Jump to content

  • Curse Sites
Become a Premium Member! Help
Latest News Article

Ars Magica 2 (1.6.4) - Version 1.1.2b (Updated Jan 27)

magic spells am2 mithion ars magica

  • Please log in to reply
3834 replies to this topic

#401

Shurhaian

Posted 17 October 2013 - 03:39 PM

View PostMonthOLDpickle, on 17 October 2013 - 03:34 PM, said:

Hows this work with BoP?
Seems to integrate just fine with BoP. I've found AM2 plants and essence pools in BoP biomes; not sure what else you'd be looking for.

Register or log in to remove.

#402

Nolorwolf

Posted 17 October 2013 - 03:48 PM

Can someone check some ID's for me in NEI and check if mod is derping, or is it some mod conflict please?

754 - tile.arsmagica2:magetorch.name
812 - tile.arsmagica2:illuminated.name
20321 - item.arsmagica2:mana_scepter.name
20364 - item.null.name

Just so I know should I remove them from NEI or leave them untill mod is updated :)

Thanks 0/

Posted Image


#403

iforippon

Posted 17 October 2013 - 03:58 PM

Hi Mithion, great work so far.

One minor gripe, more of a flavour thing really.

On my wanderings around the ArcanaCraft server, I noticed that people had been spamming light everywhere in order to level their magic. This has resulted in large swathes of the overworld being effectively floodlit at night, even outside of inhabited areas.

Would you consider adding an option for the lights to die out after a while, like the torches do on the server?

Some cheap way to experiment with spells would also be quite good. Maybe a cantrip effect that reduces the crafting cost of a spell, but does nothing except cause particles (it would probably have to override all other effects, and not level your casting). Something so you can see what different combinations of shapes do without committing valuable materials.

#404

MonthOLDpickle
  • Location: Taiwan

Posted 17 October 2013 - 04:03 PM

View PostShurhaian, on 17 October 2013 - 03:39 PM, said:

Seems to integrate just fine with BoP. I've found AM2 plants and essence pools in BoP biomes; not sure what else you'd be looking for.

Just can't try it out yet..soon though..soon.
Games I play (mainly): PoE, Minecraft, DOTA 2.

#405

PengoPenguin

Posted 17 October 2013 - 05:06 PM

i am having trouble activating a nexus of any kind.  I build the structure and nothing happens.  I have checked the arcane thingymubook and no help.  can anyone else hopefully shed some light on the subject?

<(-'u'-)> Kirby approves this post <(-^o^-)>


Posted ImagePosted Image

Yay Kittens


#406

dannypie123

Posted 17 October 2013 - 05:08 PM

Mith, turning off particles does not change anything. I just tried all particle settings. Sorry!

#407

Kaligraphy
  • Location: On a floating island
  • Minecraft: Kaligraphy

Posted 17 October 2013 - 05:11 PM

View PostMithion, on 17 October 2013 - 12:10 PM, said:

Oh, right also:  Anyone that is having that strange UI issue, does it persist if you turn off particles?

I assume you mean the transparent health, hunger, armor and XP bar?  Then, yes, it still persists with me.  Dunno about anyone else though =/

Posted Image

Posted Image


#408

PengoPenguin

Posted 17 October 2013 - 05:22 PM

View PostKaligraphy, on 17 October 2013 - 05:11 PM, said:

I assume you mean the transparent health, hunger, armor and XP bar?  Then, yes, it still persists with me.  Dunno about anyone else though =/
I have not yet have that.  Is it common?

<(-'u'-)> Kirby approves this post <(-^o^-)>


Posted ImagePosted Image

Yay Kittens


#409

Kaligraphy
  • Location: On a floating island
  • Minecraft: Kaligraphy

Posted 17 October 2013 - 05:44 PM

View PostPengoPenguin, on 17 October 2013 - 05:22 PM, said:

I have not yet have that.  Is it common?

It's happening with some people, but not all.  A few people, including myself, on the MagiPunk server have this issue.  It only appeared when AM2 was installed to the mod pack.  I've resorted to little tricks to see my health bar, such as looking at a darker surface.

Also, Mithion, the transparency goes away when I bring up the chat.  But it comes right back when I exit the chat.

