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  1. Suggestions about new skills and powers

    McBaconEggen said:
    Some form of a prismatic spell,
    McBaconEggen said:
    A temporary physical wall spell, (ice wall, stone wall etc.) could be used to seal siege points or protect archers/mages
    Prismatic Wall, perhaps? I'm not entirely sure how creating a wall would work in terms of coding and design. I guess you would spawn an object in front of you or at the target location, and that object would basically block movement and projectiles? But I don't know how well the engine supports spawning objects like that, unless it's a "character" with a wall model of sorts, which doesn't move or attack. Although, I think the Prismatic Wall in particular doesn't block movement, just certain attacks and has other utility effects. Interesting idea, though!

    Also, I had a chuckle with your Petrify suggestion when I imagined someone decorating their castle with their prisoners, instead of selling or putting them to work.
  2. Companions and Magic

    NinjaSloth said:
    Anyway, shortly after I made that first post, I managed to overcome my laziness and do some testing to determine MP requirements for all the different spells, and these were my results:
    1 - Magic Missile
    1 - Shield
    2 - Darkness
    2 - Acid Arrow
    3 - Magical Weapon
    3 - Vampiric Bolt
    3 - Charm Person
    4 - White Bolt
    4 - Black Bolt
    4 - Haste
    4 - Slow
    4 - Dispel
    5 - Fireball
    5 - Flame Arrow
    5 - Lightning Bolt
    6 - Missile Storm
    6 - Chaos

    All of the requirements appear to be the same for companions, so fill out your character sheets accordingly.  :smile:

    That's actually very handy, thank you. Perhaps Smurf can merge this tidbit of info with the spell list in the Beginner's Guide?
  3. Currently working on...

    Heya guspav! I'm glad to see you're still putting forth the effort to make this mod better and better, including a few things I asked about a long time ago such as a mage tournament and teleportation NPC. I know a lot of people are getting antsy for the next version but I'm sure the wait will be well worth it!
    guspav said:
    Apart from the new clerics (I am still working on that, but it's a huge undertaking), I have been refining the magic bonuses/penalties system and now there are those rare items which will give a bonus (like it was before) and those that either don't get in the way or will make casting more difficult, that depending on the weight of the item.
    For example heavy gauntlets will cause a massive penalty, since I don't think complex hand and finger movements would be even possible wearing such things. Boots will also have an effect, but much minor. Heavy armor will be a pain in the ass of spellcasters and so will be heavy helmets. You could still be an effective caster with medium armor and a good hood or hat, though.
    Those days of the confusing "Enhances magic" sign are over!



    I do have a question about this. What about certain unique armors, such as the Twilight Armor? I would definitely consider Twilight to be heavy armor, but it has that very minor boost to magic, which I assume was less intended as a tangible bonus and more of a way to allow you to wear it without taking the penalty for wearing "non-mage armor." Will things such as Twilight Armor and Elven Mail Shirt still be just as feasible as before, trading the magic bonus potential for some protection? And what of the boots and gauntlets of the Twilight set? When you say that gloves and footwear will be a factor in the future, I assume this means we'll also be getting some that might give a small bonus as well, so as to not incur the penalty, too. Great job as always.
  4. Companions and Magic

    I'd certainly like to see a list of spell requirements some day as well. As for the item slots...

    SmurfInHell said:
    Game Mechanics and New Skills

    Why do spells make me un-equip weapons or shields?

    Different spells and spell types when used take up one of your four weapon slots. Depending on the type of spell it is depends on which weapon slot it uses. When choosing a thrown spell to cast it will take over your 2nd weapon slot in your inventory. The Shield spell will take the 3rd weapon slot, and the Magical weapon summons *like the Cleric's Spiritual Hammer* will take the fourth slot.

    This means that a wizard will have 3 slots to put weapon or other items into their equipment if they only use thrown spells. Depending on the different variations of spells you like to use will determine how many slots of weapons you will have available. A high level wizard that uses thrown spells, shield summoning, and weapon conjuring, will only have their first slot available as a personal weapon of choice, but they will be able to throw magic spells, conjure magic weapons, and summon a shield to supplement this. You can mix and match to your liking and as you acquire new abilities, or to the variation of battles. One siege you may want to use a heavy board shield rather than summoning a shield so as to conserve mana!

