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#11
Flash_in_the_flesh

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Agree with others about immunities. From lore point of view, the fact that cold isn't painful for undead doesn't mean it's not dangerous. Living or dead freeze alike and can be shattered to pieces. Also undead are not mindless so confusion and control is possible.

I'll definitely try this mod if you can add Combat Tweaks compatibility. For now forcing players to choose between Magic Overhaul and CT won't help this mod's popularity.

Edited by Flash_in_the_flesh, 04 January 2010 - 09:27 PM.


#12
Drone456

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Kick ass mod man, I understand where you're coming from with the immunities and they make sense to me honestly, this mod will now force people to dabble in other magic schools because of the immunities instead of just staying in one or so. It would be sweet if you could add the creature's immunity to it's codex after you encounter it so you can check back when a fight starts to see what would be most effective, great mod though and keep up the great work :D

#13
DivideByZero84

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Now immunities are changed. Undead are immune only to sleep, paralysis, confusion and control.

I wanted to have less immunities but I had to do it after chaning completely the resistance system. Now that I changed it I can lower immunities to how it was planned in the beggining.

It was a thing done in an haste to balance things out for mages. Now it is no more necessary since I rebalanced the system from the core (instead than from the end).

As for Combat Tweaks, this mod IS compatible with all the combat changes of that one, but NOT with the spell's one (as it is obvious) and sincerely it is not my concern AT ALL to make a compatible version with that mod, sorry, I have my reasons.

It is not my fault if the author does a COMBAT mod and changes also magic (also if in a superficial way, it's the same for scripts), it doesn't make much sense, isn't it?

You can use both, the changes in this mod will simply override the spell's changes in CT. All will work fine.

As for lore I don't know from where you come from but in BG 1 and 2 undeads were immune to almost everything except fire and they were everywhere (in DAO they are much more rare). For me it makes a lot of sense that spirit creatures are immune to mental conscriptions (less so for cold, but I removed that). You can however use other spells: undead are fragile against fire and nature and have lower physical resistance.

The goal of this mod is to have players think more strategically and choose more spell lines instead of the usual one or two as it happens now. In my opinion this is not the way the developers thougth about it, it's just a little fault in the core system for resistances.

Edited by DivideByZero84, 05 January 2010 - 11:05 AM.


#14
Scarsunseen

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I have to say that I like the idea of this mod, and though I am not quite ready to use it in its current form, I will definitely be watching its progress. I think that this sort of mod really needs to be paired up with one that gives spellcasters more options, as the vanilla incarnation of this game encourages specialization.

#15
narta

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That's a good idea for a mod but like Scarsunseen, i won't use it right now but will be watching further modifications.
There are a lot of great ideas that i'd like to have but also too many modifications that make the game too easy.

e.g. the dispels in the spirit line that only dispel buffs/debuffs to help the player instead of dispelling everything. And modification to the Arcane Warrior need to sheat his weapon. Stuns on 3 of 4 lightning spells which make this magic school self-sufficient.

But i would love to play with all your other changes :)


You could re-think some of your modifications o:)

#16
EpF

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DivideByZero - I don't know how mod hierarchies work, but how do you guarantee that your mod overrides CT rather than the other way around?

#17
Flash_in_the_flesh

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EpF I guess that's because this mod change only spell file and CT barely touch spells ATM. Spells can't override combat because everything has it's seperate files. It would be nice to get precise informations about which files or events this mod overrides.

@DivideByZero84
Does Magic Overhaul include detailed in-game descriptions of altered skills? Is it compatible with Detailed Tooltips mod?

Edit: OK, I've read TO DO list. Tooltips are on the way but still you could consider making your mod compatible with Detailed Tooltips.

Edited by Flash_in_the_flesh, 05 January 2010 - 03:18 PM.


#18
DivideByZero84

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The changes doesn't make game more easy, quite the contrary in fact. Stun on lightning seems very powerful but with the new resistances many creatures will simply resist the stun. Stun, in fact, is tied to physical resistance and warrior classes will be highly resistant to it. Rank also have an impact on the possibility of resisting a check, as certain creatures type (as of version 1.03).

If you think that this mod makes the game easier for casters then you should try it and you will immediately change idea. Actually it forces spellcasters to choose the spells for the given battle carefully instead of spamming the same two or three all the times. You have to play more strategically because the game becomes more difficult if you are a magic user.

As for AW the bonuses on Shimmering Shield are greatly reduced and you cannot stack attack from dex and combat magic (as before). Casting with sheating is merely an inconvenience, not certainly a penalty.

Dispel Magic/Anti Magic Burst are almost never used just because they remove all effects, included beneficial. Then also enemies use those spells (and a lot) so the increased efficiency works also for them.

As for mod's hierarchy it depends on alphabetical order of the directory in the addins. Since I used "XDAO..." it comes after many other mods. I've done this on purpouse so as to have the mod override other mod's spell changes since this is a complete overhaul and not a simple "change or two".

When the talktable will be ready it will be compatible with all other ones, included Detailed Tooltips.

Edited by DivideByZero84, 05 January 2010 - 04:09 PM.


#19
Flash_in_the_flesh

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Great. Maybe you should copy/paste this explanation to mod's description. Your mod objective is admirable. People would like to know the general feel and reasoning before they read the changelog.

Edited by Flash_in_the_flesh, 05 January 2010 - 07:24 PM.


#20
DivideByZero84

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I can add it but I think it's written plainly in what the mod does if people care to read.

One thing I understood is that popularity of mods go by name more than by what's really in there. Take for example that CT mod, it's just a clone but now that the cloned is gone away it has become popular.

This is how things go, usually.




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