While I still refuse to give a release date, I have created my to-do list for release. I am not going to put what the specific items are, but I will keep a count updated here to give you a rough idea of progress. This count may go up if the testing finds bugs that I need to fix, but for the most part, the mod has been running stable in testing lately (aside from a couple known bugs). So, without further ado:
Items left on Mith's to-do list before AM2's release:
http://www.minecraftforum.net/topic/2028696-ars-magica-2-162164-version-100-updated-oct-12/
Please keep in mind there will also be a brief testing period once this list reaches 0 to make sure there aren't any show-stopping bugs! Thanks!
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Ars Magica has been a lot of fun to work on, but it has had its share of problems.
I think it might be time for a wholesale refactor of some of the core mechanics. So I'm creating this thread as a place to suggest ideas on some of the concepts in the mod. Here's what I have in mind so far. This is by no means set in stone.
My recent attempts to refactor to make the changes have caused more problems than they have solved.
First and foremost is the issue of progression.
Exploration is well and good, but you can't really *aim* for a specific build simply because you never know what you are going to find.
To that end, what I am thinking is to implement some form of skill trees, where you can analyze certain aspects of the world to unlock spell components. Learning from the world around you is, I think, an excellent way to do progression, but to do it in such a way where exploration adds to it. So you could technically advance without needing to explore, but exploration would potentially make it faster.
For example, one might unlock "Projectile Spells" and "Fire Spells", and could then go on to create fire bolt.
Spell components would be linked together in a progression and would have far less randomness than is currently present.
Worldgen would be extraordinarily less important and would be severely reduced (if not done away with altogether). There would be more of a focus on plants, ores, and trees rather than structures. There may still be some here and there though.
Predefined spells would become more of a collection of "effects", which you can piece together to have the desired end result. For example, you might take "Beam" + "Fire Damage" + "Ignition", and that will essentially re-create fire beam as it currently is: A beam that does fire damage and lights targets/blocks on fire.
Naturally, after creating your spell, you would be able to choose its icon from a list.
Affinities would play a larger role.
This was a poll on the Ars Magica forum post, but affinities will shift based on what you cast. Cast a lot of fire spells? You're better at them. They cost less mana and don't fatigue you as much, but you'll have a harder time with water spells.
Magma affinity will be merged with Fire affinity.
Affinities will also give minor bonuses in addition to reducing mana costs/fatigue. The further you are into the affinity, the stronger the bonus.
- Earth affinity will give you a slight permanent increase to mining speed
- Water affinity will make you swim faster and lose breath slower underwater
- Fire affinity would reduce damage you take from fire/lava
- Air affinity will let you fall farther without taking damage, and jump slightly higher
- Lightning will give you a run speed boost
- Plant affinity will cause you to get extra seeds/saplings when harvesting plants
- Ice affinity will cause anything that hits you to be slowed, and allow you to freeze water to ice and lava to cobble/obsidian while sneaking forward
- Life affinity will cause you to regenerate health slightly faster and regardless of hunger levels
- Ender affinity will cause you to have poison resistance and automatically get night vision when you enter a dark area
This would be limited by what is possible, but that's the goal. These will likely evolve over time.
Magic Level would increase by casting and by Researching more spells and spell types
Progression would feel more natural - as your knowledge of the arcane improves, so does your skill. This would also stop the mod from hogging all the XP in the game. Mana levels would not disappear on death.
The Power system would be changed.
The power system would likely become a second standalone mod that can be run with the main one. They would have interoperability but would be able to be run separately.
Items would not be able to be converted into raw essence anymore, nor fabricated. There's simply too many balance issues. The regular nexus would need to be crafted over a "mana rift" a naturally spawning resource, similar to oil in Buildcraft, and the like.
My main concern is how progression should work. I feel it is the main failing of Ars Magica as it currently stands. I'd love to hear your input on this, and see what we can come up with.
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Slight Problem, in the world of cheap videos on youtube. The chance of you finding something as 'advanced' as that is close to none. People only focus on making blocks and never do anything about actually making a mod which people will use. Your best luck is to learn the language itself and also the way MC is written.
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www.minecraft.net/download
There you will see a link saying download old launcher. Click that then download the minecraft 1.2.5 jar somewhere of the internet, finally do whatever you want to install the mod simple =D
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1.7.2 is out
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Modern Youtube: LOVE ME LOVE G+
Srsly UTUBE, SRSLY
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NOW
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