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Releases: Standing-Storm/MindOverMatter

Mind Over Matter v0.7.1 beta

28 Apr 20:31
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Note--this update is for latest experimental.

Note 2--if your powers have a max level of 0, it's due to a bug with the way regional formats affect the math function. The bug has been reported and a fix is in the works

Bugfixes

  • Due to fat-fingering, Drain's int_decay_tick value was set at 18180000, which is 5050 hours to come down one step. Now set to the much more reasonable 14400 (four hours). Ways to reduce Drain other than waiting are in the works.
  • Some Clairsentient powers were free due to lacking Stamina as a power source--this has been corrected

Mind Over Matter v0.7 beta

27 Apr 04:57
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Note--this update is for latest experimental.

Content:

People have mentioned that Mind Over Matter is somewhat OP, and frankly they're right. All characters in CDDA become unstoppable eventually but MoM makes it come a little too quickly, so some of these changes are designed to extend that time.

  • New mechanic added: Drain. While each use of a power takes stamina, sometimes powers will also cause Drain, a longer-term condition that requires more rest to cure. Drain starts off mild but as it increases, it reduces your maximum stamina and stats and makes you hungry and tired. More powerful power are more likely to stack Drain. (Essentially, I wanted to use weariness to represent the longer-term cost of psionic powers but that's impossible, so this is the solution)
  • Awakenings can fail. The chance of a successful awakening starts off very high, but the more times you're awakened the lower the chance of future awakenings. Portal storms have a slightly lower chance of awakening you than matrix crystals do
  • You can only awaken once per storm now
  • Nearly all powers scale with Intelligence, and in multiple ways. Generally damage, range, duration, and sometimes AoE all scale at +5% per point of Intelligence above 10. They also scale down per point of Intelligence below 10, so that pain greatly inhibits your powers (hard to concentrate through the pain). This also means that if you play with multiple mods and end up with Intelligence 50+, you will annihilate everything in your path. This is intended.
  • Many, many changes to power range, damage, and so on to account for the scaling. Many powers will be weaker at level 1 but max damage and duration now scale with level.
  • Added a Project PHAVIAN secret location. It's not as grand as the XEDRA main labs, since portal research went on for decades while psionics research went for only a few years, but they're out there. Also added items to breadcrumb to the location
  • Added some Project PHAVIAN scientists, with appropriate loot, to regular labs and to Research Facilities. They were caught there in the lockdowns.
  • Added extra snippets
  • Added new items and recipes
  • LV429 damage reduced
  • Flexibility now reduces fall damage by a percentage instead of completely eliminating it
  • Brought content in line with latest experimental

Mind Over Matter v0.6.1 beta

30 Mar 20:08
29ac7d1
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Note--this update is for latest experimental.

Content:

  • New powers! Each path has a new tier 1 power, including:
  1. Biokinesis: Resist fall damage, escape grabs, and dodge enemies easier with Flexibility
  2. Clairsentience: Pinpoint your enemies' vulnerabilities and do more damage with Discern Weakness
  3. Pyrokinesis: Use Quell Fire to put out any errant flames your powers create!
  4. Telekinesis: With Momentum Alteration, make yourself slightly faster and anything dangerous nearby slightly slower!
  5. Telepathy: Cataclysm got you down? A quick session of Mood Adjustment will perk you right back up.
  6. Teleportation: Want to teleport but an enemy is at your destination? Just use Transposition to trade places.
  7. Vitakinesis: With Enervating Touch, slow down enemy regeneration and cause them to begin to decay
  • Practice recipes! Since this is psionics, not wizardry, I am still committed to the idea of learning powers through use but I also recognize that channeling Fountain of Flames 500 times to level it is neither interesting nor exciting, so now each power has a custom practice recipe you can use to meditate on it. Unlike spells, you can only meditate on a power you already know, and there's a limit to how far meditation can take you (currently level 12 for tier 1 powers, level 10 for tier 2, and level 7 for tier 3). Time and XP granted are scaled based on how spellbook reading works. (Tier 3 powers are intended to take refined crystalline dust to contemplate, but neither the dust nor the recipe to refine it are currently as common as intended so it requires unrefined for now)
  • Powers now scale better! The max level scales to 1.5x Intelligence and many powers have a max_damage that scales based on the level, so if you somehow get 30 Intelligence you can learn Wrecking Ball up to level 45 and level a building. Further scaling may be possible in the future--stay tuned!
  • The clairsentient power The Perfect Path has been obsoleted and replaced with Premonition, which warns you if there are any enemies nearby. If you're updating from a previous game, you'll get both! Until your inevitable death, anyway.
  • Some recipes have been collapsed into recipe groups
  • New powers added to starting professions.
  • The teleporter power Farstep has been slightly nerfed. I know, I know, please put down the pitchforks--the initial scatter AoE is now larger and it gradually grows more precise as you level until it reaches the same precision as previously.
  • The clairsentient power Night Eyes now directly modifies your night vision rather than simply granting a night vision goggles effect. This scales as you level the power.
  • The biokinetic power Combat Dance now scales based on power level instead of providing a flat bonus

