Wizardry 1.1.5 is now available to download. This minor update adds in Spanish and Mexican Spanish translations courtesy of MadWrist and fixes a few bugs, including issues #10 and #11.
The one issue I have not fixed is issue #7, because it requires a reshuffle of the mod code which was done in the 1.10.2 beta to be backported, which I have not yet finished doing. Please be careful with revenge effects for the time being, and I promise I will get the bug fixed in Wizardry 1.2!
In other news, I've been re-texturing the spell HUD for the 1.2 update. Here's a screenshot of what I've done so far. I'm thinking about maybe adding multiple textures to choose from, and/or different HUD textures to go with different wands. Let me know what you think...
Interesting that you both said it was gold, because I was going for a wooden effect... I can still make it brighter though, and I agree it needs more contrast.
The one problem I have is that for some reason I decided to put a frame on the spell icons themselves when I made them ages ago, which is now a bit of a pain because it means I either have to stick with the colour of that or block it out, which is what the spell book GUI does. Not the best decision I've made!
One thing I did tweak just now is I added an outline in a slightly darker colour to make it stand out a bit better, and also to fit with Minecraft's own style a bit better. Here's what it looks like now (definitely not an edited version of the last screenshot).
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So happy to see this is moving to newer versions of Minecraft. There's been far too many mods that've stagnated or outright stopped, most of which being magic mods. Looking forward to more.
I have just released the Beta 3 patch for the 1.10.2 version of Wizardry. This patch fixes, at long last, issue #15, as well as a loot table-related crash (apologies for the wait, I simply haven't had the time recently). This will be the last beta version for 1.10.2, with a full release likely sometime soon - I just need to fix some problems with wizard tower generation.
Yes, the plan is to do 1.11 and then 1.12, and after that work on a content update for 1.7.10 and 1.12. This is because many players still use 1.7.10, and most others seem to be on 1.12, and maintaining more versions than that is just unfeasible. I have started adding a little bit of new content to 1.7.10, but I haven't had much time to do modding recently. With any luck I'll be able to work on it a bit more soon.
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I hope to create an addon mod that turns this mod into more of a Dungeons and Dragons feel. I need to finish my current mod before that though. Example:
Arcane schools are abjuration (Protections and wards), conjuration (Summoning), divination (Seeing things, like the nature sight mob xray spell on this mod), enchantment (Charming things), evocation (Energy spells, like lightning, fireball, etc...), illusion (Illusions and shadow magic, like the decoy spell), necromancy (My favorite! Raising the dead and sapping life), and transmutation (Altering or changing things, animate or inanimate).
I hope to have it done by the end of 2018, though no promises. Electroblob gets first look though since it is his base mod and he is a huge help to me and my modding.
I am looking forward to the content push for 1.7.10. I like the artifacts idea. Perhaps another idea: Make a cleric wand and/or clergy magic system.
I hope to create an addon mod that turns this mod into more of a Dungeons and Dragons feel. I need to finish my current mod before that though. Example:
Arcane schools are abjuration (Protections and wards), conjuration (Summoning), divination (Seeing things, like the nature sight mob xray spell on this mod), enchantment (Charming things), evocation (Energy spells, like lightning, fireball, etc...), illusion (Illusions and shadow magic, like the decoy spell), necromancy (My favorite! Raising the dead and sapping life), and transmutation (Altering or changing things, animate or inanimate).
I hope to have it done by the end of 2018, though no promises. Electroblob gets first look though since it is his base mod and he is a huge help to me and my modding.
I am looking forward to the content push for 1.7.10. I like the artifacts idea. Perhaps another idea: Make a cleric wand and/or clergy magic system.
Nice! I'll go through the code again for 1.2 and see if there is any code I need to expose so that you can change all the elements to schools and so on. In particular, you'll need to edit the fields for the existing spells. Then again, that may all end up as part of a config anyway.
Hey would you like any help updating the mod? I like this mod a lot and seeing it on 1.12 would be awesome and I think great for seeing more people using it! I don't think it would be terribly hard to update it to 1.12 either, and I have experience doing so. Please let me know if you'd be open to it!
Also, if you're on Discord, I'm elu#5251. Hit me up!
Hey would you like any help updating the mod? I like this mod a lot and seeing it on 1.12 would be awesome and I think great for seeing more people using it! I don't think it would be terribly hard to update it to 1.12 either, and I have experience doing so. Please let me know if you'd be open to it!
Also, if you're on Discord, I'm elu#5251. Hit me up!
Where does everyone get this conversion knowledge from? I am still modding for 1.7.10 glad electroblob is deciding to keep it current and not force us to update.
Where does everyone get this conversion knowledge from? I am still modding for 1.7.10 glad electroblob is deciding to keep it current and not force us to update.
I've made 21 mods for 1.8+ versions. I have experience.
As a developer I honestly think it's a bad idea to maintain both versions. It's a hugely more taxing development paradigm, you essentially have to implement every new feature you make two separate times, and it slows down progression of the mod. It might bring it to a slightly larger playerbase but at the same time it also kills progress towards new features like nothing else. I would pick one or the other and honestly I think Wizardry would make a far greater splash in 1.12 where magic is scant compared to any previous version.