Posted Image

Posted Image


#410

netshaman

Posted 17 October 2013 - 05:56 PM

awesome, still some stuff missing in the compendium:

no description for tarma root and wakebloom

model of tower guardian missing

no recipes for archmage armor

air elemental and wisp models missing

archmage podium model missing

no description for calefactor

essence refiner model and vinteum ore models missing
Posted Image
Posted Image

#411

KenNexus
    KenNexus

    Out of the Water

  • Members
  • 5 posts

Posted 17 October 2013 - 06:17 PM

Could someone please tell me how to use spells because i can't find anything in the book that tells me how and no videos and nothing on the 1st page so can someone tell me how? srsly this is starting to tick me off.

#412

PengoPenguin

Posted 17 October 2013 - 06:27 PM

View PostKenNexus, on 17 October 2013 - 06:17 PM, said:

Could someone please tell me how to use spells because i can't find anything in the book that tells me how and no videos and nothing on the 1st page so can someone tell me how? srsly this is starting to tick me off.
did u create the book, if so go into guides and read "Your First Spell"

<(-'u'-)> Kirby approves this post <(-^o^-)>


Posted ImagePosted Image

Yay Kittens


#413

Xionanx
    Xionanx

    Zombie Killer

  • Members
  • 185 posts

Posted 17 October 2013 - 06:39 PM

View Postiforippon, on 17 October 2013 - 03:58 PM, said:

Hi Mithion, great work so far.

One minor gripe, more of a flavour thing really.

On my wanderings around the ArcanaCraft server, I noticed that people had been spamming light everywhere in order to level their magic. This has resulted in large swathes of the overworld being effectively floodlit at night, even outside of inhabited areas.

Would you consider adding an option for the lights to die out after a while, like the torches do on the server?

Some cheap way to experiment with spells would also be quite good. Maybe a cantrip effect that reduces the crafting cost of a spell, but does nothing except cause particles (it would probably have to override all other effects, and not level your casting). Something so you can see what different combinations of shapes do without committing valuable materials.

Thats odd, I dont recall ever getting XP for the light spell.

Just the same, this hits on an issue I pointed out earlier, the XP "grind" is well.. to "Grindy".

I have certain expectations for mods:

A)  Do something useful that either improves upon a vanilla feature or makes a vanilla feature more fun
B)  Add something that does something that can't be done in vanilla easier.

So far a vanilla bow seems just as good as the magic attack spells and a vanilla pick is better then the dig spells, and torch's are better then the light spells.

So far Ars if failing me.  The light spell is worse then torch's in most situations, dig is generally worse then a pick, and getting these things has not been "Fun" its been grindy.  I finally got "AoE" dig done, it only does a 3x3x1 area when on half moon power, costs like 80 mana, still only gives 3 xp, and with burnout you CANT ACTUALLY DO ANYTHING USEFUL WITH IT before you run out of mana or hit max burnout....

I have done everything in my power to play this mod "legit" and not op things in or cheat as I would love to get everything the "non-cheat" way the first time.. but still hours and hours later I am only level 29 with Ars and the spell options still really haven't improved much.

Necessity and Convenience are the mother and father of invention, and magic should accomplish one of those things.

Just because my "pick" is now a magic spell does not make it better then a normal pick, it needs to be faster and easier to dig with the spell or the spell needs to add some new functionality over the pick that the pick just can't do.

Just because you CAN make a beer stein out of magic doesn't mean you should.   If its still just a plain old beer stein then whats the point?  Aesthetics?  Now if the beer stein also kept my beer chilled in addition to being a beer stein.. now were talking, and there is a reason to make it out of magic.

Again though, I'm willing to accept that maybe I'm "Doing it wrong" and there is something here that I'm missing....

#414

CreativeGuy
  • Location: Oak Forest Biome
  • Minecraft: TMSWSFM

Posted 17 October 2013 - 07:06 PM

Good to see it's finally out.
Great job,Mithion.I'll be watching.

Posted Image


#415

dannypie123

Posted 17 October 2013 - 07:09 PM

View PostKaligraphy, on 17 October 2013 - 05:44 PM, said:

It's happening with some people, but not all.  A few people, including myself, on the MagiPunk server have this issue.  It only appeared when AM2 was installed to the mod pack.  I've resorted to little tricks to see my health bar, such as looking at a darker surface.

Also, Mithion, the transparency goes away when I bring up the chat.  But it comes right back when I exit the chat.

Yes, transparency disappears whenever I bring up just about any GUI, including my inventory. Instantly returns the second I exit out of the gui.

