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**Craftable artifacts:**
Bracers of the Pacifist - can only be worn by non-violent pawns but adds considerable stats and magic bonuses
Bracers of Deflection - 30% chance to block physical attacks and deflect projectiles to nearby enemies
Bracers of Defense - 40% chance to block physical attacks
Ring of Keen Intellect - increases the rate at which a pawn can learn and research, but increases mental stress
The Psionic, Bloodmage, and Deathknight each have a unique ring that increases their unique energy pool; each of these rings can 'grow' depending on the actions and records of the wearer.
**Non-craftable artifacts:**
Orb of Conviction - can be used to instantly convince a human-like pawn from another faction to join your cause
Orb of Souls - can harvest the soul of another pawn, stripping them of their traits; the orb will then be filled and can be used to transfer those traits into another pawn - some side effects may occur, including but not limited to death
Orb of the Eternal - an orb infused with a single blast of healing magic - heals wounds, cures diseases, and restores limbs
New generic mage spell: Blur - 20% chance to dodge any non-explosive attack, sustained spell that requires 20% mana to maintained
New enchanter spell: Blank Mind - wipes any non-persistent memory from the pawn and causes them to enter a confused state for a brief period; can also be used on enemies to disorient (stun) them
Tweaks:
Available after researching arcane crafting: wanderer's cloak, royal armor and helm, dark robe, arcane hood, all wands, elephant spear and bow
Available after researching arcane apparel: robes of the archmage, robes of supremacy (renamed cloak of supremacy), paragon's helm, hood of madness, thrumbow, both staves
Ability cost reduction is now hard-capped at 50% of the base ability cost
Bug Fixes:
Faceless reversal will reflect projectiles from turrets
Tweaks:
Paracyte requries mana to grow and will leach this mana from the atmosphere; each bush will reduce mana generation by 0.66% for all mages on the map
Pomana fruit takes longer to consume, applies less recreation per fruit consumed, and reduces some of the physical capacities of the consumer while the effects are active
Mana shield will only absorb up to 10 damage per hit, excessive damage will be applied to the pawn as a normal hit; each point of damage absorbed drains 2 mana instead of 1
Mana potion market value adjusted to match ingredient/work costs; sells below market value
Reduced Lightning Cloud chance to stun by 33% but increased armor penetration to be effective against all armor types
Druid talents were adjusted to be centered around harvest speed/yield instead of taming/training; ranger gained a slight increase in tame/train
Fighters and mages will add to the wealth of a colony, the higher the class level, the more wealth added
Tribal and medieval factions can offer RimQuests to hunt Arcane Bandits
Drastically increased cooldown for arcane gateway and teleport
Bug fixes:
WorkGiver for magical heater fixed
Compatibility for Giddy-up! - no longer despawns a mount if a flight ability is used
Compatibility for Rimmu-Nation Weapons
Apparel and Weapon recipe's account for resource multiplier costs for gold/silver
Tweaks:
Teach has a minimum xp gain of 100xp to the student
The amount of mages on a map is combined with paracyte bushes to determine mana regeneration rates, mages count as 2 bushes; regeneration reduction only occurs if the total count on a map is greater than 50
Map mana regeneration reduction reduced from .66% per bush to .42%
Priest Purify will no longer autocast purify to cure luciferum addiction - it will still cure the addiction if manually targetted
Bug fixes:
The caster for autocast teach will no longer attempt to target themselves
AI mage's threat has been increased - mages will acquire all class abilities and also have a 5% chance to acquire their master ability (hard mode 40%)
When AI mages are recruited, they will lose all abilities and have to relearn each ability; it will be more optimal to recruit and promote pawns to mages than to capture existing mages as these methods have a chance to grant abilities when promoted.
