When reporting bugs, please also include the list of mods you're using, and any warnings or errors you see in the BepInEx log (along with a few lines before and after).
Is there anyway you might use your skill to help us update the skyheim mod? It is very similar and I am thinking the author has left. I will buy you a beer
I picked the game back up right before the Bog Witch update so I was enjoying playing with the mod of course. After the update, I figured I'd survive perfectly fine playing without the mod while you're working on adjustments. Honestly though? The game is just not as good without Rune Magic. Thank you for your hard work!
Thanks 😁 it means a lot to get this sort of feedback. I just uploaded a new version that should work with the Bog Witch update, as always let me know if you run into any issues and I'll try to fix them asap.
is there any chance to add canopy rune radius in config or better version of canopy rune that is bigger or add upgrading runes like workbench forge etc with other "upgrade runes" or smth i just want canopy rune to have more radius because now haveing repair runes is better than canopy for rain protection
Making that configurable is already in my backlog, it's not super high priority but I'll get around to it eventually. That said yes repair runes will keep your building health topped up, but canopies also keep you dry (and also I think they're cozier).
Hey hyleanlegend! Awesome mod, thank you very much for it. It is of incredible quality. I have some requests/ideas that you may be interested in implementing. 1) If you could make the recipe customizable in runemagic_server_config.cfg, either by changing it manually in the file or by using a mod config manager. So one could make it harder to craft the rune and upgrade it (or easier).
2) For no map playthroughs, you could implement a compass rune that functions similar to the awareness rune. Instead of mobs around your head, you can see the directions, N, S, E, W. It would be useful for those cases where there is no visibility and you cannot see the tree in the sky. Also, for those cases where the direction was given to you inside a crypt or cave. Instead of using the cheesy hammer you can use the rune.
3) No map playthroughs have an issue with Hildir. Her quests mechanic does not work really, since it points you only to one of those. So it would be useful if you could use a rune that pinpoints the directions of her quests, again similar to the awareness rune.
1) I'll consider it, it'd take some changes since the config isn't really designed for that, and it'd need extra logic to cover cases like switching between servers with different recipes configured, but in concept it makes sense.
For 2 & 3, I'd rather not add features that are super specific to one game mode, that seems like something that would be better served by a dedicated mod.
I've encountered a glitch when trying to use "foundation rune" even when scrolling to expand or shrink the size. When using the rune the ground around me doesn't change or flatten.
[Info : Unity Log] Setting up VFX [Info : Unity Log] Starting foundation with radius 0 [Info : Unity Log] 08/05/2024 17:59:26: Placed runemagic_LevelTerrain
seems like the radius is still at 0 regardless of if I scroll in or out.
I have disabled most of the other mods besides jerekuusela's expand world and etc
I suspect this is the same issue as in the "Compatibility issue with the mod "Infinity_Hammer"" bug that's currently open (if you're not using Infinity Hammer and still seeing this issue, definitely let me know). I'm looking into it now, I'll post any updates there.
Hi I am a big fan. I did not try the Ashland version yet.
I would like to mention that rune stones do nicely on Valheimrafts. The calm sea effect seems to be over writen and removed by leviathan sinking. Maybe it is a feature? Just not to usefull.
The dry land is just a shallow dent in the water surface. I was hoping for pulling a sword out of a stone at the ocean floor using seafloor walking boots in the first place. I would have gone for a bubble around the rune or even a cylinder. But again this is a feature.
About Ashland runes: Maybe a fire stop rune would be cool. Fires on Valheimraft start fires in ashland or according to settings. Not cool. Maybe something with lava walk or/and cool waters would be nice. Not sure if seafloor walking is deadly in the ashlands. (Not tested by me)
Is the canopy rune like the new shield bubble or is it only good against rain? The generator works not very well on Valheimrafts. The canopy rune does a better job in moving with the raft.
Just to let you know what I am doing with your things. Alone the restauration rune is already price less!
