Be careful. This is like 90% of the reason why Arch Mage is workable. Sure, it perhaps shouldn't replace mushroom arts in functionality, but the given how expensive the spells are nerfing this admittedly rather extreme feature runs the risk of making arch mage underpowered. Speaking of which, I would tier the mana costs of the different arch magics better rather than letting them all have identical minimum costs. Elemental Archmagic is pretty much completely outclassed by Natural Archmagic so I do not see why they bottom at the same mana cost. I would take elemental archmagic all the way down to 4 with enough savvy. PS: If the permanent buffing rituals work now, my opinion might be out of date. When I last played the only permanence in the tree was going insane from vile archmagic.
Yeah, I'm thinking I'll probably lower the base costs of Elemental and Natural Archmagic a bit. Maybe to 11 and 13? (I want to stick with prime numbers. It's a thing.)
OK, I set them to 7 (min 3) and 11 (min 7). I'm worried that Elemental Archmagic may be too cheap, but we'll see.
Mmm, water archmagic would be the problem. Or this could make elemental archmagic rather neat when used correctly. I'll try and see.
Latest version fixes the above issues and makes QiGong slightly less OP. That fourth level was mildly ridiculous.
You really should playtest these things before releasing them. It seems you've added stuff for the upcoming replacement for warlockery that does not yet have the actual art resources. This crashes the game.
Well, technically speaking you are play-testing them now for Esssence. And while I am aware that relying on others to do the testing seems like a very bad thing to do, generally speaking the creator is too biased by his knowledge about what things are supposed to do to make sure there are no shenanigans in the code, and it's more difficult for him to make sure that no resources are lacking because he already has everything, regardless of how he packed it. The one you mentioned, though? Yes, that is a clear indicator that Essence needs some sleep.
Well by playtesting I mean "make sure it doesn't crash the game horribly the moment it loads". It's just a couple of seconds to get that far.
I do understand that. But, being both the player and the [mod] creator, I know that it's much easier to find that sort of problems if you aren't the one who created the mod. Because if you are the one who created it, then a moment of forgetfulness means you forgot to delete the copy of the image from your test folder, and thus didn't realize that you need to the file in question too, because you won't get the error message and you'll think everything is fine. I am aware that such forgetfulness shouldn't be happening, but we are all humans, and one can make that sort of mistakes if he's tired, so some sleep for Essence should remedy this problem.
I assure you that it is in fact possible to remember, and good to. Not like it's a heinous crime to fail. It is something neat to get right though, and you feel good about it. Personally, for BM I keep a seperate indev folder and merge other things out of it every now and then, making sure to zip up the three other folders (mod, sprites, skills) before release. This ensures that the version of BM I'm actually playing is the same one that will be in the zip.
I'm doing the same thing, because I learned that it's the only way to be sure that you eliminated the most basic kind of stupid mistakes concerning missing files. But some time in the past, I wasn't like that, and I only started doing it after someone drilled it into me. Edit: Replying to the message below this one, "some time in the past" refers to the time when I was learning about programming and stuff, and that was when I was in high school, so that's a few years back.
Huh, interesting, I actually figured out this scheme before I started making the mod. Maybe it's just that experience makes you start anticipating problems later? Then again, both of us should probably be using Hg. This is getting off topic now though, poor essence. PS: Is mana touch supposed to be attack="1"? Not true of the official warlockery in the expansion. PPS: I love the new mana cost for elemental archmagic. It feeds well into the "powerful, cleverly used" theme. I would suggest flooring it at 7 though, rather than 3, to prevent people from simply eating corpses for mana unless you intended just this. PPPS: I see this patch doesn't fix the Ritual. the casting, booze, and food buffs don't work still then PPPPS: I see the fungal bloom is now rare enough that the low mana cost is probably not unbalanced after all. PPPPPS: Adrenaline Dump still buffs the wrong stats. You're supposed to reduce savvy and buff stubborness I'm sure, not reduce caddishness and buff savvy. Also see my old post where I reported this as to why it may be better to buff and debuff secondary stats instead. PPPPPPS: I do not think making the fungal cloud unreliable is the way to go. Arch magic is fun because of exploiting planning in advance, and this doesn't help that at all. Perhaps reduce the area instead to something like 3x3.
It's supposed to be, just the way that the new Warlockery uses requirebuffontrigger rather than polymorph means the schema they used doesn't play nice with attack="1". I told them how to fix it. Done. Will update on next release. Poked Nicholas about this, too. This is as intended. Read the description text. Done. Will update on next release. I'm not making it 100% reliable -- 70% should be good -- but with the reduced area, I hope it'll be OK. It may still be too much with zoos, which are universally densely packed, but we'll see.
"You've just forced a massive adrenaline dump in your own body! You're stronger, faster, and more stubborn than ever, but you can't exactly think straight" If it's not supposed to buff stubborness, but buff savvy instead, then isn't this description text misleading? Especially given how not thinking straight seems more to be about debuffing savvy rather than buffing it. Just to make sure, you are saying that this is meant to REDUCE and INCREASE ? This is what adrenaline dump actually does.
I'm not sure why, but when I get the on-drink level of Wild Magic, drinking anything seems to cause the game to crash.
qsandas, it's currently borken, but the next release will fix it. It's not my fault, the devs just didn't add drinkBuff when they said they did, so they're going to add it probably on the next RC of the beta. Kaidelong, I have no idea what you're talking about. I haven't touched my version, and Adrenaline Dump buffs primary stats 0, 2, and 4 -- Burliness, Nimbleness, and Stubbornness -- and penalizes the other three. Do I have my stat IDs wrong?