This change should improve the challenge AI mages present to the colony and optimize balance
Tweaks:
Paracyte yield increased from 5 magicyte to 7
Reduced maximum reward value of arcane bandits
Paracyte drain is shown under magic tab with other conditions affecting mana regen
Enchanters can create unlimited enchanter stones, but each stone reduces the enchanter's max MP by 25%
Soothing Breeze (ice mage), Shadow (arcanist), and Ray of Hope (fire mage) have been changed to sustained buffs; they will periodically select a random pawn to buff when the aura is active on the casting mage
Stoneskin will slowly repair itself to it's maximum charges as long as it's not completely depleted
Bug fixes:
Polymorph and shapeshift are retained across loads
Techno-shield will no longer generate an error when active on a blood mage when they perform blood sacrifice
Beguile Animal (Druid) will no longer manhunter friendly or neutral caravan animals
Bug fixes:
Recruited AI pawns had their master spells unlearned - fix is not retroactive
Minions won't despawn after a load
Orb of Souls (filled) will save correctly
Tweaks:
Ranger "Calming Whisper" stamina reduction will now apply to the stamina upkeep cost as well as ability use
Reduced cost of all blood magic abilities by ~15%; increased blood cost reduction from skill training by 1% for all abilities except Blood Shield
Bug fixes:
Fixed several issues while saving polymorphed or post-polymorphed pawns
The player will no longer be able to force exit a polymorph from an enemy pawn
Mages that have learned their master spells will no longer lose them after a faceless possession
Tweaks:
Fire wand: can be used to hunt, no longer starts fires, each bolt causes a small explosion
Ice wand: increased fire rate, range, and damage; shards cause heavy bleeding
All classes have a max level of 150
Reduced XP gained from autocast use of phase strike
Removed social interaction reductions from the Enchanter trait
It no longer costs mana to activate or deactivate Enchanter auras
Bug fixes:
Fixed AI enchanters continuously using enchant weapon, or attempting to enchant unarmed allies
Purify can cure physical ailments of animals
Corrected mana cost calculation for Frost Ray level 3
Polymorphing mounted pawns (giddy-up) or shapeshifting while mounted will no longer destroy the mount
Syrrium: extraction from raw pomana now produces 2 bottles (down from 5), but market value of each bottle has been increased; pomana mash nutrition has been decreased; syrrium addictiveness has been increased by 25%
Enchanter "transmutate" has a less restrictive selection of items it will convert, costing cast reduced to 20 mana (from 40), and has a small chance to increase the quality of some items with sufficient training
Transmuted items will automatically be set to forbidden
Eating minion meat or using it as an ingredient in a food will now cause a mood debuff (similar to insect meat)
Necromancer "consume corpse" ability is no longer considered a violent action
Damage from "fog of torment" will now be attributed to the caster and affect faction relations
Undead are removed from caravan food calculations
Gladiator "grapple" can have it's pull portion resisted by an opponent pawn; Grappling hook now does a stun instead of knockdown
The mage spell "summon" can be resisted when used against an opponent pawn
Bug fixes:
Magic users will not longer attempt to teach other magic users of the same level; other minor tweaks to prevent pawns from standing in place when attempting to autocast mentoring
Fixed several bugs with Scorn not saving its status
Faceless can no longer learn shapeshift when performing mimic on an enchanter
A filled Orb of Souls should no longer appear as a quest reward - this item should only appear when an empty Orb of Souls is used by a player
Sustained buffs (soothing breeze, ray of hope, arcane shadow) will now apply the correct buff level at all skill levels
Druid spell "fertile lands" will no longer stack on itself
New:
Standalone Technomancer spell - Reprogram Mechanites: modifies the behavior of mechanite diseases (sensory and fibrous mechanites) to be (mostly) beneficial
Standalone mage spell - dirt devil: seeks out dirt and filth in the home area and vaporizes it
Tweak:
When manually using "Blink," the pawn will return to whatever drafted state they were in prior to using the ability
Bug fixes:
Removed minion meat debuff; reduced amount of useable meat acquired from butchering dead minions
Fixed a bug caused by magic casters that were raised as undead still triggering requests to arcane storage devices
Minions will no longer attempt to clean outside of assigned boundaries
Fixed a bug with autocast Transfer Mana spell that could assign a null target
Spanish translation available courtesy of Caferino!
