RWoM v2.6.1.0 update - ideology phase 1 New: o Magic Ideo (Meme) - Transcendent: reflects on different opinions of magic and mages and includes the following precepts...
RWoM v2.6.1.0 update - ideology phase 1
New:
o Magic Ideo (Meme) - Transcendent: reflects on different opinions of magic and mages and includes the following precepts...
o Precept: Abhore Magic - views magic as an abomination that will hold humanity back from true growth, and mages as less than human
Bonuses:
- No mages in the colony (mage slaves are barely tolerated)
- Social opinion improvements for killing a mage
- Mood bonuses for killing mages
- Mood bonuses for the colony when killing a mage
- Mood bonuses for severing a mage from magic
Penalties:
- Mood penalties for mages in the colony
- Social penalties for being a mage
- Mood and social penalties for using magic or allowing magic to be used
o Precept: Disapprove of Magic - views magic as a roadblock to technological advancement and mages and perpetuators of the dark ages
Bonuses:
- Few mages (relative) in the colony
- Mood bonuses for limiting the amount of spells used per day
Penalties:
- Too many mages in the colony
- Too many spells or abilities used per day
- Mild social penalty for being a mage
o Precept: Approve of Magic - views magic as a valuable asset that can be used to better the colony
Bonuses:
- Enjoys seeing or using magic
- Social approval of mages
- Mood bonuses for number of mages in the colony
- Social opinion of a mage improves for using magic
Penalties:
- No mages in the colony
- Mood penalty for pawns that do not witness magic for a day
- Non-mages have a social penalty with mages
- Disapproves of the magic severence ritual
o Precept: Venerate Magic - views magic as a divine gift and mages as exalted beings able to commune with the gods
Bonuses:
- Social opinion increases for a day for a mage after using magic
- Mood bonus for using or seeing magic
- Social bonus for being a mage (less so between mages)
- Mood bonus for number of mages in the colony
Penalties:
- Mages view non-mages with disdain
- Mood penalties for having mages as prisoners or slaves
- Mood penalties if no magic is used for a day
- Mood penalties for killing a mage (colony and individual)
- Social penalties for killing a mage (less so as a mage)
- Strongly disapproves of the magic severance ritual
o New role - Void bringer - a mysterious figure able to sense and manipulate the flow of magic
- Ability Mana Storm: disrupt the balance of mana and cause mana to become hyper-available but dangerous to use
- Ability Elemental Rift: uses mana to create a rift to an elemental plane; elementals from the rift will defend the colony
- The void bringer is required to perform the sever magic, gifting, and ascenscion rituals
o New ritual - sever magic: this ritual strips all magical ability from a pawn, if the ritual is performed poorly, the mage may attempt a desperate attack; this ritual can also be lethal to the mage
o New ritual - bestow magic (aka gifting): this ritual can be performed on the selected day of the year and, if successful, will grant a pawn the gifted trait along with mood and selectable secondary bonuses
o New ritual - ascension: this ritual may be performed when a gifted pawn gains a vision (inspiration) of becoming a magic class; the magic class is random but pre-determined (known) prior to performing the ritual
o New Inspiration - arcane path (aka ascension): this inspiration allows a gifted pawn to acquire a magic class with the assistance of a void bringer ritual
o New event - mana storm: mana in the area becomes imbalanced and dangerous to use, mana flows readily and all spell costs are reduced by half and all mana reduction barriers are removed, however, any spell that costs over 5 mana will cause the storm to strike the mage; the more the spell's mana cost exceeds 5 mana, the stronger the arcane strike becomes
o New ritual outcome that replinishes mana for participating mages
o New mod option added to disable camera snap-to-pawn after using teleport or rapid movement abilities
Tweaks:
o Improved artwork for thrumbosaber, thrumbow, elephant spear, elephant tusk, elemental rings (orbs) and thrumbo axe courtesy of Kasmex Forever ¿Vladislav?
o Undead status will revert to slave status under ideology to prevent influencing ideologies; the interaction with the slavery precept is intended
o Undead will maintain the same ideo and certainty as their necromancer
o Mana potions reclassified as "medical"; syrrium is still considered a social drug
o Reduced cooldown of ice mage spells by ~25%
o Magic weapons can now be selected as relics
o Placeholder weapons for supersoldier and technomancer can no longer be selected as relics
o Non-violent abilities can be used on venerated animals
o Undead animals will only decay to rotted corpses instead of skeletons
o Slaves will always produce random books and have a 25% chance to fail, destroying the book
o Elemental Assault difficulty scaling change to be easier at lower settings and harder at higher settings
o Having the "Corpses - Don't Care" precept will prevent the debuff for seeing undead
Bug fixes:
o Encase will correctly remove all walls following a game load
o Transporting unescorted slaves in a transport pod will be lost instead of converting to regular colonists
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o Added several error checks for undead thoughts and hediff
o Changed the soundDef of voidseeker abilities to be a proper sustainer sound
o Fixed a few typo's and text errors