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Might've had that put on the update log when starting a new game. Since this really confused me that the way it worked changed practically overnight.
Check your map for paracyte thornbushes, it was mentioned in the last update that if you have too many mages+paracyte bushes that they will begin to leach mana from the atmosphere. If you have over 150 bushes then yes, it's likely that your mages will begin to lose man. You can have up to 50 bushes before it has any affect on mana regen, but after that, each bush reduces mana regen for all mages by .42%. Mages count as 2 bushes.
I'll take a look, thanks.
Orb of Souls bug is fixed and it won't lose traits when saving/loading - it won't restore the lost traits of a full orb though.
Thanks! Fortuantly I had a save before I had used the orb so I just lost a little time.
I've been getting this error in my game recently. Seems to happen whenever a pawn would use an auto cast targetted ability, or when manual casting.
EDIT: This seems to just affect the Druid's Regenerate actually ....
JobDriver threw exception in initAction for pawn Shilah driver=TMJobDriver_CastAbilityVerb (toilIndex=1) driver.job=(TMCastAbilityVerb (Job_320123) A=Thing_Human10922) lastJobGiver=Verse.AI.ThinkNode_QueuedJob
System.NullReferenceException: Object reference not set to an instance of an object
at (wrapper dynamic-method) Verse.AI.CastPositionFinder.TryFindCastPosition_Patch1 (Verse.AI.CastPositionRequest,Verse.IntVec3&) <IL 0x00576, 0x024be>
at Verse.AI.Toils_Combat/<GotoCastPosition>c__AnonStorey1.<>m__0 () <IL 0x000dd, 0x0060b>
at Verse.AI.JobDriver.TryActuallyStartNextToil () <IL 0x00210, 0x00c58>
Verse.Log:Error(String, Boolean)
Verse.AI.JobUtility:TryStartErrorRecoverJob(Pawn, String, Exception, JobDriver)
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.Pawn_JobTracker:StartJob_Patch2(Object, Job, JobCondition, ThinkNode, Boolean, Boolean, ThinkTreeDef, Nullable`1, Boolean)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob()
Verse.AI.Pawn_JobTracker:EndCurrentJob_Patch1(Object, JobCondition, Boolean)
Verse.AI.JobDriver:EndJobWith(JobCondition)
Verse.AI.Pawn_JobTracker:TryTakeOrderedJob(Job, JobTag)
AbilityUser.PawnAbility:UseAbility(AbilityContext, LocalTargetInfo)
AbilityUser.PawnAbility:TryCastAbility(AbilityContext, LocalTargetInfo)
AbilityUser.AbilityUserMod:ProcessInputEvents_PreFix(Targeter)
RimWorld.Targeter:ProcessInputEvents_Patch1(Object)
RimWorld.MapInterface:HandleMapClicks()
RimWorld.UIRoot_Play:UIRootOnGUI()
Verse.Root:OnGUI()
Exception ticking Toni (at (299, 0, 238)): System.NullReferenceException: Object reference not set to an instance of an object
at TorannMagic.Verb_Regenerate.TryCastShot () <0x00651>
at Verse.Verb.TryCastNextBurstShot () <0x0006c>
at Verse.Verb.VerbTick () <0x00075>
at AbilityUser.PawnAbility.Tick () <0x000df>
at AbilityUser.CompAbilityUser.CompTick () <0x00194>
at TorannMagic.CompAbilityUserMagic.CompTick () <0x001c1>
at Verse.ThingWithComps.Tick () <0x0006c>
at (wrapper dynamic-method) Verse.Pawn.Tick_Patch1 (object) <0x00095>
at Verse.TickList.Tick () <0x00487>
Verse.Log:Error(String, Boolean)
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()
... By 30%, it means 30 mana, not 30% of max mana.
Even IF it was that way, there is still many reasons to put points into spirit...
Mana storage: Instead of putting in 5 mana a trip to the mana storage, what about 50?
Portals: They require constant charging... Which means a lot of mana.
Mana Dran event: Still have enough mana at the end to cast something should to need arise.
Max Mana reduction: You can have abilities that reduce max mana and still be abke to cast spells.
Arcane Forge: Requires (5?) mana per second of use... requires a lot of mana
And there are many more. Find them out yourself!!!
As for the character in question:
I was surprised that dodge's soft cap was largely reachable mostly from vanilla stuff and values, before even modded stuff came into play. I imagine it's even more problematic on classes that focus on dodge. I'd recommend maybe adding a secondary or alternative bonus to Blur so that high-dodge characters won't find it utterly useles (movement? projectile deflection like the jedi mods?).