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Post by Ascendedplums on Sept 11, 2017 15:02:57 GMT -5
Well I do hope that it gets fixed because doing them individual sounds like a lot of work.
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Post by SpinningPlumbobs on Sept 11, 2017 22:26:53 GMT -5
I'm a little late on the progress, but I think what you have planned is amazing! I'm sorry to see it's giving you so much trouble, but I'm VERY impressed by the detail and effort you're putting into this project. I look forward to seeing it progress in the future!
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Post by Deleted on Sept 12, 2017 5:43:49 GMT -5
Thank you everyone
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Post by Deleted on Sept 13, 2017 1:11:06 GMT -5
Progress Update, Ive just had 2 teeth taken out by the dentist, so Ive been slow to do things however with that said heres what I managed to acomplish... The spirit energy motives will generate over time now, you no longer need to pray at the ancestors altar to restore spirit energy, the stats regenerate at a rate of 1 per level so at level 8 you will be regenerating 8 points a second out of 800, that means it will take 100 seconds to get full spirit energy no mater your level, it also means the altar is obsolete now which is good for witches on the go. The original vampires are now completely incorporated into this mod, you make them through a ritual cast by the witch regent.
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Post by villahermosa on Sept 14, 2017 14:04:17 GMT -5
I'm also a little late on production. I had to make a new account lol
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Post by Deleted on Sept 17, 2017 8:20:11 GMT -5
Progress update - with the other mod finished and the poll results in I moved back to the witches and magic, today I organised everything the package had become cumbersome to deal with so I split it into smaller packages, learning rituals now has a cool down, and rituals when learned will now give you a notification explaining what the ritual does, finally ritual of immortality is being worked on leaving only ritual of ageing, ritual of reawakening, ritual of all souls night, and ritual of curse removal left to do then its onto spells which are fairly easy
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Post by simmerlife56 on Sept 17, 2017 12:40:25 GMT -5
How is it going with those object tags.
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Post by abraham on Sept 17, 2017 14:14:58 GMT -5
Hello WildWitch I just want to say personally I am rooting for the finish and you're awesome
This Mod is a godsend. You said that in your description there should be an altar to buy. I can't see it in Activities/Skill ? Or is it that the mod isn't finished ?
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Post by Deleted on Sept 17, 2017 22:14:34 GMT -5
Hiya simmerlife56 object tags seem to be working again woohoo. @ abraham the mod isn't released yet lol, but I'm working all day every day on it because I want to play it too lol. The mod that's loaded up right now is very different to this one, this one is pretty much the art of magic 2, thank you for your kind words .
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Post by Deleted on Sept 18, 2017 8:30:31 GMT -5
This is really bad I know but would everyone mind if I change the layout and artistic direction of the mod currently it's got over complicated with rituals and regents etc what I want to do is bring in a less dark and serious mood and a more fantastical mood, so out with rituals and spirit energy and in with ley energy/mana and lore arcana out with smoke ghostly vfx and in with more flashy colorful vfx. And a spell book for studying spells rather than grimore crafting. The rituals will become spells rather than separate things I want to do this because the mod as it stands feels too religious or realistic magic rather than straight up fantasy which is always more fun and colorful. Anyway just asking if you guys would mind?
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Post by abraham on Sept 18, 2017 9:51:34 GMT -5
I say go for it You're the creator so make it in your vision, I am just anxious to get an element of fantasy in my gameplay because it's starting to bore me and I have most of my expansions, game packs, and stuff packs I support you !!!
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Post by simmerlife56 on Sept 18, 2017 9:54:12 GMT -5
That's alright with me. As long as we can still get all those awesome spells I'm good
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Post by Ascendedplums on Sept 18, 2017 9:55:56 GMT -5
I agree also do what feels right for you
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Post by Deleted on Sept 18, 2017 10:04:10 GMT -5
Thanks all I should have the mod done soon without all the messing around with rituals
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Post by Deleted on Sept 19, 2017 9:23:08 GMT -5
Progress Report - Finally working on the spells WOOT, all the first level spells are done and functioning correctly, the skill is called arcane lore and not only gives you a bigger mana pool the higher level you are it also gives you access to the spells themselves. The test sets are now working that detect if there's enough mana in your mana pool, the Magic cast animation and buff has some very cool and colourful vfx now rather than the dull grey smoke and white ghosts. All the mod has been updated to the new naming system. whats left spells of level 2 3 4 5 6 7 and 8. Hoping to get 2 and 3 done tomorrow . Tried adding in an automatic teleportation like the vampires have to no avail the teleport is locked to the in game tuning teleport enums and changing that causes the game not to load :P . All in all good progress today . Mod should be ready (if nothing presents to much difficulty) in 5 days . Forgot to add you can magically meditate to regain mana had a few ideas for spells arcane body - Cast to prevent energy/hunger/bladder/hygiene from decreasing for the duration of the spell. Spell barrier - protects the caster against hostile or detrimental magic for the duration of the spell
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