spell resistance, spell power, and spell casting requirements....
when i read about the stat changes, i actually thought INT was going to be the MOST desirable stat in the game. i mean, it's a game about magic and they consolidated the magic stuff into ONE stat. as opposed to combat oriented sovs, who have to pump points into three stats.
the reason it hasn't come into force must be because
- spell resistance is underpowered
- there are no higher level spells that make me want to raise my int
- the ones that do use int for scaling affects are redundant by the midgame (only touch of entropy does competetive damage, and does not scale)
- casting stat requirements have not applied for the sovereign.
seriously, once there is a level 6 spell that requires 20 INT and does 2x Int + 5 per shard over a blast radius, people will change their minds. and the game needs these because there is currently very little in the game worth learning in the long term other than teleport, summons, heal and touch of entropy. we also need a spell that boosts the movement of the entire army, prevents counter-attacks (what happened to that?), heals on the strategy map, reveal (also currently missing in action) etc.
they also need to show some balls and enforce INT casting requirements for the sovereign. if you're going to add a mechanic like this you've got to be consistent.
if the spells are written properly, there are enough mechanics for TWO magic stats, not just one. personally, i liked essense and thought it was a better mechanic for imbuing than mana maint. if it was me i'd do it this way:
INT: Stat requirement to cast, Reduces mana casting costs, produces Admin bonus to settlement income
ESS: Increases spell power, increases spell resistance, required to imbue AND have children (who should go back to all be casters), crafting magic items, used to create fertile land