That's odd, leviathans shouldn't interact with any of the runes. I can't promise compatibility with ValheimRaft though, the runes won't necessarily work properly if they're moved (since in the base game they can't move once placed, so they don't all take movement into account).
Unfortunately I can't make the dry land rune do a bubble style effect, it would be cool but there's just really no way to make that work without being able to alter the water shaders (which mods can't do).
Maybe there is a way to walk on lava (but it doesn't look the way I want yet, I'm working on an improvement).
The canopy rune only blocks weather effects. I considered making it block the falling embers too, but I didn't want it to block other projectiles (since I want to avoid any of the runes having direct combat applications), and it felt inconsistent to block one thing and not others.
They did move nicely with the ship. It was just the leviathan sinking animation which seems to be overruling the flat water rune. After that it will not come back by itself. Your canpoy moves nicely with the ship, the shield generator does not. Maybe there is a point in using the dryland rune for a quasi submarine.
I guess I could make this configurable, I just figured since the energy Runestones can store and the rune costs are all configurable, it was kind of redundant (e.g. if you halve all of the energy costs that's essentially the same as doubling the energy the Rune Focus can store).
467 comments
Thank you so much for your work!
I have some requests/ideas that you may be interested in implementing.
1) If you could make the recipe customizable in runemagic_server_config.cfg, either by changing it manually in the file or by using a mod config manager.
So one could make it harder to craft the rune and upgrade it (or easier).
2) For no map playthroughs, you could implement a compass rune that functions similar to the awareness rune.
Instead of mobs around your head, you can see the directions, N, S, E, W. It would be useful for those cases where there is no visibility and you cannot see the tree in the sky. Also, for those cases where the direction was given to you inside a crypt or cave. Instead of using the cheesy hammer you can use the rune.
3) No map playthroughs have an issue with Hildir. Her quests mechanic does not work really, since it points you only to one of those. So it would be useful if you could use a rune that pinpoints the directions of her quests, again similar to the awareness rune.
1) I'll consider it, it'd take some changes since the config isn't really designed for that, and it'd need extra logic to cover cases like switching between servers with different recipes configured, but in concept it makes sense.
For 2 & 3, I'd rather not add features that are super specific to one game mode, that seems like something that would be better served by a dedicated mod.
[Info : Unity Log] Setting up VFX
[Info : Unity Log] Starting foundation with radius 0
[Info : Unity Log] 08/05/2024 17:59:26: Placed runemagic_LevelTerrain
seems like the radius is still at 0 regardless of if I scroll in or out.
I have disabled most of the other mods besides jerekuusela's expand world and etc
Thanks!
Thanks!
I would like to mention that rune stones do nicely on Valheimrafts. The calm sea effect seems to be over writen and removed by leviathan sinking. Maybe it is a feature? Just not to usefull.
The dry land is just a shallow dent in the water surface. I was hoping for pulling a sword out of a stone at the ocean floor using seafloor walking boots in the first place. I would have gone for a bubble around the rune or even a cylinder. But again this is a feature.
About Ashland runes: Maybe a fire stop rune would be cool. Fires on Valheimraft start fires in ashland or according to settings. Not cool. Maybe something with lava walk or/and cool waters would be nice. Not sure if seafloor walking is deadly in the ashlands. (Not tested by me)
Is the canopy rune like the new shield bubble or is it only good against rain? The generator works not very well on Valheimrafts. The canopy rune does a better job in moving with the raft.
Just to let you know what I am doing with your things. Alone the restauration rune is already price less!
Unfortunately I can't make the dry land rune do a bubble style effect, it would be cool but there's just really no way to make that work without being able to alter the water shaders (which mods can't do).
Maybe there is a way to walk on lava (but it doesn't look the way I want yet, I'm working on an improvement).
The canopy rune only blocks weather effects. I considered making it block the falling embers too, but I didn't want it to block other projectiles (since I want to avoid any of the runes having direct combat applications), and it felt inconsistent to block one thing and not others.