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Mind Over Matter v0.6 beta

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@Standing-Storm Standing-Storm released this 30 Mar 15:11
· 299 commits to main since this release
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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