Ars Magica 2 - Ideas
Poll: If I were to implement an API, would you make use of it? (able t
Ended May 15, 2014
Poll: If I were to make the code for this mod available on GitHub, wou
Ended May 15, 2014
Poll: What specific mod integration would you like to see the most?
Ended May 15, 2014
After watching this video, all I can say is that I hope that you dont make the spells as expencive as they apper. I liked your earlyer idea better of crafting the parts seperatly and directly throughing them in.
That's an expensive, single-block Dig spell (and I'm not talking about the mana cost). I'm afraid to see what the cost will be for combat magic or any kind of AOE effect.
And now for rambling:
Here's hoping that structures stay in - I love finding those towers (not hunting for the archmage mage tower though which is a whole lot *less* than fun and something I am never successful at doing without cheating).
Will spell books still be in?
Currently, in AM, in order to unlock the most powerful casting mode, you need to spend a lifetime looking for the archmage tower (or cheat) and get that podium. Seems to me that it would make more sense to unlock better casting modes through the perk system (or whatever I saw there when you chose projectile and dig at the occulus).
Damage scaling could use a little bit of improvement. Right now, any of my combat spells at regular power do about 1/5 of the damage of my enchanted bow - my weaponry is more viable in a fight than my combat spells are... unless I change the damage scaling in the config file. Increased damage could also be a 'perk' there. As you get better with certain elements (or whatever), you get more effective with them and do more damage.
Will we be able to use that occulus to create spells with longer durations? Like a custom Flight spell that lasts longer than normal?
Regarding the cost of making spells:
I don't agree at all that the recipe was too expensive. Each shape, component, and modifier has its own recipe. Shapes tend to be the most expensive, followed by modifiers, followed by components.
The dig component, for example, is: [Orange Rune, Iron Shovel, Iron Pickaxe]
No matter what spell you add that into, that's the recipe pattern for dig. Considering what you get, really: A recharging pickaxe/shovel combination that can mine everything an iron pickaxe can (and a modifier can be added to allow diamond level) relatively quickly...the recipe isn't that expensive.
However, say you wanted to create "beam dig". The beam shape is much more expensive (and later in the tree), but the dig component won't change. So the main price all comes down to how you want to shape the spell.
Regarding towers and worldgen:
Towers and worldgen aren't going away, it just won't be the same way it is now. I'm debating doing away with the tower protector block (it's kind of buggy and difficult to work with), and towers will be more scattered like some of the other native MC structures. They also aren't needed for progression. They'll just give a boost.
Keep in mind, there will be specific integration with Better Dungeons too, so that should add a lot of randomized places for you to explore. These dungeons will contain AM mobs and even new bosses for you to fight.
Other stuff:
Yes, spell books still exist.
Yes, the spell effect in your hand (as opposed to the icon) will still exist. I just haven't added it in yet.
What you are looking for in terms of empowering your spells are exactly modifiers. There are several modifiers that you can add to spells, such as "Damage", "Healing", "Bounce", "Gravity", "Lunar", "Piercing", etc. There's about 11 shapes, 60 components, and 15 modifiers you can mix and match. It's a large system, and allows for just about anything.
In short, yes you can make spells that do more damage, or buffs that last longer. However, the price of the spell will increase to match, as you add additional modifiers and components, which makes sense.
I dont nessasarly like a moble spell table but a moble crafting table to go with this mod would be nice. I used the factorization mod for over a year, ignoring every thing about it, except the moble crafting table.
It might be interesting to find broken/damaged spell creation structures in ruins and dungeons, wouldn't want to make it too easy to get started then you loose half the fun.
Also, Mithion, if you're keeping world generation, but lowering it's importance, are you going to keep the same towers? Or are you going to swap them out for new ones, because we know them too well?
Apart from that, what work you've shown us is looking fantastic, and I greatly look forward to being able to play this mod once it's released.
I agree that it would be intresting to find some "Wizard ruins" along with some of the towers and dungions. I always found it funny how at a "Wizard Tower" their were: brew stands, cauldrons, book shelves, along with a few Ars magica trinkets and spells. What I couldn't understand is why their was no Ars Magica blocks. If the player is not the first Wizard in the world and the towers were the homes of wizards, shouldn't their be: Calafactors, Arcane Empowerment, Archive Bookshelves, Casters, Crystal Pillars / Conduits, Seer stones, Mana Batterys, power generators and other Wizardy things.
Don't get me wrong, I am not promoting high level items being given away. After all, woe to those who burglerises a wizard. but first I think something needs to be decided. Are all the other wizards dead, and the towers are ruins or are they still alive and are just out of their house.