New:
Added functionality to give AI casters more chances to cast spells; this can be toggled in the mod options
Added an option to see class icons on the colonist bar; this can be toggled in the mod options
Enchanting improvement checks have been added - enchanting will only replace lesser enchantments, if no enchantment is replaced then the gem is not consumed
Succubus master spell "Scorn" now applies a combat buff/shield immediately following its use; base impact radius reduced from 7 to 5
Added mouse attachment icons to provide feedback when targets of abilities are out of sight or beyond range
Demons have an additional ability "taunt" to force raider to attack them
New Mage spell - Arcane Bolt: attack magic available to all casters
New Mage spell - Lightning Trap: a proximity trap that discharges bottled lightning
New Mage spell - Invisibility: makes the caster invisible and clears hostile targeting
New Druid spell - Briar Patch: quickly overgrows a patch of land with thorny entanglements
New Fighter skill - Throwing Knife: complimentary ranged skill for all fighter types
New Fighter skill - Burning Fury: consumes stamina to fuel a shield of fiery fury
New Fighter Skill - Pommel Strike: an attack meant to disable rather than kill, can be used to safely down a wounded target
Tweaks:
The following items can now be stacked and will correctly decrement stacks when used (rather than consuming the entire stack): all enchanting gems, seed of regrowth, all spell and skill scrolls, gems of insight, all readable and writable books
Reduced skill requirements for all enchanting gems; only gems of wonder have artistic requirements
Necromancer spell "Fog of Torment" base duration reduced from 30s to 24s
Necromancer spell "Deathmark" has increased maximum targets and AoE radius for all ability tiers
Geomancer "Earthern Hammer" has been reworked - it now does damage to all cells inside the blast radius, blast radius increased by 1, chunks are always destroyed, and structures take 4x damage
Ice mage script has been renamed from "water" to "ice"
Paladin script has been renamed from "holy" to "paladin"
Elemental Assault events now scale to storyteller difficulty and player wealth
Bloodmage "Rend" casting time has been reduced by 40%
Bloodmage blood sacrifice mana cost increased from 15 to 20 and blood magic returned increased from 10 to 20
Blood magic gain from bleeding wounds increased by 25%
Bloodmage "Blood for Blood" will now slowly heal permanent injuries on the caster
Bloodmage "Ignite Blood" damage decreased by 25%
Casting time for Technomancer "orbital strike" reduced by 40%; recast timer reduced from 600s to 120s
Reduced efficacy of Deathknight lifetap by 20%
Increased movement reduction caused by Deathknight hate
Priest "Advanced Heal" will now stop bleeding wounds associated with missing limbs
All healing spells (Heal, Adv. Heal, Regeneration, Healing Circle) will heal more at level 0 but skill improvements were reduced; end result is roughly the same
Added feedback when attempting to force magic labor (arcane forge) with insufficient mana to start the job
Orb of Souls will no longer be consumed if it fails to apply any traits to its target
Auto-casting cure spells (purify, cure disease, etc) will move the recipient to the caster when practical
Succubus "Attraction" spell graphics have been improved
Bug fixes:
Shadowbolt will correctly attribute the cause of it's damage to the caster
Fixed UI icon for mechanite reprogramming
All mage and fighter abilities should now be removed when the pawn is raised as an undead
Fixed errors that would generate when a magic or might pawn was killed while selected
Removed an indexing error that would generate after increasing an ability to its final tier
Mechanite Reprogramming UI icon has been fixed; ability text string shortened
Fixed an exception inside earthern hammer that was preventing rocks from shattering
Shadow Step and Shadow Call will now work when the soul bonded pawn is in a caravan
Fixed a bug where the Succubus Scorn skills were not applying to the ability
Minions will no longer accept new haul jobs when they're already performing a haul job
Modified Blink and Phase autocast to account for a special case where pawns would blink back to the patient when searching for medicine to tend the patient with
When using the Arcanist spell "Summon" to move items, the item position is correctly updated
Fixed several save related bugs with demon summoning
Fixed a null reference that could occur when a demon takes flight
Bug fixes:
Magic users will no longer attempt to mentor Faceless
Abilities will not longer be used on dead pawns while hunting
Fixed a RimHUD crash bug due to null hediff values
