Chaos Mage, Wanderer and Wayfarer minor classes, Updated texture art for the Giant Skeleton, 2 new abilities, and more.
Update: Removed Travel Need
Update 2: Fixed multiple bugs with chaos mage ability assignments and autocasting
Update 3: Fixed upkeep cost calculations, beneficial wild surge will complete the spell, and removed the promotion button for non-colonist pawns with gifted traits
RWoM v2.3.8 update
New:
Giant Skeletons have improved texture art courtesy of Trisscar!
New Need: Travel - pawns with this need enjoy being in caravans and get a mood boost when they've traveled frequently, but acquire a mood penalty when they remain at a colony too long
New standalone fighter ability - Legion: this ability allows any fighter to learn a single fighter ability from any other fighter class (except faceless)
New standalone fighter ability - Tempest Strike: by burning through their stamina reserves, the pawn uses their equipped weapon to launch a flurry of attacks; works with ranged and melee weapons
Two new minor classes have been added; these classes do not have class abilities but can improve generic abilities learned via scrolls
* Pawns with the Gifted or Physically Adept traits can immediately promote to their respective minor classes
* Minor classes cannot be promoted to a full class at a later time
Class - Wanderer (mage): excels at general abilities but has no class abilities
* can teach themselves to use basic fighter abilities
* their caravan ignores tile movement penalties
* enjoys traveling and has the need to travel
Class - Wayfarer (fighter): excels at general abilities but has no class abilities
* can teach themselves to use basic mage abilities
* increases the speed of their caravan by 25%
* enjoys traveling and has the need to travel
Class - Chaos Mage (mage): a unique class that possesses only one class skill: Chaos Tradition. Using this skill, the chaos mage can acquire the skills of any other class
* Chaos Tradition: reveling in their freedom from class restrictions, the chaos mage cycles the abilities they have available to use
* Blood magic, necromancy, and master spells are unobtainable
* Chaos mages are subject to a unique phenomenon (wild surge) that can randomly create chaotic effects whenever a chaos mage uses magic
Tweaks:
o Wandering Lich and Elemental Assault events have a higher chance of finding a valid starting location
o Magelight will activate during the day when in-doors
o Undead will only fill base needs (mood, rest, sleep, etc); needs from mods will adjust normally
o Necromancer Death Mark can be applied to neutral pawns
o Decreased spawn count of skeletons during Wandering Lich event by ~15%
o Undead deaths and corpses are no longer counted as colonist; associated colonist thoughts no longer apply
o Arcane forge, magic printer, and gemcutting table can be minified
o Giant skeleton and elemental AI will obey area assignments
o Prison Labor compatability patch updated to work with both versions
Bug fixes:
o Ignite Blood will clean up correctly
o Shadow Call and Shadow Step will no longer activate if the bonded pawn is not spawned or in a caravan
o Techno Turret will correctly apply damage to the controlling pawn if it is destroyed while manned
(edited)
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