#416

PengoPenguin

Posted 17 October 2013 - 07:39 PM

I have think i may have discovered why the HUD keeps turning invisble.  This is just a guess made up from the brain of Pengo, but it might have something to do with the fact that arsmagica 2 HUDs can be configured.  Again this is just a thought and a possible cause of the bug and there is no actual facts backing this up but i suppose Mithion could take a peek at that.

<(-'u'-)> Kirby approves this post <(-^o^-)>


Posted ImagePosted Image

Yay Kittens


#417

Mithion
    Mithion

    Lapis Lazuli Collector

  • Curse Premium
  • Curse Premium
  • 947 posts
  • Location: Ontario, Canada
  • Minecraft: Mithion

Posted 17 October 2013 - 07:46 PM

Xionanx:
You're not going to be able to do everything with magic initially.  The point isn't to right away get insanely better stuff, no you have to work for it.  Just because you can *make* a spell for light or dig doesn't instantly mean it's going to be better than your torch or pickaxe.  You're meant to start out weaker and gradually replace commonplace things with magic as your abilities permit.  Augmented light, for example, is better than a torch.  Normal light is just slightly weaker, but is usable.  Augmented dig mimics diamond pickaxes whereas diminished is equivalent to stone, with iron at normal in the middle.  You will become better at these things just by playing the mod and using spells.  If people want to grind, then so be it.  I won't tell you that you can't, but it's not the way I would play the mod.

Plus, there are several ways to restore mana both more quickly over time, and instantly, as well as even increase your maximum mana for a time (which, for the record, also increases mana regen speeds since it's percentage based).  You also gain affinity over time, reducing mana costs.

And the main thing you're forgetting is that save for the initial material cost, you're doing all of this for free with a renewable resource.  Your mana will come back with a little patience, and even faster with the methods I hinted at above.  So there's really no cost to doing things magically once you have the spell made.  The burnout meter is there to mitigate your ability to spam spells with wild abandon, and have to put a little thought and strategy into what you want to cast.

You seem to be looking for an instant gratification version of magic that is rather overpowered at the lower levels (because really, what do you gain when you level up then?), which, if that is the case, then this may not be the mod for you.

Posted Image


#418

tecrogue
    tecrogue

    Tree Puncher

  • Members
  • 37 posts

Posted 17 October 2013 - 08:23 PM

View PostPengoPenguin, on 17 October 2013 - 05:06 PM, said:

i am having trouble activating a nexus of any kind.  I build the structure and nothing happens.  I have checked the arcane thingymubook and no help.  can anyone else hopefully shed some light on the subject?

Are you trying to link the nexus to your crafting altar? (If so use the wrench when it's showing that the spell needs essences)

Or are you having trouble getting them to accumulate energy? They each have different things they do to get it.

#419

PengoPenguin

Posted 17 October 2013 - 08:37 PM

View Posttecrogue, on 17 October 2013 - 08:23 PM, said:

Are you trying to link the nexus to your crafting altar? (If so use the wrench when it's showing that the spell needs essences)

Or are you having trouble getting them to accumulate energy? They each have different things they do to get it.
I'm not entirely sure, all i know is that the after building the light nexus pillars the nexus rune doesn't show.  I figured I missing a step.

<(-'u'-)> Kirby approves this post <(-^o^-)>


Posted ImagePosted Image

Yay Kittens


#420

Shurhaian

Posted 17 October 2013 - 08:47 PM

View PostPengoPenguin, on 17 October 2013 - 08:37 PM, said:

I'm not entirely sure, all i know is that the after building the light nexus pillars the nexus rune doesn't show.  I figured I missing a step.
The rune is made with chalk. In the case of the light nexus, you need to make white chalk, and place it in the very center of the nexus. It's not something that automatically appears when you've got the structure right.

Chalk should always be able to place a pattern, in a 3x3 square centered on the block surface you click on. If you can't, the terrain may be unsuitable. You can place chalk before or after the rest of the nexus structure.

If you have chalk on the ground, the sign that your nexus is complete is that the chalk pattern will start turning in place. At that point, a light nexus will accumulate energy naturally and the other two will be ready to do so when their respective resources get close.

If you have the pattern down and the structure in place, and it's NOT turning, it's possible that you have the wrong chalk. White for a light nexus, blue for essence, red for dark. IIRC from the Compendium purple chalk is used for something completely different.