Planning to do a spell mod


I'm planning to do a spell mod and i wanted to put out some feelers to see what people would like in a mod.

Do we want more spells on level up?

More combined spells? (spells that have more than one magic type)

More spells unlocked by research?

More quest unlocked spells?

 

I want to try to make the mod compatible with other mods, so we will see where that takes us.

racial and faction spells would be an option, but it might affect compatability with other mods

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Reply #1 Top

I am nostalgic but I miss the good ole D&D spell books for the different schools of magic.  The 8 different types you could take as a generalist or specialize and be better at some but unable to cast other.  Elemental does this to an extent with the elements but there is no way to create opposition books currently for increased bonus unless you create a specific path, which people are doing I think, that restricts spells to be only on that path.  Example, someone takes Path of the Mage at level 2 and unlocks certain general spells, at level 4 you can choose to be a specific elemental mage or a generalist.  Specific path mages get access to increased power from their specialty as well as a unique path spell for each tier.  A generalist would get access to all but the unique spells and get access to the meta magic spells, more than one element spells, this is possibly more complicated than what you are suggesting, or simpler not sure.  But hope this helps.

 

My 2 Copper.

Reply #2 Top

You might want to search for the Goetia thread.  Seanw and Heavenfall are doing up that mod, and it will contain plenty of spells.  I'm not suggesting that you do so to stop your own work, but because it will help prevent needless duplication, and maybe spawn some creative interchange.

Reply #3 Top

I would approach this as adding spellbooks to the game. Sure, the core books could use some extra options. But we don't want too much power at each level. Instead of just adding some stuff to the elemental spellbooks, why not add more spells in a new kind of book, like the flesh bound tome? One book I am working on is based in alteration magic. Things like levitation, burden, feather and other physical changes to the world are added. The book will be available as a technology unlock in the magic tree. I might have something like Sorcery unlock the option for Path of the Mage at level 5 for instance. That kind of content addition fits very well into anyone's mod.

Reply #4 Top



I'm planning to do a spell mod and i wanted to put out some feelers to see what people would like in a mod.

Do we want more spells on level up?

More spells that unlock at each level of magic,  (Ie Water1, Water2, etc. ) would be good.

More combined spells? (spells that have more than one magic type)

If there's a good reason to have it combined.

More spells unlocked by research?

Yeah, more at 3rd book of Magi would be nice. 

More quest unlocked spells?

Yes, please.

 

I want to try to make the mod compatible with other mods, so we will see where that takes us.

racial and faction spells would be an option, but it might affect compatability with other mods

I would suggest naming your mod and working out of its own folder in your "mods" directory located from \Documents\My Games\Fallen Enchantress\Mods

This way, it will not overwrite vanilla game stuff and you are proposing to add new content.  This is generally going to be compatible unless some other mod names  its spells same as yours. 

 

The game could have had more summon spells.  It also could have had summons at early, mid and late game usefulness.  I'm not saying it does not.  But there are few options.  Ice elemental is water 3 and weak compared to Fire elemental and fire 5.  Also if you want an example of random summon spell look at call of wild.  Or a random effect spell, look at chaos. 

Reply #5 Top


Thank you for the feedback all. Following your advice, i defineately think a modular approach would be best so that people can easily use only the spells they want.

Reply #6 Top

Maybe shy away from too much summons spells? If people are going to use this with the Goetia, there might be some overlap. If you focused first on the areas no one is planning a mod for, we could see where we are in a few weeks.

Reply #7 Top


I can easily see how too many summoning spells would be bad, i'm spending until mondy poking through the xml to see more closely how everything is pulled together. I've got some fun ideas that twist around some game concepts based off the collection of spells and quests that already exist.

also, my daughter wants me to mod an assassin bunny into the game based off of one of her stuffed animals. Should be interesting if I can make it work.