Magic the Boringing

One thing I don't like is the magic system. First you have to find a source of crystals. Then you have to build a town (I thought town-spamming was discouraged), find a way to generate research point so you can research two different techs so you can then build an arcane lab to generate spell points and a crystal mine to harvest crystals. At the same time you're spending spell points to learn spells. After you have enough crystal and spell points and the spell has been learned, you can finally cast it.

This is not, to use Frogboy's term, fun. I want to be hurling fireballs almost from the beginning.

 

And essence and mana seem to be used interchangably in a couple of places.

2,297 views 11 replies
Reply #1 Top

Are you sure you aren't mixing crystal and shard?

Reply #2 Top

The Sovereigns do need a much wider selection of spells before any research is done. Unless you spec your Sovereign as a warrior in which case they should get some decent equipment so they can fight. But if you spec as a pure spellcaster you need enough basic spells to be able to adventure and fight too.

Reply #3 Top

Quoting Peace, reply 1
Are you sure you aren't mixing crystal and shard?
End of Peace's quote

 

I might be.  The point is the same, though.

Reply #4 Top

Don't know, I would rather there be some challenge I don't want to be ultimately powerful in the first 3 minutes of the game.

and besides the game options allow you to choose if you want the game speed to be epic, or over in 2 hours.

Reply #5 Top

It is not about being "ultimately powerful" in the beginning. Just an established spellcaster or warrior who can fight bandits and such without too much trouble.

Obviously being able to cast a fireball or two is an insignificant power compared to raising volcanoes on the global map.

Reply #6 Top

Make your sovereign able to generate their own spell points and start using some of the default spells.

Reply #7 Top

I'm pretty sure it doesn't matter if you have spell research points, since you still have to research the summoning and combat trees. Combat magic doesn't seem to be in at the moment though, but perhaps we can suggest that just like the warrior, the magician has the option of starting with combat spells (as apposed to adventuring equipment).

Reply #8 Top

The player will be able to cast enchantments (that they'll have right away) such as shadow armor and Arcane blade that will make them significantly tougher.

Reply #9 Top



This is not, to use Frogboy's term, fun. I want to be hurling fireballs almost from the beginning.

End of quote

 

I really don't I have to say. I would prefer magic to be very limited in the beginning and fireballs to be mid-late game spells. Part of the fun for me is building up charactors to become the fireball-tossing sorcerers you really need to protect. Having them from the beginning would just make me throw them into combat with gay abandon.

Reply #10 Top

I do think he makes a good point in regards to the shards (even if he didnt mean to).  We should be able to harvest shards any where in the world via pioneers/magic, without the need for a town.

Reply #11 Top

Just to clarify - I don't want overpowered spells for free.  But I do want to be able to cast some magic without engaging in research/citybuilding for 20 or so turns first.