The traps that could be set using the caster and the Seer stone, would make the buglery fun and exciting. Or another idea is what if in some of the wizards were home? A fight to the death agenst the offending theif?
I kinda have an idea for it, but I don't think I could lock down the affinity from the api and im not sure if its needed.
Mine sorta involves adding content to each affinity and giving each one a purpose and reason to stick with it.
This would be done by adding various modular equipment, armor, tools, weapons, and a sort of quest like, yet disorganized path to make these that enhance your abilities with that affinity. Though i'm mostly just tossing around ideas and learning at this point.
Which kinda raises the question are these affinities set in stone at this point, or might they be subject to change in the future?
There was someone awhile back who suggested affinity sub-classes like lighting coming from air and fire.
Once the rift is in place (Opened by an "Open Rift" spell)[the rift starts out with 50 mana and no mana regen, and to give it mana, there should be a spell called "Stabilize Rift"], you and others can cast various spells into the rift and if defensive spells are directed towards the rift, everyone in the group will get protection based on those spells (note: Defensive spells will ALWAYS target the lowest health ally and will also augment the protection based on how much hp the player has left. Ex: 1/2 heart = 3x multiplyer, but greater mana cost[using the rifts mana pool][This rift mechanic would be extremely useful in boss fights since a group can have a dedicated healer who won't have to worry about who to heal since the rift will do the job for them.] (Note: if the rift runs out of mana, it vanishes). If offensive spells are cast at the rift, the rift will start to spew those harmful effects at nearby enemies. Another thing wich would be awesome is that if two people are casting spells of the same affinity, both spells would have multiplied damage (say 1.5x)[also using rifts mana pool]. This would make group play MUCH more beneficial than solo play. If I were to cast a fireball at the rift, the ball would stay there for about 3 sec and would be redirected to the closest enemy, and if my buddy will cast another fire spell while my fireball is in the rift, both spells will combine into a beam which will fire at the neaby enemies (multiplying both spell effects). There could also be a beam spell that stabilizes the rift("Stabilize Rift" giving it mana to be used for the multiplyer costs from the bonus effects used by the spell combination). A stable rift should have a chance to augment the effect of spells which are being cast into it. Otherwise, if unstable, the rift should close within 5 sec of being opened if no actions are taken. Casting spells into a rift should prolongue a rift for a bit as well. You could also use the same rift mechanic to call on energies which will power nexi. Just to give you an idea of what the rift will look like... the spell creation entity from AM1.
A way to declare (or mark) friendly and enemy players would be very usefull... this would help the rift, as well as other spells, know who to pew pew at... [this feature would be usefull for spells like chain lightning, or other chain spells, so they wouldn't hurt allies] (This could be achieved with keystones... Players with the same keystone code as the creator/opener of the rift will be able to cast at the rift and use its protection. Players with different/no keystones will just have to feel the rifts wrath ). [ Being able to see the hp and mana and buffs of the people with the same keystone would be a nice feature.]
I think that casters should be able to use the rift feature and stabilize it. This would make for some awesome traps, or a means to fortify bases. ( the "stabilize rift" spell is basically draining your mana and giving it to the rift , I imagine that the rift will have a mana pool which will be used for the protective/offensive multiplyers of spells in the rift)
Another cool feature of rifts could be that they will have a chance to reflect harmful spells back at the enemy players or at least have a chance to absorb one out of every six spells the enemy casts at the group having the rift. Ex: Unstable Rift = 5% chance to absorb a spell. Stable Rift = 10% reflect chance.
Regarding the opening of rifts... 2+ players with the same keystone should be able channel to open a rift. The more people, the stronger the rift, the longer it lasts, the more spells it absorbs/reflects, the better the damage/defense of the spells cast at it, and the stronger the affinity multiplier that increases the spell's damage/defense. {Note: 1 person can only open a rift by himself/herself by opening it inside a nexus, It would take some stabilization before the rift will start generating mana / becoming mana stable. Then one can simply charge ones machinery as one wishes.} (The nexus will give the rift a minor stabilization effect increasing its mana regen by a bit... the stabilization buff can be enhanced by the complexity of the nexus used!)
