Hey man, waht about increasing cooldown on spells? Or special conf file for cd on each novice/app/master spell?
I have had a similar request before. I won't be changing spell properties much myself because I have the balance pretty much how I want it, but I could look into adding an advanced config file for specifying the properties of each spell, if that's something people will find useful.
Hey, electo love your mod it is my single favorite magic mod but I was wondering if you could add some more shadow magic? I want to feel even eviler lol.
The next major update will contain a number of new spells, including necromancy ones, so stay tuned!
Thx for answer. Its really sounds like music for my ears. I flooding about cooldown config coz i dream about my own rpg pve action map since 2015. No one make good spell/skills mod, all of nice mods was abandoned( And a month ago i see you creation with really cool spells and schools, so if you really add full custom config file its be awesome.
Many thanks for the response I will be attentively waiting for the next major update. Do you have a timeframe for the next major update or no? thanks anyway.
Hey man, try to test all spells yesterday, so its tooo much question for you
1)Telekininezis doesnt work
2)Traps(snare/fire sigil etc.) must have or max limit or duration coz you can spam 999999 traps in ground=ez kill for anyboss
3)Decrease cooldown for stasis coz 20s its too much and you can control anyboss tooez, same for some control spells like mindcontrol, just decreasy for 5-7s each other, they are too owerpowered+you can enchant stuuf for duration
4)Leap useless skill, mb make it to jump back or forward, coz now its doo nothing helpfull
5)Snowman always spawn for 1s after he died instant^^
6)Spirit wolf summon is super weak cant kill solo simple 2 zombies
7)Intimidate spell fear is imba, 30s of full disable its overpowered too, spells from №3 can be disabling then creature take dmg, but fear its 30s full imba disable????
8)Why metamorphoss can/t used on yourself summons?? Its make purpose for this spell
9)Ring of fire. Mb dicrease duration and increasi range of cirlce
10)What about detonate work similar like crepeer/s suicide? Its make more sense+coficiente of dmg dealt 59%for caster
11)Greater fireball is griefing spell^^
12)Petrify idea interesting, but its super long control spell
1. Telekinesis must be used on an item on the ground or a right-clickable block like a door.
2. Snare can only occupy one block at a time, so you can't spam loads of them in one place. As for the others, you make a good point. I will make it so that they have a cooldown or can't be placed on top of each other for the next update.
3. What is stasis? Mind control isn't supposed to work on bosses, would you mind telling me which boss you tried it on? And what are you saying about enchanting?
4. I think it's useful, and it's only a novice spell anyway. Try using it on a master earth wand, then it'll be more useful.
5. That's odd. Make sure the difficulty isn't peaceful and don't try to spawn it in a hot biome. If it still just dies please submit a bug report.
6. It's exactly the same as a normal wolf in terms of strength.
7. Sorry, I can't decipher what you're trying to tell me, even after googling what 'imba' means. I'm guessing you're telling me that intimidate is OP. What should happen is that as soon as an intimidated mob takes damage, the effect ends. If this isn't happening, please submit a bug report.
8. Will be fixed in the next update.
9. I like it how it is. However, I might make it support range upgrades, and it already supports duration upgrades.
10. If you get too close to the explosion it will damage you as well.
11. So are wither skull, meteor, earthquake and a few others. Try some sort of protection mod/plugin.
12. Creatures are invulnerable whilst petrified, so it's not much use if you want to kill mobs.
Hope that answers your questions, and please be a bit clearer next time!
2) Be good if they disapiears over time.
3)I forghet name of spell its cold trap mob for 20s. I mean enchanting magic staffs
7) Yes, i use fear on mobs and they always run if i attack them.
12)Yeah, look it in config files, thx. I really forget about vulnerables^^
So can you add more discription about last spells+discription for all upgrades for each spell.
And what about mellee combat spells? Its be interesting too see spell like a circle there can stay only caster and mobs and they can take damage only from each other^^ Its like a duel from legion commander(dota 2)
3. It's called ice statue, and no I don't think it's overpowered since, as with petrify, the mob can't be harmed whilst frozen. Although now I think about it, it may mess up boss mechanics, so I might have to disable those two for bosses.
7. Ok, thanks for reporting that issue, I will investigate!
If by 'last spells' you mean master spells, then no, they're supposed to be cryptic. I suppose I could add non-cryptic descriptions to the list of spells in the documentation... they're not exactly hard to work out though, are they?
Upgrades do pretty much the same thing for every spell, but if you want to know what they do in general I could add tooltips to them.
A melee thing is in the works. It's not exactly a spell, but... wait and see!
