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[WIP] Apocalypse New


EnaiSiaion

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Hi,

 

Is it not perhaps possible to require some items for the conjuration school? This is very much similar to when in the Midden when you need to have fire salts to summon a flame atronach. I think it makes sense.

 

It would also be interesting to see if maybe that all kinds of normal summons would require a filled soul gem maybe, I don't know. Or if the summons' strengths depend on the size of the soul gem.

 

I assume Enai is not applying the item requirements for casting the spells... cos it would lock them up for NPC mages... like even if you give those spells to the via ASIS they still can't cast them cos they dunn have the required items.

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Novice
Alarm - Notifies you when enemies enter a certain radius around you.
Longstride - Concentrate to increase movement speed.
 
Apprentice
Earthrune Weapon - For 90 seconds, you deal (Alteration)% more 1H weapon damage for 2 seconds after casting a spell.
Feather Fall - For 30 seconds, reduces fall damage by 10*Alteration.
Loot Magnet - Loots all corpses in a 200 ft radius.
Ocato's Recital - You have 15 seconds to cast buffs and summoning spells; when you enter combat, your chosen spells are cast for free.
Reynos' Fins - Swim speed increased by 200% for 60 seconds.
Wither - Target loses 10% movement speed per second for 15 seconds. All movement speed is restored at the end.
[H]
 
Adept
Dancing Stones - Cast to attune to earth for 10 seconds and gain the ability to rapidly cast stunning rocks that lower armor rating by 120 for 10 seconds.
Lift - Concentrate on a target to levitate them into the air after 3 seconds. If you miss during this time, the timer resets.
Ninth Barrier - Increases armor by 140 for 60 seconds, but may randomly fail (1% chance per second) which drains half of your Magicka.
Sense Ore - Detect the presence of ore veins within 200 ft.
Spell Sequencer - You have 15 seconds to cast spells; when you cast one of them in battle, you automatically equip the next spell in line.
Tharn's Prison - Traps a humanoid target in a large crystal of force.
[H]
 
Expert
Create Energy Ball - Spawns a ball that can be thrown around with Telekinesis for 120 seconds.
Detonate Lock - Explodes a lock with level (Alteration-25) or lower, but may alert people nearby.
Gravisphere - Target is pulled into the air by an energy orb of high mass for 10 seconds.
Hold - Target is telekinetically suspended in front of the caster for 10 seconds. This is a touch range spell.
Kinetic Charge - Target an opponent and dash to them, knocking them down on impact.
Knowledge is Power - Cast with one hand while having a non-concentration spell in the other hand to give yourself a 1/day power that casts this spell for free.
[H] Warp the Flesh - Deals 20 damage per second for 5 seconds to paralyzed or levitated target.
 
Master
Acceleration Rune - When triggered, launches the opponent in its direction of movement.
Levitate - Walk on air for 30 seconds, stop moving to drop, jump to climb. Does not work in combat.
Mark and Recall - Place a marker or recall to a previously placed marker.
Replicate - Target an item on the ground to duplicate it at the cost of 4 times its gold cost.
Shalidor's Rune - When triggered, sets the opponent's health to a random percentage.
Weave Mythal - Increases the duration of your next alteration self buff to 600 seconds.
[H] Slam - Target is levitated for 2 seconds, then hits the ground for damage.

I like the idea of Kinetic Charge, I was thinking something like Charge from Bioshock: Infinite would be cool in Skyrim. Detonating locks sounds fun too. Levitation would be cool, so would Feather Fall. Overall, these sound great to me!

Edited by LordNyarlathotep
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You're late. :tongue:

 

 

Hi,

 

Is it not perhaps possible to require some items for the conjuration school? This is very much similar to when in the Midden when you need to have fire salts to summon a flame atronach. I think it makes sense.

 

It would also be interesting to see if maybe that all kinds of normal summons would require a filled soul gem maybe, I don't know. Or if the summons' strengths depend on the size of the soul gem.

 

I assume Enai is not applying the item requirements for casting the spells... cos it would lock them up for NPC mages... like even if you give those spells to the via ASIS they still can't cast them cos they dunn have the required items.

 

 

That's not the point. But this would lead to WoW-like soulshard farming where instead of getting a bonus for having an item, you are forced to have said item to even fight at all.

 

Some scroll only spells are item gated though.

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I am really grateful for what you are doing, I have been playing mage many times and Skyrim suffers from small amount nice of spells. Recently I have started a new game as a mage but I like what SkyRe done to perks combat system and so on to much to play without it.

I know this is one of the most stupid and annoying questions but I have to ask is there any estimate release date?

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No. Apoc doesn't require any DLC features.

 

I was tempted to require the DLC anyway just so I could use DLC animations as base material, but decided against it because that wouldn't physically prevent people from using the mod without the DLC, making everyone who didn't read the description a pirate.

 

Okay, with (almost) all spells implemented and (mostly) functional, I'm now doing all the background tech: vendor populate scripts, the MCM, scrolls, books etc.

 

I will probably release ApocNew a week or so before the SkyRe and Requiem patches (and the optional inclusion in levelled spell lists) because I don't want to hold back everyone who doesn't use overhauls without good reason. I'd say in 1-2 weeks I'll be releasing this.

Edited by EnaiSiaion
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Damn :blush:

 

Perhaps, a way to mitigate this is to make it so that many conjuration spells can be casted using several choices of items, so the weaker spells can use many kinds of more readily available items. In SkyRe, this is similar to specialising in the homunculi branch in the alteration tree. But I can see that that's just an optional flavor, not something that makes or breaks the alteration tree.

 

Plus I think it also makes sense that enemies might not necessarily have access to many kinds of the high-tiered conjuration spells for the lack of the rare items.

 

Ah well. Who knows there could be Apocalypse New Redone :laugh:

Edited by xallever
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No. Apoc doesn't require any DLC features.

 

I was tempted to require the DLC anyway just so I could use DLC animations as base material, but decided against it because that wouldn't physically prevent people from using the mod without the DLC, making everyone who didn't read the description a pirate.

 

Okay, with (almost) all spells implemented and (mostly) functional, I'm now doing all the background tech: vendor populate scripts, the MCM, scrolls, books etc.

 

I will probably release ApocNew a week or so before the SkyRe and Requiem patches (and the optional inclusion in levelled spell lists) because I don't want to hold back everyone who doesn't use overhauls without good reason. I'd say in 1-2 weeks I'll be releasing this.

 

Wait wait wait... AN MCM!? >.> Enai, you spoil me. Now I'll be pacing and foaming out the mouth until it's released. :P

Edited by pheo3309
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Or maybe, certain items can be used in the conjuration tree to buff the summons? Haha. I probably shouldn't be this keen about this as sometimes reaching the highest perk should sometimes feel like you've already done enough to be able to be extremely powerful in one specialization.

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