AI mage's threat has been increased - mages will acquire all class abilities and also have a 5% chance to acquire their master ability (hard mode 40%)
When AI mages are recruited, they will lose all abilities, ie start from scratch; it will be more optimal to recruit and promote pawns to mages than to capture existing mages
This change should improve the challenge AI mages present to the colony and optimize balance
AI mage's threat has been increased - mages will acquire all class abilities and also have a 5% chance to acquire their master ability (hard mode 40%)
When AI mages are recruited, they will lose all abilities, ie start from scratch; it will be more optimal to recruit and promote pawns to mages than to capture existing mages
This change should improve the challenge AI mages present to the colony and optimize balance
Tweaks:
Paracyte yield increased from 5 magicyte to 7
Reduces maximum reward value of arcane bandits
Paracyte drain is shown under magic tab with other conditions affecting mana regen
Enchanters can create unlimited enchanter stones, but each stone reduces the enchanter's max MP by 25%
Soothing Breeze (ice mage), Shadow (arcanist), and Ray of Hope (fire mage) have been changed to sustained buffs; they will periodically select a random pawn to buff when the aura is active on the casting mage
Stoneskin will slowly repair itself to it's maximum charges as long as it's not completely depleted
Bug fixes:
Polymorph and shapeshift are retained across loads
Techno-shield will no longer generate an error when active on a blood mage when they perform blood sacrifice
Beguile Animal (Druid) will no longer manhunter friendly or neutral caravan animals