emmasteadman

Active Member
Aug 6, 2017
917
985
:unsure: weird, good to know you reached the current end though, have you tried all paths? :sneaky:


And loading to something before that fight and fighting again didn't work? Also, are you using the original version, compressed or android?
Here is the save file, i did reload and progressed a couple of steps before it froze again.
 
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c_oriole

Newbie
Sep 1, 2019
39
47
What a nice discussion about ways to use the combat system, that means I'll have to add some more spells to it... And code different effects o_O
What the hell, let's do it!!
Ideas for spells anyone? come on, give it to me
I would add Magic Missile, Charm, Drown, Earthen shield, and Crackling Sphere ( Ball lightening that can hit up to 3 times)

[/QUOTE]
 
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RoadWulf

Engaged Member
Nov 18, 2018
3,999
7,955
I would add Magic Missile, Charm, Drown, Earthen shield, and Crackling Sphere ( Ball lightening that can hit up to 3 times)
[/QUOTE]

Magic Missile is hard to place, it's like a cross between Battle Magic and Alteration. Plus MM's main draw (always hitting) is moot in this game's current battle system. And a 3 hit 1d4 will never be as good as any of the BM Level 1 spells.

Charm would have little use. It would however make a good situational spell for Mysticism to be used in Conversation if your points are high enough.

Drown could work as DoT spell.

Earthen Shield is another "Well it's a defense spell". Just like Force Wall, Fear, Blinding Light, and Shield. It'd just be another category that has one. Hmm maybe a 2 turn defense spell as an alternative to Icy Wind.

Crackling Sphere would be a set damage, on a dice. 1d3. Number determines hits.

These aren't bad. I'll talk them over with Kthu.
 
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Sleeping In Pieces

Active Member
Mar 16, 2019
944
821
Earthen Shield is another "Well it's a defense spell". Just like Force Wall, Fear, Blinding Light, and Shield. It'd just be another category that has one. Hmm maybe a 2 turn defense spell as an alternative to Icy Wind.
Something like this for Mysticism. Mysticism supposedly improves your physical abilities, so it would make sense. Call it Stone Skin or Body of Steel or something. Would also serve as counterpoint for the Regeneration spell from Healing.
Speaking of Regeneration, how many HP does it regenerate? 3? Somewhat underpowered compared to Icy Wind which effectively saves you 5 every round.
It's too bad that combat so far is effectively one on one. Implementing group combat would give more options like AoE and what not.
 
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DA22

Devoted Member
Jan 10, 2018
8,053
16,613
Well a life drain spell could fit necromancy, heal maybe a spell that would hurt undead badly, maybe for alteration a spell that would speed up MC giving him chance to dodge attacks and do double physical attack for one or two turns after?
 
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Sleeping In Pieces

Active Member
Mar 16, 2019
944
821
Well a life drain spell could fit necromancy, heal maybe a spell that would hurt undead badly
These already exist. Necromancy has a Lvl5 spell you can only get on the Neutral path that drains life. Bog standard Heal does in fact damage undead.
maybe for alteration a spell that would speed up MC giving him chance to dodge attacks and do double physical attack for one or two turns after?
I love this.
 
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RoadWulf

Engaged Member
Nov 18, 2018
3,999
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Something like this for Mysticism. Mysticism supposedly improves your physical abilities, so it would make sense. Call it Stone Skin or Body of Steel or something. Would also serve as counterpoint for the Regeneration spell from Healing.
Speaking of Regeneration, how many HP does it regenerate? 3? Somewhat underpowered compared to Icy Wind which effectively saves you 5 every round.
It's too bad that combat so far is effectively one on one. Implementing group combat would give more options like AoE and what not.
Those are Alteration spells that you're thinking of. I've tried to think of ways of doing Stone Skin and have it be unique, but I haven't figured one out yet.

I agree on Regen. I think it needs to be 3 + 1d3 per go. 9 total HP is usually about how much damage I take casting it, if not more.
 
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papsuken

Member
Jun 2, 2017
118
518
So with 25 battlemagic, 20 healing, and 7 alteration, I can pretty easily defeat the very hard opponent. The 5th level ward under alteration helps to bring my mana (blue orb) back up, so I can continue to cast level 5 fireballs (battlemagic). The level 10 electroshock (battlemagic) works good, but uses up too much mana, so I found I am better off with the level 5 fireball. With this combo, I can often defeat very hard without having to heal-self.
I have a similar build, battlemagic = damage, healing = HP and alteration = MP. All you need is there :cool:
 

RoadWulf

Engaged Member
Nov 18, 2018
3,999
7,955
I have a similar build, battlemagic = damage, healing = HP and alteration = MP. All you need is there :cool:
All that shows is that we need to rethink things about the combat system. Now the ideal thing would be to add enemy weaknesses and strengths, but as I've talked with Kthu about that as recently as last night, I was informed that it would be a lot of extra code and could even lead to lag in battle. A change to the system will occur eventually, including reworking old skills, so this might not always be the case.
 
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