    So what Wendek said, except he had the 2nd and 4th are backwards. Whatever slots you wanted to use depends on what all spells your companion will cast. What's neat is, as a mage character yourself, whenever you ready a spell, you can see some statistical info about it if you open your inventory pack in the field of combat, next to your banner.
  5. Rare/Magic Item List

    Hey, uh... sorry about my long absence from these forums. Stuff happened and I hadn't done anything with M&B for a while. Anyway, I did a minor update to the thread just now, adding info to a few items that had placeholders and also included a couple of other new things as well. Because it took me so long to get back to this, and because I've pretty much added everything I care to anyway, I'm likely not going to be doing anything more with the thread. That being said, I'm glad to have finally finished this little loose end of mine that I've been neglecting for a long while. Perhaps in the future I'll add some legitimately new things (I'm looking at you, drow spider mounts), but otherwise the list is about as "complete" as I wanted it to be.

    Well, that Djanni armor you guys are talking about sounds pretty cool too, but I'm too lazy to hunt that down right now.  :dead:
  6. START HERE: Beginner's Guide and Reference Book (2014 version)

    Morrowind Mod Man said:
    Suminagashi said:
    I've noticed that you listed the Mithril Mail as one of the armors that can enhance your Magic Power. Is this true?

    I think it's called a Mithril Shirt. It spawns rarely apparently.

    The armor I am questioning is this, which doesn't state on the item card that it does enhance magic:
    MithrilMail_zpseea0ab95.jpg

    Not this:
    ElvenMailShirt_zpsad65ffe9.jpg

    I don't know if there's some third armor that you are talking about or not. What I was actually referencing was in the original post of this thread:
    SmurfInHell said:
    Enhance Magic: How it works and the various Enhance Magic Sets! (Direct quote from Guspav)

    Armor Magic Power Bonuses:
      Twilight Armor = 1 
      Novice Robe = 1
      Elven Mail Shirt= 1
      Mithril Maille = 1
      Apprentice Robe = 2
      Vedmak Armor = 2
      Journeyman Robe & Dark Robe= 4
      Djanni Mail Shirt= 5
      Adept Robe & Night Robe= 6
      Balrog Body= 6
      Expert Robe & Dread Robe = 8
      Master Robe & Void Robe = 12
      Archmage Robe= 16

    SmurfInHell said:
    Suminagashi said:
    I've noticed that you listed the Mithril Mail as one of the armors that can enhance your Magic Power. Is this true?

    If I remember correctly: Yes!
    Okay, thank you!
  7. Rare/Magic Item List

    Ehh, don't worry about it. Thank you for the offer but there's only a few things left on my watch list and I wouldn't want to waste your time as well. My main obstacle right now is simply motivation, heh.
  8. Rare/Magic Item List

    Oh, nice find! Sure, I'll go ahead and add that one in whenever I get around to adding a few other things I was gathering info on. Sometimes it takes me a while to find some of the items in the shops in their base form, so it may be a while yet. Also, I've been rather distracted with PAYDAY 2 lately. :oops:
  9. Known Issues

    Xzayler said:
    The biggest issue I've encountered was in naval battles. At intervals, my troops get killed or knocked out randomly in small areas, as if there was a fireball hitting them. In the log it says "Elven Hawkeye killed by Elven Hawkeye" and so on. This happens during the battle, but also after all enemies have been defeated and my troops are celebrating. It only happens in naval battles, but in all naval battles.
    So basically I can't fight on my ship because a lot of my troops would die.
    I had something similar happen before. There is a script in place to kill off combatants that go overboard, and I suspect that maybe it's being naughty to people still on the ships. I could be wrong.

    Xzayler said:
    Separate issue:
    It isnt a really problematic thing at all but after some battles some of my companions get killed. In the sense that in the battle report it says "Your casualties: Kevtil (1 killed)" but then the companion is actually alive so theres no consequnce really.
    I think this might be a bug within the Mount & Blade engines themselves, as I recall my first experience with it in the 1866 mod of the original M&B. My first thought was that the mod allowed for companion deaths, but after my panic was subsided upon seeing that my party member didn't actually die, I figured it must have simply been some strange bug.

