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[WIP] Apocalypse New


EnaiSiaion

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I am glad to see you doing this, good luck and i bet it will kick some serious ass. I wish others from older mods refreshed their mods like this. Thank you

 

Agreed, there is no incentive to improve mods in the top 100 because many downloaders only care about the top 100 so there is no real threat from newer and better mods except for the rare Falskaar. I don't think it's ethical that 75% of my downloads and endorsements come from my one mod that is blatantly outdated, so I'm bringing it up to 2014 standards.

 

Amazing!

 

 

Sorry if this as already been asked, but apocalypse and apocalypse new will be compatible?

 

Isn't that like asking if patch 1.1 and 1.2 of something are compatible? :tongue:

 

 

Well, i found something:

 

 

In response to post #10238429. #10240038, #10241757, #10241855, #10289790, #10292054 are all replies on the same post.

You can keep using them; Apocalypse and Apocalypse New work together. :smile:

 

ALSO, altmer have a configurable Contingency power in Resplendent Racials.

 

The thing about contingencies is, the best spell to put into them is ALWAYS either Grand Healing or Mass Paralysis. Restricting them to the destruction school would also help, but destruction is getting its own "kind of" contingency spells anyway. They just don't need to take up 4 spell slots and have clunky mechanics.

 

 

:confused:

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I have used both Necorplague and Chantrax as well as the Disease spells fom Forgotten Magic, I liked the concept and I am looking for more spells like that. The benefit of a DoT spell is that rewards a clever player, you place the damage spell on your foe and than you can move around and focus on other things (like running away) while still some damage is inflicted. What troubled me was that the conditional "casting a spell" came rarely in play since most enemy mages did not last that long and I favored the "death" conditional much more. And worry not, I have tested Apocalypse, Thunderchild and if i would not be for Requiem I would give a proper try to Dwemerverse (just consoled some spells back than), though Requiem is quite hostile to any magic mods out there.

 

And I love the new dremora, it should be fun to play with them, especially since Conjuration is my favorite school.

 

Now you stated clearly that you want the main schools clearly defined and I respect that, allowing a character to focus on a single type of magic skill while still being "capable" to deal with any foe, On the other side I would love you to make a sort of "Cantrip" school with minor magic effects that are more utilitarian in nature than related to any specific school. Available at Novice level so any mage can have them and with the clear purpose of easing a caster's life and focusing on the portrayal of the classic wizard and all.

 

For example:

 

- Sleep, for 1-2 seconds the target falls asleep, every damage breaks the spell.

- Wizard's Staff

- Familiar, you summon a tiny creature that provides you with an x bonus and it is permanent until unsummoned (butterfly, rabbit, skeever... tiny things)

- Spell Tome, you conjure your spell tome for a limited amount of time (book reading animation) during this time your magicka regen is boosted for 100%... unusable in combat (regeneration between fights, a standard animation for our character to read a magic tome, something fun all in all)

- Servant; you are able to summon your ghostly butler who will carry your things and give you something to eat and drink (a non combat summon with an inventory)

- Meditation (once per day power, you use the meditate animation for x seconds, done that the next spell you cast is free to cast)

- Conjure Bed, you are able to summon a magic bed (all survival mods have a sleep roll somewhere, so why not give a wizard the option to sleep a bit more comfortably)

- Magic Finger, a touch spell that drains some magicka, once per day

 

Just some ideas.

Edited by markotercon
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Obviously I'm not the one this is directed at. Nonetheless, I can still opinionate :)

 

Sleep: At first I thought sleep would just be another short term paralysis effect. But then I thought about it, and it could even be made to be only useable out of combat and still be useful because I could use it if I'm caught trespassing to delay the calling of the guards. I'm not sure it'd be easy to do, but it was more interesting than I originally thought.

 

Wizard's Staff: I'm not sure exactly what this one is supposed to do.

 

Familiar: This was mentioned previously and he didn't like it because he felt he would be stealing from some other mod (don't remember which one).

 

Servant: Isn't there a Dragonborn spell that does that? If not, I'm pretty sure there's at least a Dwemerverse spell that's similar. I think the Dwemerverse one is a container, not an actor, but the same result, more or less.

 

Conjure Bed: He hasn't seemed to like the idea of making spells that would only be useful with certain types of mods (and I can't say I blame him for that).

 

The others I have no opinion on (who am I kidding, only ONE of those was an opinion...).

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How about a group of concentration spells that inflict their effects only once you stop concentrating, with their magnitudes dependant on how long you were casting them?

