mqpiffle

mqpiffle

Joined Member # 4257179
111 Posts 1,891 Replies 4,170 Reputation

Yes, I believe you can fidget with that number too. I was just trying to keep it simple :-)

3 Replies 7,820 Views

Open up the elementaldefs.xml file in your favorite text editor. Look for this line of code in line 246: 2.1 Lower the value to increase leveling speed. Happy modding!

3 Replies 7,820 Views

I still think Acc / (Acc + Dodge) would be the way to go. Base Acc around 80; base dodge around 20; therefore base 80% chance to hit. This would eliminate capping chance to hit because it would be extremely hard to get anywhere near even 10% to hit. This way 60 dodge reduces to hit to 50%, not ~10%. Of course I'm simplifying the numbers way too much but you get the idea.

84 Replies 262,145 Views

[quote who="Fallenchar" reply="8" id="3296545"]I truly wish there was a place to find all this info.[/quote] [e digicons]*_*[/e]

10 Replies 16,232 Views

[quote who="LordTheRon" reply="99" id="3295363"] Looking great, holding off my next game till this one gets released![/quote] It might be awhile before I get this out. There are still lots more changes and additions I want to implement before releasing 1.0 (beta version) to the public. And it being just before the holidays I will be a bit busier than usual over the next week and a half. In fact, it's turning out that I'm completely re-balancing t

169 Replies 442,441 Views

[quote who="Heavenfall" reply="47" id="3295216"]The Goetia mod is cancelled for now. Me and seanw3 are putting our efforts into other projects.[/quote] Sorry to hear about that. Was looking forward to additional summons.

48 Replies 61,099 Views

Spoiler of upcoming changelog (so far): v. 1 + [Change]Changed mod name to Rise of the Magi + [Content]Added Shard Synergy UnitStat for each element type. This stat acts as a multiplier to shard-based spell effects. <span style="color: #ffffff; background-color: #ffffff

169 Replies 442,441 Views

[quote who="Fallenchar" reply="77" id="3294249"]Maybe your suggestion will help, mqpiffle. Personally, my main problem with magic is that non-spellcasters will amass a lot of mana. All they can spend it on are spells like CV or Destiny's Gift. This makes those spells feel cheap and a little cheesy. Players who like to use magic, like me, create spell-casting Sovs, who use their mana in combat. They will never amass 500 mana, let alone 2000, making it impossible to ev

102 Replies 59,154 Views

Maybe the devs should consider varying strategic spell mana costs based on map size? maybe: tiny: x .5 small: x .75 medium: x 1.0 large: x 1.25 Just a random thought.

102 Replies 59,154 Views

[quote who="Rhaegor" reply="93" id="3292094"] I am showing root as a spell and it says string not found.[/quote] I've already caught this bug and it's been fixed for the next update. Also, I see you have a disclaimer that this mod is intended for players enjoyment, and that I can not count on the AI to utilize the spells properly, but that said, does the AI use these spells? Does it mostly use them properly or does it just waste mana and turns using

169 Replies 442,441 Views

I'm thinking of changing the name of the mod. For one thing, I highly doubt I will take this in the direction of a total conversion style mod. Thus I'm definitely going to scrap the Aetheria portion of the name. I also want the name to be simpler, in a way that the name conveys the nature of the mod a bit more clearly. I can keep the name 'The Astronomicon' or I can change it. I'm currently thinking of calling it 'Rise of the Ma

169 Replies 442,441 Views