just wanted to point out that we agree with this assessment of spell resist... our magic resist stat isn't a blanket "resist to all spells" stat, its intended only to be applied to specific spells that state they 'can be resisted'. We are doing this so in the future we can introduce more granular forms of spell reduction/resist/avoidance.
That's good news. Some hardcoded resist routine would certainly be quicker to write but it would severely limit the spell design.
If every spell includes it's complete resist calculation, what it checks against and to what degree, that's more to write overall (each spell...) but maximum freedom.
My distinction between "magic resist" and "vulnerability.fire" can of course be expressed as just a magic resistance vs fire.
However, there are advantages to having a separate "baseline resist".
On level-up, the base resist of a creature could improve. Generic resist buffs or debuffs are easy to code because only one value needs to be altered.
It would be more mod-safe because all the fiddly bits - like maybe separate blunt and piercing damages - are working as
a property of the base resist (or base Defense) and don't break any mods where units don't have a "piercing resist".
Any chance that an "ignore Normal Weapons" spell is being considered?
Lycanthropy is a very underrated talent.
Weapon attacks are a spell... technically.
If the resist system is expanded beyond the basic placeholder we'll see in the near future, it would be a no brainer to let lycanthropes have a "magic resistance" against physical attacks.
Magical / silver weapons would simply be another resist type that lycanthropes don't have a special resist against.
With the "vulnerability" system I outlined above, units can have selected resist tweaks added while any unlisted value defaults to a vulnerability of 1.0 or normal.
(this increases compatibility with newly added spells or units because worst case, they default to "normal damage" and nothing breaks)
In this case, Vulnerability.Physical might be 0.1 (10 %). Lycanthropy implemented with adding one entire value.
I have to agree with this post. A spell book named 'combat' feels a little generic, unoriginal and I dare add boring.
I'll have to agree with the agreer... in principle. =P
However, this was only referring to starting spells, not the organisation in-game.
Effectively they are giving the player a simplified interface for picking starting spells without having to know exactly what each spell does.
That's not such a bad idea if you consider accessability.