RimWorld

RimWorld

A RimWorld of Magic
Wolfguarde Nov 17, 2018 @ 12:51am
A few ideas for future development
I've been using the mod for at least a couple of releases now (I think I first subbed back in A17), and I love it. You're one of the only mod creators who's made an effort to balance their content, and I think the more recent additions (the rings, specifically) are an excellent addition for that purpose. There's a few tweaks and ideas I'd like to float that I think would further improve the mod:

- A right click toggle for auto-levelling a desired skill when the mage/fighter levels up. I'm primarily thinking of the 50-point sink, which presumably usually gets done once everything else has been levelled. But an option to set your desired skill to level also be useful in early game to cut down on micromanagement a bit.

- A gather point for mentoring magic and skills. Often I find that the autocast for this doesn't find a target; a dedicated work order/restrict type/gather spot might help to ensure regular mentoring takes place if the player's got it set to cast automatically.

- Enchanted furniture. Things like dream/memory transfer (passive mentoring) or mana regeneration via beds, walls that slow hostile pawns within a certain radius, materials that self-repair when magic-bearing entities are near... lots of possibilities here. Magic-based recreation/artistic stuff would be interesting too.

- Blood mage. A mage class that doesn't use mana, but draws their casting energy from freshly killed corpses. Spells would focus on the manipulation of blood - in and out of the body - and could include passives similar to the psionic. Blood magi could boil the blood within an individual to damage or down them, or chill the blood of pawns in an area to slow them and impact their manipulation. The ultimate could be a fast-acting induced hemorrhage that causes targets affected by it to bleed from the face and orifices, giving negative mood debuffs to surrounding pawns and weakening the afflicted with blood loss.

- Magical beasts. Common and uncommon alike would hold a lot of interesting potential. You could have wandering minibosses with similar rarity to thrumbos and strong passive/active magic (or fighting) abilities, along with more common beasts for hazards or quality of life improvements. Small animals that leech mana when they attack could be bred and trained for combat. Lumbering monstrosities that create localised elemental hazards could serve as killbox counters. Lightning minibosses could disable nearby electronics; fire could simply start fires around or behind itself as it moves, and stack burns on pawns within a certain radius of it. Ice could freeze the ground it walks on, or bring snow while on the map. An undead miniboss could resurrect corpses it approaches, turning graveyards into potentially deadly leverage.

You could also go for full-blown boss encounters if you choose to take this route, as a lategame challenge for colonies with developed casters/fighters.

- Wandering Necromancer/s. Event in which one or more necromancers enter the map to raise corpses. This could either be a neutral event, or a raid, with multiple necromancers entering the map with a large undead army.

- Mana crystals. A potential fuel source/consumable that could be added to random generation as an uncommon/rare ore type, for the creation of mana potions or advanced magical technology.

This is what I've got off the top of my head, hopefully some of it strikes your fancy.
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Showing 16-23 of 23 comments
Torann  [developer] Dec 20, 2018 @ 12:33am 
Magicyte should be rare. It's not intended to be able to deck out every mage in a colony with the max level of every enchantment. It's definitely a "invest wisely" type of resource. I'm pretty happy with the rarity of magicyte right now though, if you're in a map where farming isn't an option, then you should be mining it pretty regularly. It can be grown indoors or in a cave too (at a slower rate).

I plan to add a way to break down un-used gemstones back into raw magicyte. Possibly also a stand-alone spell that will extract an enchantment (or reduce an item back into most of its base components). Maybe in the next update, which will be adding new stand-alone spells and fighter skills, artifacts, and gemstones.

Geomancers are also a fantastic source of magicyte, if you happen to have one of them. Just send their earth sprites to convert unused ground somewhere on the map.

I don't think magicyte is a quest reward... it should be though! Time to take out some of the old rewards like luciferum and ambrosia and replace it with syrrium, magicyte and manaweave, maybe even some equipment.
Wolfguarde Dec 20, 2018 @ 4:54am 
Fair enough, I forget sometimes that I'm one of a minority in my playstyle preference lol (larger colonies). I'm constantly working to optimise pretty much everything I can, so I'm usually thinking of what can be done to increase resource flow rather than whether or not it should be readily available.

Thank you for the response though, looking forward to seeing what comes with the new update. The mod's only getting better with time.
Omega13 Dec 20, 2018 @ 5:45am 
There are already a few ways to get magicyte but the problem is - any time I get magicyte, I hoard it for the best items. If I was receiving a different resource (similar to steel and plasteel being separate) I would create the minor items more readily. I'm not asking for everyone to be fully decked out but to have a reason to create the lesser items (clothing, gems, weapons) when the bigger items (scripts, books, spells) are so much more essential. This secondary resource could also be difficult to obtain as well. The problem currently is that magicyte is rare AND in high demand so I do not create the lesser items *at all* which seems like a shame.
Last edited by Omega13; Dec 20, 2018 @ 5:48am
Ecko [GER] Dec 23, 2018 @ 2:33am 
i think it would be nice if the necromancer could make specific undead people/animals permanently undead without being connected to them through his mana. maybe this could be implemented with a price (you would require some rare item to perform the ritual or something). I had this idea because one of my undead colonists grew quite close to most of my colonists and he did a lot of good stuff for the colony until now so i dont want to lose him by summoning more undead who are connected to my necromancer's mana.
Ghosteagle Jan 15, 2019 @ 11:50am 
If the mod isn't active at the start of the colony no mage factions exist is it posible to still have them spawn in later??
GoodNameIdea Jan 15, 2019 @ 4:46pm 
Originally posted by Ghosteagle:
If the mod isn't active at the start of the colony no mage factions exist is it posible to still have them spawn in later??
Sorry, no
Wolfguarde Feb 15, 2019 @ 11:01pm 
Apologies for the necro, figure it's better to use an existing thread than start a new one :P

Not sure if it's been discussed yet or not, but I think dungeons would be a cool addition to the mod's content. The colony could receive information in the form of rumours or clear requests (similar to raids) in which they have to enter a map tile with a large, complex structure and clear out the undead/elementals/hazards in it, demolish/destroy an object (such as a phylactery or curse stone) or retrieve an item located somewhere in the complex. Difficulty level could be determined by how many and what type of hazards are included (undead ranging from old, decrepit pawns to high-level magi; multiple elemental rift effects with rift placements throughout the maze; pockets of debuff/pawn spawning terrain; one-way gateways that allow mobs to spew into the maze; small-scale planetkiller events that wipe the tile after an uncertain amount of time, etc), with the quality and quantity of loot scaling accordingly.
jj Feb 28, 2019 @ 12:42pm 
what about blood magic like short term mind control and demon summoning like the dragon age series
Last edited by jj; Feb 28, 2019 @ 12:43pm
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