Magic books: Other . So far I saw Shadow and Nature . Forest .
Gazz_
Magic book: Water . Magic resist: Water. Character: A dualistic element, being equally able to flow / evade / surround / suffocate as to freeze and put the icey hammer down. The water elemental does low damage but has an immense dodge stat. (every
Magic book: Fire . Magic resist: Fire. Character: Brutal, offensive, volatile. Quick to summon, hard to control. Liable to hurt you as much as the target. Fast and cheap to cast. Control should be the overarching issue here. Depending on cas
Magic book: Earth Magic resist: Earth but effectively Physical There is a "Vulnerability Earth" but it would almost always be identical to the physical resistance. Only beings especially vulnerable to shattering forces (crystal golem?) would be especially vulnerable to Earth spell attacks. <span style="font
Magic book: Air Magic resist: Air. Character: Traveling, speed, farseeing, but also lightning, storms, and hurricanes. Bad weather can ruin harvests. Lightning nukes should stun and disorient, possibly be amplified by metal armor. <span styl
Magic book: Death Magic resist: Death. Character: Is there anything ambiguous about death? Magic for death, disease, weakening, death, stealing life, death... The power of Death spells could be tied to the number of <a href="https://forums.e
Magic book: Life . Magic resist: Life. Character: Your typical MMO priest / cleric magic. Absolutely reliable and mostly indirect magic. Healing, protection, strengthening, endurance, morale. Life nukes could be twofold.
How to help the AI to evaluate and generally figure out magic . Since items (especially with procs) will be extremely hard for the AI to attach a value to, allow defining the value of the item for the AI. Like: 100 100 100 100 <ItemValueCaste
Starting conditions, spells, traits, books . starting conditions. Selecting starting spells, sovereign traits , mutually exclusive spell books (fire/water, life/death), spell book pick cost -New caster traits at soverign creation. Traits to decrease spell cost, decrease casting time, improve power, double displing power, enhance summons, boosted
Enchanting items . Some way to attach magical effects to items or create magical items from recipes. Right now there is absolutely no way to do that in game - beyond simply buying everything in the shop. Of course, there are the cliché candidates like Life for healing/regenerating, Earth for more armor, and Air for speed, flight, arow protection. The max powe
Mana supply and spell reagents - the logistics of magic . by shards, improvements, buffs. Clarity buff that costs essence but increases mana regen indefinitely. Another Clarity buff that costs 1 crystal and increases mana regen by 1 for 20 turns. Mana regen is a very dangerous mechanism with a tendency to slip into being game breaking. Summoning spells that use
Elemental shards . Shard effects on their surroundings , positive and negative, wild and neutral shards. Neutral shards: Shards would not necessarily have to spawn as an Earth Shard or Fire Shard. What if they would spawn
Magical / spell research Right now magical research is worse then tech research. With tech research you "naturally" advance through the tech tree with some randomness thrown in. You don't have to research an artificial "Level 3" before you can research better housing or bows. But with magic you do research "lvl 3" and then you get immediate research acce
Procs (events, processes) for creatures, items, other . Melee champions are dreadfully boring and so are magical items. Right now a "magical" sword just means it has 9 attack instead of 6. Yay. Woo. I want to see magic . Procs are a staple of MMOs and some strategy games with heroes. MoM had them on enchanted weapons although the system was very basic. "
Magic resistance system Note that this would not require a code change. It only means adding a few hidden unit stats and altering the Spell.xml to make the spells take special vulnerabilities into account - simply by using the hidden stats.
Buff / debuff stacking rules . Right now there are all sorts of conflicts or imbalanced spells because they can be stacked infinitely or interact with debuffs modifying the same gamestat. Every game with buffs and debuffs needs stacking rules . A buff can only replace an existing buff that modifies the same gamestat if it's of equal or greater stren
New magic / spell mechanics Channeling spells: Useable for very powerful spells with a duration. (Example: the Earth elemental I outlined below) These spells cost mana "upkeep" every turn and only last as long as the caster <em
A very common complaint is that EWoM magic is drab and unimaginative. So how should it be? What spells and effects should be there? What other area of the game should be affected by magic and how? Just writing it should be "better" or "more varied" is a complete waste of bandwith. For many spell effects
Would it help if we called the squares tetragons? It's easier for devs and modders to work with right angles and squares don't have any real disadvantage if diagonal movement counts as 1.4 moves. This game has floats and not just integers. What's the problem?
That's why "ways for the AI to evaluate and generally figure out magic" is one of my bullet points. =) It will never understand magic but with the proper guidance (by tags in the spell data) it should be able to more or less use them in the right situations. The alternative is every spell creator supplying the AI script to evaluate and use it but 10 people independantly doing AI snippets is guaranteed disaster. Better to have a protective layer for the AI...</
We have caravans so I want a chariot for my sovereign to drive into battle. And fluffy dice for the rear mirror.
Yes, but they can cast all of "your" spells as well, in addition to the spells they own themselves. Except that they can only "own" the first 127 spells of the game. Someone thought it would be funny to only use 7 bits for that value.
Although I agree with 15 mana for the current implementation of Teleport, it should not be balanced entirely against mana cost. https://forums.elementalgame.com/397194 There are far more possibilities than that.
I'm also against schools like Evocation (destruction), conjuration, and divination. Magic is already way too bland. Intentionally making it any more generic gets an overripe tomato from me. I already outlined (only briefly) in another post that "things" should have tags attaches that explain to the AI what this does and how well. Then the AI can make an educated guess without having to calculate every effect down to the last detail. I think shards should have some effe
Next week. And it will stay Next Week until it turns into This Week.