    [Edit: Also, as LazySteve has pointed out in the past, I think this thread might be intended solely to list known issues within Phantasy, rather than to be a place to report them. You can reveal your findings over yonder.]
  10. ADC and Necromancer Staff

    DeathByRabbit said:
    1) Is there any way on my side to fix the insanity that is the after death camera? Moving the mouse after death causes it to go in random directions and sometimes frantically mashing the keyboard keys will get it to work properly, other times not so much. It's becoming a pretty big annoyance in my Let's Play simply because I do tend to die to mages and archers still.

    The spectator view can be pretty wonky. If it starts spinning around when you're trying to look with your mouse, try to "normalize" it by getting things to basically not be upside-down, then pan the camera in a direction. I don't recall if panning is done from movement keys or arrow keys, but try one of those once you aren't upside-down anymore. After that, you should be able to look around a bit easier. If you open a window, though, such as by pressing L to view the combat log, the camera will likely mess up again when you try to look with the mouse afterwards.
  11. Suggestions about game balance (or DMing on Warband)

    As for the "turn undead is too strong, undead need a buff" debate, I retain my stance that undead and demons are separate entities having little to do with each other. That said, in the next version, I think the undead should have a bit of a better fighting chance against the undead killers.

    guspav said:
    OK, seeing as several people and myself have seen the turn undead skill turn a good chunk of a death knights' party into dust, I decided to re-balance the turning undead thingy. Now it will work based on a d20 instead of a d100 and undead destruction will be far less common.
    guspav said:
    OK, once more an update:

    - Fear effects from various sources will cause enemies to run away, but only for 15 seconds. It won't be as devastating, but will be quite disruptive to enemy formations.

    This opens the possibility of making AoE fear and charm spells in the near future... (succubi anyone?)
    guspav said:
    The only way fear can be simulated in Warband, that I can think of, is by activating the agent-starts-running-away operation. That one will make a specific agent rout and try to leave the battlefield. By making it last only 15 seconds, some troops might reach the edges and actually leave and some might just run away and then start acting normally again. This simulates better the original D&D turn undead.
  12. Rare/Magic Item List

    Okay! I've updated the list yet again to include some more items from the different Phantasy factions. There's a couple things I need to tidy up on it, but for the most part I've added about all I really care to. If I were smart, I would have reserved the first few posts in order to better organize sections and even provide a functional table of contents (with links), but my original intention with this thread was a bit different back when I started it. I really was not expecting to add more items beyond those at the FWI, nor did I think this was going to get a sticky. Anyway, I know there are lots of other things I could include, such as various weapons, armors, and shields, but I don't really want to. So that's that! Hopefully all the extra hours I put into this update weren't for naught.
  13. START HERE: Beginner's Guide and Reference Book (2014 version)

    I've noticed that you listed the Mithril Mail as one of the armors that can enhance your Magic Power. Is this true?
  14. Bug Reports (for Phantasy Calradia 2014 only please)

    YeoL said:
    I really like this mod but its a bit frustrating to play like that; have no chance to engage in battle with so many small parties. yes I have helped them against each other and now bandits are a friendly faction to me....I see. So the only option I see for myself now is to start new game and don't help any of those small bands. Thank you!
    Well, it should be fixed (in a way) in the next version, so if you can be patient and maybe play another character for the time being, you ought to be able to return to your current character after an update. It's up to you, though, and I wouldn't blame you for starting over to get around it. Just be sure to export/import the character so you at least don't lose all of your progress!
    guspav said:
    It's sort of a unintended feature, but it can also break quests so it's also a bug :razz:
    I can make a script that resets bandits' relations towards the player every day, though.
    It could be useful if I made a new alternate way of becoming a bandit king, but that, so far is just an idea, so I'll just make the goddamn script hehe.
  15. Bug Reports (for Phantasy Calradia 2014 only please)

    YeoL said:
    1. first tundra bandits were attacking me as crazy even if they have 7 troops in stack and I have 80, they followed me instead of running from me.
    I think I had something similar happen to me at some point with the Forest Bandits; they used to be reasonable but then something in them snapped and now they rush at me all suicidal-like. I haven't gone near them in a while so I cannot say without testing if they still do it to me or not.