Enchant Weapon upkeep status is now saved correctly
New:
Reworked the output display for mana and stamina (where appropriate) to reference actual values instead of percent
Tweaks:
Doubled amount of magicyte found during mining
Faction base vendors magicyte stock increased x10
Reduced crafting requirements and costs for "Dirt Devil"
Bloodmage Blood Shield will not affect the bloodmage if no wounds were healed on the shielded pawn for that period
Lich's are now allowed to perform skilled labor, with penalties - only applies to new lichs; not retroactive:
* global work speed reduced by 75%
* learning speed reduced by 40%
* loses all work passions except fighting and research
Enchanter upkeep costs and skills have been tweaked to allow more diversity and improved level scaling:
* Reduced upkeep cost of Enchant Weapon enchanter ability from 20 to 10 max MP and improved "Elemental Weaving" skill from 6% to 10%
* Reduced upkeep cost of Enchanted Body from 30 mana to 20 and improved skill "Compliant Form" from 5% to 15%; increased base mana regeneration drain from 30% to 50%
* Reduced max MP upkeep cost of Enchanter's Stone from 25 to 20 per artifact; skill "Sub-Atomic Control" will further decrease the upkeep cost by 2 mana per skill level
Bug fixes:
Class icons will offset other colonist bar icons
Fixed a bug with portaling animals
Geomancers will correctly write their own class book instead of a demonic book
Fixed a bug where prisoners could throw an error casting regenerate
Enchanter transmutate correctly requires "Material Application" skill
Monk (Fighter): martial arts masters that focus chi to enhance all aspects of their life
Abilities:
* Chi - separate ability pool that grants the monk the ability to use special attacks; has a slow decay and no natural regen but can be restored through meditation or special combat maneuvers.
* Chi Burst - expends a large amount of chi to disrupt the energy focus in other pawns
* Mind Over Body - using the body as a conduit of chi, the monk is able to exceed physical limitations
* Meditate - Restores 'chi' and dispels afflictions affecting the body and mind of the monk
--Each of the following abilities have a passive (automated attack) and active component--
* Tiger Strike - rapid, multi strike attacks against an enemy pawn in melee range
* Dragon Strike - activate attack is a flying kick, mid range, single target; passive attack performs a round-house kick to strike all pawns near a target
* Thunder Strike - a chi charged attack that releases a thunderous wave of energy
Chronomancer (mage): a utility mage that expands their awareness across time and has learned to manipulate those insights to their advantage
Abilities:
* Prediction: a two-fold ability that alerts the chronomancer of potential dangers and detects changes in their environment to predict upcoming events
* Alter Fate: using the insights from Prediction, chronomancers can manipulate circumstances to alter or avoid upcoming events
* Accelerate Time: rapidly increases the aging of physical matter
* Reverse Time: reverts the aging process of physical matter
* Chronostatic Field: attempts to place all targets in an area into a time bubble for a limited duration
* Recall (master): allows the chronomancer to return their physical status to a previous time
Tweaks:
Gladiator class tweaks: +25% chance to cleave and +50% increases frequency of attacks during whirlwind
Severe levels of Arcane Weakness and Mana Sickness will cause the affected pawn to seek bed rest
Class icons will show top left of the colonist bar portraits
Market Value removed for undead
Soulbond and Ranger bond will show the name of the paired pawn in the label
Healing circle will effect non-hostile pawns
Mana upkeep and cost logic has been refined; more detailed explanation of costs shown under the magic tab
Bug fixes:
Spell cooldown enchantments are applying correctly again
When using TTA: Animals should now be able to travel in a teleport pod without having their faction reassigned
Raise undead will no longer attempt to raise Rim of Madness creature types
Tweaks:
Chronomancer Reverse time cooldown reduced from 10m to 1m
Bug fixes:
Monks should now correctly auto-meditate when selected to do so
Chronomancer neutral AI will no longer continuously cast the Prediction buff
Fixed error caused when Dragon Strike did not have a pawn as a the target
Phase strike and blink account for player xp gain settings
Adjusted faction check in traveling transport pod patch for TTA
Tweaks:
Slight improvement to friendly possession bonuses
Bug fixes:
Fixed a bug where undead were not applying mana regen reduction
Fixed a bug causing possession to immediately cancel