[quote quoting="post"] It’s probably one of the reasons I enjoy debugging so much (and hence, multithreading is so fun for me to work on). [/quote] Debugging is what I hate most. That and tweaking AI [e digicons]8C[/e] . My experience with coding AI showed me that planning to code all possible behaviors and conditions when the AI should perform them will yield a lot of tweaking and testing and tweaking and testing and so on. And could easily be broken by add
StephanieRct
I did not expected the global mana pool idea. It seams to work fine with the last beta update (1.09n) though, the essence and current unit mana still exist but are not displayed anymore. That is unfortunate, but anyway, I guess I could update it to use the global mana pool eventualy. I'll see how it goes with the next update release. Thanks for the feedback :)
This mod adds spell book items (of weapon type) that give abilities to the unit to cast new spells that are not in the Arcane spell books. There is : -40 spell book items, 1 staff and 1 armor that unlock a total of 93 new spell abilities; -4 new unit stats: Fire Mastery / Water Mastery / Air Mastery / Earth Mastery. Which increase the proficiency of each ability elements (they are upgradeable, just scroll down the stats in the level up screen); -10 new potion/i