    YeoL said:
    2. at some moment it changed completely, suddenly all bandit factions became neutral and I cannot engage them into battle. I start the battle and I have only "leave" option. So i have to leave the battle without any fight. This is the same with every roaming unit accept Undead. I still can attack them and can attack all major factions too. Its really hard to play like that, so many missed opportunities to fight and increase moral and get some loot.
    Did you help the bandits fight someone else? Any time you help a group of people and they likely would have died without your help, you'll gain relation with that faction, be it Bandits, Forest Bandits, Mountain Bandits, Deserters, Undead, or whatever. Whenever your relation with an antagonistic faction goes into the positives, they'll stop attacking you. Due to a bug, you unfortunately cannot attack a befriended faction. For example, I helped save bandits from their undead attackers numerous times as my redeemer paladin, so now Looters/Sea Raiders/Corsairs/Taiga Bandits/Lawless Elven Warbands/Drow Surface Raiders/Orc Raiders/Greedy Dwarves/Crazy Mage/Sanctimonious Fundamentalists and I cannot fight each other unless I help someone else fight against them, which for some reason does not reduce my relation with them regardless. On a side note, you'd think the new bandit armies in this mod (racial and religious ones, and crazy mage) would be within the Deserter faction instead of the Bandit faction, but whatever; I guess the normal Deserters already fill that role of sorts too.
  16. How to decrease relation with outlaws?

    Well Balrogs aren't undead, they're demons. I believe the Balrogs are based on Balors, which similarly explode upon death. I was once told that the reason they explode was to prevent high level players in D&D from simply "farming" Balors for their vorpal longswords that they carry, as the explosion is designed to destroy their weapon too. Funnily enough, the Balrogs in Phantasy explode even if you knock them out, killing them as a result. Although you cannot capture a Balrog, you can recruit them if you manage to free them from some other army that has somehow captured one. Methinks the AI cheats.  :roll:
  17. Bug Reports (for Phantasy Calradia 2014 only please)

    Yep WizardOfAtlantis, I had that same thing happen to me. I'm not completely sure but I think you may have been able to defend the caravan without repercussion.

    Suminagashi said:
    You know those orc patrols that guard the lands near Bloody Cliff? Well, I got a quest from the Guild Master of Bloody Cliff to escort a caravan to another city, and those orc patrols immediately started attacking the caravan. Thankfully it didn't piss off the orc faction when I defended the caravan, but I still thought it odd that they'd be so bloodthirsty as to try raiding what should theoretically be good for their economy. I suppose you could say that the Guild Master actually hired me to protect the caravan from the nearby overzealous orcs, but it seemed like a bug or some such to me.
  18. How to decrease relation with outlaws?

    I ran into the same problem. There are some quests you can't even complete because of this. Also, don't try to reason with the Orc Raiders that you can't fight now, 'cause it'll likely just piss off the Bleeding Throat Clan somehow. Positive relations with Outlaws does have some conveniences to it, but it's still not 100% desired. For now, we'll just have to bear with it and wait until the next update.
    guspav said:
    It's sort of a unintended feature, but it can also break quests so it's also a bug :razz:
    I can make a script that resets bandits' relations towards the player every day, though.
    It could be useful if I made a new alternate way of becoming a bandit king, but that, so far is just an idea, so I'll just make the goddamn script hehe.
  19. Rare/Magic Item List

    Sorry Monkeyman27, this thread wasn't really intended for that sort of thing. Perhaps I could redirect your attention towards one of these threads that may be more applicable to your suggestions:

    New Items List Submissions
    Suggestions about new items
    Suggestions about new troops and NPCs



    While I'm posting here I may as well throw out that I haven't forgotten about this thread or anything. Although I originally just wanted to document the Four Ways Inn items, and later Berembert's little hobby, I did decide that some other items in the game are worth mentioning. I've been gathering info for some weeks now, somewhat casually I admit, but I didn't want to update the post until I had finished my research on some things. Actually, I believe there's only one item I'm currently looking into for right now, so maybe I will have found a base version of it within a shop some time in the near future. Until then, happy adventuring!
  20. Suggestions about new skills and powers

    Although in 3rd Edition D&D healing magic is within the Conjuration (Healing) school, and I hear it's something weird like Transmutation (Healing) for 5th Edition, my friends and I agree that 2nd Edition's take on healing still makes the most sense with it being Necromancy. Necromancy isn't just about reanimating a corpse, but is literally the manipulation of life force. In any case, I guess I shouldn't really be fueling the fire for the "What is Necromancy" debate, as this isn't really the place for it, although it's quite true that it can take form in both the Arcane and the Divine.
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