I have recently started development of Wizardry 1.2, so I thought I would post a picture of what I'm getting up to every so often. So here's the first!
As part of the update, I'm giving the mod a bit of a rendering upgrade. Here's a screenshot of the new, improved lightning effects (arc, chain lightning, lightning hammer, etc.). It was taken in 1.7.10, but it will of course be added to 1.10.2 as well.
This is a really well done magic mod! I would download it to try it out myself, but I've been making preparations to move on from 1.11 to 1.12 XD
Otherwise, it's clear that you have a lot of compassion for this mod, seeing how polished everything looks and how awesome the spells look in action. I can't wait to try this out!
Using a bit of mathematical trickery, I've managed to create randomised block textures like the ones in the 1.8+ model system in Minecraft 1.7.10, without (as far as I can tell) a significant performance impact. The result is a new block called runestone, pictured below. Oh, and it also glows in the dark.
It's for the future! Wizardry 1.2 will have a lot of new features, and that's one of them. I've been posting a few development screenshots so you can see what I've been working on.
Unfortunately that snippet of the crash report doesn't tell me enough for me to identify the problem; in particular I don't know what kind of error it is. Given the rough area of the code it's in, it's probably something to do with the static aura spell. My guess is that it's an infinite loop caused when two players have active revenge effects, so they keep damaging each other repeatedly. If that is the case, then it's a bug I already know about and I am working on a fix.
Other than that, I don't know. If there's any way you could get some more information (either a full log or a description of the circumstances that caused the crash), then that would be very helpful.
Unfortunately that snippet of the crash report doesn't tell me enough for me to identify the problem; in particular I don't know what kind of error it is. Given the rough area of the code it's in, it's probably something to do with the static aura spell. My guess is that it's an infinite loop caused when two players have active revenge effects, so they keep damaging each other repeatedly. If that is the case, then it's a bug I already know about and I am working on a fix.
Other than that, I don't know. If there's any way you could get some more information (either a full log or a description of the circumstances that caused the crash), then that would be very helpful.
I'll tell the owners to come here, they'll have this kind of information. I'm only a player this time, so I don't have access to logs.
But yeah, this kind of loop is quite annoying, for both sides (and annoying to get rid off, good luck !). Thanks for your fast answer.
Edit: I guess in the end they PMed you. Thanks for the help !
I have had a similar request before. I won't be changing spell properties much myself because I have the balance pretty much how I want it, but I could look into adding an advanced config file for specifying the properties of each spell, if that's something people will find useful.
The next major update will contain a number of new spells, including necromancy ones, so stay tuned!
Thx for answer. Its really sounds like music for my ears. I flooding about cooldown config coz i dream about my own rpg pve action map since 2015. No one make good spell/skills mod, all of nice mods was abandoned( And a month ago i see you creation with really cool spells and schools, so if you really add full custom config file its be awesome.
how do i make a circle with transportation stones
[img]https://www.minecraftforum.net/account/
it's just a square 3x3 i believe
not my mod but download this mod
Really nice to see this mod updated to 1.10.2!
Hey man, try to test all spells yesterday, so its tooo much question for you
1)Telekininezis doesnt work
2)Traps(snare/fire sigil etc.) must have or max limit or duration coz you can spam 999999 traps in ground=ez kill for anyboss
3)Decrease cooldown for stasis coz 20s its too much and you can control anyboss tooez, same for some control spells like mindcontrol, just decreasy for 5-7s each other, they are too owerpowered+you can enchant stuuf for duration
4)Leap useless skill, mb make it to jump back or forward, coz now its doo nothing helpfull
5)Snowman always spawn for 1s after he died instant^^
6)Spirit wolf summon is super weak cant kill solo simple 2 zombies
7)Intimidate spell fear is imba, 30s of full disable its overpowered too, spells from №3 can be disabling then creature take dmg, but fear its 30s full imba disable????
8)Why metamorphoss can/t used on yourself summons?? Its make purpose for this spell
9)Ring of fire. Mb dicrease duration and increasi range of cirlce
10)What about detonate work similar like crepeer/s suicide? Its make more sense+coficiente of dmg dealt 59%for caster
11)Greater fireball is griefing spell^^
12)Petrify idea interesting, but its super long control spell
1. Telekinesis must be used on an item on the ground or a right-clickable block like a door.
2. Snare can only occupy one block at a time, so you can't spam loads of them in one place. As for the others, you make a good point. I will make it so that they have a cooldown or can't be placed on top of each other for the next update.
3. What is stasis? Mind control isn't supposed to work on bosses, would you mind telling me which boss you tried it on? And what are you saying about enchanting?
