Currently working on...

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Currently working on: new mage spells which include: haste, slow, diamond skin, darkness, acid arrow, magical sword
and new cleric spells which include: bless, curse, heroism, spiritual hammer.

 
guspav said:
Currently working on: new mage spells which include: haste, slow, diamond skin, darkness, acid arrow, magical sword
and new cleric spells which include: bless, curse, heroism, spiritual hammer.

I'm loving these cleric spells. It's about to be hammer time.
 
They say a picture is worth a thousand words, so here's what I was working on yesterday:

I give you the Flame tongue!

And the magic weapon spell's sword:

 
have you ever thought about using the elves armour and dwarfves + orcs armour from the blood in the west mod or the last days mod
 
aleviq said:
Wow u did many things already since 0.53.So,when the new version will be released?
I don't know yet, there are still many things I want to add before I publish the next version. Maybe I should have uploaded a bug-fixed version before, but oh well... anyway, I am sure you'll all enjoy what's coming :wink:

stiggy said:
have you ever thought about using the elves armour and dwarfves + orcs armour from the blood in the west mod or the last days mod

I haven't checked those models. I'll take a look and if I like what I see I'll ask the authors if they're sharing.

SmurfInHell said:
The flame tongue... Hope it's not a stealth-based sword because my cleric's order could use something like that :wink:

Nope, it will be similar to D&D's flame tongue. I am still not sure what special feature to give to it. It could be from just a damage bonus, to setting struck targets on fire and make them lose a few hp overtime (plus a particle effect, of course).

Currently I am in the process of making all those new spells work:

Acid arrow = done
Bless = done
Darkness = done
Magical Weapon = done
Diamond Skin = haven't figured out a way of programming it successfully
Spiritual Hammer = done
Haste = done
Slow = done
Dispel = done
Chaos = In progress, should not pose too many problems
 
Acid arrow = single target spell, causes damage overtime
Bless = increases the damage of friendly units around the caster
Darkness = radically lowers the ranged accuracy of struck troops and those around them
Magical Weapon = creates a sword of magic for melee fighting
Diamond Skin = the caster is made invulnerable
Spiritual Hammer = creates a magical hammer, can be thrown or used in melee.
Haste = makes the caster and friendly troops around move twice as fast and reload much quicker
Slow = AoE spell that makes enemies move at half speed
Dispel = removes all spell effects from the caster and troops around him/her
Chaos = AoE spell, makes affected troops switch sides, move slower, go berserk, drop their weapons or some other stuff.
 
There are more spell ideas here:
http://forgottenrealms.wikia.com/wiki/Category:Spells

Some that I like are:
http://forgottenrealms.wikia.com/wiki/Call_mount
http://forgottenrealms.wikia.com/wiki/Feign_death
Greenflame_blade

http://forgottenrealms.wikia.com/wiki/Magic_circle_against_evil
http://forgottenrealms.wikia.com/wiki/Magic_circle_against_good
 
Maybe also try the mass wounds spell from necromancy school? An AOE spell causing damage from dark energy to living beings or healing undead?
 
I guess I haven't reported what I have been doing for a while, but I am working almost every day a few hours on the mod, so there are many things that are coming along.
The most recent ones:

- Added two new troops to the mage towns: Escorts and Bodyguards. They are low (level 9) and average (level 1:cool: melee fighters (though some carry crossbows) to aid the mages in their fights. The reinforcements have been redone and now the mage and golem quantities are lower, but those two new troops will also be there. Furthermore, I added an option to the recruitment menu to get them.

- Lesser undead won't cost anything to maintain anymore and all golems and undeads will not consume food.

- Re-engineered the magic damage calculation formula and now it will have a "luck" factor which could aid or hurt either the attacker's or the defender's magic damage yields.

- Added all the spells I mentioned before, except diamond skin (I can't think of a way of making it work) and gave them to all NPC mages.

- Mages and Clerics will cost a lot more to maintain and upgrade.

- Mage spells and spell books won't be available at goods stores (or villages) anymore. They can be bought at Mage Guild scenes. Only the elves, the mages, the necromancers and the drows have them in their home cities.

- There will now be an option in all towns, villages and castles to "migrate" them to a new culture. What it will do is that at a pretty hefty cost, you'll be able to turn say a swadian town you own into a dwarf one via a menu.

- Now you'll be able to attack anyone regardless of relations. You'll get small relations boosts with the faction you help and penalties to the ones you help attack.
 
LazySteve said:
guspav said:
except diamond skin (I can't think of a way of making it work)
What is it supposed to do? (I'm asking in public in case someone else might have an idea too)
It is supposed to make the caster invulnerable for some time. The thing is there isn't actually an operation that does something similar. The closest I got is with the invulnerable shield one, but that one only makes shields unbreakable (which is pretty useless IMO).
 
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