 

Some examples:

 

-Electric charge spell that deals shock damage around yourself proportional to the time spent concentrating times the mastery level of the highest level shock spell that struck you while concentrating.

 

-Wall-of-X spell that deals no damage while you're still casting it, but once you stop all the placed hazards activate at once, sharing the duration of the most recently placed hazard.

 

-Healing spell that keeps track of the damage it heals, and once you stop casting deals damage to nearby enemies based on the amount healed.

 

-Projectile barrage spell that applies a magical mark to the enemy under your crosshairs X times per second and upon release fires a projectile toward each mark in rapid succession.

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But you could probably manage a Master level spell that crated a pocket plane that has safe storage etc

 

 

Mighty Magic has two spells like this already but I haven't tried them. I was hoping for something to take that idea even further.

 

 

Yes, I can certainly manage that, especially because I did manage it, in Dwemerverse, the mod which no one gave a single s*** about. Good to hear Mighty Magic also has it though.

 

 

 

I loved your Dwemerverse mod. Would love to see more Dwarven themed magic mods.

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Conjuration spell list (expected to be finished tomorrow):

 

NOV

  • Conjure Avenging Wraith - Summons an animated robe that shoots death bolts and has health, damage, magicka and stamina equal to 150% of whoever killed the previous one.
  • Consuming Power - Target conjured minion deals double damage for 10 seconds, then dies.

APP

  • Atronach Mark - Places a curse that explodes with a satisfying boom when struck by a conjured minion, dealing 20% max health in damage.
  • Cloak of Souls - Soul traps all nearby enemies for 120 seconds.
  • Conjure Dremora Churl - Summons a poor little abused Daedra with decent stats for a low level creature, but when it dies, a new one is summoned under control of the killer.
  • Drain Charge - Target with enchanted weapon loses 2*conjuration charge per second and you gain it.
  • Power of the Master - All your conjured minions cast the self-cast spell in your other hand (armor, cloak, invis, etc).
  • Summon - Target is summoned in front of you.

ADE

  • Conjure Dremora Berserker - Summons a Daedra that not only attacks enemies but also inflicts 10 damage per second to nearby enemies and itself.
  • Conjure Lich - WIP
  • Conjure Xivilai Sorcerer - Summons a Xivilai with a powerful AoE green fire attack. However, your conjuration skill is reduced by 25 while it is summoned.
  • Daedric Crescent - Equips target conjured minion (daedric or humanoid) with a DOOM SWORD that deals high damage and a bonus 40 damage and stun for 5 swings.
  • Detonate Dead - Blows a corpse up for 160 fire damage.
  • Summoning Rune - Places a rune that summons the target in front of you.

EXP

  • Conjure Dremora Champion - Summons a Daedra with a big axe whose power attacks throw enemies. It is somewhat weak without power attacks though, so keep your restoration spells handy to replenish its stamina.
  • Conjure Dremora Counselor - Summons a Daedra with an aura that increases your armor rating when near it.
  • Conjure Herne - Summons a Daedra with a weak bow but it conjures 3 Spirit Wolf minions of its own when entering combat.
  • Conjure Xivilai Lord - Summons a Xivilai with a powerful green lightning attack and a very strong ward, but it has no innate magicka and instead takes all of your magicka and gains twice this amount.
  • Honorbound Guardian - Target living ally gains an Imperial spirit bodyguard.
  • Mass Summoning - All targets are summoned in front of you.

MAS (ritual spells)

  • Banish Living - Sends target humanoid on a one way trip to Oblivion. You gain any quest items it was carrying plus credit for the kill, but all of its other loot goes with it. Also tells you how many poor fools you sent off, and which plane of Oblivion they went to (it depends somewhat on who they are).
  • Conjure Dremora Assassin - Summons a bow-wielding Daedra. When she hits a target below 250 health, she inflicts a "Death Mark" that reduces its health to 1 for 10 seconds.
  • Conjure Lord of Bindings - WIP
  • Conjure Nether Lich - Summons a wight that uses magic attacks, dealing 5 disease dps for 30 seconds with one hand and permanently reducing target skill levels by 5 with the other, also reanimates the dead.
  • Conjure Radac - Summons Radac Stungnthumz back to Nirn, He can levitate targets and has a staff that fires tech blasts that deal 50 damage (+50 to disabled targets).
  • Necrowitch - WIP

 

There are some nice combos in there. Dremora Assassin is ranged and attacks slowly but you can fix that by giving her a Daedric Crescent, though it puts this very squishy character into the frontline. Atronach Mark triggers of the Berserker's AoE burn. Consuming Power CAN be cast on enemy minions and will kill them if you can weather the storm first. Etc.

