain destroyer won't occur on prisoners
Geomancer "Earthern Hammer" has increased shrapnel count
The following abilities now have advanced resistance calculations: attraction, repulsion, dominate, siphon mana, wave of fear, sabotage, death mark, lullaby (adjusted), polymorph (adjusted), rend, transpose (disorient only)
(edited)
Bug Fixes:
Purify autocast no longer attempts to cure Vitae Addiction (ROMV)
Phase strike was being charged double stamina
Summoned creatures (minions, elementals, etc) won't disappear after a load
Faceless "Possess" skills Mind Maze and Synchronization are no longer swapped and correctly apply their own benefit
Possessing a prisoner will return the target to prisoner status after the ability ends
Possessed allies will no longer cancel their job if possession ends
Mimic ability will remain after a game/save reload
Seers will now generate a faction leader and respond on the comms console
The Arcane Forge replicate ability won't copy recipe's to administer drugs
Tweaks:
Blood Shield will cause actual harm to the caster if it is active and the caster has no remaining blood magic
Blood For Blood target requirement to have the same type of blood has been removed
Druid "Cure Disease" can be trained to cure food poisoning; ranks 2 and 3 of "Effective Treatment" will boost immunity levels for several days
Bug fixes:
A ranger's bonded pet will lose their buff if the ranger dies
Polymorphed creatures will no longer show up in the Caravan menu, they must be returned to their original form to enter a caravan. An option to dispel the polymorph instantly, at no cost, has been added to any pawn affected by polymorph
Arcane Weakness won't generate a letter if a pawn reaches the catatonic stage
Resurrection and Raise Undead sanity checks will no longer invalidate a corpse if it is stacked on top of another object
New trait Unaffected by death - pawn isn't bothered when a pawn dies, observing a corpse, or seeing one of the undead
Tweaks:
Spell mending has a small chance to remove worn by a corpse taint
Staff of Blazing Power and Staff of the Defender are recognized as ranged weapons
Transpose cast time and cool-down have been adjusted to make it a more viable ability; transpose grants the faceless several seconds of reversal
Ranger bond will slowly heal permanent injuries of the bonded animal
Gladiators that increase training in sprint will decrease the drain on rest rather than increase it
Gladiators trait tweaks to reflect a hardier yet less intellectually inclined class
Paracyte harvest yield reduced from 6 to 5; grow days increased from 15 to 16
The undead will no longer have the ability to talk or hear - doesn't affect lichs
Transmutate cool-down changed to 5s, reduced mana cost by 10%
Adjusted market value of gems of insight
Revised magic quest rewards to remove luciferum, ambrosia, and artifacts and add syrrium, gemstones, and raw magicyte
Autocast Teach will only occur if both trainer and mentor are performing joy related jobs or wandering without an assigned task
Might and Magic mentoring (Teach) is now a form of joy and will apply at the successful completion of training
Bug fixes:
AI blood mages won't perform blood sacrifice out of combat
Haulers using autocast blink/phase that blink directly onto an item stack will add items to the stack, if possible, instead of displacing the stack
Death knight class icon is visible