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    posted a message on Ars Magica 2 - Ideas
    Quote from titanic10101

    One thing he could do is make the guardians resistant to every kind of damage except the opposite type of damage, so if you're fighting the arcane guardian and you use physical damage, it's all right, but if you use the rapier's "special" damage, it resists it.

    Another option is just make them all "rapier resistant."

    Of course, Mith is creative, and will probably already have a fix for that.


    Adding a longer invincibility timer after each boss hit was something Mithion said he might do.
    Posted in: Requests / Ideas For Mods
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    posted a message on Ars Magica 2 - Ideas
    Mithion, I looked through the spell components and couldn't find the one that binds your inventory. Am I just being blind, or is it just not going to be ready for first release?
    Posted in: Requests / Ideas For Mods
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    posted a message on Ars Magica 2 - Ideas
    Quote from warpspeed10

    Just had an awesome idea. With TnT carts, chest carts, and command block carts, why not implement a Caster cart? Following the convention of the other carts, the caster cart would be activated by a powered activator rail.

    The only thing you would then need is some mechanic to charge the caster cart. I doubt the current implementation of the power system would allow an entity to request power, which might be something nice to add in the future.

    Actually come to think of it, that would allow you to make some mob based off an iron golem that must be powered with essence. Perhaps your very own Tower Guardians. :)

    This would allow for a unique spin on the Archmage Tower fight. The Tower Guardians regenerate health as they draw power from the Essence Nexus at the top of the tower. Since you can't break it while the tower core is still in place, you must first cast a deficit crystal into the nexus to drain it of power. Only then can you effectively damage the Tower Guardians. This draws many parallels to the Ender Dragon fight.

    P.S. You might want to look into how the crystals target and heal the Ender Dragon for some inspiration in implementing entity powering.


    Perhaps using a mana battery cell of sorts, could be refreshed manually or with a hopper system for the minecart. Don't know about tower guardians though. That would be difficult if the system can't handle entities.
    Posted in: Requests / Ideas For Mods
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    posted a message on Ars Magica 2 - Ideas
    Anyone else think Mithion should post something related to the ender affinity for his 666th post?
    Posted in: Requests / Ideas For Mods
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    posted a message on Ars Magica 2 - Ideas
    Quote from Mithion

    I will be adding some more boss abilities. Some of the ones didn't end up getting used in DW's videos either, so I will need to tweak their AI a bit. Even still, they are far from monotone ;)

    There's an enchantment called soulbind, which will allow an item to stay in your inventory through death.


    Will there be a disarming modifier? For my server I want to do a Projectile -> Ender Intervention -> Disarm so it will teleport them to the nether and drop their items where they were before they teleported. I'm going to have an arcane realm where anyone that enters technology is sent to the nether, but I would prefer to be able to return most of their items. Would soulbind work in place of my disarm effect?
    Posted in: Requests / Ideas For Mods
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    posted a message on Ars Magica 2 - Ideas
    Quote from ATinyPillow

    Is there a place where I can get an alpha or beta version of this, I'd love to add this to a personal modpack and see how it fits the place of the old ars magic. ^_^


    There is no public releases of AM2 as of the current moment.
    Posted in: Requests / Ideas For Mods
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    posted a message on Ars Magica 2 - Ideas
    Quote from nukularpower

    The other main concern I have is the Essence liquid that you use to power the one Nexus. Having to hunt all over the world for tiny and rare little puddles isn't fun or interesting exploration, it's just tedious. I hope there is a way to generate this stuff, even if high in the mod's "tech" tree. This part of the mod just feels really "off", to me - it seems more like it's encouraging the use of things like Buildcraft tanks and teleport pipes than anything magical. It doesn't seem to fit, and abusable as it might have been, I think, at the moment, that I again prefer the old system here with the item eating. Hopefully there is something coming that I don't know about here as well, to make this stuff more interesting.


    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.
    Posted in: Requests / Ideas For Mods
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    posted a message on Ars Magica 2 - Ideas
    Quote from ASM_KALION

    Hey guys,
    Does anyone think that the spell book needs a new texture


    If you don't like it, make a resource pack for it.
    Posted in: Requests / Ideas For Mods
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    posted a message on Ars Magica 2 - Ideas
    Quote from Mithion

    Again, depends on how I implement binding - though I can say, the binding of enchanted weapons likely won't be a thing, because you can add components to binding shapes.