4. I think it's useful, and it's only a novice spell anyway. Try using it on a master earth wand, then it'll be more useful.
5. That's odd. Make sure the difficulty isn't peaceful and don't try to spawn it in a hot biome. If it still just dies please submit a bug report.
6. It's exactly the same as a normal wolf in terms of strength.
7. Sorry, I can't decipher what you're trying to tell me, even after googling what 'imba' means. I'm guessing you're telling me that intimidate is OP. What should happen is that as soon as an intimidated mob takes damage, the effect ends. If this isn't happening, please submit a bug report.
8. Will be fixed in the next update.
9. I like it how it is. However, I might make it support range upgrades, and it already supports duration upgrades.
10. If you get too close to the explosion it will damage you as well.
11. So are wither skull, meteor, earthquake and a few others. Try some sort of protection mod/plugin.
12. Creatures are invulnerable whilst petrified, so it's not much use if you want to kill mobs.
Hope that answers your questions, and please be a bit clearer next time!
2) Be good if they disapiears over time.
3)I forghet name of spell its cold trap mob for 20s. I mean enchanting magic staffs
7) Yes, i use fear on mobs and they always run if i attack them.
12)Yeah, look it in config files, thx. I really forget about vulnerables^^
So can you add more discription about last spells+discription for all upgrades for each spell.
And what about mellee combat spells? Its be interesting too see spell like a circle there can stay only caster and mobs and they can take damage only from each other^^ Its like a duel from legion commander(dota 2)
2. I agree. Will be changed next update.
3. It's called ice statue, and no I don't think it's overpowered since, as with petrify, the mob can't be harmed whilst frozen. Although now I think about it, it may mess up boss mechanics, so I might have to disable those two for bosses.
7. Ok, thanks for reporting that issue, I will investigate!
If by 'last spells' you mean master spells, then no, they're supposed to be cryptic. I suppose I could add non-cryptic descriptions to the list of spells in the documentation... they're not exactly hard to work out though, are they?
Upgrades do pretty much the same thing for every spell, but if you want to know what they do in general I could add tooltips to them.
A melee thing is in the works. It's not exactly a spell, but... wait and see!
Greetings, fellow wizards!
I have recently started development of Wizardry 1.2, so I thought I would post a picture of what I'm getting up to every so often. So here's the first!
As part of the update, I'm giving the mod a bit of a rendering upgrade. Here's a screenshot of the new, improved lightning effects (arc, chain lightning, lightning hammer, etc.). It was taken in 1.7.10, but it will of course be added to 1.10.2 as well.
This is a really well done magic mod! I would download it to try it out myself, but I've been making preparations to move on from 1.11 to 1.12 XD
Otherwise, it's clear that you have a lot of compassion for this mod, seeing how polished everything looks and how awesome the spells look in action. I can't wait to try this out!
Time for some more development screenshots!
Using a bit of mathematical trickery, I've managed to create randomised block textures like the ones in the 1.8+ model system in Minecraft 1.7.10, without (as far as I can tell) a significant performance impact. The result is a new block called runestone, pictured below. Oh, and it also glows in the dark.
Any news about update?
Not for a while is the answer to that. I've only just released the 1.10 version!
There will, however, be a minor 1.1.5 patch soon.
Is runestone in the 1.7.10 version already or is that for the future?
It's for the future! Wizardry 1.2 will have a lot of new features, and that's one of them. I've been posting a few development screenshots so you can see what I've been working on.
Hi Electroblob_ !
I'm playing on the official server of Mystic Revelation (modpack on technic launcher) on 1.7.10, using your mod on 1.1.4.
One of the admins reported this :
Any idea what could be the cause of it ? It seems there's an "event" messing with a vanilla mob (EntityMob 71).
Unfortunately that snippet of the crash report doesn't tell me enough for me to identify the problem; in particular I don't know what kind of error it is. Given the rough area of the code it's in, it's probably something to do with the static aura spell. My guess is that it's an infinite loop caused when two players have active revenge effects, so they keep damaging each other repeatedly. If that is the case, then it's a bug I already know about and I am working on a fix.
Other than that, I don't know. If there's any way you could get some more information (either a full log or a description of the circumstances that caused the crash), then that would be very helpful.
I'll tell the owners to come here, they'll have this kind of information. I'm only a player this time, so I don't have access to logs.
But yeah, this kind of loop is quite annoying, for both sides (and annoying to get rid off, good luck !). Thanks for your fast answer.
Edit: I guess in the end they PMed you. Thanks for the help !