Ars Magica 2 - Ideas
Poll: If I were to implement an API, would you make use of it? (able t
Ended May 15, 2014
Poll: If I were to make the code for this mod available on GitHub, wou
Ended May 15, 2014
Poll: What specific mod integration would you like to see the most?
Ended May 15, 2014
Negative effects aren't that bad. Some slightly reduce your max health (and only under the right conditions), and some are funny, like getting blown around outside in a storm (which you can negate by sneaking). If you go air affinity, then I would suggest investing the points to get "Banish Rain"
Affinity does lock at 100% and you have to actively seek out the way to unlock it.
Skill tree locks are configurable, though there is nothing like what you suggested, ie, one "path". They just don't work that way. The attempt for that feature isn't to prevent you from getting spell parts, rather to put a unique twist on server play, where bands of mages would have to work together to make the most powerful spells. Nothing saying you need to enable it though
For example. Lesser Talisman - Reduces mana usage by 10%
Untapped Talisman - Reduces mana usage by 25%
Tapped Talisman - Reduces mana usage by 35%
Greater Talisman - Reduces mana usage by 50%
And Ascended Talisman - Reduces mana usage by 75% <-- could be a drop from some sort of mega boss.
Also, mana should be more efficient generally, and mana potions should be more powerful. Just some thoughts
Also, i'de like to see some sort of direction system, as in, you choose the path of the mage you would like to be, Summoner, Fire mage or Frost mage, something like that. Perhaps adding elemental items and staffs which buff these specific spells and reduce their mana cost and increase their effectiveness, I know you had affinities later but these would be different, perhaps the mod could recognise the direction your going with spells? Maybe fire, frost and summon could be really easy spells to obtain, so it's up to you to pick your first spell and get some sort of bonus with all spells in that type, and if you would like to change to a different spell type. you could use some sort of relic, like a mirror that makes you forget your main element, and repick it from the next spell you use.
Aaand my wall of text is done. xD
Hope you like the ideas.
Stop treating mod devs poorly. These people mod as a hobby or as a service to the community, they don't have to take your suggestion and you are not entitled to anything from them.
Ah, cool. I was afraid being blown around would be bad enough to stop me from going outside in the rain. Rain is annoying enough already... Still, funny as it is to get blown around by the storm, I think the novelty would wear off rather quickly if you were getting blown around too often. Just don't make prohibitively difficult to control myself in the rain.
Just thought of another idea - what if having complementary affinities could morph the effects of affinities? For example, if you had water affinity as well as air, the effect of the storm on your movement would be lessened.
Oh, nice! That sounds really cool. In that case, what's stopping you from attaining 100% in opposing affinities?
Okay, I understand the point of the limitations then. That's a cool concept, having different 'classes' of mage.
Personally I like to play more as an individual. And I want to have ALL THE POWERS.
It's a good idea, but I would need to play around with it a little bit. I think I will just try and balance what I do have, first.
Any gain into one affinity lessens your progress into all others. Once your affinity locks, all affinity changes stop. So that's a decision to make, too.
Unlocking isn't difficult/expensive either, the point is for it to be a conscious choice and not an accident.
LEARN ALL THE SPELLS!
CHALLENGE ACCEPTED!
Of course. See, his talent locking system is a config, and if you disable it (its disabled by default, I assume) theres nothing stopping you from getting every point in every tree, nothing but time of course XD
But thats much the same as it is now, getting to level 50 and getting every spell takes a very, very, very long time
Faster than you can blink an eye.
Ah, I think I misunderstood earlier. I thought you were saying that when you get an affinity to 100%, that individual affinity immediately locks in at 100%, leaving you with the chance to focus on increasing other affinities while that one stays at 100%.
For the sake of understanding, I have a few questions specific to the affinity system:
1.) A visual effect and sound will play, once I figure out what I want it to look/sound like. I'm avoiding anything "cutscene-like". Tried it, doesn't fit AT ALL.
2.) It just happens. Otherwise you could continue to raise other affinities beyond the level I have balanced out. Unlocking affinities has the effect of dropping all your affinities by a set amount, which is still being balance tested. Likely somewhere between 5 and 15 percent. Think of it like a sort of system shock.
