Indeed it is, and was last revised in 2004(you linked the the fourth edition, the latest is fifth). But since the name Ars Magicka is Latin and this isn't a actual game, it's rather pointless to bring that up. The odds of a company suing a mod maker for Minecraft who has made a mod with the same name as one of their products is almost pointless to consider.
Plus, do you really think that the makers of [url=Furry Pirates[/url] would win any such case? I'm a furry, and a roleplayer, but still, the idea strikes me as odd, and I'm not certain it would go over well with ANY roleplaying group I know(forever alone in that regard), no matter how well written it is.
Still, it's safe to say that I highly doubt anyone would confuse the two, seeing as one is a MOD FOR MINECRAFT and the other is a RPG based around Magic.
Unless you start ripping ideas out of that RPG en mass, I think we can consider this avenue of thought closed due to absurdity.
...I guess a disclaimer never hurt.
I agree with this. I haven't used a single thing from that RPG (intentionally anyways - I hadn't even seen it until you linked it...and aside from the name, of course, which as you pointed out happens to be the same).
I'll add a disclaimer, though, just to say the bases are covered.
Expanding upon the whole summoning idea: The conjuration, binding and creation of undead and golems. I haven't found a single mod that gives off the ritualistic feel of crafting a permanent minion, and I think this mod has the ambition and class to do it. So let's discuss possible minion types: Each "group" could have different classes; A laborer, a bodyguard, a builder, a mount, and a harvester.
Laborers would be your typical miners and tunnelers; Imps with pickaxes, zombie prospectors, stone-eating golems.
Bodyguards are big and mean minions of each group, designated to attack or defend, like skeleton champions, devil swordsmen, etc.
Builders would create and or terraform your area to suit your group; Necromancers would build a tower for you and help corrupt the surrounding land into a dead graveyard. Golems would build a stronghold for you, and erect large stone monuments and walls. Might be a bit too complex for this mod, but it'd be cool.
Then there's mounts. Minions that look cool and help you get around; I'm assuming they'd be a pain in the **** to bind or create though.
And finally, harvesters: Your lumberjacks and farmers.
Now, on to the groups:
Undead: In order to make undead minions, you'll need bones, rotting flesh, cobwebs, and all sorts of spooky stuff, and a dark essence. You'll have to build a gated graveyard with 4 stone brick pillars, and an altar in the middle. This rudimentary summoning ground would allow you to make laborers and a builder. In order to make minions, you would throw the materials on the altar, cast the reanimation spell which will reanimate the remains, and bind the creature to your will.
Additions to this area could involve some kind of necromanctic sphere, a large cauldron, or other things that would allow you to create ranged and melee bodyguards and harvesters. Maybe at higher levels you can divine specific souls of the deceased to reanimate them to your will, allowing you to bind Hecates and a mount.
Demons: To summon demons, you need a flat stone platform with a lava fountain made from obsidian at one end. You divine the needs to call a certain demon, and throw the required items in the fountain. Then you would have to bind the demon on the platform with a spell (Maybe some kind of spell duel mechanic or something?). Possible additions to this area would be a floating flaming sphere, a hellfire portal, and tomes of truenames which would allow you to bind greater demons.
Golems: To create golems, you need to build a henge with a stone bowl in the middle. You throw your materials into the bowl, and animate them with elemental spirits, and then bind them to your will. Possible additions could be stone statues, an orb of lightning, and a pit of living earth. These would allow you to divine greater elemental spirits and golem recipes.
Now, about that weird sigil structure thing in the teaser: Maybe that can be a requirement instead of the ones I listed. For example, in order to have enough mana to cast augmented spells, you'd have to build some kind of magical core that generates energy. Then, you can upgrade that core with essences that give you access to demons, undead, golems, or whatever else.This then acts as your headquarters and summoning ground, kind of like the dungeon heart in Dungeon Keeper.
Like I said before, this is probably way too complex, but I'm throwing it out there.
Anyways, onto something that's a bit less ambitious: TOTEMS!
Basically, you throw down totems that act like magical turrets and protect you. There could be simple set it and forget it ones that just shoot at monsters, but there could also be complex ones that require a charge or a sacrifice, stuff like a totem that makes a force-field, or summons a big bodyguard.
Now, if used in conjunction with those summoning ideas, you could use totems as temporary summons, in case you don't have a summoning ground built yet. Like a totem that summons a skeleton miner that digs straight in the direction the totem was placed, or one that makes a woodcutter golem that will cut down trees in a 30 square radius or something.
