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PWG Grim Magic
   
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Mod, 1.1, 1.2, 1.3
File Size
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Updated
4.017 MB
22 Jun, 2020 @ 4:13pm
31 Aug, 2021 @ 2:51pm
9 Change Notes ( view )

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PWG Grim Magic

Description
IMPORTANT MOD INFO:


Working on weapons has officially been started.

This mod requires either PWG Bioweapons or PWG Prerequisites, it's up to you for which you go with

I have only so far received negative feedback on the zombies so they are no longer included by default. PWG Magic Zombies is still up, and is now compatible with this mod. Creeping Shadow, scarlet fever, and the fade zombies are not included, if you want them, please let me know by commenting on either mod.

You may get an error regarding something about a toxic bomb, i'm still tracking it down but you can disregard this, i tested all of the weapons and they all work fine.
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Features:

PWG Grim Magic is a magic themed mod that adds magical weapons, limbs, animals and more to rimworld.

One new building, the infusion table, which is used as the crafting table for the entire mod. Building one of these costs a human heart, but you'll commit a lot more war crimes before we're done. Research is in a new tab from the base game.



One new resource: Essence. Essence is crafted from human organs brought to an infusion table, and is the main crafting material for all of the magical items you can make.

WEAPONS!: WIth the newest update ive added a number of weapons. Roughly half of the weapons shoot explosive projectiles, the other half function like a normal bow or gun. The weakest form, the aura, can be crafted from essence, a base game resource, and a magical part. The aura can be upgraded with the resource and essence to make a tome, which can be upgraded to make a staff.

Some staves can be combined to make a staff with both effects



Sigils: SIgils are this mod's equivalent to bionic body parts. These work a bit different though because they come in 4 tiers. Raising a sigil's tier doesn't increase strength but makes it so it can replace more complicated body parts

Extraction Sigils: These sigils are special, they are implanted in magical animals, and once removed give you a magical body part which can be used for a large number of crafting recipes.

With the addition of cleansed tendrils, you can now turn essence into magical parts, assuming you have at least one magical part of any kind.
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Magic Types:

Haunted: The weakest element, only used for sigils. They don't use a magical part, and are worse than a biological part, but a bad part is better than nothing

Ghostly: Ghostly creatures are pale blue and somewhat transparent. Ghostly attacks inflict both fire and ice assuming they are strong, ghostly eyes improve trading thanks to the intimidation factor

Posessed/Skeletal: Skeletal beings are roughly normal. they're hollow but they don't make you explode or anything. Skeletal sigils are best for your non-combat pawns, and skeletal weapons slow your enemies (canonically skeletons grab their feet)

Scarlet Fever: This is an affliction, named after an old disease that has long since been eradicated. This version is named that because it covers the afflicted in large red crystals, which are extremely hot to the touch. While it isn't infectious, being attacked by an afflicted will fill your bloodstream with small shards of the crystal, which is extremely painful, and can easily knock someone out from the pain. The sigils imbued with this power retain the ability to inflict pain on your enemies, but don't set anything on fire. The more important areas, when replaced with a sigil, can give you some pretty sadistic ideas for crafting.

The Fade: These beings are abnormally dangerous, which also transfers to the sigils. To understand the fade, imagine you are in a swordfight with someone, and the second their sword hits you, you stop caring. Everything washes out and the world seems like it's behind a thick pane of glass. Your brain feels like mud. This is why an arm imbued with this effect is so powerful, and why resistance to is, say from the liver or kidneys, is so important. Funnily enough if your brain is imbued with this power, it does the exact opposite, your brain works better.

Creeping Shadow: These creatures are interesting. They inflict darkness/blindness but not in the way you'd assume. The victim becomes enveloped in a one way shadow, roughly 10 percent larger than they are. It doesn't matter how many wavelengths of light you can see if not a single photon hits your eye.

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29 Comments
man685403 2 Jan, 2022 @ 4:14pm 
i want zombies
Austinvonmonkeybutt  [author] 31 Aug, 2021 @ 2:51pm 
should work now
Austinvonmonkeybutt  [author] 31 Aug, 2021 @ 1:12pm 
checking now
Austinvonmonkeybutt  [author] 31 Aug, 2021 @ 1:11pm 
it should fade over time, if it's not it's a bug
Chaoticrow 31 Aug, 2021 @ 12:41pm 
Sooo is there a way to fix Crystal Contamination from the scarlet fever weapons?
Austinvonmonkeybutt  [author] 1 Aug, 2021 @ 4:44am 
no problem, if you see any of my other mods you want updated to 1.3 lmk, i'm mainly updating on request
777carelessguy 31 Jul, 2021 @ 7:10pm 
Thank you uwu
Austinvonmonkeybutt  [author] 31 Jul, 2021 @ 4:36pm 
i was able to duct tape fix both mods, as a result the zombies have hair, i am unsure how aggressive the zombie factions will be, and the explosions from this mod are invisible, but other than those minor issues, AFAIK everything is working. Honestly though, i have never really played 1.3 and it changed a lot, so i would appreciate it if anyone would let me know if they encounter any issues, I am willing to learn 1.3 modding, but it changes a lot and i don't know what is and is not possible now.
Austinvonmonkeybutt  [author] 31 Jul, 2021 @ 3:01pm 
so, i will try to get them working, but i don't have any specific time frame by which they will be done, unlike PWG Bioweapons, both Grim Magic and Magic Zombies are currently incompatible with 1.3, i have to make changes.
Austinvonmonkeybutt  [author] 31 Jul, 2021 @ 2:52pm 
honestly, i'm updating mainly when someone comments, i'll take a look to see if i can get this set up in 1.3, as well as magic zombies. as for adding new content, i may do so, but i would work on PWG Bioweapons first