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
Seems that way. I'll probably end up making an all essence mystcraft world to get with buckets, since I don't like tech mods much.
There is no public releases of AM2 as of the current moment.
Dam! XD I saw a video a bit about the mod, and got my hopes up, anywho, still excited for this revamp
I have a few ideas that should be implemented. I'm already aware that this mod has some plants that one can find, but the plants should have some special type of quality to them where if you used it as a Potion Ingredient, the Potion would give you something similar to one of the effects that you'd naturally get from being able to cast the same spell. By doing this, it should also give some Magic EXP so that it can help speed up the process of eventually being able to cast a spell that will do just that, but with much more flexibility and effectiveness.
As for powering the Normal Nexus, I think there should be some improvements with how it works. Considering how the Nexus can be the central point of magic, I would recommend that the Normal Nexus should have the ability to draw magical power from other things besides the magical liquid already available in your closed beta version of the mod. The Normal Nexus should be able to draw magic from things like certain plants that would have some kind of magical quality about them. Simple plants like flowers would provide a small amount of magical power, but Magical Trees could potentially contain much greater magical power than simpler types of them. The Magic Liquid should be the most superior source of magic as expected, but since it is more expendable and more difficult to collect than the plants, it would give people an incentive to use different sources of magic for the Normal Nexus to collect from.
night curse - turns day to night, lasts for 2 minecraft days, stacked up to 32, also, if this curse is used while the day curse is used, it will remove it, but will have no effect, used only once
day curse - turns night to day, lasts for 2 minecraft days, stacked up to 32, also, if this curse is used while the night curse is used, it will remove it, but will have no effect, used only once
EDIT : I also got another idea ! but it's a spell this time, simply, it's called "shield" or whatever you want to call it, used only once and job : creates a blue circular shield of pure magic around you for 5 minutes, monsters don't chase you, and you don't take any damage or even drown or go on fire ! also, if arrows are shot at you, they will fall off just like when you're in creative ! it should be transparent, you can use it to protect other players too ! you only take full damage if you fall more than 55 blocks, you can still fall out of the world though...no protect from enderdragon, just less damage, endermen won't attack you even if you look them in the eyes, monsters only become neutral, only if punched (yes, even endermen)
hope you like those ideas !
also, i may get more later...when it comes to magic...i always have ideas...some aren't really possible, but still, i post only the possible ones !
EDIT : i wish you good luck mith ! hope this mod gets a thread soon !
EDIT : what i mean by serpents is simply a giant snake that kills all non-tamed/saddled/non-modded mobs around ! summoning costs mana...allot of mana ! like the curses...
Dude, stop with the curses. If you could suggest them in a component/shape/modifier form, then it'd be fine. But the way you're suggesting them is not for this mod, as all of the spells are custom-made not pre-defined. Suggest them as components (E.G Time shift instead of the 7th and 8th curses, it changes it from day to night or perhaps a curse shape that stays applies an effect to an entity for an extended duration of time, etc), or come up with a way for them to actually fit the mod. I mean no offense, but if you were to suggest them in this manner there is a chance that mith might implement them as they fit the mod. Curses might of fitted the original ars magica, but they certainly don't fit this one.
Yeah. Depending on what spell you're casting a different effect could activate. I.E. Generic magic could just do nausea.
Edit: To the guy suggesting curses, your ideas WILL NOT WORK! In the old ars, they would have been perfect. However in this version all spells are modular meaning that your curses will have to be a type of spell instead of a single spell.
Arcane enchantment: By combining a spell and a tool, and pumping in a bit of essence to your magic anvil, you now have a tool that casts on right click for a fraction of the mana cost- the rest is taken from tool durability.
While a wizard staff is probably the best receptacle, I myself was thinking of swords imbued with fire touch or lightning chain.
However, during creation the spell is consumed, and the tool can no longer be repaired without destroying the enchantment. Furthermore, any casting with such an instrument does not improve your magical experience, nor your affinities. Plus, you still need at least your first level to use it - having no max mana might cause it to cast from hp.
Other thought, I saw a video where Mith made a summon spell. That brought to mind polymorph, baleful or otherwise. Useful for turning an enemy into a mostly harmless chicken, a friend into a wall-climbing, poison-fanged spider, or yourself into a necrotic wither skeleton. This spell would need either a limited duration, or prove entirely ineffective against players and bosses.
New idea as I was typing here. Solar and lunar modifiers boost spellpower based on the time of day. What about High and Deep modifiers, what boosts spellpower based on elevation in the map? Healthy and Desperate, based on health?
Edit: Whoops, another idea. The effect Detect Arcane, allows you to see how much energy a nexus or whatever has, if someone is a wizard or not, and the souls that can be sacrificed to a dark nexus. Or maybe that should be a detect life effect, with the arcane part from some sort of modifier. What I basically want is to see mobs through walls, kind of like how last I checked you can see Thaumcraft 3 nodes through walls.
Interesting yet not dear to my heart, is the idea of doing something similar, except that it is buttons, levers, pressure plates, and other assorted redstone things shining as a Detect Traps effect.
I hear flying automatically deactivates when you run out of mana.
Is the arcane damage effect synonymous with mana burn? That is to say, lowers mana instead of health?
Mithion will move at his own pace and no faster. If anything, asking him to speed up might make him want to slow down (not saying that he would slow down because of this, but still). He has a life outside modding so it does you no good to tell him to "speed up" and... he doesn't have to make this mod ya know (and for free). So grab a seat on the anticipation bus and enjoy the teaser videos on his channel.
Check out Tofski as well. Direwolf20 have some Ars Magica 2 (beta) vids out. Also Soaryn has dabbled in the magicy magic as well. Check out his streams on Twitch Tv,
A way we could get him to speeds up is by getting him happy. Does anyone remember tofski's first am2 vid? All we have to do is either donate to him or pay a girl to get lucky with him unless he's already got a girl which I'm pretty sure he does. Than again most gamers (such as me) are forever alone. But we just have to send him fan mail and stuff and get him pumped about makin the mod and he'll hopefully make the mod in a week.:) -)
http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/wip-mods/2112432-1-7-10-w-i-p-metalforgecraft-early-alpha-release
I think he'd be perfectly happy if we don't purposely do things to make him happy ONLY in hopes thinking that this mod will come out any faster. Then it just seems like kissing up/buttering up/bribery. It's already on Forgecraft and as far as I can see, they are busting bugs left and right but I remember him stating indirectly that he still has things he needs to add.
Note: I don't speak for Mithion. I'm just taking educated guesses on what I've seen, read and heard.
I agree. Perhaps a better way to instill curses is as a shape that would directly effect an entity with a DoT potion effect-esque type thing.
Perhaps a physical damage curse would slowly do damage over time. Maybe a lightning one would cause you to take damage when exposed to water and you would fall extremely fast. Maybe an ice curse would make you "melt" (or lose health and hunger and mana) when in a hot environment. Things of that nature.