Bugfixes:

  • The telepathic power Obscurity now also hides your scent so that you won't be followed by things that are supposed to be ignoring you. A more reasonable implementation of this power may be available in the future.
  • Various updates to bring in line with experimental
  • Release name changed to beta because some people were confused about how far along the mod actually was
  • Missing note name now named

Mind Over Matter v0.6 beta

30 Mar 15:11
45219c1
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Note--this update is for latest experimental.

Content:

  • New powers! Each path has a new tier 1 power, including:
  1. Biokinesis: Resist fall damage, escape grabs, and dodge enemies easier with Flexibility
  2. Clairsentience: Pinpoint your enemies' vulnerabilities and do more damage with Discern Weakness
  3. Pyrokinesis: Use Quell Fire to put out any errant flames your powers create!
  4. Telekinesis: With Momentum Alteration, make yourself slightly faster and anything dangerous nearby slightly slower!
  5. Telepathy: Cataclysm got you down? A quick session of Mood Adjustment will perk you right back up.
  6. Teleportation: Want to teleport but an enemy is at your destination? Just use Transposition to trade places.
  7. Vitakinesis: With Enervating Touch, slow down enemy regeneration and cause them to begin to decay
  • Practice recipes! Since this is psionics, not wizardry, I am still committed to the idea of learning powers through use but I also recognize that channeling Fountain of Flames 500 times to level it is neither interesting nor exciting, so now each power has a custom practice recipe you can use to meditate on it. Unlike spells, you can only meditate on a power you already know, and there's a limit to how far meditation can take you (currently level 12 for tier 1 powers, level 10 for tier 2, and level 7 for tier 3). Time and XP granted are scaled based on how spellbook reading works. (Tier 3 powers are intended to take refined crystalline dust to contemplate, but neither the dust nor the recipe to refine it are currently as common as intended so it requires unrefined for now)
  • Powers now scale better! The max level scales to 1.5x Intelligence and many powers have a max_damage that scales based on the level, so if you somehow get 30 Intelligence you can learn Wrecking Ball up to level 45 and level a building. Further scaling may be possible in the future--stay tuned!
  • The clairsentient power The Perfect Path has been obsoleted and replaced with Premonition, which warns you if there are any enemies nearby. If you're updating from a previous game, you'll get both! Until your inevitable death, anyway.
  • Some recipes have been collapsed into recipe groups
  • New powers added to starting professions.
  • The teleporter power Farstep has been slightly nerfed. I know, I know, please put down the pitchforks--the initial scatter AoE is now larger and it gradually grows more precise as you level until it reaches the same precision as previously.
  • The clairsentient power Night Eyes now directly modifies your night vision rather than simply granting a night vision goggles effect. This scales as you level the power.
  • The biokinetic power Combat Dance now scales based on power level instead of providing a flat bonus

Bugfixes:

  • The telepathic power Obscurity now also hides your scent so that you won't be followed by things that are supposed to be ignoring you. A more reasonable implementation of this power may be available in the future.
  • Various updates to bring in line with experimental
  • Release name changed to beta because some people were confused about how far along the mod actually was

Mind Over Matter v0.5.2 alpha

19 Mar 23:38
2daba2f
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Content

  • Changed the vitakinetic power Wakeful Rest to take 1/4 the time to channel but have 1/4 the effect. This should make training it up easier, reduce the pain of failed channeling attempts, and make it more attractive to meditate when you need to rather than have to set aside a bunch of time to do it.