I like the idea of "Tiered Rifts" Ex: Tier 1 = Unstable [1-100mana], Tier 2 = Stable[100-500mana and 1 mana/sec regen] , Tier 3 = Permanent[500+ and 10mps regen] [note: Stable and Permanent rifts will passively generate mana]. On creation, the rift is unstable, casting "stabilize rift" will rank it up, and channeling "stabilize rift" (or giving it mana) for some time (depending on how much mana is given to rift) will make it permanent. Casting dispel should tier down rifts... Ex: Permanent+Dispel=Stable, Stable+Dispel=unstable, Unstable+Dispel=Big mana explosion which drains some mana from everyone and bye bye rift > : D Of course there should be a way to protect a rift from being dispelled, like channeling stabilize rift, but the dispel mechanic would ensure rifts are not that op. [Note: Stabilization effects would make rifts immune to dispel; however, drain mana could be cast on a rift to completely drain it]
The Telekinesis spell should also be able to move rifts around, and bringing the rift towards you will place the rift on top of you and if you move, the rift will stay on you untill you either dispel, or use telekinesis to move it away from you to another location on the ground. This mechanic could also have offensive purposes since you can move the rift onto an enemy and s/he will get hit by all of the spells inside the rift. Casting dispel while the rift is being moved by telekinesis or player will remove 2 tiers instead of one. Also, rifts cant be stabilized while in motion. (If two or more rifts are near eachother, they will merge/move into eachother and cancel eachother out. Ex: If your rift is Tier Permanent and the Enemy rift is Tier Stable, your rift becomes unstable and their rift will vanish.)
I also think some unique armor enchantments for the mana pool would be amazing. Ex: Mana Regeneration, Pool Increase by 25% etc...
Also, since there will be Affinities, It would be awesome if there were enchantments which absorb some damage from those affinities. Ex: Fire/Frost/Life/Dark/Ender Resistances in form of enchants and buffs etc...
As for modifyers, I think a "homing" modifyer would be nice! (would be attracted to anything that moves... even destroying the arrows shot by an enemy skeleton)
And please, don't make mana rifts naturally occuring; having a lot of unused rifts are useless ticks in the world which have never helped anyone... Being able to summon and open them instead would be much more beneficial. This also means players will be able to choose where to put the rift instead of having to be jailed in a certain location.
Remove the hecates. They were annoying, and could kill me easily (even with my diamond armor on). Make the mobs (other than the ones you spawn to fight) be compatible with DrZhark's Custom Spawner Mod (so that I can lessen the spawn rate).
Like Cyrot3k said, "Spellbooks that dont drop on death (maybe alternative versions of the normal ones that are a lot more expensive) or some sort of "build in spellbook" that isnt a item. Like a own interface that the player can open by using a hotkey." This would be amazing, since I have a giant mining shaft with lava nearby my complex. I don't want to undergo the trauma of having to replace all of the spells and stuff everytime they fall in lava . Also, make the spellbook gui fully customizable (And make it easy to replace the skin texture).
Make the good mages that spawn in the world have their own, I don't know, huts, tiny villages, or mage's towers, etc. And make them compatible with MCA mod, like you can chat with them, barter with them for potions or magical supplies, teach MCA villagers about magic, have an apprentice, the sort. make the evil mages less aggressive, and give them their own huts too. I just don't want to go around, looking at homeless mages.
Make magical weapons. Magic-infused blades, make it compatible with Balkan's Weapon Mod (Magical Boomerangs would be awesome). Make a special anvil that connects with the spell tree or the magical circle. This anvil, can imbue new effects on the weapon, and can also magically repair it, (with mana, not xp). These effects include almost all of the spell effects.
New Spells; Cool down (or make a cooler name, no pun intended): this stops you from burning, and is water affinity. Earth wall: This raises blocks in a 2-3 block radius up 3 meters. Meteor Storm: This sends giant balls of flaming netherrack/dirt/cobble down to enemies and exploding on impact sending blocks flying, and is fire/earth affinity (The meteors get bigger and faster and do more damage, the higher your affinity level is). Raise the dead: This makes an animation of skeletons or zombies rising from the ground to aid you in combat, and would be ender and life (but it seems to dark to be life) affinity.
Master-Level Spells; Flash flood: This creates a rainstorm, then sends waves of water from your position outwards (water affinity). Earthquake: This sends giant chasms from your position outwards, sending your foes into a dark abyss (earth affinity). Tornado: this sends a gigantic gust of wind everywhere, ripping up enemies and some blocks (air affinity). Insta-Forest: This changes the biome that you are currently in to a forest (the trees change with the type of sapling you use to create the spell) (plant affinity. Lightning Storm is now changed to master level. Ender Burst: This transports all hostile mobs in a 30 block radius to the end (ender affinity). Comet Fall: This sends a giant ball of ice to whatever you point to (it uses a laser sight thing) (ice affinity). Life Finds a Way: This instantly heals every passive mob or player in a 20-block radius (life affinity). These spells require master-level in your affinity.
Affinity books are still present and can be found in chests, but raising your affinity level by spell use is also present.
REMOVE the magical fabricator lol. It was too easy to create nether stars or other valuable materials (i use a hostile drops mod).