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    posted a message on Ars Magica v5.52.014 (Updated August 2) (1.5.2)
    +1 to the bug report where someone said that their spell book GUI element wasn't showing up with the background. It'll stay up for a little while, then will randomly completely disappear and leave only the spell books. The selector box disappears with it, too, so I can't tell which spell is selected without remembering what school each spell is or casting it to see which one it is.
    Posted in: Minecraft Mods
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    posted a message on Ars Magica v5.52.014 (Updated August 2) (1.5.2)
    Also, I would like to suggest the ability to either use whole numbers or a percentage for magic levels lost upon death. I just like the idea of the penalty getting bigger as you level up, rather than just being a set x levels. 50%, for example. At level 4 it's only 2 levels, but at level 50 you lose 25 levels.
    Posted in: Minecraft Mods
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    posted a message on Ars Magica v5.52.014 (Updated August 2) (1.5.2)
    Beginning to think that, perhaps, the better idea for "end game exploration" should be to put indestructible rooms in Mage Towers (not the whole tower, just a specific room, big or small) that require a gate to get through to, and the idea would be that you have to figure out what key they require. There could be a hint given by placing wool blocks in the correct colors, but not necessarily the correct pattern, in the outer walls of this room. This would, basically, make it a requirement that you're at "end game" in order to get into these places. I think it would solve the issue of the protector confusing everyone and making issues with the environment, while encouraging the idea of exploration and revisitation that you seem to be going for. I like that idea, too. It makes maps a good idea, or at least the writing down of coordinates.

    Also, I cannot blink into or around towers now. I can blink outside of their area, but any part protected by the tower protector doesn't allow me to blink. I would *love* this if it weren't that a few towers require blink in order to get everything in them. That, and True Sight is also not working properly (as mentioned a few posts up).





    You know you've made a good mod, though, when I remove it for a little bit, to avoid the crashing bugs, and then find myself regretting the decision. I also tried to get into Thaumcraft by removing everything but that, just so I didn't have any distractions, and found myself getting into fights and thinking to myself, "if I had Arcane Bolt, right now, you'd all be SO DEAD."
    Posted in: Minecraft Mods
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    posted a message on Ars Magica v5.52.014 (Updated August 2) (1.5.2)
    Quote from Mithion

    The burnout system isn't even close to balanced yet. Thanks for the detailed feedback.
    Also, check your configs and make sure DamageMultiplier is set to 1.0 and not 10. That might tone down the "Rambo-style" rampages :)


    Probably should have mentioned that I already did that.

    I'm literally pelting them with 3 damage bolts and the knockback is keeping everything back due to how fast it's coming out. It's like using a beam spell, except it goes a heck of a lot further. :P
    Posted in: Minecraft Mods
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    posted a message on Ars Magica v5.52.014 (Updated August 2) (1.5.2)
    I must say, I am certainly not a fan of the way the magic is being cast in this latest build. I am literally able to machine gun diminished Arcane Bolts (by just holding right click) with no fatigue gain, zero mana loss, and all the perks of the knockback and damaging effects that it brings. I can literally find a group of mobs, hunker down, and just mow them down in a slow, but very cost efficient process.

    In all honesty, before, I was using either normal or augmented (depending on single player world or multiplayer, respectively) with my Arcane Bolt and was doing just fine with the slower casting, however enemies still had a chance to approach me.

    "But Chipper, if you don't like it, don't use it!"

    Nah. I want to use it. I love the magic casting system. I keep a sword handy in case something gets close (and because I still haven't found Bound Sword ;-; ), but now I don't even need to do that if I can just whip my view around and let loose with rapid fire arcane bolts. I literally ran through the nether on a Rambo-rampage killing everything, including pigmen, and only had issues with killing off the two ghasts that decided to get cheeky and attempt to shoot me down. It was just far too easy, whereas before, had I done that, I'd have probably nearly died at least once.




    I would suggest either massively increasing the fatigue gain (unless there's a way for me to do that myself that I've just missed) from casting any spell, as no matter what I've cast I've had to spam it until I'm out of mana for the bar to have any significant gain (and I am level 22 in single player and 34 in multiplayer), or keep the cooldowns. I also wouldn't mind a system where certain spells have their own cooldowns and you're still affected by an overall fatigue system.

