A spell that brings plants around you to life would be cool. It would likely only look good for flowers and ferns, the sort of plants that are growing from a single stalk. They'd essentially turn into mobs that look identical to the block, but attack nearby enemies for a brief time before turning back or popping into items. This would be neat because its sort of like a context-specific summoning spell, functioning better when you are near a lot of plants. Trees are definitely too much, but maybe cacti would shoot their thorns rather than move?
A similar spell could turn farm mobs hostile, fighting to defend you. Your chicken coop rises to your defense by flying at monsters and shooting eggs. Cows ram enemies but also heal your status ailments. Pigs and sheep probably just fight.
Now this is really out there but hear me out: these spells become particularly interesting if they could be waiting, idle, to be activated. Perhaps a crystal ball block can be placed, assigned one spell, and given a stack of crystals. If you are struck by an enemy within range of the ball, the spell is cast. Now you have a weaponized garden or farm and you're basically the coolest earth wizard of all time.
Always good to throw ideas around when you think of them, you never know where they may lead. There's already fireskin, ice shroud and static aura, and what you're describing sounds like a much more powerful version of those. When I get to adding more spells, I'll look back at all the ideas in this thread for some inspiration.
Indeed I am, and the good news is that I now have about 80% of the spells working. Rendering is causing me some trouble at the moment but I'm slowly fixing it. The reason it's taking a while is that I've taken the opportunity to rewrite some of the mod's internals rather than trying to update inefficient code, which has taken longer but will make my life much easier in the future (including when I get to 1.11.2).
All being well, you might see a first beta release for 1.10.2 in a few weeks.
Ah... yeah forgot about those spells xD, I think that aesthetically these spells would look really cool as well.
Perhaps a crystal ball block can be placed, assigned one spell, and given a stack of crystals. If you are struck by an enemy within range of the ball, the spell is cast.
Now that is a cool idea. As an endgame feature, blocks that cast spells when triggered would be a nice reward, and would fit very nicely with my own plans for Wizardry 1.2. There could even be different trigger types: when the owner is hurt, when an enemy is within range, when a redstone signal is received, etc.
I'll have a play around with this and see what works best.
For projectile spells it could just have a visual directional element, perhaps an inset emerald pointing in the relevant direction? for simplicity's sake it would just be the cardinal directions, up, and down. the trigger mode could be a UI or maybe another item you can swap out (kind of like a beacon). a piece of redstone tells it to happen on a pulse, a block of redstone does it constantly while powered, a diamond will do it when you're hurt, a mob head will target that mob, etc. This would also create a huge incentive to farm crystals, which could justify more complicated but efficient farming options.
Or maybe, rather than mob heads for targeting mobs, there could be a new spell that, upon killing a mob, turns it into a unique crystal. That way it could be more mod-compatible. These crystals could possibly be used for other things too, like a more magic-based mob spawner, or possibly even a mob spawner that spawns friendly versions of the mob for base defense and other things.
Full disclosure, I'm a game dev so I know these things arent simple to implement and may take a while or be impossible! Just throwing stuff out there.
Possibly. The thing is, I hesitate to allow people to fiddle with it all too much because I've spent a while trying to balance everything so it's not too easy but not too hard either. There is an overall damage scaling already, so you might want to fiddle with that, although that's mainly so the mod can be used with mods that add very tough mobs.
Hmm... Okay, i/m not english speakink but try to tell my opinion correctly.
Yes, you right, there are damage scaling in config, but the problematic is using for whole community map ideas. Coz the cooldown of mastery spell is around 6-8 sec, but they are powerfull like arrow rain and another(some spells hasnt nice description so i dont test all of them) if all can change mana cost/damage and another attributes in config file this mod will have better use for rpg maps. Some spell can be group in nice skillset, hunter with some summoning pets+arrow rain or paladin with healing+lighitng spells.
And another question, you has spell tiers novice/adept/master but what about special tiers for each spell wich incease damage or digrease cooldown or special moves, its nice idea i think
I just have the decoy spell to sort out and then it will be ready. I have been a bit busy with other things lately so please be patient; it's nice to hear you're eager to play with the mod though. There are still some issues with worldgen (torches don't want to generate in wizard towers, for example) but they are fairly minor so I'll release the beta anyway and fix those things afterwards.
After a lot of work, the Wizardry 1.10.2 beta is finally here! Everyone can download it and help with the beta testing, but since it's a beta version it comes with a few disclaimers:
There will be bugs, and there will be more than normal. As such, I won't be fixing bugs immediately unless they are so bad that they prevent further testing; instead I will release an updated beta with a bunch of bugfixes at once. Try to avoid doing certain things if they cause crashes, and use the config to disable problematic spells.
There is no guarantee it will work perfectly on a server, though I have made sure it will at least launch. Feel free to test it on a server, but be aware that there may be problems.
The above also applies for compatibility with other mods - feel free to test it, but there may be problems.
Please help me fix bugs by reporting them on the issue tracker, using the tag 'beta'.
Please please please backup your worlds if you don't want them damaged! I am not responsible if anything bad happens to them!
This version (and all future versions) of Wizardry requires Java 8. This should not be a problem for most of you as it comes packaged with the new launcher.
Development versions will not be released until the mod is more stable.