But 1.7 is the version with more content at this point still, so as a player I don't blame people staying.
Wizardry 1.1.5 is now available to download. This minor update adds in Spanish and Mexican Spanish translations courtesy of MadWrist and fixes a few bugs, including issues #10 and #11.
The one issue I have not fixed is issue #7, because it requires a reshuffle of the mod code which was done in the 1.10.2 beta to be backported, which I have not yet finished doing. Please be careful with revenge effects for the time being, and I promise I will get the bug fixed in Wizardry 1.2!
In other news, I've been re-texturing the spell HUD for the 1.2 update. Here's a screenshot of what I've done so far. I'm thinking about maybe adding multiple textures to choose from, and/or different HUD textures to go with different wands. Let me know what you think...
AWESOME!!!!!
Image Removed
~ Everybody's FavouriteDragon
Ooh that looks killer. Maybe give it higher contrast? Brighten up the gold a bit
Yeah I agree- it looks amazing, but making the gold brighter would make it better.
Image Removed
~ Everybody's FavouriteDragon
Interesting that you both said it was gold, because I was going for a wooden effect... I can still make it brighter though, and I agree it needs more contrast.
The one problem I have is that for some reason I decided to put a frame on the spell icons themselves when I made them ages ago, which is now a bit of a pain because it means I either have to stick with the colour of that or block it out, which is what the spell book GUI does. Not the best decision I've made!
One thing I did tweak just now is I added an outline in a slightly darker colour to make it stand out a bit better, and also to fit with Minecraft's own style a bit better. Here's what it looks like now (definitely not an edited version of the last screenshot).
Nice! It has that "arcane-bronze"ish feel
Image Removed
~ Everybody's FavouriteDragon
Still waiting for an update
So happy to see this is moving to newer versions of Minecraft. There's been far too many mods that've stagnated or outright stopped, most of which being magic mods. Looking forward to more.
I have just released the Beta 3 patch for the 1.10.2 version of Wizardry. This patch fixes, at long last, issue #15, as well as a loot table-related crash (apologies for the wait, I simply haven't had the time recently). This will be the last beta version for 1.10.2, with a full release likely sometime soon - I just need to fix some problems with wizard tower generation.
you stills doing updates in 1.7.10 ?(uptating last versions but without abandoning 1.7.10)?
Yes, the plan is to do 1.11 and then 1.12, and after that work on a content update for 1.7.10 and 1.12. This is because many players still use 1.7.10, and most others seem to be on 1.12, and maintaining more versions than that is just unfeasible. I have started adding a little bit of new content to 1.7.10, but I haven't had much time to do modding recently. With any luck I'll be able to work on it a bit more soon.
Nice . will have more things in this mod like artifacts or new functions or new mobs?
All of those things, eventually!
I hope to create an addon mod that turns this mod into more of a Dungeons and Dragons feel. I need to finish my current mod before that though. Example:
Arcane schools are abjuration (Protections and wards), conjuration (Summoning), divination (Seeing things, like the nature sight mob xray spell on this mod), enchantment (Charming things), evocation (Energy spells, like lightning, fireball, etc...), illusion (Illusions and shadow magic, like the decoy spell), necromancy (My favorite! Raising the dead and sapping life), and transmutation (Altering or changing things, animate or inanimate).
I hope to have it done by the end of 2018, though no promises. Electroblob gets first look though since it is his base mod and he is a huge help to me and my modding.
I am looking forward to the content push for 1.7.10. I like the artifacts idea. Perhaps another idea: Make a cleric wand and/or clergy magic system.
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compatibility with baubles is also a good idea, to work with some artifacts
Nice! I'll go through the code again for 1.2 and see if there is any code I need to expose so that you can change all the elements to schools and so on. In particular, you'll need to edit the fields for the existing spells. Then again, that may all end up as part of a config anyway.
That is definitely happening, it's on my to do list for wizardry 1.2.
Hey would you like any help updating the mod? I like this mod a lot and seeing it on 1.12 would be awesome and I think great for seeing more people using it! I don't think it would be terribly hard to update it to 1.12 either, and I have experience doing so. Please let me know if you'd be open to it!
Also, if you're on Discord, I'm elu#5251. Hit me up!
Where does everyone get this conversion knowledge from? I am still modding for 1.7.10 glad electroblob is deciding to keep it current and not force us to update.
An SF Towny server! Join our Discord: Click here
I've made 21 mods for 1.8+ versions. I have experience.
As a developer I honestly think it's a bad idea to maintain both versions. It's a hugely more taxing development paradigm, you essentially have to implement every new feature you make two separate times, and it slows down progression of the mod. It might bring it to a slightly larger playerbase but at the same time it also kills progress towards new features like nothing else. I would pick one or the other and honestly I think Wizardry would make a far greater splash in 1.12 where magic is scant compared to any previous version.
But 1.7 is the version with more content at this point still, so as a player I don't blame people staying.