RimWorld

RimWorld

A RimWorld of Magic
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Update: 9 Jan, 2022 @ 7:54am

[Auto-generated text]: Update on 1/9/2022 4:53:56 PM.

v2.6.4.0

New:
o Hollow Golem - expands the boundaries of golemancy by anchoring condensed magical energy to an empty suit of armor. The hollow golem can rival the strongest mages in raw magical potential, but are heavily dependent on magical items to focus its power.
o Mod options for golems (accessible from the mod options menu)
- show frame at dormant position while golem is active
- show golems on the colonist bar
o Golem abilities menu - toggles which available abilities a golem is allowed to use
o Inspirations can be used as requirements for abilities (see empath harvest passion ability)
o Weapon category names and weapon defnames can be used as ability requirements
o Custom classes may deny the class access to common abilities (cantrips) using the <canLearnKnacks> and <canLearnCantrips> xml tags (see the shadow custom class example)

Tweaks:
o Reworked skill detection in abilities to be more flexible with custom classes
o Golem's remove infections and diseases automatically
o All Golem parts changed to prevent scarring
o Apothecary herb loss rate reduced by 40%
o Apothecary gains a small amount of ingredients from pruning Gau trees
o Mecha Golem research changed from Neolithic to Industrial
o Ability need, hediff, mana/stamina etc requirements are now checked individually and all requirements must be met to use an ability; abilities may specify a required condition without specifying a cost
o Hediff chains may be used for abilities requiring a hediff (eg "Hate" hediff) - any hediff defName starting with the same name as the required hediff defName will be recognized as a valid hediff in the chain
o Golem behavior
- will no longer activate if below 10%
- forces golem into dormant state if energy reaches 0
- using the "deactivate" command also undrafts the golem
- melee target no longer changes randomly when undrafted

Bug fixes:
o Fixed a bug with golem upgrade hediffs applying higher buff stages than intended for the upgrade level
o Pawns will drop all carried items before traveling via lightskip
o Initially assigned Golemancer brands will remain after a load

Update: 9 Jan, 2022 @ 7:52am

Update: 9 Jan, 2022 @ 7:50am

[Auto-generated text]: Update on 1/9/2022 4:49:01 PM.

Update: 11 Dec, 2021 @ 2:44am

[Auto-generated text]: Update on 12/11/2021 11:44:21 AM.

v2.6.3.3

Bug fixes:
o Brand null error
o Suppression Aura check
o Snap Freeze check

Update: 5 Dec, 2021 @ 1:51am

[Auto-generated text]: Update on 12/5/2021 10:51:12 AM.

Hotfix to remove brand abilities from non-golemancer mages.

Update: 4 Dec, 2021 @ 6:13am

[Auto-generated text]: Update on 12/4/2021 3:13:23 PM.

v2.6.3.2

Tweaks:
o Firebolt gizmo shows bonus damage
o Harvest passion no longer requires the target to have the joy need; caster is still required to have joy
o Golemancer will always start knowing 2 brands (randomly picked)
o Damage taken while polymorphed no longer gets copied to the original pawn when they respawn; dying while polymorphed still kills the original pawn
o Sentinel deaths are no longer attributed to the sentinel's master (stop killed innocent animal debuff)
o Summoned turrets (defense pylon, techno-turret) no longer upset ideologies against unmanned turrets
o Upkeep reduction improved from 8->10% for Aura skills; added notes to reflect the upkeep reduction applies to mana and regeneration

Bug fixes:
o Icon shrinking removes labels (again)

Update: 28 Nov, 2021 @ 10:26am

[Auto-generated text]: Update on 11/28/2021 7:26:13 PM.

v2.6.3.1

Tweaks:
o Adjusted display of empath and apothecary in the class options menu
o Golems can be added to a caravan
o Undead are exempt from basic "Dubs Hygiene" needs - thanks to bluba for the compatibility contribution

Bug fixes:
o Bow training damage bonus fixed for levels 2 and 3
o Chaos Tradition cycling out upgraded abilities

Update: 26 Nov, 2021 @ 2:22pm

[Auto-generated text]: Update on 11/26/2021 11:21:50 PM.

RWoM v2.6.3.0 update

New:
Note: both new classes demonstrate methods of using any hediff or need as a resource for abilities
o Empath Class - an unique magic class that manipulates emotional (mood/joy) energy to fuel their abilities; there is no 'book' to learn to become an empath - it can only be acquired naturally
Abilities:
- Empathy: controls the innate empathic skill to raise spirits
- Mind Killer: floods all nearby pawns with stored emotions that opens a variety of reactions due to the emotional stress
- Suppressive Aura: blocks or filters the emotions (good and bad) of nearby pawns at the cost of emotional stress on the empath; prevents mental breaks of suppressed pawns
- Harvest Passion: attempts to overcome the will of a target and steal their work passions; requires an inspiration
- Incite Passion: transfers a work passions from the empath to a selected target

o Apothecary Class - dedicated to the creation of tonics, tinctures, potions and remedies; the apothecary class creates several useful solutions using natural ingredients found in every-day harvesting work.
Abilities:
- Herbalist: governs the skill of the apothecary; improves ingredient discovery, preservation and efficiency
- Elixir: creates a fast acting tonic that speeds wound recovery, fights diseases and infections, and even reduces signs of scars and aging. Side effects may include...
- Soothing Balm: a mixture of ingredients that can be applied to open wounds to immediately treat them; the salve also reduces overall pain and prevents infections. In large doses, soothing balm may be used as an anesthetic
- Poison Flask: throw a vial of noxious ingredients that expands into a cloud when it shatters, causing damage to the lungs and throat of anyone that breaths the fumes

The Apothecary is considered a 'fighter' class and the Empath a 'mage' class, but they are only weakly attuned to their respective fields; training can improve these skills somewhat

Tweaks:
o Custom class marker will now use the colonist bar mark if classTexturePath is left blank
o Magical Aura's and undead will trigger the "witnessed magic" ideology requirement

Bug fixes:
o Living wall skill levels correctly save
o Shard of extraction correctly removes the Death Knight class
o Enchanted Body skills correctly apply to Enchanted Aura

Update: 17 Nov, 2021 @ 11:35am

[Auto-generated text]: Update on 11/17/2021 8:35:41 PM.

v2.6.2.3

New:
o Autocast queuing - mod option added that queues some autocast abilities instead of overriding current jobs
- queuing never occurs while drafted
- some abilities, like blink or transmutate, never queue
- combat related abilities that can be autocast while hunting never queue

Tweaks:
o Golems can no longer be reanimated as undead
o Chaos tradition mana restoration is reduced based on time between uses; full effect occurs after 24hrs and is increased from 25->40 mana
o Shaman enrage sets mood to 40% after the effects end, regardless of what the mood was before being enraged; mood is increased by .1% for each point of damage dealt while enraged
o Added Machining as a pre-requisite for Mecha Golem research

Bug fixes:
o Mecha golem optic sensors have been readjusted to distinguish between mining and smoothing rock

Update: 12 Nov, 2021 @ 12:33pm

[Auto-generated text]: Update on 11/12/2021 9:33:03 PM.

v2.6.2.2

Tweaks:
o Changed pawn flags for golems to be be more compatible with pawn menu mods
o Mechanisms introduced to allow gifted pawns a higher chance for class inspirations