I like your ideas on this, but the demon summoning you propose seems a bit simplistic. I was thinking that one would need to draw a summoning circle/pentagram, divine the names of the demons (as you said), devise an incantation fit for the needs, collect herbs and oils that have the desired effect on the demon (usually preventing escape), etc. And I was thinking they should be the highest rank of summon. Heck, summoning demons like this could really be it's own mod.
I'm always on the lookout for mods that add magic/supernatural abilities and weapons, and here's one that fits my criteria. Not too hard to start off with, good magic ideas, good GUIs, etc. I'll be following this.
Very interesting mod. I'll be eager to give it a try when it's ready.
Also, it's amusing that some people are comparing it with Thaumcraft. Thaumcraft doesn't have any spells whatsoever and won't have. Not in TC2, not in TC3, and possibly not ever, as a conscious design decision. While some ideas do overlap, it's hardly just to say Thaumcraft ever had any exclusive rights to a magical power source. Nope. The basic idea is broad enough and known enough to falsify such statements
More mods, more fun for users. And I love spells
As for the power system itself, I've noticed that as of now, Ars Magica's power is like a hybrid of RP2 power and EMC, converting items to energy and using that energy, whereas Thaumcraft 3 is moving to natural energy and being restricted by the environment.
Now, essence can be transferred back into items, I think, but it's restricted to craftable items.
To elaborate, I don't think there's actually an active synthesizer, just a magicrafter. There's the equivalent to the RP2 block breaker for spells.
When a mod compatibility update comes along, whenever that may be, will you make it possible to have a portable nexus on frames?
This may just be me, but can I suggest that the gust spell be less powerful? When I'm watching bands of mages fight, whatever mage spawns with augmented gust casting pretty much wins automatically.
Mithion I hope your mod will be one of the best in the forums, and I hope that this mod come out very soon, because I and a friend want to play it, this mod looks pretty awesome!!! I want to give you some diamonds, but I don't know how to use those things.
Hey Mithion, any idea when you'll have a public download for us?
No specific date yet, but development is progressing well, and the bugs list is getting ever shorter. The mod is more or less "feature complete", just needs a little polishing/rebalancing, and the last few bugs need to be fixed.
This may just be me, but can I suggest that the gust spell be less powerful? When I'm watching bands of mages fight, whatever mage spawns with augmented gust casting pretty much wins automatically.
Also, are towers biome-restricted?
Heh, that gust is the only thing that makes the light mages win. The dark mages typically win in all of my scenarios. It's an early early early version of this feature anyways, so expect several changes to be made. By the time I'm done, they'll be pretty even.
Towers are not currently biome-restricted, but that functionality is already templated in. If you submitted a tower that you think should only spawn in certain biomes, then just let me know.
Tower spawns are relatively rare, right? I've only seen 1 in my legit modded world with EBXl, AM, and Metallurgy 2, and it was one that didn't have any chests in it. :(. Maybe you could put just 1 chest into each hut?
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70% of people have signatures that try and boost their superiority complexes. Post this if you're a hypocrite.
Towers are meant to be rare, yes. On average, you'll find one per 500 block cube. There aren't many towers that don't have a chest, and the ones that don't for the most part are only spawning for debugging purposes at the moment. They are intended for a future feature.
Mage archives, which are underground, are far more common, occurring on average once per 75 block cube.
Towers are meant to be rare, yes. On average, you'll find one per 500 block cube. There aren't many towers that don't have a chest, and the ones that don't for the most part are only spawning for debugging purposes at the moment. They are intended for a future feature.
Mage archives, which are underground, are far more common, occurring on average once per 75 block cube.
Should I put this info on the wiki?
EDIT: Put it there, you can remove it if it should be kept secret.
Also, Mithion, I was wondering whether you'd make it possible for certain other mods to be able to introduce armors that protected against magic. I'm using Metallurgy 2 in conjunction with Ars Magica, for a little contrast, and since M2 adds armors made from Mithril and Adamantine, I was wondering if you could make it possible for magic to be blocked by just a few armors alone.
EDIT: Put it there, you can remove it if it should be kept secret.
Also, Mithion, I was wondering whether you'd make it possible for certain other mods to be able to introduce armors that protected against magic. I'm using Metallurgy 2 in conjunction with Ars Magica, for a little contrast, and since M2 adds armors made from Mithril and Adamantine, I was wondering if you could make it possible for magic to be blocked by just a few armors alone.
For the time being, magic damage is just that - magic.