Mind Over Matter v0.5.1 alpha

19 Mar 23:37
1d69b65
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Content:

  • Mindhammer now has a bash component so you can use it to smash down doors
  • Obscurity now also hides your scent so wild animals etc won't keep following you even though they can't see you.
  • All restrictions on Telepathy removed (for now). targeted_monster_species has too many caveats to really work--for example, NPCs aren't "monster species" so it automatically excludes them--so until I come up with a better solution, enjoy your ability to telepathically assault robots

Mind Over Matter v0.5 alpha

16 Mar 02:59
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Content:

  • Crafting! Learn new proficiencies, use matrix crystal shards to create strange devices, and loot experimental Project PHAVIAN technology. Or just grind up matrix crystals into water and drink it, whatever works for you. Find the schematics on feral XEDRA psions or in places where psionic research took place.
  • Matrix crystals now have a proper message when you use them to awaken
  • Revamped spawns for crystalline fields and made the crystals drop crafting ingredients when smashed
  • Added a new enemy, the feral security captain, Ψ Division
  • Psionic Overload now has a much lower maximum pain value (~40% of original)
  • The vitakinetic power Wakeful Rest now actually removes any sleep deprivation value you have. Just keep meditating and you'll never have to sleep again.
  • Meditation practice recipes added to additional books and drop rates adjusted.
  • Matrix crystals now drain when used for an awakening. Can't do anything about the weird message, sadly.

Bugfixes:

  • The biokinetic power Pain Overload will no longer reduce your pain so much that it kills you
  • The biokinetic power Sealed System now properly protects against toxic gas. I can't remove the message saying you get sick, but you won't actually get sick.
  • The pyrokinetic powers Cloak of Warmth and Blazing Aura will no longer overheat you if used outdoors on a summer day
  • The telekinetic power Wrecking Ball will now damage your allies.
  • Pyrokinetic Flash now has a maximum duration
  • It's the Netherum, not the "Netherium." Spelling corrected.
  • Eaters now make you more tired, not less

Outstanding Issues

  • The feral burner isn't using their ranged pyrokinesis attack, only the melee one. Not sure why.

Mind Over Matter v0.4.2 alpha

26 Feb 00:48
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Bugfixes:

  1. Reworks Pyrokinetic Radiance so it can no longer be hidden by clothing.

Mind Over Matter v0.4.1 alpha

23 Feb 05:07
3acb2ee
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New Content:

  1. Adds a new Nether monster, the eater. It may look disinterested and harmless, but something feels...wrong.
  2. Added crystalline fields, remnants of portal storms that didn't go away when the storm ended.
  3. Added some infrastructure for crafting (to be added later).
  4. Added feral security guard, Ψ division.
  5. Added duration timer to the entry in the effect section of the character window. Psionics are unpredictable, though--the duration is not in seconds or minutes, but relative. Not all powers with the same duration will stack up the same effect duration level.
  6. Added log messages when powers are faded to provide an immersive way to know your powers are running out.
  7. Added a telepathic power to stop your concentration trance.

Bugfixes

  1. Revamped effect durations. Someone, not naming names here, missed the part about effects stacking up to one year by default. Now, effects stack up the maximum possible duration listed in their description. No longer will you be stuck in a concentration trance for a week because you wanted to get in a bit of practice.
  2. Randomized concentration trance's duration, to match other powers.
  3. Various typos

Outstanding Issues:

  1. The text on the matrix crystal psionic awakenings is still a placeholder. Hopefully it's not too immersion breaking

Mind Over Matter v0.4 alpha

19 Feb 18:00
e770da5
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Changes:

  1. Slightly reduced frequency of portal storm awakenings. Once portal storms are more dangerous to the body as well as the mind I might increase it again.
  2. Revamped portal storm awakening. Now, if the EoC rolls an awakening that you already have, your powers go haywire and cause various debilitating effects. This means a non-psychic has no risks for staying outside other than the standard portal storm ones, but the more psychic you are, the riskier a portal storm is as a method of gaining power. If you've got an awakening or three, maybe try to find a matrix crystal...or go outside and roll the dice!
  3. Revamped matrix crystals to use EoCs instead of spells. This is more elegant and also means looking into one when you're already psychic causes a minor power overload.
  4. Added tier 3 feral psychic enemies: human whirlwind, pattern screamer, unending conflagration, and ephemeral riftwalker.
  5. Revamped pyrokinetic Cloak of Warmth and Blazing Aura so they produce actual heat around the character. Plans: look into whether it's possible to scale the heat to the ambient temperate

Bugfixes:

  1. Removed BONUS_BLOCK from Clairsentient powers to prepare for its upcoming removal
  2. Removed inappropriate self-damage from buff spells. No more shattering your own armor because you think too hard!
  3. Fixed a few power durations
  4. Fixed various typos

Outstanding Issues:

  1. The text on the matrix crystal psionic awakenings is currently a placeholder. Hopefully it's not too immersion breaking