Adds magic classes to RimWorld. Features arcane, fire, lightning, and ice abilities to specially gifted pawns.
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