    I do love spamming Blink, though. It's about the only spell I have, that I regularly have any need to use, that causes my fatigue bar to raise up before I'm out of Mana. It never even reaches ~40% full, though.




    On another note: I love the new design on the UI element and I can't wait for the bugs to be fixed. Pumpkins are also causing me to crash when I put them into the magic fabricator, making it impossible for me to fabricate a million pumpkin pies. :(
    Posted in: Minecraft Mods
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    posted a message on [1.7 Ready!] ♔ FRENDEN's CARTOON PACK ♔ [16x]
    Quote from Frenden »
    Quote from Chippermonkey »


    Here's a video of it in motion. I don't actually want anything for it, but you said you'd like to see a video of it, so I made you one. :tongue.gif:


    You are awesome, sir. If there's anything I can do, let me know.

    Hmm...

    I said I didn't want anything, but I keep looking at your avatar and it makes me REALLY want to see how Jill Valentine would look in your style.



    I made this back when infdev became alpha. Think you could recolor it/edit the details a bit to match your art style?
    Posted in: Resource Packs
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    posted a message on [1.7 Ready!] ♔ FRENDEN's CARTOON PACK ♔ [16x]


    Here's a video of it in motion. I don't actually want anything for it, but you said you'd like to see a video of it, so I made you one. :tongue.gif:
    Posted in: Resource Packs
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    posted a message on Mega Man Legends Texture Mod (RELEASED)
    You should endeavor to make the drills and such use all the available space and give them less of a muddy look. The rest of the pack is really good, but the way those look really kill it.
    Posted in: Resource Packs
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    posted a message on Trying to apply a texture pack
    viewtopic.php?f=25&t=35406&p=608382&hilit=texture+pack+mac#p608382

    Search function is lovely.

    EDIT: Wait, crap that's the wrong one.
    EDIT2: There we go.
    Posted in: Mods Discussion
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    posted a message on Emperorr's Texture Pack
    Quote from <3Cookies »
    Request

    //Close Thread plz.... this will never be released

    Clearly optimism isn't in your dictionary.
    Posted in: Resource Packs
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    posted a message on [16x][1.1]Kas's Painterly Pack [Constently Updated]
    Well I can definitely agree that some of it doesn't look the greatest. Coal especially. Not a fan of how it looks (taken from Taehl, who had some of the worst ore textures in my opinion).
    Posted in: Resource Packs
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    posted a message on [16x][1.1]Kas's Painterly Pack [Constently Updated]
    Quote from Lilyo »
    Am I really the only one who thinks most of the terrain.png looks like crap? Bad color choices and different blocks that don't go well with each other.

    Probably not, but repeating yourself about how much you dislike this pack is kind of pointless.
    Posted in: Resource Packs
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    posted a message on The Legend of Zelda Overhaul [8/03] - More sounds!
    Quote from Stevo_1066 »
    Quote from ThatCanadianGuy »

    Seeing this items.png file got me thinking about finding some more high-res custom Alpha armors, and adding them to my current items.png file (Painterly's texture pack's items.png), then seeing if I could load them into the game and have more sets of armor than just Leather/Chainmail/Iron/Gold/Diamond.


    I've been rather curious about this too. If you ever figure it out, please do share. :tongue.gif:

    Those are just extras that you can copy and paste over the other items.

    They aren't items you can actually load into the game.
    Posted in: WIP Mods
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    posted a message on Closed
    A separate thread isn't necessary.
    Posted in: Alpha - Survival Single Player
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    posted a message on Something happens to creepers in sunlight...
    Quote from blueberrybread »
    So, when two people are arguing on the street, you just budge in and join in on their conversation? No? So what gives you the right to do so to me?

    I'm going to answer you outright and tell you:

    This isn't the same as some random argument on the street. This is more like an argument within a controlled environment, say a classroom (which completely nulls my crowded mall scenario lol), where a student suggest discussing something and you stand up and go "no that's stupid and bad because you're bad!" Yes, I will tell you to cool it.
    Posted in: Alpha - Survival Single Player
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