3.) No. The best you could do is somewhere around 70/100/70 with the neighboring affinities, due to the way they increase/decrease.
4.) Not in that specific way. The compliment happens in the form where adjacent affinities deteriorate less than opposing affinities. Again, think of it like a wheel. The closer on the wheel each affinity is to the one that is changing, the less it will decrease.
Edit:
Having fun with some of the new items
Today I got worldgen roughly working again!
That's the thing I'm talking about. TConstruct adds tabs to the inventory. You start with two tabs and the the second tab is for armour. The armour tab you can put in TConstruct items in the new slots. One of the new items is a knapsack and when you equip it, it adds a third tab which is basically an extended inventory. Other mods can add their own tabs, like Galacticraft. I was hoping AM2 could add another tab to do my request.
I had another idea about the affinities nerfing other affinities. Water and fire affinity shouldn't be opposites, water should trump fire, then fire should trump plant, etc. So it's more like a loop of affinities trumping other affinities.
I would just like to ask you to make that dream (or hallucination of someone driven nuts by minecraft) come true, or at least the bit about having a spell in one hand and anything else in another.
Thanks in advance,
Type1ninja
If regular is Vanilla then what flavor is your Minecraft?
Well, I do know that the weapon API is available for other mod makers to make their weapons compatible with his mod. As for spells, I could see all sorts of things that might make it a problem to put in. I could see all sorts of weird things going wrong if a spell book is equipped in the battle menu, and the player cycles through spells. Then again, I'm not a mod maker, so what do I know?
This "new" mod sounds like its gonna be even better.......
also i kinda like the idea to use tconstruct in magic.......not the inventory idea but still....
Idea's
1: have some base symbol set...that can be used to create custom spells
2: when getting a combination you like or you manage to make a pre-set spell, you can save the spell, on pre-set it auto-saves.
3: Can click the saved sets to auto imput the symbols.
4: "Mana rifts" can be created, using exp levels....Mana rifts are more powerful the bigger they are.
5: Can use exp lvls to slowly make mana rifts bigger.....1 lvl exp makes a very small mana rift.
6: the smaller the rift the slower the essence builds up.
like a 1 exp lvl rift has a 1 essence per 2 seconds
7: can make some type of "connecter" between the player and Essence nexus (that the right term?) that casue the player to have a pretty big power boost/ mana regen
8:it takes 2 essence (mana?) to sustain the mana regeneration and 5 essence to give you the power boost.
9: the connection and powerboost/mana regen gets weaker the further you are away
10:the mana regeneration and powerboost take more essence to sustain farther away
11: essence can be converted in a some sorta shrine. Ratio: essence/mana = 5/1.
12: Necromancy!!
13: A more powerful selection spells for the Arcane
14: Actual mage sheilds
15: When you are super charge in a affinity you can summon or become an elemental.
16: Golems? the easier to make the weaker. Golems are usally made out of clay or mud.
17: More powerful golems take more time to make.
18: Can charge a emerald/diamond like in the book Eragon
AND YOU SHOULD TOO!
Good info here. I guess it would be a tad OP to be 100% in three affinities (though I wouldn't have minded lol), but 70/100/70 is fair. I can totally live with that. Though what confuses me is how one would go about obtaining certain affinities.
Like say if fire and air were at 10 o'clock and 2 o'clock, respectively. Does the difference in where they are on the clock affect them when for example, fire were to rise or fall/same for if air rose or fall, would that affect fire? Or are there some combinations that don't affect each other at all?
I know you're still balancing things out. I know I won't really understand how it all works until I experience it firsthand. Totally looking forward to that day but until then, I'm content with teasers and my own imagination. Speaking of which, I was thinking about writing a small story of sorts involving Ars Magica. Not 100% sure about it cause I'd have to revoke some of my procrastination privileges lol
Whether it's a sword and a fireball, an axe and a healing spell, or just 2 spellbooks having a spell selected.
This would definitely be fun!
Sounds good! You've obviously already put a lot of thought into the balance of this system, and I really like what I'm hearing so far! The system seems to inspire a lot of thinking and difficult decisions, which is fantastic.
And that scythe looks amazing! The name seems to suggest there will be some new bosses as well, yeah? Exciting!
'Kay.
That gives me some fun ideas for unique audiovisual effects for each of the affinities.