New class - Technomancer
Multiple bug fixes and tweaks.
** New class: Technomancer - the technomancer combines technology and the arcane power as the basis for their abilities. They are unique in that they can select one (and only one) of three primary paths: offense, defense, and support-
Offensive Path: by using an existing, mechanical weapon as a blueprint, the technomancer can design a modified version of that weapon and mold it out of mana; the combination of this improved weapon system, nanites that increase their combat abilites, and projectiles infused with elemental properties makes the offensive technomancer a formidable option-
Defensive Path: the Mark-IV weapon system was a prototype that failed due to a lack of sustainable energy; technomancers use their own mana as a means to fuel this weapon system, and are able to effectively deploy and operate it as a powerful, manned turret-
Support Path: support technomancers prefer to craft an independent and autonomous AI to assist them in many tasks; this "techno-bit" is able to accelerate the work speed of many projects, can repair almost any mechanical system, and even has some combat abilities
In addition to the primary paths, all technomancers have access to several core, class abilities:
- Overdrive: bypasses safety features or increases power of generators, turrets, and robotic AI to drastically improve their output capacity for a short period but can cause stress and damage the targeted system
- Sabotage: like overdrive, it can target many different powered, computer, or mechanical systems to cause everything from minor to catastrophic failure of all vulnerable systems in a small area
- Kinetic Shield: surrounds the target with a shield able to deflect projectiles; the shields power determines the limit of kinetic energy that can be deflected - high powered rounds can penetrate low powered kinetic shields
- Orbital Strike; hacks into orbital bombardment satellites to input target coordinates, can take some time to align and launch the attack but packs a punch when it hits
** New Features:
Purify can be selected for Autocast
** Tweaks:
Autocast blink and phase strike XP gain has been reduced
Mana potion recipe for the gemcrafting replaces Go-Juice with other, less technological, ingredients
Autocast will not select targets out of line of sight - this was causing some abilities to move the casting pawn into a position it could see the target; this does not affect abilities that do not require line of sight
Sentinels will now activate on manhunter animals
Faceless ability "possess" can be resisted with above average values of consciousness and/or psychic sensitivity
Arcane cooler, heater, and power node have been changed to sustained abilities
** Bug fixes:
Pawns of non-standard sizes will only be drawn as their intended sizes
Carrying capacity has been fixed for several traits that increased or decreased this state