 

Fyi - Lord of Bindings will interact with bound weapons somehow, Lich will be empowered by your weapon charges and the Necrowitch is a big bad version of the Apoc original. The details are still being fleshed out.

 

 

 

Consuming Power

http://i44.tinypic.com/kdjrqh.jpg

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Apocalypse is my favorite spell mod for Skyrim, and I am enthused to hear you are working on a new version of it.

 

I typically play a conjurer, and would love to see a wider variety of conjures (not just combat-based), such as "wisp" anomalies that glow like a magelight and seek out hostiles, but cannot inflict damage themselves (Power of the Master and other effects could of course be used).

 

More variety of contingency-based spells (not just for Destruction) would also be interesting. A toggle-able effect that auto re-casts atronachs that are destroyed (with a larger than normal Magicka drop) would be very cool (and in keeping with the tactical spell use, not always a good thing to have active!)

 

How about an illusion defensive spell that automatically gates you away when physically struck? Random direction would make it interesting, but maybe in the direction the attack came from, or different versions based on desired effect. Could be used to allow a spellsword to get closer to an archer on every hit, or a distance caster to retreat from attacks (off a cliff, even).

 

Just some ideas, and I am sure whatever you create will be phenomenal as always. Thanks for your hard work!

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That doesn't say much, because Dwemerverse isn't strictly graphics mod.

Though we expect the spells to look in a proper way. Graphics matters a lot in magic... cos magic is suppose to look nice.

 

 

 

You seem to think that tedious = lore-friendly. I myself got sick after copious amount of grinding (precision tools requires 5 drop-only ingredients and Dwemerverse adds clutter which serves no purpose other than cluttering interface). And if you consider using forge as "interesting" thing, you certainly didn't spend enough time in it.

 

I seem to think that buying every modded item in the shop sucks. It is magic thus learning it should acquire some effort.

Dwemerverse allows role-playing a dwemer mage thus the usage of forge in this way makes a lot of sense.

 

 

Care to name spells which don't intersect with apoc ones and are also useful? Did you obtain all spells without using console?

 

Hmmm... mines, Aetheric Wall, Shelter, Bloodstars come to my mind as first.

Some others were reworked and made more useful... or consistent like: Primadorial Shock, Disintegration

Yup all.

 

 

What do you mean by that?

 

Like some Apoc Alteration spells were using an almost identical mechanic. There were like 4 slam type spells and 3 stamina debuff spells. This was fixed in Dwemerverse.

 

 

 

Which changes... nothing. Also, Stones have to compete, on top of each other, with double enchanted/unique amulets.

Makes sense... most passive effects in the game are applied via enchantments. Those who do not require either completing a quest or visiting a shrine. An self buff spell with no time limit... doesn't tick right.

 

-----------------------------------------

 

 

 

  • Daedric Crescent - Equips target conjured minion (daedric or humanoid) with a DOOM SWORD that deals high damage and a bonus 40 damage and stun

 

Hope it will alsoow work with reanimated minions. ;)

 

 

Alsoow I know it is probably too late for spawning Conjurations spells ideas but...

 

New reanimation spells:

Flaming Zombie – It is an idea for a new reanimation spell. It reanimates the corpse under your control and turns it into a walking bomb. When the corpse is hit with any type of attack it explodes. In other words it is similar to the standard corpse bomb but can have more uses. It is a bit similar to a corpse bomb but I think it can be used for a larger variety of situations.

 

 

Corpse transformation spells :

 

Basically the idea behind it is to transform a corpse of a slain enemy into some undead monster. In some variations it would create a fully functional follower… but in others just transform one/several corpses into another corpse that you can reanimate with normal magic. I have noticed that you were working on something that gathers the corpses around the player in Dwemerverse. You can use this idea here for more powerful Corpse transformation spells that require several corpses. Like the spell should drawn corpses on a pile and transform them into something. What sort of creatures could fit into it? I have several idea:

 

-Bone spider

-Bone golem

-Shambles – this one is my favorite because it is fully lore friendly.

http://www.uesp.net/wiki/Shivering:Shambles

-Bonewalker

-Bonelord

http://www.uesp.net/wiki/Lore:Bestiary_B

Edited by Tykiii
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