mqpiffle

mqpiffle

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

[quote]These stats are not created equal str is worth more and cha is worth less[/quote] Do you actually think this is true? I think Str is fairly useless in this game. Now, if weapons had required stats to equip (usually Str) that would be a different story. I think Str and Int are the weakest stats, then Dex, then Cha, then Con.

56 Replies 31,120 Views

[quote who="Malsqueek" reply="27" id="2902728"] Yes, I realize that this mechanic exists in game, and it is not really the same; Intelligence is a limiting factor for everyone except your sovereign, and is low enough that anyone you want casting spells it is not a problem for. Additionally; any champion you are going to bother to imbue and do damage with spells is going to have a high enough Int stat that those caps are essentially worthless. Kinda like setting a minimum

56 Replies 31,120 Views

Updated to v.0.17. Added Book of Elemental Water. Tweaked a lot of the game modifiers and calculations in the existing spells. Removed some bugged programming. Added AIData tags to all of the spells. Yee-haw!

29 Replies 27,355 Views

I agree with you. Please remember this mod is a work in progress, and the names of these spells are indeed working names. I had more descrptive names originally (for instance, Accuracy 1 was Enhance Self: Accuracy, Accuracy 2 was Enhance Other: Accuracy, etc), but they ended up being too unwieldy so I simplified the naming convention. Perhaps ultimately I ought to switch back to the original naming scheme to make the function of the spell more apparent. I personally

29 Replies 27,355 Views

[quote]It should be used as a means of determinig how good a caster someone is. If your essence isnt higher than the casting value of a spell, you cannot cast it. [/quote] This is already in the game. Every spell has a stat prerequisite, usually intelligence. However the sovereign does not abide by this mechanic. They can cast any apell no matter how gimped they are.

56 Replies 31,120 Views

[quote]There should also be some heroic exploit type thing tied into heroes or factions that do monumental things like interacting with the named creatures. Win or loose (or acheive some non combat solution), such an engagement regardless of outcome would spread thrue gossip and such. If something is important enough to have a name, then the general populace would try to keep tabs on it. Diplomacy could be used to bolster or weaken the spread of such exploits or their effects as well (such

81 Replies 259,274 Views

[quote]As for the mana upkeep... well if you have 2 mana generation per turn and it costs 1 per turn to imbue a channeler, do you really want to do that? It's crippling to your ability to cast spells. Once you get more mana regen the problem isn't as bad, but it's insanity to imbue anything for a large chunk of the game. The numbers are too coarse grained, it'd work better if spell costs and regen were 10x what they are now, and imbue had a scaling cost based on how powerful the cast

56 Replies 31,120 Views

[quote]Design-wise, 'Mana upkeep' is basicially Essence (a limiting resource that can be spent or hoarded), with a considerably less sexy name The main problem is that the concept never saw its promised potential (In WoM, Hoarding Essence != badass). Luckilly, FE was designed with several new spells that should fill that void nicely.[/quote] Care to elaborate?

56 Replies 31,120 Views

I was wondering if we could get an explanation as to how the AIData tag in SpellDef gets used by the AI, if it is used at all. I'm not sure what value to set this to, or why I would need to set it to anything at all. Should each spell have a different value? Thanks in advance.

0 Replies 1,386 Views

Updated to v.0.16 Replaced vanilla Book of Air with Book of Elemental Air, which tweaks some of the existing spells, and adds some new spells to the mix. I have chosen to leave some of the original spells out of this book, their ideas to be used in other spell books. As always, please let me know what you feel about these changes.

29 Replies 27,355 Views

[quote who="Jounk33" reply="1" id="2901759"]1. yes, negativ unit_stats are just zero. I've tested with unitStat_defense.[/quote] Great. Thanks for the response.

3 Replies 2,584 Views

Two questions: Do Unit Stats have a hard minimum of zero(0)? For instance, if I have a calculation that might 'accidentally' adjust a Unit Stat below zero, would it simply show up as zero(0)? Can I use the absolute value sign (!) on a variable in a calculation? For instance: <p

3 Replies 2,584 Views

Bog was something I was testing as an alternative to apply to tile...it works to a point, haven't fully tested it yet though. Also you may have noticed I created some new unit stats called Fire Shard Affinity, Air Shard Affinity, etc. I am going to use these in shard-based spell calculations for additional effects as well as using the target's affinity against damage-dealing spells. I feel like this might add a fun twist to the current magic system.

29 Replies 27,355 Views

Updated to v.0.15 Fleshed out and tweaked Book of Manifestation and the Tech Tree. Added Mend Wounds line of spells to the Enhancement spell book. As of now, these are self-heals. EDIT: After some consideration, I may consider this a 'rough draft' of the final Sorcery Philosophy. I had been considering adding a debuff-oriented line to this spellbook (which I ultimately think needs to exist), but then I had the thought of an entire Dark Sorcer

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I just found a glaring bug in the Book of Manifestation spells where there was a perturn tag set to 1 in the mana gamemodifier. What this means is that if you cast those spells, you will have the mana cost drained every turn until combat finishes. this will be fixed in .15.

29 Replies 27,355 Views

[quote]There has been a confusion of terms, coop = single player only with human players instead of AI. Rather than meaning actual coop as in multiple players control the same faction. It got refered to as coop as the idea is they will team up against the AI.[/quote] I really think it could mean both in the case of Elemental, a game that is both an RPG and a Strategy game. I think the concepts I proposed would at least need to be considered, if not for very long.

48 Replies 32,041 Views

[quote]As has been said may times, no one cares anymore balance for MP than they do for SP. If this is considered an issue then there is a serious disconnect in regard to what is considered desirable in MP. And what is broken in MP would also be considered broken in SP if the AI used it, so this is a serious problem if they allow people to mod the AI.[/quote] This may be true for existing fans of the game, but usually when you market a strategy game as having multiplayer, your average

48 Replies 32,041 Views

Updated to v.0.14 This update contains mana cost, stat req, and spell level (spells up to level 8!) tweaks to current spell books. Also included some art and icons. More spells coming soon!

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I'm wondering how the Magic Resistance stat works. I've done a search and can't find any reliable current information on the subject. Is it a straight percentage to resist the incoming spell, or is it used in a roll (like ACC v DOD or ATT v DEF)? If the Resistance "wins", does the entire spell fizzle, or is there an MR calculation for each effect in the spell? Thanks a bunch!

4 Replies 5,275 Views

Updated to v.0.13 Added a new Spell Book (Manifestation) in the Sorcery vein which contains five new spells at this point. Since Sorcery spellcasters do not channel their magic through the shards of the world, manifesting physical forms with their casting philosophy can be difficult at best. Only the most advanced Sorcerers can harness this power, and those who are truly focused on their craft will yield great - although occasionally unpredictable - resu

29 Replies 27,355 Views

[quote]So you think it is reasonable to sell MP for E:WoM as DLC when it would be illegal (though unlikely to be enforced) and cosider it a possible course that they might take, but you also hold that they will not abuse DLC because they wrote the Gamer's Bill of Rights (which there is no enforcement)?[/quote] It *is* reasonable insofar as they have had to back out on / alter so many promised features already, so what's one more? Is it any more criminal to have you pay for a pro

48 Replies 32,041 Views