    Maybe getting an enchant for binding and then cast a spell to bind what you want to the item?
    Posted in: Requests / Ideas For Mods
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    posted a message on Ars Magica 2 - Ideas
    Quote from ASM_KALION

    It would also be cool if you added a dimension for every affinity but you can only go there if you have 100% of the affinity. Air would be up in a cloud like world. Water would be Atlantis. Lava would be an upgraded nether. Ender would be in some kind of cloud like world except the clouds would have some kind of end portal texture or something. The magic affinity would take you to some kind of amazing magic world that has all kinds of stuff. Then an awesome feature could be this idea made like myst craft and you can customize your worlds by adding an air spell with a lava spell and it would take you to some kind of lava/sky dimension. But if you cast all the affinities together they open up some kind of rip in the time space continuum and you can go there and everything is awesome. Plus it would also be pretty cool if when you are at level cap and you have 100% of all affinities, you are pronounced as arch Mage and can do very special and awesome thing like you would unlock an entirely new range of spell features and that way the game could go on a lot longer. Then after arch Mage you can become wisdom of the universe or something and you do that by killing all the bosses (it would be awesome if you added more than one) and are arch Mage you have to find something hidden in the space time continuum and you are pretty much invincible. Plus you should add different types of armour such as affinity armours and ultimate Mage armour. If you are waring fire armour you have a fire affinity upgrade. If you have ultimate Mage armour ( which you get by doing something amazing) could add too every affinity.


    All affinities automatically lock one one hits 100, so being a master of everything is impossible.

    On thing I would really like to see is a biome that is unaffected by affinities for server areas so players couldn't mess with an area by changing the affinity. maybe make it a dimension only accessible with an admin/creative tool or something.
    Posted in: Requests / Ideas For Mods
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    posted a message on Ars Magica 2 - Ideas
    Quote from Djakk_656


    Oh! But don't summon just any horse... Summon some kind of freaking awesome skeleton/zombie/phantom/somethingelse horse via the use of the arcane... Muwahahahahaha!!!!


    Arvak says hello ;)
    Posted in: Requests / Ideas For Mods
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    posted a message on Ars Magica 2 - Ideas
    Quote from JCan

    Whew, the combination of this mod and Azanor's Thaumcraft 4 coming out relatively the same time... Mind. Blowing. The minecraft modding scene is gonna get blown up haha..

    Azanor's changes seem to make it so that these two mods will be more compatible than they used to be...

    Magic modpacks are gonna be the shiznit..


    Not Thaumcraft 4. Thaumcraft 3.1.
    Posted in: Requests / Ideas For Mods
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    posted a message on Ars Magica 2 - Ideas
    Is anything being added to Ender? I am the leader of the Ender faction on my server but there is only teleporting and ender bolt right now. Maybe adding summoning hostile mobs to Ender? Even plant seems more useful as a main.
    Posted in: Requests / Ideas For Mods
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    posted a message on Ars Magica 2 - Ideas
    Quote from Alyksandr

    hey do you happen to have a date when this will become available to play or is there already test versions out there?


    Never ask for an ETA on a mod. Developers tend to prolong the release if you do.
    Posted in: Requests / Ideas For Mods
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    posted a message on Ars Magica 2 - Ideas
    One thing I would like to see in AM2 is the ability to turn off certain mobs, as my server removed AM1 because Hecates were camping at the spawn (Only hecates and the occasional skeleton ever spawned there) and light and dark mages were killing everyone because we all used modular power suits instead of mage armor.

    The second thing I would like to have for AM2 is more effects and abilities within the ender affinity. There are amazing ender spells in AM1, but they are all more endgame. Ender bolt was the only one you could use early on for combat, and it only made things more annoying to kill.

    I like the system you are developing for spell creation, having to use picks and shovels for dig and arrows and snowballs for projectile. Lots of potential there. Keep it up!
    Posted in: Requests / Ideas For Mods
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