Any armor that protects against the magic damage type will work against the spells. I haven't added any new damage types as of yet.
Corruption balls (projectile)
When casted the spell will fire small particle clumps that when hitting an entity or player causes them to suddenly lose control and/or give them particle effects like the Nether(except green)This block will turn the block hit into a soulsand block- the block remains the same texture and is the same block but when trod on creates the effect of slowness Legacy bolt(buff)
When cast the spell summons a lightning bolt to land down on you, but having no damage effect. This will have no direct affect. but after a few minutes, you seem quicker(speed like effect) and than stronger(strength like effect) and finally healthier(regeneration like effect). But this wears off after your mana runs out. Also when you cast this you seem to have a faint glow around you maybe?
Please feel free to contact me about this if you want more detail or the like.
It won't be when I "fancy" a release. It's when the mod is stable and working as I intended it to. There are still bugs to fix, and I won't release this project until I'm good and satisfied with the result. Not before.
It's not going to be any fun for anyone if it's riddled with bugs. I take pride in my work, and this will be properly polished off before it gets out.
If all the mod makers be like you, in the forums will not be any dead mod, keep the good working!!!
I agree with this. I haven't used a single thing from that RPG (intentionally anyways - I hadn't even seen it until you linked it...and aside from the name, of course, which as you pointed out happens to be the same).
I'll add a disclaimer, though, just to say the bases are covered.
I like your ideas on this, but the demon summoning you propose seems a bit simplistic. I was thinking that one would need to draw a summoning circle/pentagram, divine the names of the demons (as you said), devise an incantation fit for the needs, collect herbs and oils that have the desired effect on the demon (usually preventing escape), etc. And I was thinking they should be the highest rank of summon. Heck, summoning demons like this could really be it's own mod.
As for the power system itself, I've noticed that as of now, Ars Magica's power is like a hybrid of RP2 power and EMC, converting items to energy and using that energy, whereas Thaumcraft 3 is moving to natural energy and being restricted by the environment.
Now, essence can be transferred back into items, I think, but it's restricted to craftable items.
To elaborate, I don't think there's actually an active synthesizer, just a magicrafter. There's the equivalent to the RP2 block breaker for spells.
When a mod compatibility update comes along, whenever that may be, will you make it possible to have a portable nexus on frames?
Lady E
Also, are towers biome-restricted?
~Beta Tester
Expanding boundaries since 2011.
volcanic eruption Mana cost 1000
block-target
turns a 2x2 area into lava
sand prison Mana cost 500
block-target
make a 3x3x3 block of sand fall centered on target block mostly to suffocate enemies
No specific date yet, but development is progressing well, and the bugs list is getting ever shorter. The mod is more or less "feature complete", just needs a little polishing/rebalancing, and the last few bugs need to be fixed.
Heh, that gust is the only thing that makes the light mages win. The dark mages typically win in all of my scenarios. It's an early early early version of this feature anyways, so expect several changes to be made. By the time I'm done, they'll be pretty even.
Towers are not currently biome-restricted, but that functionality is already templated in. If you submitted a tower that you think should only spawn in certain biomes, then just let me know.
Mage archives, which are underground, are far more common, occurring on average once per 75 block cube.
Should I put this info on the wiki?
EDIT: Put it there, you can remove it if it should be kept secret.
Also, Mithion, I was wondering whether you'd make it possible for certain other mods to be able to introduce armors that protected against magic. I'm using Metallurgy 2 in conjunction with Ars Magica, for a little contrast, and since M2 adds armors made from Mithril and Adamantine, I was wondering if you could make it possible for magic to be blocked by just a few armors alone.
For the time being, magic damage is just that - magic.
Any armor that protects against the magic damage type will work against the spells. I haven't added any new damage types as of yet.
Corruption balls (projectile)
When casted the spell will fire small particle clumps that when hitting an entity or player causes them to suddenly lose control and/or give them particle effects like the Nether(except green)This block will turn the block hit into a soulsand block- the block remains the same texture and is the same block but when trod on creates the effect of slowness
Legacy bolt(buff)
When cast the spell summons a lightning bolt to land down on you, but having no damage effect. This will have no direct affect. but after a few minutes, you seem quicker(speed like effect) and than stronger(strength like effect) and finally healthier(regeneration like effect). But this wears off after your mana runs out. Also when you cast this you seem to have a faint glow around you maybe?
Please feel free to contact me about this if you want more detail or the like.
This mod looks amazing by the way!